diff --git a/UnityProject/Assets/GameScripts/HotFix/GameLogic/Actor/ActorHItem.cs b/UnityProject/Assets/GameScripts/HotFix/GameLogic/Actor/ActorHItem.cs index b133e54f..dbfe7949 100644 --- a/UnityProject/Assets/GameScripts/HotFix/GameLogic/Actor/ActorHItem.cs +++ b/UnityProject/Assets/GameScripts/HotFix/GameLogic/Actor/ActorHItem.cs @@ -309,27 +309,27 @@ namespace GameLogic eGo.transform.localScale = Vector3.one; // 动画异步执行,不阻塞主流程 - eGo.transform.DOLocalMoveX(0, 5f).OnComplete(() => + eGo.transform.DOLocalMoveX(0, 1.5f).OnComplete(() => { GameObject.Destroy(eGo); - }); + GameModule.Timer.AddTimer((e) => { SetCurrenFill(); - }, 4f); + + // 直接扣 + m_AllPush += (int)buff.addPower / 5; + }, 1.5f); // 严格每500ms生成一个特效 await UniTask.Delay(500); + + } - await UniTask.Delay(6000); - - // 直接扣 - m_AllPush += (int)buff.addPower; - return; } else if (buff.m_Id == 1) diff --git a/UnityProject/Assets/GameScripts/HotFix/GameLogic/Manager/DataGameSceneManager.cs b/UnityProject/Assets/GameScripts/HotFix/GameLogic/Manager/DataGameSceneManager.cs index 9f6face3..2f5bcce1 100644 --- a/UnityProject/Assets/GameScripts/HotFix/GameLogic/Manager/DataGameSceneManager.cs +++ b/UnityProject/Assets/GameScripts/HotFix/GameLogic/Manager/DataGameSceneManager.cs @@ -767,40 +767,21 @@ namespace GameLogic - List m_TempList = new List(); - - foreach (var item in m_DicTeamList) + for (int i = 0; i < 4; i++) { - if (item.Value != actor) + // 生成手指特效 + if (hItemActors[i].actor == actor) { - m_TempList.Add(item.Value); + continue; } - } - // 排序 - m_TempList.Sort((a, b) => - { - if (a.GetAllPower() > b.GetAllPower()) - { - return -1; - } - else - { - return 1; - } - }); - for (int i = 0; i < 3; i++) - { // 添加减速Buff Buff m_Buff1 = new Buff(); m_Buff1.OnInit(giftConfig.Id, giftConfig.AddPower * num, giftConfig.TimerLen, giftConfig.AddGiftScore, num); - m_TempList[i].AddBuff(m_Buff1, unitPlayerData, giftConfig); - + hItemActors[i].actor.AddBuff(m_Buff1, unitPlayerData, giftConfig); } - - } /// @@ -853,21 +834,6 @@ namespace GameLogic actor.AddBuff(m_Buff, unitPlayerData, giftConfig); - //await UniTask.Delay(2000); - - //// 排序 - //DataGameSceneManager.Instance.m_TeamSortList.Sort((a, b) => - //{ - // if (a.GetAllPower() > b.GetAllPower()) - // { - // return -1; - // } - // else - // { - // return 1; - // } - //}); - GameModule.Timer.AddTimer(async (e) => {