diff --git a/lua/app/module/battle/battle_const.lua b/lua/app/module/battle/battle_const.lua index 2beeb606..af1b796b 100644 --- a/lua/app/module/battle/battle_const.lua +++ b/lua/app/module/battle/battle_const.lua @@ -22,8 +22,9 @@ BattleConst.INIT_POS_X = 140 -- 战斗单位初始化的坐标 BattleConst.UNIT_FRONT_POS_X = 0 -- 战斗单位身前的坐标 BattleConst.UNIT_BODY_WIDTH = 200 BattleConst.UNIT_FRONT_DISTANCE = 50 -BattleConst.MOVE_SPEED = 2000 -- 战斗单位的移动速度 -BattleConst.HURT_STATE_CRIT = 1 -- 暴击 +BattleConst.MOVE_SPEED = 2000 -- 战斗单位攻击时的移动速度 +BattleConst.MOVE_SPEED_ENTER = 500 -- 战斗单位入场时的移动速度 +BattleConst.HURT_STATE_CRIT = 1 -- 暴击 BattleConst.BATTLE_ROUND_STEP = { WAIT_BEGIN = 0, -- 等待开始 diff --git a/lua/app/module/battle/component/battle_unit_comp.lua b/lua/app/module/battle/component/battle_unit_comp.lua index d07bcd34..512345cd 100644 --- a/lua/app/module/battle/component/battle_unit_comp.lua +++ b/lua/app/module/battle/component/battle_unit_comp.lua @@ -485,7 +485,7 @@ end function BattleUnitComp:updateEnterBattlefieldState(dt) if self.isMove then - local addX = dt*BattleConst.MOVE_SPEED*self.moveDirection + local addX = dt*BattleConst.MOVE_SPEED_ENTER*self.moveDirection self.positionX = self.positionX + addX if (self.moveDirection > 0 and self.positionX >= self.targetX) or (self.moveDirection < 0 and self.positionX <= self.targetX) then self.isMove = false @@ -520,7 +520,7 @@ function BattleUnitComp:enterEnterBattlefieldState() self.targetX = BattleConst.INIT_POS_X self.moveDirection = -1 end - local time = math.abs(self.targetX - self.positionX)/BattleConst.MOVE_SPEED + local time = math.abs(self.targetX - self.positionX)/BattleConst.MOVE_SPEED_ENTER self.battleController:moveBattlefield(time) else self:playAnimation(SPINE_ANIMATION_NAME.BORN, false, false)