fix: 调整英雄碰撞体积和技能配置以修复命中判定
- 统一多个英雄prefab的碰撞宽度从60改为30,优化碰撞检测 - 调整hz1英雄的_contentSize高度从10改为100,修正显示问题 - 修改atk_s1、atk_s4、atk_f2技能prefab的激活状态和碰撞器启用状态 - 移除EType枚举中的distanceEnd类型,将技能6001的消失类型改为collision - 启用物理系统调试绘制,便于开发调试 - 调整atk_f2技能的攻击范围和锚点位置,优化技能表现
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@@ -12,11 +12,11 @@ const { ccclass, property } = _decorator;
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@ccclass('Main')
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export class Main extends Root {
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start() {
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// PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb
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// |EPhysics2DDrawFlags.Pair
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// |EPhysics2DDrawFlags.CenterOfMass
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// |EPhysics2DDrawFlags.Joint
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// |EPhysics2DDrawFlags.Shape;
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PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb
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|EPhysics2DDrawFlags.Pair
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|EPhysics2DDrawFlags.CenterOfMass
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|EPhysics2DDrawFlags.Joint
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|EPhysics2DDrawFlags.Shape;
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}
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protected async run() {
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smc.initialize = ecs.getEntity<Initialize>(Initialize);
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