diff --git a/Configs/GameConfig/Datas/GiftConfig.xlsx b/Configs/GameConfig/Datas/GiftConfig.xlsx index 89a51b9a..2919486b 100644 Binary files a/Configs/GameConfig/Datas/GiftConfig.xlsx and b/Configs/GameConfig/Datas/GiftConfig.xlsx differ diff --git a/UnityProject/Assets/AssetRaw/Configs/bytes/giftconfig_tbgiftconfig.bytes b/UnityProject/Assets/AssetRaw/Configs/bytes/giftconfig_tbgiftconfig.bytes index 853e5d89..4e1b2b6e 100644 Binary files a/UnityProject/Assets/AssetRaw/Configs/bytes/giftconfig_tbgiftconfig.bytes and b/UnityProject/Assets/AssetRaw/Configs/bytes/giftconfig_tbgiftconfig.bytes differ diff --git a/UnityProject/Assets/GameScripts/HotFix/GameLogic/Actor/ActorHItem.cs b/UnityProject/Assets/GameScripts/HotFix/GameLogic/Actor/ActorHItem.cs index e3ad7989..f60bd235 100644 --- a/UnityProject/Assets/GameScripts/HotFix/GameLogic/Actor/ActorHItem.cs +++ b/UnityProject/Assets/GameScripts/HotFix/GameLogic/Actor/ActorHItem.cs @@ -159,7 +159,7 @@ namespace GameLogic private void AddMyPush() { // 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 ; + m_AddPush = EventConts.InitPower + (m_ListUnitPlayDatas.Count * EventConts.PlayerScale) + m_AllAddPush; foreach (var item in m_Buffs) { @@ -191,7 +191,6 @@ namespace GameLogic // 移除超时的Buff foreach (var buff in m_tempBuffList) { - Log.Debug("移除Buff列表:" + buff.m_Id); if (buff.m_EffectGo != null) { GameObject.Destroy(buff.m_EffectGo); @@ -214,10 +213,11 @@ namespace GameLogic // 减速也不能减到负数 - if (m_AddPush <= 0) - { - m_AddPush = 0; - } + //if (m_AddPush <= 0) + //{ + // m_AddPush = 0; + //} + m_AllPush += m_AddPush; @@ -412,10 +412,15 @@ namespace GameLogic GameObject.Destroy(effectGo); }); + + await UniTask.Delay(500); // 等待一段时间再生成下一个特效 } + // 直接扣 + m_AllAddPush = m_AllAddPush + (int)buff.addPower; + } else if (buff.m_Id == 4) @@ -428,11 +433,11 @@ namespace GameLogic eGo.gameObject.SetActive(true); eGo.transform.localPosition = new Vector3(-1500, 0, 0); eGo.transform.DOLocalMoveX(0, 4f).OnComplete(async () => - { - await UniTask.Delay(2000); - // 特效播放完毕后销毁 - GameObject.Destroy(eGo); - }); + { + await UniTask.Delay(2000); + // 特效播放完毕后销毁 + GameObject.Destroy(eGo); + }); //// 加载常规特效 //LoadEffectGo(giftConfig, buff); @@ -490,6 +495,8 @@ namespace GameLogic ).SetEase(Ease.OutElastic); }); + // 直接扣 + m_AllAddPush = m_AllAddPush + (int)buff.addPower; } } diff --git a/UnityProject/Assets/GameScripts/HotFix/GameLogic/Manager/DataGameSceneManager.cs b/UnityProject/Assets/GameScripts/HotFix/GameLogic/Manager/DataGameSceneManager.cs index b4a1ff37..1ee798c7 100644 --- a/UnityProject/Assets/GameScripts/HotFix/GameLogic/Manager/DataGameSceneManager.cs +++ b/UnityProject/Assets/GameScripts/HotFix/GameLogic/Manager/DataGameSceneManager.cs @@ -382,6 +382,8 @@ namespace GameLogic // 暂存逻辑 m_PendingGiftActions.Add(() => { + Log.Debug(giftConfig.Id); + // 下面原有的逻辑全部放到这里 if (giftConfig.Id == 1) { @@ -446,6 +448,8 @@ namespace GameLogic } } + Log.Debug("???????????"); + // 排序 m_TempList.Sort((a, b) => { @@ -469,6 +473,9 @@ namespace GameLogic var item = m_TempList[i]; // 添加减速Buff Buff m_Buff1 = new Buff(); + + Log.Debug("减速:" + giftConfig.AddPower * num); + m_Buff1.OnInit(giftConfig.Id, giftConfig.AddPower * num, giftConfig.TimerLen, giftConfig.AddGiftScore, num); item.AddBuff(m_Buff1, unitPlayerData, giftConfig); @@ -631,6 +638,7 @@ namespace GameLogic var item = m_TempList[i]; // 添加减速Buff Buff m_Buff1 = new Buff(); + Log.Debug("????????" + giftConfig.AddPower * num); m_Buff1.OnInit(giftConfig.Id, giftConfig.AddPower * num, giftConfig.TimerLen, giftConfig.AddGiftScore, num); item.AddBuff(m_Buff1, unitPlayerData, giftConfig);