[战斗]======效果137修改 立绘朝向修改
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@ -2657,9 +2657,11 @@ local effectList = {
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if target.isDead then
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BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime,function()
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local arr = RoleManager.Query(function (r) return r.camp == target.camp end)
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for i = 1, i1 do
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local count = Random.RangeInt(1,#arr)
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BattleUtil.CalRage(caster,arr[count],v1,CountTypeName.Sub)
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if arr and #arr>0 then
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for i = 1, i1 do
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local count = Random.RangeInt(1,#arr)
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BattleUtil.CalRage(caster,arr[count],v1,CountTypeName.Sub)
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end
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end
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end)
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end
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@ -669,7 +669,9 @@ end
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-- 怒气计算
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function BattleUtil.CalRage(caster, target, value, countType,isBorrow)
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if target==nil then
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return
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end
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-- 角色身上有无敌盾,不扣除怒气 by:wangzhenxing 2020/08/10 14:56
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if (countType==3 or countType==4) -- 降怒
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and (target.isImmuneReduceRage -- 免疫降怒 或者 有无敌盾
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@ -139,7 +139,12 @@ function MonsterView:PlaySpineAnim(gog, time, name, isLoop)
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local _complete = nil
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_complete = function(state)
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gog.AnimationState.Complete = gog.AnimationState.Complete - _complete
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gog.AnimationState:SetAnimation(0, "attack", true)
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if self.role.roleData.id==20100 then
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gog.AnimationState:SetAnimation(0, "idle", true)
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else
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gog.AnimationState:SetAnimation(0, "attack", true)
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end
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end
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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)
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gog.AnimationState:SetAnimation(time, name, isLoop)
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@ -146,6 +146,9 @@ function this.SetSelectHero()
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_LiveName = ArtConfig[paintingId].Name
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_LiveNode = poolManager:LoadLive(_LiveName, this.e_liveRoot.transform, Vector3.one * heroConfig[monsterId].Scale, Vector3.New(pos[1], pos[2], 0))
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this.rootLive.transform.localScale = Vector3.one*0.7
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if heroConfig[monsterId].Toward==2 then
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SetHEeroLiveToward(_LiveNode,1,pos)
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end
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this.e_level.text = "lv."..MonsterConfig[t].Level
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this.e_name.text = GetLanguageStrById(MonsterConfig[t].ReadingName)
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@ -77,6 +77,7 @@ function DropGetSSRHeroShopPanel:OnShow()
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testLiveGO = poolManager:LoadLive(GetResourcePath(heroStaticData.Live), self.live2dRoot.transform,
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Vector3.one * heroStaticData.Scale, Vector3.New(heroStaticData.Position[1],heroStaticData.Position[2],0))
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local SkeletonGraphic = testLiveGO:GetComponent("SkeletonGraphic")
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SetHEeroLiveToward(testLiveGO,heroStaticData.Toward,heroStaticData.Position)
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local idle = function() SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true) end
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SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete + idle
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poolManager:SetLiveClearCall(GetResourcePath(heroStaticData.Live), testLiveGO, function ()
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