diff --git a/Assets/Scripts/MiniGame/Gear/Gear.cs b/Assets/Scripts/MiniGame/Gear/Gear.cs index 4ae5d63c2..4ac081691 100644 --- a/Assets/Scripts/MiniGame/Gear/Gear.cs +++ b/Assets/Scripts/MiniGame/Gear/Gear.cs @@ -60,8 +60,11 @@ namespace AibisDream transform.position = targetPos; var tempShaft = gearController.CheckClosestShaft(transform.position, radius); if (!tempShaft) return; - - targetShaft = gearController.CheckGearSuitable(tempShaft, radius) ? tempShaft : null; + + if (gearController.CheckGearSuitable(tempShaft, radius)) + { + targetShaft = tempShaft; + } } } } diff --git a/Assets/Scripts/MiniGame/Gear/ShaftGraph.cs b/Assets/Scripts/MiniGame/Gear/ShaftGraph.cs index f62593095..27342226d 100644 --- a/Assets/Scripts/MiniGame/Gear/ShaftGraph.cs +++ b/Assets/Scripts/MiniGame/Gear/ShaftGraph.cs @@ -241,9 +241,9 @@ namespace AibisDream // 寻找所有临接轴 for (int i = 0; i < _vertexSize; i++) { - if (i != idx) continue; // 不需要计算和自身的关系 + if (i == idx) continue; // 不需要计算和自身的关系 float availableDis = Shaft.CalcShaftAvailableDis(sourceShaft.transform.position, _vertexArray[i]); - if (availableDis > gearRadius - 0.15f) + if (availableDis < gearRadius - 0.15f) { isShaftAvailable = false; break;