diff --git a/Assets/MyGame/aa/UI/Game/XJMH/GameMainPanelXJMH.prefab b/Assets/MyGame/aa/UI/Game/XJMH/GameMainPanelXJMH.prefab index c626c75f6..8ea5ac195 100644 --- a/Assets/MyGame/aa/UI/Game/XJMH/GameMainPanelXJMH.prefab +++ b/Assets/MyGame/aa/UI/Game/XJMH/GameMainPanelXJMH.prefab @@ -4112,6 +4112,7 @@ GameObject: m_Component: - component: {fileID: 245637205031072731} - component: {fileID: 3607119520064869763} + - component: {fileID: 9216461727086189505} m_Layer: 5 m_Name: GameMainPanelXJMH m_TagString: Untagged @@ -4261,7 +4262,37 @@ MonoBehaviour: btn_BluePT: {fileID: 6960561258226760454} btn_GoldPT: {fileID: 7017233470151915259} btn_VIPPT: {fileID: 5022068518759764265} - goldColumnController: {fileID: 0} + goldColumnController: {fileID: 9216461727086189505} +--- !u!114 &9216461727086189505 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 2856141562549588388} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 8241b2fef05a1194085a61f39c0d2deb, type: 3} + m_Name: + m_EditorClassIdentifier: + maxColumns: 5 + crowdThreshold: 3 + deltaX: 40 + offsetX: 100 + seatOffset: {x: 0, y: 0} + heightCap: 255 + scoreDivisor: 2 + barHeightToPanelRatio: 0.47 + fullValue: 0 + maxBarHeightOverride: 0 + growDuration: 0.3 + holdDuration: 2 + shiftDuration: 0.17 + fadeDuration: 0.3 + crowdDelay: 1 + preloadNum: 4 + selfTemplateName: PW_GoldColumn_Self + otherTemplateName: PW_GoldColumn_Other --- !u!1 &2865408747225355556 GameObject: m_ObjectHideFlags: 0 diff --git a/Assets/MyGame/aa/UI/Game/XJMH/GoldColumnController.cs b/Assets/MyGame/aa/UI/Game/XJMH/GoldColumnController.cs index 2d5201c48..a91cecf1a 100644 --- a/Assets/MyGame/aa/UI/Game/XJMH/GoldColumnController.cs +++ b/Assets/MyGame/aa/UI/Game/XJMH/GoldColumnController.cs @@ -29,10 +29,10 @@ public class GoldColumnController : MonoBehaviour public int crowdThreshold = 3; [Tooltip("相邻柱的横向间距(像素)")] public float deltaX = 40f; - [Tooltip("首柱相对座位锚点的横向外偏(像素)")] + [Tooltip("首柱相对座位的横向外偏(像素)")] public float offsetX = 100f; - [Tooltip("柱底相对座位锚点的纵向偏移(像素)")] - public float seatAnchorOffsetY = 0f; + [Tooltip("首柱相对座位位置的偏移(X/Y,像素):X 左右挪、Y 抬高/降低(往上调大即离底边更远)")] + public Vector2 seatOffset = Vector2.zero; [Header("高度映射(沿用 PW 公式)")] [Tooltip("高度封顶值:score/scoreDivisor 达到此值即顶格")] @@ -238,9 +238,9 @@ public class GoldColumnController : MonoBehaviour // 文本(原版 Lua: self.num:SetText(ChangeUnit(num))) SetNum(item, ChangeUnit(pending.earn)); - // 位置:座位锚点 + 方向 × (首柱外偏 + 序号间距) - float x = pending.basePos.x + pending.sign * (offsetX + item.index * deltaX); - float y = pending.basePos.y + seatAnchorOffsetY; + // 位置:座位位置 + 可调偏移(seatOffset) + 方向 × (首柱外偏 + 序号间距) + float x = pending.basePos.x + seatOffset.x + pending.sign * (offsetX + item.index * deltaX); + float y = pending.basePos.y + seatOffset.y; item.rt.anchoredPosition = new Vector2(x, y); // 高度:默认沿用 PW 公式 score=earn/炮倍 → mul=score/scoreDivisor → 封顶归一化;