龙卷风

This commit is contained in:
DESKTOP-SAJ6RKV\Administrator 2025-06-26 12:05:20 +08:00
parent fd06468aa4
commit 0a0a09dad5
2 changed files with 13 additions and 47 deletions

View File

@ -309,27 +309,27 @@ namespace GameLogic
eGo.transform.localScale = Vector3.one; eGo.transform.localScale = Vector3.one;
// 动画异步执行,不阻塞主流程 // 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); GameObject.Destroy(eGo);
}); });
GameModule.Timer.AddTimer((e) => GameModule.Timer.AddTimer((e) =>
{ {
SetCurrenFill(); SetCurrenFill();
}, 4f);
// 直接扣
m_AllPush += (int)buff.addPower / 5;
}, 1.5f);
// 严格每500ms生成一个特效 // 严格每500ms生成一个特效
await UniTask.Delay(500); await UniTask.Delay(500);
} }
await UniTask.Delay(6000);
// 直接扣
m_AllPush += (int)buff.addPower;
return; return;
} }
else if (buff.m_Id == 1) else if (buff.m_Id == 1)

View File

@ -767,40 +767,21 @@ namespace GameLogic
List<ActorHItem> m_TempList = new List<ActorHItem>(); for (int i = 0; i < 4; i++)
foreach (var item in m_DicTeamList)
{ {
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 // 添加减速Buff
Buff m_Buff1 = new Buff(); Buff m_Buff1 = new Buff();
m_Buff1.OnInit(giftConfig.Id, giftConfig.AddPower * num, giftConfig.TimerLen, giftConfig.AddGiftScore, num); 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);
} }
} }
/// <summary> /// <summary>
@ -853,21 +834,6 @@ namespace GameLogic
actor.AddBuff(m_Buff, unitPlayerData, giftConfig); 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) => GameModule.Timer.AddTimer(async (e) =>
{ {