修改Bug
This commit is contained in:
parent
27b2f1b025
commit
d198bb4790
@ -316,13 +316,13 @@ public class Attack : MonoBehaviour
|
|||||||
if (attackCollider)
|
if (attackCollider)
|
||||||
{
|
{
|
||||||
// 设置碰撞体的半径
|
// 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
|
// 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;
|
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
|
// 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
|
// 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
|
//boxSize.y = role.AttackRange/3; // 设置矩形高度
|
||||||
|
|
||||||
// 更新矩形碰撞体的尺寸
|
// 更新矩形碰撞体的尺寸
|
||||||
@ -346,6 +346,7 @@ public class Attack : MonoBehaviour
|
|||||||
{
|
{
|
||||||
offSetX += 0.6f;
|
offSetX += 0.6f;
|
||||||
}
|
}
|
||||||
|
|
||||||
attackRangeSprite.transform.position = new Vector2(attackRangeSprite.transform.position.x - offSetX, attackRangeSprite.transform.position.y);
|
attackRangeSprite.transform.position = new Vector2(attackRangeSprite.transform.position.x - offSetX, attackRangeSprite.transform.position.y);
|
||||||
//characterClick.OrSizeY = 1;
|
//characterClick.OrSizeY = 1;
|
||||||
Debug.Log("修改图片宽度");
|
Debug.Log("修改图片宽度");
|
||||||
|
@ -87,10 +87,15 @@ public class Role : Fun
|
|||||||
if (Hpfiil != null)
|
if (Hpfiil != null)
|
||||||
{
|
{
|
||||||
Hpfiil.fillAmount = hp / maxHp;
|
Hpfiil.fillAmount = hp / maxHp;
|
||||||
|
|
||||||
|
|
||||||
// 使用 DOTween 动画平滑过渡血条填充
|
// 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
|
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
|
.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
|
// 更新血量文本效果
|
||||||
|
Loading…
Reference in New Issue
Block a user