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BattleLogic.WaitForTrigger(1,function() + BattleLogic.WaitForTrigger(0.5,function() -- 进入新轮 BattleLogic.CheckBattleLogic() end) @@ -288,7 +288,7 @@ function BattleLogic.TurnRound(debugTurn) -- 检测一次灵兽技能 SkillManager.CheckMonsterSkill(function() --轮数变化后延时0.2秒用于初始化监听回合数被动的初始化 - BattleLogic.WaitForTrigger(1,function() + BattleLogic.WaitForTrigger(0.5,function() -- 切换阵营 if not insertSkillRole then CurCamp = (CurCamp + 1) % 2 diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleAwakeSuccessPanel.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleAwakeSuccessPanel.lua index cdb76d7c09..5018e2c46b 100644 --- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleAwakeSuccessPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleAwakeSuccessPanel.lua @@ -72,7 +72,8 @@ function RoleAwakeSuccessPanel:OnOpen(_curHeroData,_nextHeroUpStarId,_curHeroRan this.LiveName = GetResourcePath(curHeroData.heroConfig.Live) this.LiveGO = poolManager:LoadLive(this.LiveName, this.live2dRoot.transform, Vector3.one * curHeroData.heroConfig.Scale, Vector3.New(curHeroData.heroConfig.Position[1],curHeroData.heroConfig.Position[2],0)) - local star,starType = curHeroData.GetStar(1) + local star,starType = curHeroData.GetStar(1) + SetHEeroLiveToward(this.LiveGO,curHeroData.heroConfig.Toward,curHeroData.heroConfig.Position) local starSize = Vector2.New(60,60) local starScale = -11 if starType == 3 then