[战斗]=========战斗去除无用log
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0b3e5511b2
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0681ff2a30
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@ -174,7 +174,7 @@ function BattleLogic.InitOrder()
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local playerWeaPonList = fightData.playerData.weaponList
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if playerWeaPonList then
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for i=1, #playerWeaPonList do
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LogError("创建一个神兵")
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--LogError("创建一个神兵")
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FightWeaponManager.AddWeapon(playerWeaPonList[i])
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end
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end
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@ -212,7 +212,7 @@ function BattleLogic.InitOrder()
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local enemyWeaponList = orderList.weaponList
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if enemyWeaponList then
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for i=1, #enemyWeaponList do
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LogError("创建一个神兵")
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--LogError("创建一个神兵")
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FightWeaponManager.AddWeapon(enemyWeaponList[i])
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end
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end
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@ -31,7 +31,7 @@ function FightWeapon:Init(data)
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self.Event:ClearEvent()
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self.exileTargets={}--已经被放逐过的目标
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-- self.skillGroup = MSkillManager.CreateMSkillGroup(self, data.skill)
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LogError("神兵初始化=============================")
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--LogError("神兵初始化=============================")
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-- self.skillList=data.skill
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self.skillNum=#data.skill
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self.skillGroupList = {}
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@ -112,7 +112,9 @@ function FightWeapon:GetStar()
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return self.star
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end
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function FightWeapon:IsRealDead()
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return false
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end
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-- 数据回收
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function FightWeapon:Dispose()
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@ -181,14 +181,14 @@ local _ConditionConfig = {
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local comType = condition[2]
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local comValue = condition[3]
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if skill.ownHero==nil or skill.ownHero:IsDead() then
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LogError("没有持有者")
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--LogError("没有持有者")
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return false
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end
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-- 判断
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local hpf = skill.ownHero:GetRoleData(RoleDataName.Hp) / skill.ownHero:GetRoleData(RoleDataName.MaxHp)
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LogError("hpf==="..hpf)
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--LogError("hpf==="..hpf)
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if BattleUtil.CompareValue(hpf, comValue/10000, comType) then
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LogError("触发技能"..hpf)
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--LogError("触发技能"..hpf)
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return true
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end
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return false
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@ -198,14 +198,14 @@ local _ConditionConfig = {
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-- 条件检测
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function WeaponCondition.CheckCondition(skill, condition)
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if not condition then
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LogError("condition==")
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--LogError("condition==")
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return true
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end
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local conId = condition[1]
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local comType = condition[2]
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local comValue = condition[3]
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LogError("conid=="..conId.." comtype=="..comType.." comvalue=="..comValue)
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--LogError("conid=="..conId.." comtype=="..comType.." comvalue=="..comValue)
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return _ConditionConfig[conId](skill, condition)
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end
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@ -13,7 +13,7 @@ end
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-- 创建一个技能组
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function this.CreateMSkillGroup(monster, groupIndex, skillGroupData)
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LogError("创建神兵技能组====================")
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--LogError("创建神兵技能组====================")
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local position = monster:GetCamp() * 6 + monster:GetPosition()
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if not this.MSkillGroupList then
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this.MSkillGroupList = {}
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@ -856,7 +856,10 @@ function this.SetRoleHighLight(caster, targets, func)
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for _, data in ipairs(targets) do
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if caster ~= tbRole[data] then
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max = max - 1
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tbRole[data]:SetHighLight(true, 1, 0.2)
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if tbRole[data] then
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tbRole[data]:SetHighLight(true, 1, 0.2)
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end
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end
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end
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end
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