[战斗]=======================每回合添加最大buff添加数,伤害数,治疗御甲数限制
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171fbe8d90
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1c60b69d1a
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@ -37,6 +37,8 @@ BattleLogic.GameDeltaTime = 1 / BattleLogic.GameFrameRate
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BattleLogic.TotalOrder = 0
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--当前波次
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BattleLogic.CurOrder = 0
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--当前回合触发总次数(添加buff,伤害,治疗)
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local curRoundTriggerTime=0
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local actionPool = BattleObjectPool.New(function ()
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return { 0, 0 }
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end)
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@ -46,6 +48,9 @@ local rolePool = BattleObjectPool.New(function ()
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return RoleLogic.New()
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end)
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function BattleLogic.AddRoundTriggerTime()
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curRoundTriggerTime=curRoundTriggerTime+1
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end
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function BattleLogic.Init(data, _userData, maxRound)
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if BattleLogic.IsOpenBattleRecord then
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record = {}
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@ -96,7 +101,9 @@ function BattleLogic.Init(data, _userData, maxRound)
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allEnemyDamage=allEnemyDamage+damage
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end
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end)
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange,function()
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curRoundTriggerTime=0
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end)
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end
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@ -481,6 +488,11 @@ function BattleLogic.Update()
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BattleLogic.BattleEnd(-1)
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return
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end
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if curRoundTriggerTime>2000 then
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--assert(false, "Battle Round Time Out !!!")
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BattleLogic.BattleEnd(-2)
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return
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end
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local roleResult = RoleManager.GetResult()
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if roleResult == 0 then
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BattleLogic.BattleEnd(0)
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@ -939,7 +939,7 @@ function BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageTy
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"damage", damage,
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"dotType", tostring(dotType)
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)
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BattleLogic.AddRoundTriggerTime()
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return finalDmg
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end
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@ -1391,6 +1391,7 @@ function BattleUtil.ApplyTreat(castRole, targetRole, value, baseFactor,critDamag
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"tpos", targetRole.position,
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"value", value
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)
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BattleLogic.AddRoundTriggerTime()
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end
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@ -1432,6 +1433,7 @@ function BattleUtil.AddBlood(target,value)
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else
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target.Event:DispatchEvent(BattleEventName.ShowHintText, BattleArtFontType.Blood)
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end
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BattleLogic.AddRoundTriggerTime()
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end
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@ -411,6 +411,7 @@ function RoleLogic:AddBuff(buff,_ignorePro)
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end
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end
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BattleLogic.BuffMgr:AddBuff(self, buff)
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BattleLogic.AddRoundTriggerTime()
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end
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end
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@ -91,7 +91,7 @@ function Skill:Cast(func)
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--技能的施法时间计算,根据当前目标id关联的持续时间,取其中时间最长的一个
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local duration = self.hitTime + self.continueTime
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-- 结算时间向后延长0.2秒,避免在效果结算完成前就结束了技能释放
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local time=0.8
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local time=1.2
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-- if self.id==1282 then
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-- time=1
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-- end
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@ -148,7 +148,7 @@ end
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function Skill:EndSkill()
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-- 技能后摇
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-- 技能结束后摇后结束技能释放
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BattleLogic.WaitForTrigger(0.3, function()
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BattleLogic.WaitForTrigger(0.5, function()
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-- 结束回调
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self.isTriggePassivity=false
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self.triggerPassivityId={}
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@ -262,7 +262,9 @@ function BuffCtrl:AddBuffIcon(buff, icon)
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-- if self.BuffIconList[key].buffSignType==currBuff.signType then
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self.BuffIconList[key]:SetCount(self.BuffIconList[key].count+1)
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return
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--end
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elseif buffType ==BuffName.BuDongSign then
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self.BuffIconList[key]:SetCount(self.BuffIconList[key].count+1)
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return
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end
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end
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end
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@ -383,6 +385,14 @@ function BuffCtrl:RemoveBuffIcon(buff)
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end
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return
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--end
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elseif buffType == BuffName.BuDongSign then
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if floor==1 then
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self.BuffIconList[key]:Dispose()
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self.BuffIconList[key] = nil
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else
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self.BuffIconList[key]:SetCount(floor-1)
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end
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return
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else
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self.BuffIconList[key]:Dispose()
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self.BuffIconList[key] = nil
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@ -432,7 +432,13 @@ function this._TimeUpdate()
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return
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end
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if not ActTimeCtrlManager.IsQualifiled(FUNCTION_OPEN_TYPE.CARDELAY) then
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this.timeText.text = "46级开启"
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local config=ConfigManager.GetConfigData(ConfigName.GlobalSystemConfig,FUNCTION_OPEN_TYPE.CARDELAY)
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if config then
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this.timeText.text = config.OpenRules[1][2].."级开启"
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else
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this.timeText.text = "50级开启"
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end
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return
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end
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if GuildCarDelayManager.progress == GuildCarDelayProType.Challenge then
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