diff --git a/UnityProject/Assets/AssetRaw/DLL/GameLogic.dll.bytes b/UnityProject/Assets/AssetRaw/DLL/GameLogic.dll.bytes index f552d230..e5669c4d 100644 Binary files a/UnityProject/Assets/AssetRaw/DLL/GameLogic.dll.bytes and b/UnityProject/Assets/AssetRaw/DLL/GameLogic.dll.bytes differ diff --git a/UnityProject/Assets/AssetRaw/UI/UIGameBattle.prefab b/UnityProject/Assets/AssetRaw/UI/UIGameBattle.prefab index f67ebe36..51b837c5 100644 --- a/UnityProject/Assets/AssetRaw/UI/UIGameBattle.prefab +++ b/UnityProject/Assets/AssetRaw/UI/UIGameBattle.prefab @@ -16613,7 +16613,7 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5} - m_AnchoredPosition: {x: -0.0023804, y: 893} + m_AnchoredPosition: {x: -0.0023804, y: 750} m_SizeDelta: {x: 1080, y: 472.77} m_Pivot: {x: 0.5, y: 0.5} --- !u!1 &1762914308485668896 @@ -42621,10 +42621,10 @@ RectTransform: m_Children: [] m_Father: {fileID: 2161047130895777792} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} - m_AnchorMin: {x: 0, y: 0} - m_AnchorMax: {x: 1, y: 1} + m_AnchorMin: {x: 0.5, y: 0.5} + m_AnchorMax: {x: 0.5, y: 0.5} m_AnchoredPosition: {x: 0, y: 0} - m_SizeDelta: {x: 0, y: 0} + m_SizeDelta: {x: 1080, y: 1920} m_Pivot: {x: 0.5, y: 0.5} --- !u!222 &5552065052100559850 CanvasRenderer: @@ -52808,7 +52808,7 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5} - m_AnchoredPosition: {x: 100, y: 131} + m_AnchoredPosition: {x: 100, y: 42} m_SizeDelta: {x: 1080, y: 1327.4} m_Pivot: {x: 0.5, y: 0.5} --- !u!1 &4858832337821100010 @@ -78461,7 +78461,7 @@ GameObject: m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 - m_IsActive: 1 + m_IsActive: 0 --- !u!224 &6472483763040821812 RectTransform: m_ObjectHideFlags: 0 diff --git a/UnityProject/Assets/GameScripts/HotFix/GameLogic/Actor/ActorHItem.cs b/UnityProject/Assets/GameScripts/HotFix/GameLogic/Actor/ActorHItem.cs index 4edc627d..a5a10e18 100644 --- a/UnityProject/Assets/GameScripts/HotFix/GameLogic/Actor/ActorHItem.cs +++ b/UnityProject/Assets/GameScripts/HotFix/GameLogic/Actor/ActorHItem.cs @@ -188,10 +188,7 @@ namespace GameLogic else { // 增加推力 - if (buff.addPower > 0) - { - m_AddPush += buff.addPower; - } + m_AddPush += buff.addPower; } } @@ -220,10 +217,10 @@ namespace GameLogic // 减速也不能减到负数 - //if (m_AddPush <= 0) - //{ - // m_AddPush = 0; - //} + if (m_AddPush <= 0) + { + m_AddPush = 0; + } m_AllPush += m_AddPush; @@ -262,7 +259,7 @@ namespace GameLogic m_tmpWaiXing.text = WaiXingCount.ToString(); m_rectWaiXing.gameObject.SetActive(WaiXingCount > 0); - + } List m_ListEgo = new List(); @@ -276,12 +273,18 @@ namespace GameLogic public async Task AddBuff(Buff buff, UnitPlayerData unitPlayerData, GiftConfig giftConfig) { - //Log.Debug("获得Buff " + buff.m_Id); + Log.Debug("获得Buff " + buff.m_Id); // 确认Buff效果,生成指定Buff特效. if (buff.m_Id == 5) { // 龙卷风特效特殊处理 + + + // 直接扣 + m_AllAddPush += (int)buff.addPower; + + } else if (buff.m_Id == 1) { @@ -430,12 +433,12 @@ namespace GameLogic // 直接扣 - m_AllAddPush = m_AllAddPush + (int)buff.addPower; + //m_AllAddPush = m_AllAddPush + (int)buff.addPower; - if (m_AllAddPush <= 0) - { - m_AllAddPush = 0; - } + //if (m_AllAddPush <= 0) + //{ + // m_AllAddPush = 0; + //} } @@ -514,10 +517,6 @@ namespace GameLogic // 直接扣 m_AllAddPush += (int)buff.addPower; - if (m_AllAddPush <= 0 ) - { - m_AllAddPush = 0; - } } } @@ -539,10 +538,6 @@ namespace GameLogic // 永久增加推力 m_AllAddPush += ConfigSystem.Instance.Tables.TbSystemConfig.Get(1).YongJiuPower; - if (m_AllAddPush <= 0) - { - m_AllAddPush = 0; - } } else if (buff.m_Id == 9) { @@ -576,43 +571,43 @@ namespace GameLogic if (m_Buffs.ContainsKey(unitPlayerData.protCustMessageData.openId)) { - // 如果是负面Buff - if (buff.addPower < 0) - { + //// 如果是负面Buff + //if (buff.addPower < 0) + //{ - Buff godBuff = null; + // Buff godBuff = null; - // 先检查自身身上有没有无敌Buff ,Value == 0的 - foreach (var item in m_Buffs[unitPlayerData.protCustMessageData.openId]) - { - // 无敌 - if (item.addPower == 0) - { + // // 先检查自身身上有没有无敌Buff ,Value == 0的 + // foreach (var item in m_Buffs[unitPlayerData.protCustMessageData.openId]) + // { + // // 无敌 + // if (item.addPower == 0) + // { - if (godBuff == null) - { - godBuff = item; - } - else - { - // 比较,看谁时间最短 - if (godBuff.m_CraeteTimer < item.m_CraeteTimer) - { - godBuff = item; - } - } - } - } + // if (godBuff == null) + // { + // godBuff = item; + // } + // else + // { + // // 比较,看谁时间最短 + // if (godBuff.m_CraeteTimer < item.m_CraeteTimer) + // { + // godBuff = item; + // } + // } + // } + // } - // 抵消 - if (godBuff != null) - { - // 有效时间置空 - godBuff.m_CraeteTimer = godBuff.m_AllTimer; - Log.Debug("触发抵消机制"); - return; - } - } + // // 抵消 + // if (godBuff != null) + // { + // // 有效时间置空 + // godBuff.m_CraeteTimer = godBuff.m_AllTimer; + // Log.Debug("触发抵消机制"); + // return; + // } + //} // 累加设计 // 没有该Buff,则新增这个Buff