diff --git a/UnityProject/Assets/AssetRaw/UI/UIGameBattle.prefab b/UnityProject/Assets/AssetRaw/UI/UIGameBattle.prefab index be6cff37..65e4bbbd 100644 --- a/UnityProject/Assets/AssetRaw/UI/UIGameBattle.prefab +++ b/UnityProject/Assets/AssetRaw/UI/UIGameBattle.prefab @@ -37354,7 +37354,7 @@ 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: 190.32027, y: 193.92856} + m_AnchoredPosition: {x: 190.32027, y: 373} m_SizeDelta: {x: 1080, y: 109} m_Pivot: {x: 0.5, y: 0.5} --- !u!1 &3182275938344351334 diff --git a/UnityProject/Assets/GameScripts/HotFix/GameLogic/UI/UIGameBattle.cs b/UnityProject/Assets/GameScripts/HotFix/GameLogic/UI/UIGameBattle.cs index ada8c47c..3e771102 100644 --- a/UnityProject/Assets/GameScripts/HotFix/GameLogic/UI/UIGameBattle.cs +++ b/UnityProject/Assets/GameScripts/HotFix/GameLogic/UI/UIGameBattle.cs @@ -115,7 +115,7 @@ namespace GameLogic #endregion private Dictionary targetPositions = new Dictionary(); - private float animationSpeed = 150f; // Adjust this value to control the speed of the animation + private float animationSpeed = 200f; // Adjust this value to control the speed of the animation protected override void OnCreate() { base.OnCreate(); @@ -143,7 +143,7 @@ namespace GameLogic // 计算位置 r.anchorMin = new Vector2(0.5f, 0.5f); r.anchorMax = new Vector2(0.5f, 0.5f); - r.anchoredPosition = new Vector2(127, 175 - 65 - i * (150 - 5f)); + r.anchoredPosition = new Vector2(127, 373 - 65 - i * (200 - 5f)); r.localPosition = new Vector3(r.localPosition.x, r.localPosition.y, 0); actorHItem.OnInit(i); DataGameSceneManager.Instance.m_DicTeamList.Add((i + 1).ToString(), actorHItem); @@ -709,7 +709,7 @@ namespace GameLogic var hItemActor = hItemActors[i].actor; //hItemActor.m_Index = i; var rectTransform = hItemActor.gameObject.GetComponent(); - Vector2 targetPosition = new Vector2(127, 175 - i * (150 - 5f)); + Vector2 targetPosition = new Vector2(127, 373 - i * (200 - 5f)); targetPositions[rectTransform] = targetPosition; // 让UI层级与排序一致