From 9dd0861df1021e08edf8ef3843cfcb172764c5a0 Mon Sep 17 00:00:00 2001 From: panw Date: Wed, 8 Apr 2026 09:45:55 +0800 Subject: [PATCH] =?UTF-8?q?fix:=20=E8=B0=83=E6=95=B4=E8=8B=B1=E9=9B=84?= =?UTF-8?q?=E4=B8=8E=E6=80=AA=E7=89=A9=E7=9A=84=E4=BD=8D=E7=BD=AE=E9=94=9A?= =?UTF-8?q?=E7=82=B9=E5=8F=8A=E5=87=BA=E7=94=9F=E7=82=B9X=E5=9D=90?= =?UTF-8?q?=E6=A0=87?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 将英雄前方锚点从-30改为-50,怪物前方锚点从30改为50,使战斗站位更合理。 同时将怪物出生槽位起始X坐标从30调整为50,以匹配新的锚点位置。 --- assets/script/game/hero/MoveComp.ts | 4 ++-- assets/script/game/map/MissionMonComp.ts | 2 +- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/assets/script/game/hero/MoveComp.ts b/assets/script/game/hero/MoveComp.ts index 4a87d98e..f210bf21 100644 --- a/assets/script/game/hero/MoveComp.ts +++ b/assets/script/game/hero/MoveComp.ts @@ -49,8 +49,8 @@ interface MoveFacConfig { export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate { /** 近战判定射程(来自 heroSet) */ private readonly meleeAttackRange = HeroDisVal[HType.Melee]; - private readonly heroFrontAnchorX = -30; - private readonly monFrontAnchorX = 30; + private readonly heroFrontAnchorX = -50; + private readonly monFrontAnchorX = 50; /** 常规同阵营横向最小间距 */ private readonly allySpacingX = 60; /** 纵向判定为同排的最大 Y 差 */ diff --git a/assets/script/game/map/MissionMonComp.ts b/assets/script/game/map/MissionMonComp.ts index 99d8efb6..de124493 100644 --- a/assets/script/game/map/MissionMonComp.ts +++ b/assets/script/game/map/MissionMonComp.ts @@ -57,7 +57,7 @@ export class MissionMonCompComp extends CCComp { /** Boss 的渲染优先级偏移(确保 Boss 始终渲染在最前) */ private static readonly BOSS_RENDER_PRIORITY = 1000000; /** 第一个槽位的 X 坐标起点 */ - private static readonly MON_SLOT_START_X = 30; + private static readonly MON_SLOT_START_X = 50; /** 槽位间的 X 间距 */ private static readonly MON_SLOT_X_INTERVAL = 60; /** 怪物出生掉落高度 */