diff --git a/Role/Fun.cs b/Role/Fun.cs index d4d8780..2910ef7 100644 --- a/Role/Fun.cs +++ b/Role/Fun.cs @@ -107,11 +107,11 @@ public class Fun : Base targetRole.Navigation.StopPathDoTween(duration); Debug.LogWarning(targetRole.name + "执行眩晕效果"); - Debug.LogWarning($"Applied Deceleration for {duration} seconds to {targetRole.name}."); + Debug.LogWarning($"应用减速 {duration} 至 {targetRole.name}."); } else { - Debug.Log($"Deceleration Buff did not trigger on {targetRole.name}."); + Debug.Log($"减速buff未触发 on {targetRole.name}."); } }; } diff --git a/Role/Role.cs b/Role/Role.cs index 94d4d36..6ce1f76 100644 --- a/Role/Role.cs +++ b/Role/Role.cs @@ -85,15 +85,11 @@ public class Role : Fun if (HpTextPrefab != null && hp < maxHp) { hit(); - Debug.LogError("僵直效果,被注释了"); Navigation.StopPathDoTween(0.2f); // 停止任何进行中的 DoTween 动画,0.2s为示例值 GameObject go = GameObject.Instantiate(HpTextPrefab, _Canvas.transform); go.GetComponent().direction = HurtDirectin; go.GetComponent().CreateText(); go.GetComponent().text = (temp - hp).ToString("F0"); // 显示伤害值 - //FlashRedEffect(); // 血量减少时的红色闪烁效果 - - } // 判断角色是否死亡 if (hp <= 0) @@ -206,7 +202,7 @@ public class Role : Fun { foreach (var buff in PlayerBuff) { - Debug.LogError(this.name + "执行buff"); + Debug.LogError(this.name + "进入执行buff判断"); buff.Invoke(this); // 将自己作为目标传递 }