【战斗】修复战斗中受击特效及音效错误的问题,修复假战斗星级显示错误
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93d9212f85
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05fb2f5e7f
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@ -100,33 +100,16 @@ function this.GetSkillData(skillId,skinId)
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local target = SkillLogicConfig[skillId].Target
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local effectList = SkillLogicConfig[skillId].Effect
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local effectArgsList = SkillLogicConfig[skillId].EffectValue
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local skin=skinId
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if not skinId then
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skin=0
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end
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local effectIds=SkillLogicConfig[skillId].SkillDisplay
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local eid=0
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if effectIds then
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for i = 1, #effectIds do
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if effectIds[i][1]==skin then
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eid=effectIds[i][2]
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end
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end
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end
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if eid==0 then
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eid=effectIds[1][2]
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end
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local eid = BattleManager.GetCombatIdBySkin(skillId, skinId or 0)
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local EffectCombat = CombatControl[eid]
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--local EffectCombat = CombatControl[SkillLogicConfig[skillId].SkillDisplay]
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local index = 1
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skill[1] = skillId
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skill[2] = EffectCombat.KeyFrame/1000
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skill[3] = EffectCombat.SkillDuration/1000
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skill[4] = EffectCombat.SkillNumber
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local index = 1
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for i = 1, #effectList do
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local effectGroup = { target[i][1] } -- 效果目标
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for j = 1, #effectList[i] do
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@ -198,6 +181,7 @@ function this.GetMonsterData(monsterId)
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type = 1,
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quality = 0,
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skinId=monsterConfig.SkinId,
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star=monsterConfig.Star,
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skill = this.GetSkillData(monsterConfig.SkillList[1],monsterConfig.SkinId),
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superSkill = this.GetSkillData(monsterConfig.SkillList[2],monsterConfig.SkinId),
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element = monsterConfig.PropertyName,
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@ -857,4 +841,22 @@ function this.RecycleAllDelayRes()
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end
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--++++++++++++++
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-- 获取技能表现id
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function this.GetCombatIdBySkin(skillId, skinId)
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local effectIds = SkillLogicConfig[skillId].SkillDisplay
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local eid=0
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local skin = skinId or 0
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if effectIds then
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for i = 1, #effectIds do
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if effectIds[i][1] == skin then
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eid=effectIds[i][2]
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end
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end
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end
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if eid==0 then
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eid=effectIds[1][2]
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end
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return eid
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end
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return this
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@ -46,11 +46,13 @@ function SkillSetView:Show(camp, pos, BattleView)
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self.rt.text = self.roleView.spAtkTime*1000
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self.rt2.text = self.roleView.atkSoundTime*1000
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local nCombat = BattleManager.GetSkillCombat(SkillLogicConfig[nSkillId].SkillDisplay)
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local nCId = BattleManager.GetCombatIdBySkin(nSkillId, 0)
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local nCombat = BattleManager.GetSkillCombat(nCId)
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self.nt1.text = nCombat.BulletTime
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self.nt2.text = nCombat.KeyFrame
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local sCombat = BattleManager.GetSkillCombat(SkillLogicConfig[sSkillId].SkillDisplay)
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local sCId = BattleManager.GetCombatIdBySkin(sSkillId, 0)
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local sCombat = BattleManager.GetSkillCombat(sCId)
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self.st1.text = sCombat.BulletTime
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self.st2.text = sCombat.KeyFrame
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@ -65,7 +67,7 @@ function SkillSetView:ApplyData()
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self.roleView.spAtkTime = (tonumber(self.rt.text)or 0)/1000
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self.roleView.atkSoundTime = (tonumber(self.rt2.text)or 0)/1000
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local ncId = SkillLogicConfig[nSkillId].SkillDisplay
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local ncId = BattleManager.GetCombatIdBySkin(nSkillId, 0)
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local nCombat = BattleManager.GetSkillCombat(ncId)
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local nBulletTime = tonumber(self.nt1.text) or 0
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local nKeyFrame = tonumber(self.nt2.text) or 0
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@ -76,7 +78,7 @@ function SkillSetView:ApplyData()
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self.role.skill[2] = nKeyFrame/1000
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end
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local scId = SkillLogicConfig[sSkillId].SkillDisplay
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local scId = BattleManager.GetCombatIdBySkin(sSkillId, 0)
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local sCombat = BattleManager.GetSkillCombat(scId)
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local sBulletTime = tonumber(self.st1.text) or 0
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local sKeyFrame = tonumber(self.st2.text) or 0
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@ -424,7 +424,8 @@ function EnemyView:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotTyp
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self:PlaySpineAnim(self.RoleLiveGOGraphic, 0, "hit", false)
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-- bo
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if skill then
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local combat = BattleManager.GetSkillCombat(SkillLogicConfig[skill.id].SkillDisplay)
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local combatId = BattleManager.GetCombatIdBySkin(skill.id, atkRole.roleData.skinId)
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local combat = BattleManager.GetSkillCombat(combatId)
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self.SkillCaster:CheckSkillHitEffect("hit", combat, skill)
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end
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end
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@ -1,4 +1,4 @@
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local RoleConfig = ConfigManager.GetConfig(ConfigName.RoleConfig)
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local HeroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
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local SkillLogicConfig = ConfigManager.GetConfig(ConfigName.SkillLogicConfig)
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@ -483,7 +483,8 @@ function PlayerView:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotTy
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-- 播放受击特效
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if skill then
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local combat = BattleManager.GetSkillCombat(SkillLogicConfig[skill.id].SkillDisplay)
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local combatId = BattleManager.GetCombatIdBySkin(skill.id, atkRole.roleData.skinId)
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local combat = BattleManager.GetSkillCombat(combatId)
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self.SkillCaster:CheckSkillHitEffect("hit", combat, skill)
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end
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end
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@ -556,7 +556,8 @@ function RoleView:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType
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-- 播放受击特效
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if skill then
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local combat = BattleManager.GetSkillCombat(SkillLogicConfig[skill.id].SkillDisplay)
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local combatId = BattleManager.GetCombatIdBySkin(skill.id, atkRole.roleData.skinId)
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local combat = BattleManager.GetSkillCombat(combatId)
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self.SkillCaster:CheckSkillHitEffect("hit", combat, skill)
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end
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end
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@ -1,4 +1,4 @@
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local Bezier = require("Base.Bezier")
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local SkillLogicConfig = ConfigManager.GetConfig(ConfigName.SkillLogicConfig)
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local BuffEffectConfig = ConfigManager.GetConfig(ConfigName.BuffEffectConfig)
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@ -26,20 +26,8 @@ end
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function SkillCaster:OnSkillCast(skill)
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if not skill then return end
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local effectIds=SkillLogicConfig[skill.id].SkillDisplay
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local eid=0
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local skin=self.owner.skinId or 0
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if effectIds then
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for i = 1, #effectIds do
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if effectIds[i][1]==skin then
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eid=effectIds[i][2]
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end
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end
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end
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if eid==0 then
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eid=effectIds[1][2]
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end
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local eid = BattleManager.GetCombatIdBySkin(skill.id, self.owner.skinId)
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local combat = BattleManager.GetSkillCombat(eid)
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if not combat then return end
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-- 追击显示追击文字
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