提交龙卷风
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@ -1041,10 +1041,10 @@ RectTransform:
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- {fileID: 3547666515304448482}
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m_Father: {fileID: 7323484200357829197}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 91.5, y: -21.5}
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m_SizeDelta: {x: 31, y: 31}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &5164661564043509363
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CanvasRenderer:
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@ -2248,7 +2248,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 0
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--- !u!224 &1950349943801813264
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RectTransform:
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m_ObjectHideFlags: 0
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@ -73,7 +73,10 @@ namespace GameLogic
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}
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public RectTransform GetRect()
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{
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return m_rectCar;
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}
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public void AddPlayer(UnitPlayerData data)
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{
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@ -475,12 +475,15 @@ namespace GameLogic
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return;
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}
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List<ActorHItem> m_TempList = new List<ActorHItem>();
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int count = 3; // 最多给的Buff数量
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// 生成台风
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foreach (var item in m_DicTeamList)
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{
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if (item.Value != actor)
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if (item.Value != actor && count > 0)
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{
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count--;
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// 添加减速Buff
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Buff m_Buff1 = new Buff();
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m_Buff1.OnInit(giftConfig.Id, giftConfig.AddPower * num, giftConfig.TimerLen, giftConfig.AddGiftScore, num);
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@ -489,16 +492,16 @@ namespace GameLogic
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// 添加减速Buff给到
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var eGo = GameModule.Resource.LoadGameObject(giftConfig.EffectName);
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eGo.transform.SetParent(item.Value.transform);
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eGo.transform.localPosition = actor.transform.position; // 设置到目标父节点位置
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eGo.transform.SetParent(item.Value.GetRect().transform);
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//eGo.transform.localPosition = actor.GetRect().transform.position; // 设置到目标父节点位置
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eGo.transform.position = actor.GetRect().transform.position;
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eGo.transform.localScale = Vector3.one;
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eGo.transform.GetComponent<UIParticle>().scale = giftConfig.EffectScale;
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m_Buff1.m_EffectGo = eGo;
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// 移动特效
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eGo.transform.DOLocalMove(Vector3.zero, 0.5f);
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eGo.transform.DOLocalMove(Vector3.zero, 1.5f);
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m_TempList.Add(item.Value);
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}
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}
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}
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