fix(hero): 调整英雄后退逻辑和伤害提示位置
修改英雄后退行为,移除英雄后退功能并增加怪物后退距离 调整伤害提示的垂直位置计算方式,使用传入的y参数
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@@ -211,10 +211,10 @@ export class HeroViewComp extends CCComp {
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}
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}
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/** 血量提示(伤害数字) */
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/** 血量提示(伤害数字) */
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private hp_tip(type: number = 1, value: string = "", s_uuid: number = 1001, y: number = 90) {
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private hp_tip(type: number = 1, value: string = "", s_uuid: number = 1001, y: number = 100) {
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let tip = ecs.getEntity<Tooltip>(Tooltip);
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let tip = ecs.getEntity<Tooltip>(Tooltip);
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let x = this.node.position.x;
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let x = this.node.position.x;
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let ny = this.node.getComponent(UITransform).height + 60;
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let ny = this.node.getComponent(UITransform).height + y;
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let pos = v3(x, ny, 0);
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let pos = v3(x, ny, 0);
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tip.load(pos, type, value, s_uuid, this.node.parent);
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tip.load(pos, type, value, s_uuid, this.node.parent);
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}
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}
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@@ -302,15 +302,16 @@ export class HeroViewComp extends CCComp {
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//后退
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//后退
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back(){
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back(){
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if(this.model.fac==FacSet.MON) {
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if(this.model.fac==FacSet.MON) {
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let tx=this.node.position.x+5
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let tx=this.node.position.x+30
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if(tx > 320) tx=320
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if(tx > 320) tx=320
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tween(this.node).to(0.1, { position:v3(tx,this.node.position.y,0)}).start()
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tween(this.node).to(0.1, { position:v3(tx,this.node.position.y,0)}).start()
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}
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}
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if(this.model.fac==FacSet.HERO) {
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//英雄不再后退
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let tx=this.node.position.x-5
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// if(this.model.fac==FacSet.HERO) {
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if(tx < -320) tx=-320
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// let tx=this.node.position.x-30
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tween(this.node).to(0.1, { position:v3(tx,this.node.position.y,0)}).start()
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// if(tx < -320) tx=-320
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}
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// tween(this.node).to(0.1, { position:v3(tx,this.node.position.y,0)}).start()
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// }
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}
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}
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// 伤害计算和战斗逻辑已迁移到 HeroBattleSystem
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// 伤害计算和战斗逻辑已迁移到 HeroBattleSystem
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