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"rawWidth": 486, @@ -705,11 +475,11 @@ "name": "Background_Stage03_Bg_bottom", "userData": { "trimThreshold": 1, - "rotated": false, + "rotated": true, "offsetX": 0, "offsetY": 0, - "trimX": 1592, - "trimY": 1, + "trimX": 381, + "trimY": 1499, "width": 249, "height": 65, "rawWidth": 249, @@ -751,11 +521,11 @@ "name": "Background_Stage03_bg_obj_1", "userData": { "trimThreshold": 1, - "rotated": true, + "rotated": false, "offsetX": 0, "offsetY": 0, - "trimX": 1839, - "trimY": 68, + "trimX": 862, + "trimY": 1055, "width": 50, "height": 37, "rawWidth": 50, @@ -797,11 +567,11 @@ "name": "Background_Stage03_bg_obj_2", "userData": { "trimThreshold": 1, - "rotated": false, + "rotated": true, "offsetX": 0, "offsetY": 0, - "trimX": 1843, - "trimY": 1, + "trimX": 448, + "trimY": 1499, "width": 20, "height": 16, "rawWidth": 20, @@ -846,8 +616,8 @@ "rotated": false, "offsetX": 0, "offsetY": 0, - "trimX": 1390, - "trimY": 1706, + "trimX": 928, + "trimY": 898, "width": 352, "height": 299, "rawWidth": 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-1214,8 +1352,8 @@ "rotated": false, "offsetX": 0, "offsetY": 0, - "trimX": 303, - "trimY": 1497, + "trimX": 1, + "trimY": 1002, "width": 486, "height": 495, "rawWidth": 486, diff --git a/assets/resources/gui/umps.png b/assets/resources/gui/umps.png index a51f066c..08c032fe 100644 Binary files a/assets/resources/gui/umps.png and b/assets/resources/gui/umps.png differ diff --git a/assets/script/game/hero/HeroViewComp.ts b/assets/script/game/hero/HeroViewComp.ts index 10b2d3b0..a832cfb5 100644 --- a/assets/script/game/hero/HeroViewComp.ts +++ b/assets/script/game/hero/HeroViewComp.ts @@ -199,10 +199,25 @@ export class HeroViewComp extends CCComp { let hp=this.model.hp; let hp_max=this.model.Attrs[Attrs.HP_MAX]; this.debugLog("hp_show",hp,hp_max) - this.top_node.getChildByName("hp").getComponent(ProgressBar).progress = hp / hp_max;; - this.scheduleOnce(() => { - this.top_node.getChildByName("hp").getChildByName("hpb").getComponent(ProgressBar).progress = hp / hp_max;; - }, 0.15); + + let targetProgress = hp / hp_max; + let hpNode = this.top_node.getChildByName("hp"); + let hpProgressBar = hpNode.getComponent(ProgressBar); + let hpbProgressBar = hpNode.getChildByName("hpb").getComponent(ProgressBar); + + if (targetProgress < hpProgressBar.progress) { + // 扣血:先扣血(hp),再跟(hpb) + hpProgressBar.progress = targetProgress; + this.scheduleOnce(() => { + if(hpbProgressBar && hpbProgressBar.isValid) hpbProgressBar.progress = targetProgress; + }, 0.15); + } else { + // 加血:先加底(hpb),再加血(hp) + hpbProgressBar.progress = targetProgress; + this.scheduleOnce(() => { + if(hpProgressBar && hpProgressBar.isValid) hpProgressBar.progress = targetProgress; + }, 0.15); + } } /** 显示魔法值 */