1数值
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@ -60,6 +60,7 @@ namespace GameLogic
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private int timerId = -1;
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private float m_CurrentFillAmount = 0.1f; // 当前显示的进度条值
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private float m_Dt = 0.1f;
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protected override void OnCreate()
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{
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@ -68,7 +69,7 @@ namespace GameLogic
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if (timerId == -1)
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{
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timerId = GameModule.Timer.AddTimer(TimerHandler, 0.1f, true);
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timerId = GameModule.Timer.AddTimer(TimerHandler, m_Dt, true);
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}
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}
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@ -170,7 +171,7 @@ namespace GameLogic
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{
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// 最终结果值 = 初始推力+玩家数量 + 永久增加推力值
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m_AddPush = EventConts.InitPower + (m_ListUnitPlayDatas.Count * EventConts.PlayerScale) + m_AllAddPush;
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//Log.Debug(EventConts.InitPower + (m_ListUnitPlayDatas.Count * EventConts.PlayerScale));
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foreach (var item in m_Buffs)
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{
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@ -181,11 +182,12 @@ namespace GameLogic
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foreach (var buff in item.Value)
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{
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// 增加Buff耗时开销
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buff.m_CraeteTimer += Time.deltaTime;
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buff.m_CraeteTimer += m_Dt;
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// 计算Buff时常
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if (buff.m_CraeteTimer >= buff.m_AllTimer)
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{
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Log.Debug("移除Buff" + buff.m_Id);
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// 超时移除
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m_tempBuffList.Add(buff);
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}
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@ -224,10 +226,9 @@ namespace GameLogic
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if (m_AddPush <= 0)
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{
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m_AddPush = 0;
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Log.Debug("?");
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}
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Log.Debug("增加推力:" + m_AddPush);
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m_AllPush += m_AddPush;
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// 检测个人赛道推力值是否到达可以切换形象
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