攻击范围修改
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@ -323,13 +323,13 @@ public class Attack : MonoBehaviour
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if (attackCollider&& role.AttackRange !=0)
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{
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// 设置碰撞体的半径
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attackCollider.radius = role.AttackRange-1;
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attackCollider.radius = role.AttackRange+2f;
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// 计算缩放因子,使得图片的直径与碰撞体的直径匹配
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characterClick.OrSizeX = (role.AttackRange-1) * 2f / characterClick.StartSizeX; // * 2f 因为 radius 是半径,图片的尺寸通常是直径
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characterClick.OrSizeX = (role.AttackRange+2f) * 2f / characterClick.StartSizeX; // * 2f 因为 radius 是半径,图片的尺寸通常是直径
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characterClick.OrSizeY = characterClick.OrSizeX;
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@ -86,7 +86,7 @@ public class Bullet : MonoBehaviour
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[Header("子弹移动参数")] public bool IsMove = true;
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[Header("子弹碰撞体")] public CircleCollider2D Collider2D;
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[Header("子弹特效预制体")] public List<GameObject> effectPres = new List<GameObject>();
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private float timer = 0;
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public float timer = 0;
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[Header("子弹攻击数量")] public int NumberOfBulletAttacks = 1;
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[Header("攻击目标")] public GameObject Target;
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[Header("子弹是否不锁定目标")] public bool noLockEnemy=false;
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@ -324,8 +324,11 @@ public class Role : Fun
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if (lsanimationHighlight == dieIndex)
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{
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//SpawnPool.intance.DeadNumber += 1;
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SpawnMonster.intance.enemysList.Remove(this.gameObject);
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if (SpawnMonster.intance.enemysList.Count<=0)
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{
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SpawnMonster.intance.Index += 1;
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@ -25,10 +25,16 @@ public class SmallBullet : Bullet
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this.gameObject.transform.Translate(Vector3.up * Time.deltaTime * bulletData.BulletSpeed*8);
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timer += Time.deltaTime;
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if (timer > BulletDeadTimer)
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{
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attackObj.bulltes.Remove(this.gameObject);
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Debug.Log("对象已成功移除。当前列表数量:" + attackObj.bulltes.Count);
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Destroy(this.gameObject);
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}
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}
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break;
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