1. 修正了相机在变焦时不能保持在目标中心的问题
2. 增加检查,以确保碰撞器被触发时enabled也开启
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@@ -164,8 +164,8 @@ class Camera extends Component {
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public update(){
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let cameraBounds = new Rectangle(0, 0, SceneManager.stage.stageWidth, SceneManager.stage.stageHeight);
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let halfScreen = Vector2.multiply(new Vector2(cameraBounds.width, cameraBounds.height), new Vector2(0.5));
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this._worldSpaceDeadZone.x = this.position.x - halfScreen.x + this.deadzone.x + this.focusOffset.x;
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this._worldSpaceDeadZone.y = this.position.y - halfScreen.y + this.deadzone.y + this.focusOffset.y;
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this._worldSpaceDeadZone.x = this.position.x - halfScreen.x * SceneManager.scene.scaleX + this.deadzone.x + this.focusOffset.x;
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this._worldSpaceDeadZone.y = this.position.y - halfScreen.y * SceneManager.scene.scaleY + this.deadzone.y + this.focusOffset.y;
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this._worldSpaceDeadZone.width = this.deadzone.width;
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this._worldSpaceDeadZone.height = this.deadzone.height;
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@@ -29,7 +29,7 @@ class ProjectileMover extends Component {
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let neighbors = Physics.boxcastBroadphase(this._collider.bounds, this._collider.collidesWithLayers);
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for (let i = 0; i < neighbors.colliders.length; i ++){
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let neighbor = neighbors.colliders[i];
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if (this._collider.overlaps(neighbor)){
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if (this._collider.overlaps(neighbor) && neighbor.enabled){
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didCollide = true;
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this.notifyTriggerListeners(this._collider, neighbor);
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}
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