diff --git a/Assets/EffectCore/packs/StylizedProjectilePack1/prefabs/Laser/Laser_Blue/Laser_Small_Blue/Laser_Blue_Small_Projectile.prefab b/Assets/EffectCore/packs/StylizedProjectilePack1/prefabs/Laser/Laser_Blue/Laser_Small_Blue/Laser_Blue_Small_Projectile.prefab index 524a85f..36010be 100644 --- a/Assets/EffectCore/packs/StylizedProjectilePack1/prefabs/Laser/Laser_Blue/Laser_Small_Blue/Laser_Blue_Small_Projectile.prefab +++ b/Assets/EffectCore/packs/StylizedProjectilePack1/prefabs/Laser/Laser_Blue/Laser_Small_Blue/Laser_Blue_Small_Projectile.prefab @@ -9953,7 +9953,7 @@ BoxCollider: serializedVersion: 2 m_Bits: 0 m_LayerOverridePriority: 0 - m_IsTrigger: 0 + m_IsTrigger: 1 m_ProvidesContacts: 0 m_Enabled: 1 serializedVersion: 3 diff --git a/Assets/Game1/Scenes/Game1_Level1.unity b/Assets/Game1/Scenes/Game1_Level1.unity index f0d905c..635ef63 100644 --- a/Assets/Game1/Scenes/Game1_Level1.unity +++ b/Assets/Game1/Scenes/Game1_Level1.unity @@ -251,7 +251,7 @@ GameObject: m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 - m_IsActive: 0 + m_IsActive: 1 --- !u!4 &46038311 Transform: m_ObjectHideFlags: 0 diff --git a/Assets/Scripts/Shot.cs b/Assets/Scripts/Shot.cs index 258a82a..aab0b1d 100644 --- a/Assets/Scripts/Shot.cs +++ b/Assets/Scripts/Shot.cs @@ -108,8 +108,10 @@ public class Shot : MonoBehaviour isCanShot = true;// !isAutoLock;//如果不是自动锁定,开火按钮设成True _cam = Camera.main; - - _qiuObjects = transform.parent.GetComponentsInChildren(); + if (transform.parent != null) + { + _qiuObjects = transform.parent.GetComponentsInChildren(); + } // 初始化对象池(使用Queue而非全局List) InitializePool(); @@ -353,6 +355,7 @@ public class Shot : MonoBehaviour // 7. 获取子弹组件并重置状态 var bulletComp = bulletObj.GetComponent(); bulletComp.IsAutoLock = isAutoLock; + bulletComp.IsShoting = true; if ((isAutoLock || initBulletPos != null) && lockEnemy != null && !lockEnemy.IsDestroyed()) { bulletComp.LockTarget = lockEnemy; @@ -440,16 +443,15 @@ public class Shot : MonoBehaviour //); //bulletComp.ShotTargetPosition = bulletComp.LockTarget.transform.position; } - ////非自动锁定状态,在轨迹更新过程中也判断是否击中 - //if (!isAutoLock) - //{ - // CheckBulletBoom(bulletComp, bulletComp.LockTarget); - //} + //非自动锁定状态,在轨迹更新过程中也判断是否击中 + if (!isAutoLock) + { + CheckBulletBoom(bulletComp, bulletComp.LockTarget); + } }) .OnPlay(() => { - bulletComp.IsShoting = true; }) .OnComplete(() => {