修改二仇顺劈绘制逻辑

This commit is contained in:
南沢响也
2025-03-12 01:54:21 +08:00
parent 2b1f3c183f
commit c87650b0a3

View File

@@ -83,23 +83,20 @@ public class Emanation
{
var dp = accessory.Data.GetDefaultDrawProperties();
var Lakshmis = Svc.Objects.Where(x => x.DataId == 7712);
foreach (var Lakshmi in Lakshmis)
{
if (Lakshmi.IsTargetable)
{
dp.Owner = Lakshmi.EntityId;
}
}
dp.Name = "光之波动";
dp.TargetObject = @event.TargetId();
dp.Color = accessory.Data.DefaultDangerColor;
dp.Scale = new Vector2(40);
dp.Radian = 125f.DegToRad();
dp.DestoryAt = 5400;
accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Fan, dp);
var boss = IbcHelper.GetFirstByDataId(7712);
if (boss == null) return;
dp.Owner = boss.GameObjectId;
dp.Name = "光之波动";
dp.TargetObject = @event.TargetId();
dp.Color = accessory.Data.DefaultDangerColor;
dp.Scale = new Vector2(40);
dp.Radian = 125f.DegToRad();
dp.DestoryAt = 5400;
accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Fan, dp);
}
[ScriptMethod(name: "光之瀑布(分摊)", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:9361"])]
public void (Event @event, ScriptAccessory accessory)
{