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huadexuan committed 2026-09-10 20:49:28 +08:00
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commit eee5c83cb3
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+15
View File
@@ -6,6 +6,13 @@ public class CameraFollow : MonoBehaviour
public Vector3 offset; // 摄像机相对于角色的偏移量
public float smoothSpeed = 0.125f; // 摄像机移动的平滑速度
[Header("边界限制")]
public bool enableBounds = true; // 是否启用边界限制
public float minX = -6f; // X轴最小边界
public float maxX = 6f; // X轴最大边界
public float minZ = -30f; // Z轴最小边界(摄像机位置,不是主角位置)
public float maxZ = 91f; // Z轴最大边界(摄像机位置,不是主角位置)
private void LateUpdate()
{
if (target == null)
@@ -14,6 +21,14 @@ public class CameraFollow : MonoBehaviour
}
Vector3 desiredPosition = target.position + offset;
// 边界限制:摄像机停在边界处,主角可以继续移动
if (enableBounds)
{
desiredPosition.x = Mathf.Clamp(desiredPosition.x, minX, maxX);
desiredPosition.z = Mathf.Clamp(desiredPosition.z, minZ, maxZ);
}
transform.position = Vector3.Lerp(
transform.position,
desiredPosition,
+10 -3
View File
@@ -28,9 +28,9 @@ public class MainCharacterCombat : MonoBehaviour
public float summonDistance = 1.5f;
public float summonSideOffset = 0.8f;
public float summonSearchStep = 0.8f;
public int summonSearchCount = 5;
public int summonSearchCount = 8; // 增加左右搜索次数:5→8
public float summonDepthSearchStep = 1f;
public int summonDepthSearchCount = 2;
public int summonDepthSearchCount = 3; // 增加前后搜索次数:2→3
public float summonAnimationTimeout = 2.5f;
[Min(0f)]
@@ -210,7 +210,14 @@ public class MainCharacterCombat : MonoBehaviour
Vector3 spawnPosition;
if (!TryFindSummonPosition(direction, out spawnPosition))
{
Debug.LogWarning("主角附近没有可用的召唤位置,本次召唤取消");
Debug.LogWarning("主角附近没有可用的召唤位置,本次召唤取消,退还能量");
// 退还能量豆
if (ManaSystem.Instance != null && pendingSummonCharacterData != null)
{
ManaSystem.Instance.AddMana(pendingSummonCharacterData.manaCost);
}
FinishSummon();
return;
}
+20 -2
View File
@@ -91,10 +91,28 @@ public class SummonCardButton : MonoBehaviour
private void UpdateCooldownUI()
{
bool canAfford = CanAfford();
if (cooldownMask != null)
{
cooldownMask.fillAmount = isOnCooldown ? (cooldownTimer / GetCooldownTime()) : 0f;
cooldownMask.enabled = isOnCooldown;
// CD中显示CD进度,能量不足时显示满遮罩
if (isOnCooldown)
{
cooldownMask.fillAmount = cooldownTimer / GetCooldownTime();
cooldownMask.enabled = true;
}
else if (!canAfford)
{
// 能量不足:显示满遮罩
cooldownMask.fillAmount = 1f;
cooldownMask.enabled = true;
}
else
{
// 可用状态:隐藏遮罩
cooldownMask.fillAmount = 0f;
cooldownMask.enabled = false;
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