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isAiming = true; - //arrow.enabled = true; UpdateArrow(screenPos); } public void OnAimDrag(Vector2 screenPos) { - if (!isAiming) return; UpdateArrow(screenPos); } - public void OnAimEnd() + void Shoot() { - //arrow.enabled = false; - isAiming = false; - var unit = IngameMgr.Ins.Get_CurUnitTData(); ProjectileMgr.Ins.Shoot_Projectile(new ProjectileData { @@ -62,11 +53,10 @@ public class AimArrowController : MonoBehaviour void UpdateArrow(Vector2 currentPos) { - Vector2 dir = currentPos - startPos; - if (dir.sqrMagnitude < 0.001f) return; + Vector2 dir = currentPos - (Vector2)arrow.transform.position; - float angle = (Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg - 45f) * m_AngleSpeed; - angle = Mathf.Clamp(angle, -60f, 60f); + float angle = (Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg - 45f) * 7.5f; + angle = Mathf.Clamp(angle, -80f, 80f); arrow.rectTransform.rotation = Quaternion.Euler(0, 0, angle); } } \ No newline at end of file diff --git a/Assets/Script/InGame/Actor/MobActor.cs b/Assets/Script/InGame/Actor/MobActor.cs index 3616b25..0666954 100644 --- a/Assets/Script/InGame/Actor/MobActor.cs +++ b/Assets/Script/InGame/Actor/MobActor.cs @@ -70,7 +70,7 @@ public class MobActor : MonoBehaviour { gameObject.SetActive(true); if (m_HUD_HP == null) - m_HUD_HP = DSUtil.Get_Clone("HUD/HUD_HP", IngameMgr.Ins.tf_hudparent, Vector3.one * 10000f); + m_HUD_HP = DSUtil.Get_Clone("HUD/HUD_HP", IngameMgr.Ins.tf_hudparent); m_State = eMobState.Move; m_Data = data; @@ -80,6 +80,7 @@ public class MobActor : MonoBehaviour var curstagedata = IngameMgr.Ins.Get_CurStageTData(); m_Attack = m_Data.n_DefaultAttack + (isboss ? curstagedata.n_DefaultBossAttack : curstagedata.n_DefaultEnemyAttack); m_HP = m_Data.n_DefaultHp + (isboss ? curstagedata.n_DefaultBossHp : curstagedata.n_DefaultEnemyHp); + (m_HUD_HP.transform as RectTransform).anchoredPosition = Vector2.one * 10000f; m_HUD_HP.Set(transform, m_HP); m_MobShields.Set(data); }