攻击范围
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@ -38,6 +38,7 @@ public class Attack : MonoBehaviour
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[Header("攻击范围图片")] public SpriteRenderer attackRangeSprite;
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[Header("攻击范围图片")] public SpriteRenderer attackRangeSprite;
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[Header("攻击持续时间")] public float AttackStayTime;//
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[Header("攻击持续时间")] public float AttackStayTime;//
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[Header("攻击目标")] public GameObject Target;
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[Header("攻击目标")] public GameObject Target;
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[Header("攻击范围显示脚本")] public CharacterClick characterClick;
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public bool isAttack = true;
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public bool isAttack = true;
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public bool flag = false;
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public bool flag = false;
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[HideInInspector] public float timer = 0;
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[HideInInspector] public float timer = 0;
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@ -353,16 +354,15 @@ private void GenerateBullet(float angle, Vector2 startPos, Vector2 changePos)//
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{
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{
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// 设置碰撞体的半径
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// 设置碰撞体的半径
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attackCollider.radius = role.AttackRange;
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attackCollider.radius = role.AttackRange;
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// 获取攻击范围图片的原始直径 (SpriteRenderer的bounds.size.x)
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float spriteDiameter = attackRangeSprite.bounds.size.x;
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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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// 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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float scaleFactor = role.AttackRange * 2f / spriteDiameter; // * 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 / characterClick.OrSizeX; // * 2f 因为 radius 是半径,图片的尺寸通常是直径
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// 设置图片的缩放
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attackRangeSprite.transform.localScale = new Vector3(scaleFactor, scaleFactor, 1f);
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}
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}
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else if(attackColliderBox)
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else if(attackColliderBox)
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{
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{
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