小兵战斗界面修改
parent
b856431766
commit
2461fe8006
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@ -37516,7 +37516,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 912, y: -1293}
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m_AnchoredPosition: {x: 50, y: -208.75}
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m_SizeDelta: {x: 100, y: 217.5}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &1473222624206509369
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@ -43998,7 +43998,7 @@ MonoBehaviour:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1524946575228718866}
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m_Enabled: 1
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m_Enabled: 0
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m_EditorHideFlags: 0
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m_Script: {fileID: -2095666955, guid: f70555f144d8491a825f0804e09c671c, type: 3}
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m_Name:
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@ -587,7 +587,7 @@ function this.ShowBattleInfo()
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end
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roleLiveGO.transform:SetParent(this.heroList[i].pos.transform)
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roleLiveGO.transform.localPosition = Vector2.New(0, 0)
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roleLiveGO.transform.localScale=Vector3.one * roleConfig[sId].enemy_liveScale*0.3 -- * 0.75--* 1.5
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roleLiveGO.transform.localScale=Vector3.one * roleConfig[sId].enemy_liveScale*0.2 -- * 0.75--* 1.5
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if i<=3 then
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if heroData.heroConfig.Toward==1 then
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SetHEeroLiveToward(roleLiveGO,1)
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@ -641,7 +641,8 @@ function this.ShowBattleInfo()
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soliderPreList[index].spine=spineObj
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soliderPreList[index].spineName=spineName
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end
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--LogError("soliderSettingConfig[v.id].Position=="..soliderSettingConfig[v.id].Position)
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soliderPreList[index].go.transform.localPosition=Vector2.New(soliderSettingConfig[v.id].FightPosition[1],soliderSettingConfig[v.id].FightPosition[2])
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soliderPreList[index].spineAni=soliderPreList[index].spine:GetComponent("SkeletonGraphic")
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soliderPreList[index].spineAni.AnimationState:SetAnimation(0, "move3",true)
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@ -688,43 +689,51 @@ function this.BattleLogic()
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this.timeTxt.text=battleTime
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this.hpTxt.text=bossHp
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LogError("curSoliderStageConfig.Time===="..curSoliderStageConfig.Time.." curSoliderStageConfig.Hp=="..curSoliderStageConfig.Hp)
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local bossPos=Vector3.New(this.enemyPos.transform.position.x,this.enemyPos.transform.position.y+1,0)
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this.battleTimer = Timer.New(function()
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cd=cd+1
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--每隔三秒攻击一次
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--local seed= math.random(0,100)/100
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--每隔三秒攻击一次
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if cd==timeStamp then
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--英雄攻击
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allAttacck=0
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for i=1,6 do
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if this.heroList[i].spine then
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this.heroList[i].effect.transform.position =this.heroList[i].pos.transform.position
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this.heroList[i].spine.AnimationState:SetAnimation(0, "touch", true)
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Util.ClearTrailRender(this.heroList[i].effect)
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this.heroList[i].effect:SetActive(true)
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this.heroList[i].effect:GetComponent("RectTransform"):DOMove(this.enemyPos.transform.position, 0.6, false):OnComplete(function ()
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if this.heroList[i].effect then
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this.heroList[i].effect:SetActive(false)
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local seed= math.random(0,100)/100
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local timer1 = Timer.New(function()
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if this.heroList[i].spine and this.heroList[i].effect then
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this.heroList[i].spine.AnimationState:SetAnimation(0, "touch", true)
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Util.ClearTrailRender(this.heroList[i].effect)
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this.heroList[i].effect:SetActive(true)
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this.heroList[i].effect:GetComponent("RectTransform"):DOMove(bossPos, 0.6, false):OnComplete(function ()
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if this.heroList[i].effect then
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this.heroList[i].effect:SetActive(false)
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end
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this.heroList[i].spine.AnimationState:SetAnimation(0, "idle", true)
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--LogError("this.heroList[i].data.attack=="..this.heroList[i].data.attack)
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local proList=HeroPropManager.GetHeroProp(this.heroList[i].data.dynamicId, FormationTypeDef.FORMATION_NORMAL)
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--LogError("prolist[2]==============="..proList[2])
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--for i=1,5 do
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bossHp=bossHp-proList[2]
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allAttacck=allAttacck+proList[2]
