diff --git a/Role/Attack.cs b/Role/Attack.cs index e09ff27..bf18bd8 100644 --- a/Role/Attack.cs +++ b/Role/Attack.cs @@ -316,13 +316,13 @@ public class Attack : MonoBehaviour if (attackCollider) { // 设置碰撞体的半径 - attackCollider.radius = role.AttackRange; + attackCollider.radius = role.AttackRange-1; // 计算缩放因子,使得图片的直径与碰撞体的直径匹配 - characterClick.OrSizeX = role.AttackRange * 2f / characterClick.StartSizeX; // * 2f 因为 radius 是半径,图片的尺寸通常是直径 + 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 characterClick.OrSizeY = characterClick.OrSizeX; @@ -334,7 +334,7 @@ public class Attack : MonoBehaviour // 假设攻击范围决定了矩形的长宽比 // attackRange * 2 可以增加攻击范围的矩形尺寸,调整比例或常数以适应你的需要 - boxSize.x = role.AttackRange * 2f + 2; // 设置矩形宽度 + boxSize.x = role.AttackRange* 2f + 2; // 设置矩形宽度 //boxSize.y = role.AttackRange/3; // 设置矩形高度 // 更新矩形碰撞体的尺寸 @@ -346,6 +346,7 @@ public class Attack : MonoBehaviour { offSetX += 0.6f; } + attackRangeSprite.transform.position = new Vector2(attackRangeSprite.transform.position.x - offSetX, attackRangeSprite.transform.position.y); //characterClick.OrSizeY = 1; Debug.Log("修改图片宽度"); diff --git a/Role/Role.cs b/Role/Role.cs index 55da92f..6246857 100644 --- a/Role/Role.cs +++ b/Role/Role.cs @@ -87,10 +87,15 @@ public class Role : Fun if (Hpfiil != null) { Hpfiil.fillAmount = hp / maxHp; + // 使用 DOTween 动画平滑过渡血条填充 DOTween.To(() => HpfiilYello.fillAmount, x => HpfiilYello.fillAmount = x, hp / maxHp, 0.8f) // 0.5f 为过渡时间 .SetEase(Ease.InOutQuad); // 使用缓动效果,使血条变化更加平滑 + //if (UIContorl.instance.NowShowInfo!=null&&UIContorl.instance.NowShowInfo.Id == 1) + //{ + // UIContorl.instance.NowShowInfo.UpDateShow("1", "Enemy_001", "0", "3", "1", "测试文档一", hp, maxHp); + //} } // 更新血量文本效果