diff --git a/Configs/GameConfig/Datas/GiftConfig.xlsx b/Configs/GameConfig/Datas/GiftConfig.xlsx index 8488f903..687468f9 100644 Binary files a/Configs/GameConfig/Datas/GiftConfig.xlsx and b/Configs/GameConfig/Datas/GiftConfig.xlsx differ diff --git a/UnityProject/Assets/GameScripts/HotFix/GameLogic/Actor/ActorHItem.cs b/UnityProject/Assets/GameScripts/HotFix/GameLogic/Actor/ActorHItem.cs index c45dc322..5569a792 100644 --- a/UnityProject/Assets/GameScripts/HotFix/GameLogic/Actor/ActorHItem.cs +++ b/UnityProject/Assets/GameScripts/HotFix/GameLogic/Actor/ActorHItem.cs @@ -60,6 +60,7 @@ namespace GameLogic private int timerId = -1; private float m_CurrentFillAmount = 0.1f; // 当前显示的进度条值 + private float m_Dt = 0.1f; protected override void OnCreate() { @@ -68,7 +69,7 @@ namespace GameLogic if (timerId == -1) { - timerId = GameModule.Timer.AddTimer(TimerHandler, 0.1f, true); + timerId = GameModule.Timer.AddTimer(TimerHandler, m_Dt, true); } } @@ -170,7 +171,7 @@ namespace GameLogic { // 最终结果值 = 初始推力+玩家数量 + 永久增加推力值 m_AddPush = EventConts.InitPower + (m_ListUnitPlayDatas.Count * EventConts.PlayerScale) + m_AllAddPush; - //Log.Debug(EventConts.InitPower + (m_ListUnitPlayDatas.Count * EventConts.PlayerScale)); + foreach (var item in m_Buffs) { @@ -181,11 +182,12 @@ namespace GameLogic foreach (var buff in item.Value) { // 增加Buff耗时开销 - buff.m_CraeteTimer += Time.deltaTime; + buff.m_CraeteTimer += m_Dt; // 计算Buff时常 if (buff.m_CraeteTimer >= buff.m_AllTimer) { + Log.Debug("移除Buff" + buff.m_Id); // 超时移除 m_tempBuffList.Add(buff); } @@ -224,10 +226,9 @@ namespace GameLogic if (m_AddPush <= 0) { m_AddPush = 0; - Log.Debug("?"); } - + Log.Debug("增加推力:" + m_AddPush); m_AllPush += m_AddPush; // 检测个人赛道推力值是否到达可以切换形象