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this.Floater:ArtFloatingOnHook(ArtFloatingType.Damage,ArtFloatingColor.White,proList[2])
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--end
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isHit=true
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if isHit then
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--LogError("boss被攻击======================================")
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bossSpine.AnimationState:SetAnimation(0, "hit",false)
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isHit=false
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end
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this.SetHp(curSoliderStageConfig.Hp,bossHp,curSoliderStageConfig.HpNumber)
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end)
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end
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this.heroList[i].spine.AnimationState:SetAnimation(0, "idle", true)
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--LogError("this.heroList[i].data.attack=="..this.heroList[i].data.attack)
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local proList=HeroPropManager.GetHeroProp(this.heroList[i].data.dynamicId, FormationTypeDef.FORMATION_NORMAL)
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--LogError("prolist[2]==============="..proList[2])
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--for i=1,5 do
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bossHp=bossHp-proList[2]
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allAttacck=allAttacck+proList[2]
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this.Floater:ArtFloatingOnHook(ArtFloatingType.Damage,ArtFloatingColor.White,proList[2])
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--end
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isHit=true
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if isHit then
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--LogError("boss被攻击======================================")
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bossSpine.AnimationState:SetAnimation(0, "hit",false)
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isHit=false
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end
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this.SetHp(curSoliderStageConfig.Hp,bossHp,curSoliderStageConfig.HpNumber)
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end)
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end, seed, 1, true)
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timer1:Start()
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end
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end
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local lotteryConfig=ConfigManager.GetConfigData(ConfigName.SoldiersLotteryConfig,SmallSoldierManager.level)
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@ -735,20 +744,27 @@ function this.BattleLogic()
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--if aaa.spine then
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aaa.effect.transform.position =aaa.pos.transform.position
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--aaa.spine.AnimationState:SetAnimation(0, "touch", true)
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Util.ClearTrailRender(aaa.effect)
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aaa.effect:SetActive(true)
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aaa.spineAni.AnimationState:SetAnimation(0, "attack3",false)
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aaa.effect:GetComponent("RectTransform"):DOMove(this.enemyPos.transform.position, 0.6, false):OnComplete(function ()
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if aaa.effect then
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aaa.effect:SetActive(false)
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local seed1 = math.random(0,100)/100
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local timer2=Timer.New(function()
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if aaa.effect and aaa.spineAni then
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Util.ClearTrailRender(aaa.effect)
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aaa.effect:SetActive(true)
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aaa.spineAni.AnimationState:SetAnimation(0, "attack3",false)
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aaa.effect:GetComponent("RectTransform"):DOMove(bossPos, 0.6, false):OnComplete(function ()
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if aaa.effect then
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aaa.effect:SetActive(false)
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end
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local attack=math.floor(aaa.data.attributes[2].value*(1+add)+0.5)
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bossHp=bossHp-attack
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allAttacck=allAttacck+attack
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this.Floater:ArtFloatingOnHook(ArtFloatingType.Damage,ArtFloatingColor.White,attack)
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aaa.spineAni.AnimationState:SetAnimation(0, "move3",true)
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this.SetHp(curSoliderStageConfig.Hp,bossHp,curSoliderStageConfig.HpNumber)
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end)
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end
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local attack=math.floor(aaa.data.attributes[2].value*(1+add)+0.5)
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bossHp=bossHp-attack
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allAttacck=allAttacck+attack
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this.Floater:ArtFloatingOnHook(ArtFloatingType.Damage,ArtFloatingColor.White,attack)
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aaa.spineAni.AnimationState:SetAnimation(0, "move3",true)
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this.SetHp(curSoliderStageConfig.Hp,bossHp,curSoliderStageConfig.HpNumber)
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end)
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end,seed1, 1, true)
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timer2:Start()
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--end
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end
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curAttack=allAttacck
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