[战斗]======效果137修改 立绘朝向修改

dev_chengFeng
wangzhenxing 2021-11-29 17:53:17 +08:00
parent 95251dd5e1
commit 0cef7683ba
5 changed files with 18 additions and 5 deletions

View File

@ -2657,9 +2657,11 @@ local effectList = {
if target.isDead then
BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime,function()
local arr = RoleManager.Query(function (r) return r.camp == target.camp end)
for i = 1, i1 do
local count = Random.RangeInt(1,#arr)
BattleUtil.CalRage(caster,arr[count],v1,CountTypeName.Sub)
if arr and #arr>0 then
for i = 1, i1 do
local count = Random.RangeInt(1,#arr)
BattleUtil.CalRage(caster,arr[count],v1,CountTypeName.Sub)
end
end
end)
end

View File

@ -669,7 +669,9 @@ end
-- 怒气计算
function BattleUtil.CalRage(caster, target, value, countType,isBorrow)
if target==nil then
return
end
-- 角色身上有无敌盾,不扣除怒气 by:wangzhenxing 2020/08/10 14:56
if (countType==3 or countType==4) -- 降怒
and (target.isImmuneReduceRage -- 免疫降怒 或者 有无敌盾

View File

@ -139,7 +139,12 @@ function MonsterView:PlaySpineAnim(gog, time, name, isLoop)
local _complete = nil
_complete = function(state)
gog.AnimationState.Complete = gog.AnimationState.Complete - _complete
gog.AnimationState:SetAnimation(0, "attack", true)
if self.role.roleData.id==20100 then
gog.AnimationState:SetAnimation(0, "idle", true)
else
gog.AnimationState:SetAnimation(0, "attack", true)
end
end
gog.AnimationState:ClearTracks() -- 清除上一个动画的影响(修复概率攻击动画播放错误的问题)
gog.AnimationState:SetAnimation(time, name, isLoop)

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@ -146,6 +146,9 @@ function this.SetSelectHero()
_LiveName = ArtConfig[paintingId].Name
_LiveNode = poolManager:LoadLive(_LiveName, this.e_liveRoot.transform, Vector3.one * heroConfig[monsterId].Scale, Vector3.New(pos[1], pos[2], 0))
this.rootLive.transform.localScale = Vector3.one*0.7
if heroConfig[monsterId].Toward==2 then
SetHEeroLiveToward(_LiveNode,1,pos)
end
this.e_level.text = "lv."..MonsterConfig[t].Level
this.e_name.text = GetLanguageStrById(MonsterConfig[t].ReadingName)

View File

@ -77,6 +77,7 @@ function DropGetSSRHeroShopPanel:OnShow()
testLiveGO = poolManager:LoadLive(GetResourcePath(heroStaticData.Live), self.live2dRoot.transform,
Vector3.one * heroStaticData.Scale, Vector3.New(heroStaticData.Position[1],heroStaticData.Position[2],0))
local SkeletonGraphic = testLiveGO:GetComponent("SkeletonGraphic")
SetHEeroLiveToward(testLiveGO,heroStaticData.Toward,heroStaticData.Position)
local idle = function() SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true) end
SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete + idle
poolManager:SetLiveClearCall(GetResourcePath(heroStaticData.Live), testLiveGO, function ()