<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>镜头 on PlumePHP</title><link>https://plumephp.com/tags/%E9%95%9C%E5%A4%B4/</link><description>Recent content in 镜头 on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Sun, 31 May 2026 18:04:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/%E9%95%9C%E5%A4%B4/index.xml" rel="self" type="application/rss+xml"/><item><title>Godot 战斗目标锁定系统：自动选择、手动切换和镜头协同要一致</title><link>https://plumephp.com/godot-target-lock-selection-system-2026/</link><pubDate>Sun, 31 May 2026 18:04:00 +0800</pubDate><guid>https://plumephp.com/godot-target-lock-selection-system-2026/</guid><description>&lt;p&gt;目标锁定是动作游戏里非常敏感的系统。玩家按下锁定键，希望镜头、攻击、技能和 UI 都围绕同一个目标工作；切换目标时，希望结果符合直觉；目标死亡、离屏、隐身、距离过远时，系统要知道何时解除或迁移。锁定系统如果不稳定，玩家会觉得战斗失控。&lt;/p&gt;</description></item></channel></rss>