Add WeaponFeedback component and AddressableManagerWindow meta file
- Implemented WeaponFeedback class for handling weapon-related feedbacks such as hit effects and attack sounds. - Added meta file for AddressableManagerWindow to manage addressable assets. - Included a new jump.data file for profiler data.
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@@ -83,7 +83,11 @@ namespace BaseGames.UI
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_maxHP = max;
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// 重建阶段标记(每次 BossHPMax 改变时清空并按已存阈值重建,此处简化为清空)
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if (_phaseMarkersRoot != null)
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foreach (Transform t in _phaseMarkersRoot) Destroy(t.gameObject);
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{
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// 逆序删除:避免正序枚举 Transform 子节点同时销毁时的迭代器失效
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for (int i = _phaseMarkersRoot.childCount - 1; i >= 0; i--)
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Destroy(_phaseMarkersRoot.GetChild(i).gameObject);
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}
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}
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// ── 动画协程 ──────────────────────────────────────────────────────────
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@@ -42,6 +42,7 @@ namespace BaseGames.UI.HUD
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private readonly List<GameObject> _hpCells = new();
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private readonly List<GameObject> _springIcons = new();
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private readonly CompositeDisposable _subs = new();
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private int _lastLingZhu = int.MinValue;
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private void OnEnable()
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{
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@@ -91,7 +92,9 @@ namespace BaseGames.UI.HUD
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private void UpdateLingZhu(int val)
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{
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if (_lingZhuText != null) _lingZhuText.text = val.ToString();
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if (_lingZhuText == null || val == _lastLingZhu) return;
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_lastLingZhu = val;
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_lingZhuText.text = val.ToString();
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}
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private void RebuildSpringIcons(int charges)
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