yyl
6 天以前 a7548b443024413bf4a8417409b33205bac5bf80
125 buff特效绑定节点偏移问题
2个文件已修改
35 ■■■■■ 已修改文件
Main/Component/UI/Effect/BattleEffectPlayer.cs 28 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Battle/Buff/BattleObjectBuffMgr.cs 7 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Effect/BattleEffectPlayer.cs
@@ -30,6 +30,8 @@
        }
    }
    private Bone followedBone;
    public bool isBindBone = false;
    public bool isRedCamp = true;
@@ -224,6 +226,31 @@
            blocker.SetSortingOrder(finalSortingOrder);
        }
    }
    public void FollowBoneXY()
    {
        if (followedBone == null || !isBindBone)
        {
            return;
        }
        Vector2 vector2 = Vector2.zero;
        if (effectConfig.effectPos != null && effectConfig.effectPos.Length >= 2)
        {
            vector2 = new Vector2((isRedCamp ? 1f : -1f) * effectConfig.effectPos[0], effectConfig.effectPos[1]);
        }
        if (spineComp != null)
        {
            spineComp.transform.localPosition = new Vector3(followedBone.WorldX + vector2.x, followedBone.WorldY + vector2.y, 0);
        }
        if (effectTarget != null)
        {
            effectTarget.transform.localPosition = new Vector3(followedBone.WorldX + vector2.x, followedBone.WorldY + vector2.y, 0);
        }
    }
@@ -638,6 +665,7 @@
        }
        isBindBone = true;
        followedBone = bone;
        BoneFollower boneFollower = gameObject.AddMissingComponent<BoneFollower>();
        boneFollower.boneName = v;
Main/System/Battle/Buff/BattleObjectBuffMgr.cs
@@ -37,10 +37,11 @@
            {
                if (effectPlayer.isBindBone)
                {
                    continue;
                    effectPlayer.FollowBoneXY();
                    return;
                }
                int[] effectPos = effectPlayer.effectConfig.effectPos;
                effectPlayer.transform.position = battleObject.heroRectTrans.position;
                var effectPos = effectPlayer.effectConfig.effectPos;
                if (null != effectPos && effectPos.Length >= 2)
                {
                    effectPlayer.rectTrans.anchoredPosition += new Vector2(effectPos[0], effectPos[1]);
@@ -158,7 +159,7 @@
                        BoneFollower boneFollower = effect.AddMissingComponent<BoneFollower>();
                        effect.BindBone(battleObject.motionBase.skeletonAnim, "hit");
                        effect.BindBone(battleObject.motionBase.skeletonAnim, effect.effectConfig.nodeName);
                        HashSet<uint> buffIdSet = new HashSet<uint>();
                        buffIdSet.Add(vNetData.BuffID);