Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev

dev_chengFeng
jiaoyangna 2021-10-28 15:04:07 +08:00
commit 04fff0d79b
6 changed files with 55 additions and 36 deletions

View File

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@ -13949,7 +13949,7 @@ RectTransform:
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--- !u!222 &4320372826489567470
@ -68556,7 +68556,7 @@ MonoBehaviour:
m_Calls: []
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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@ -68621,7 +68621,7 @@ MonoBehaviour:
m_SelectOnDown: {fileID: 0}
m_SelectOnLeft: {fileID: 0}
m_SelectOnRight: {fileID: 0}
m_Transition: 1
m_Transition: 0
m_Colors:
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m_HighlightedColor: {r: 0.9607843, g: 0.9607843, b: 0.9607843, a: 1}
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CanvasRenderer:
@ -68818,7 +68818,7 @@ MonoBehaviour:
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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@ -89400,7 +89400,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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m_RaycastTarget: 1
m_OnCullStateChanged:
m_PersistentCalls:
@ -89414,7 +89414,7 @@ MonoBehaviour:
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m_MinSize: 3
m_MaxSize: 55
m_Alignment: 5
m_Alignment: 3
m_AlignByGeometry: 0
m_RichText: 1
m_HorizontalOverflow: 1
@ -142930,7 +142930,7 @@ RectTransform:
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m_Constraint: 2
m_ConstraintCount: 1
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@ -157072,7 +157072,7 @@ GameObject:
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View File

@ -4001,7 +4001,7 @@ RectTransform:
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View File

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View File

@ -3769,15 +3769,28 @@ local passivityList = {
end,
-- 受到[a]效果概率降低[b]%[c]改变
-- a[控制状态]b[float]c[改变类型]
-- 受到[a]效果概率降低[b]%[c]改变,控制类型[d] 控制类型[e] 控制类型[f](a:0 所有控制类型)
-- a[int],b[float],c[改变类型],d[int],e[int],f[int]
[180] = function(role, args)
local ctrl = args[1]
local type = args[1]
local f1 = args[2]
local ct = args[3]
local ctrl = args[4]
local ctr2 = args[5]
local ctr3 = args[6]
local ctrls={}
if ctrl then
table.insert(ctrls,ctrl)
end
if ctr2 then
table.insert(ctrls,ctr2)
end
if ctr3 then
table.insert(ctrls,ctr3)
end
local onPassiveBeRandomControl = function(func, ctrl2, target)
if ctrl == 0 or ctrl == ctrl2 then
if type == 0 or BattleUtil.ChecklistIsContainValue(ctrls,ctrl2) then
if func then func(f1, ct) end
end
end
@ -8501,7 +8514,7 @@ local passivityList = {
end
BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange,onRoundChange,nil,nil,role)
end,
-- 修改技能效果[a]的参数,第[b]个参数改变为[c],第[d]个参数改变为[e]
-- 修改技能[a]的参数,第[b]个参数改变为[c],第[d]个参数改变为[e]
-- a[int 技能的id],b[int],c[float/int],d[int],e[int/float]
[356] = function(role, args,id,judge)
local type = args[1]
@ -8545,7 +8558,7 @@ local passivityList = {
role.Event:AddEvent(BattleEventName.BuffCaster,OnBuffBeAdd,nil,nil,role)
end,
-- 攻击[a]类型[b]效果目标时,暴击伤害改变[c][d]%,攻击类型[e]
-- a[持续伤害状态],b[float],c[改变类型],d[float],e[int 0:所有 1普攻 2技能]
-- a[int buff大类型],b[int buff小类型],c[改变类型],d[float],e[int 0:所有 1普攻 2技能]
[358] = function(role, args,id,judge)
local type1 = args[1]
local type2 = args[2]
@ -8569,7 +8582,7 @@ local passivityList = {
role.Event:AddEvent(BattleEventName.PassiveDamaging, onPassiveDamaging,nil,nil,role)
end,
--释放技能消耗怒气超过[a]点,对目标额外造成目标[b]属性[c]%*(本次技能消耗怒气数-a)的间接伤害。
--a[float]
--a[int],b[int],c[float]
[359] = function(role, args,id,judge)
local num = args[1]
local pro = args[2]
@ -8690,6 +8703,7 @@ local passivityList = {
BattleLogic.Event:AddEvent(BattleEventName.BloodValuePassiveChange,onPassiveBlood,nil,nil,role)
end,
--改变被动效果数据 被动id[a] 第[b]个参数值变成[c]; 第[d]个参数值变成[e](参数可变,但必须简直对应)
--a[int 被动id], b[int],c[int/float],d[int],e[int/float],,,,,,,
[363]=function(role, args,id,judge)
--用于被动初始化时替换被动数值
end,

View File

@ -254,6 +254,11 @@ function this.OnShowHeroAndTalisman()
else --否则就正常显示
strTable[n]=string.format( Language[11535],GetLanguageStrById(passiveSkillConfig[dowerData[n].OpenSkillRules[1]].Desc),dowerData[n].Level,"\n")
end
if dowerData[n].Level==25 then --特性显示
strTable[n]=string.gsub(strTable[n],"·","")
local str=Language[11536]..strTable[n]
strTable[n]=string.gsub(str," "," ") --unity text中的单词过长 避免自动添加空格并换行 将那个空格替换
end
end
local str=string.sub(table.concat(strTable),1,-2)--将表里字符串拼接 --去除最后\n