小兵战斗界面修改

PC-202302260912\Administrator 2024-04-17 18:55:55 +08:00
parent b856431766
commit 2461fe8006
2 changed files with 60 additions and 44 deletions

View File

@ -37516,7 +37516,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 912, y: -1293}
m_AnchoredPosition: {x: 50, y: -208.75}
m_SizeDelta: {x: 100, y: 217.5}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &1473222624206509369
@ -43998,7 +43998,7 @@ MonoBehaviour:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1524946575228718866}
m_Enabled: 1
m_Enabled: 0
m_EditorHideFlags: 0
m_Script: {fileID: -2095666955, guid: f70555f144d8491a825f0804e09c671c, type: 3}
m_Name:

View File

@ -587,7 +587,7 @@ function this.ShowBattleInfo()
end
roleLiveGO.transform:SetParent(this.heroList[i].pos.transform)
roleLiveGO.transform.localPosition = Vector2.New(0, 0)
roleLiveGO.transform.localScale=Vector3.one * roleConfig[sId].enemy_liveScale*0.3 -- * 0.75--* 1.5
roleLiveGO.transform.localScale=Vector3.one * roleConfig[sId].enemy_liveScale*0.2 -- * 0.75--* 1.5
if i<=3 then
if heroData.heroConfig.Toward==1 then
SetHEeroLiveToward(roleLiveGO,1)
@ -641,7 +641,8 @@ function this.ShowBattleInfo()
soliderPreList[index].spine=spineObj
soliderPreList[index].spineName=spineName
end
--LogError("soliderSettingConfig[v.id].Position=="..soliderSettingConfig[v.id].Position)
soliderPreList[index].go.transform.localPosition=Vector2.New(soliderSettingConfig[v.id].FightPosition[1],soliderSettingConfig[v.id].FightPosition[2])
soliderPreList[index].spineAni=soliderPreList[index].spine:GetComponent("SkeletonGraphic")
soliderPreList[index].spineAni.AnimationState:SetAnimation(0, "move3",true)
@ -688,43 +689,51 @@ function this.BattleLogic()
this.timeTxt.text=battleTime
this.hpTxt.text=bossHp
LogError("curSoliderStageConfig.Time===="..curSoliderStageConfig.Time.." curSoliderStageConfig.Hp=="..curSoliderStageConfig.Hp)
local bossPos=Vector3.New(this.enemyPos.transform.position.x,this.enemyPos.transform.position.y+1,0)
this.battleTimer = Timer.New(function()
cd=cd+1
--每隔三秒攻击一次
--local seed= math.random(0,100)/100
--每隔三秒攻击一次
if cd==timeStamp then
--英雄攻击
allAttacck=0
for i=1,6 do
if this.heroList[i].spine then
this.heroList[i].effect.transform.position =this.heroList[i].pos.transform.position
this.heroList[i].spine.AnimationState:SetAnimation(0, "touch", true)
Util.ClearTrailRender(this.heroList[i].effect)
this.heroList[i].effect:SetActive(true)
this.heroList[i].effect:GetComponent("RectTransform"):DOMove(this.enemyPos.transform.position, 0.6, false):OnComplete(function ()
if this.heroList[i].effect then
this.heroList[i].effect:SetActive(false)
local seed= math.random(0,100)/100
local timer1 = Timer.New(function()
if this.heroList[i].spine and this.heroList[i].effect then
this.heroList[i].spine.AnimationState:SetAnimation(0, "touch", true)
Util.ClearTrailRender(this.heroList[i].effect)
this.heroList[i].effect:SetActive(true)
this.heroList[i].effect:GetComponent("RectTransform"):DOMove(bossPos, 0.6, false):OnComplete(function ()
if this.heroList[i].effect then
this.heroList[i].effect:SetActive(false)
end
this.heroList[i].spine.AnimationState:SetAnimation(0, "idle", true)
--LogError("this.heroList[i].data.attack=="..this.heroList[i].data.attack)
local proList=HeroPropManager.GetHeroProp(this.heroList[i].data.dynamicId, FormationTypeDef.FORMATION_NORMAL)
--LogError("prolist[2]==============="..proList[2])
--for i=1,5 do
bossHp=bossHp-proList[2]
allAttacck=allAttacck+proList[2]
this.Floater:ArtFloatingOnHook(ArtFloatingType.Damage,ArtFloatingColor.White,proList[2])
--end
isHit=true
if isHit then
--LogError("boss被攻击======================================")
bossSpine.AnimationState:SetAnimation(0, "hit",false)
isHit=false
end
this.SetHp(curSoliderStageConfig.Hp,bossHp,curSoliderStageConfig.HpNumber)
end)
end
this.heroList[i].spine.AnimationState:SetAnimation(0, "idle", true)
--LogError("this.heroList[i].data.attack=="..this.heroList[i].data.attack)
local proList=HeroPropManager.GetHeroProp(this.heroList[i].data.dynamicId, FormationTypeDef.FORMATION_NORMAL)
--LogError("prolist[2]==============="..proList[2])
--for i=1,5 do
bossHp=bossHp-proList[2]
allAttacck=allAttacck+proList[2]
this.Floater:ArtFloatingOnHook(ArtFloatingType.Damage,ArtFloatingColor.White,proList[2])
--end
isHit=true
if isHit then
--LogError("boss被攻击======================================")
bossSpine.AnimationState:SetAnimation(0, "hit",false)
isHit=false
end
this.SetHp(curSoliderStageConfig.Hp,bossHp,curSoliderStageConfig.HpNumber)
end)
end, seed, 1, true)
timer1:Start()
end
end
local lotteryConfig=ConfigManager.GetConfigData(ConfigName.SoldiersLotteryConfig,SmallSoldierManager.level)
@ -735,20 +744,27 @@ function this.BattleLogic()
--if aaa.spine then
aaa.effect.transform.position =aaa.pos.transform.position
--aaa.spine.AnimationState:SetAnimation(0, "touch", true)
Util.ClearTrailRender(aaa.effect)
aaa.effect:SetActive(true)
aaa.spineAni.AnimationState:SetAnimation(0, "attack3",false)
aaa.effect:GetComponent("RectTransform"):DOMove(this.enemyPos.transform.position, 0.6, false):OnComplete(function ()
if aaa.effect then
aaa.effect:SetActive(false)
local seed1 = math.random(0,100)/100
local timer2=Timer.New(function()
if aaa.effect and aaa.spineAni then
Util.ClearTrailRender(aaa.effect)
aaa.effect:SetActive(true)
aaa.spineAni.AnimationState:SetAnimation(0, "attack3",false)
aaa.effect:GetComponent("RectTransform"):DOMove(bossPos, 0.6, false):OnComplete(function ()
if aaa.effect then
aaa.effect:SetActive(false)
end
local attack=math.floor(aaa.data.attributes[2].value*(1+add)+0.5)
bossHp=bossHp-attack
allAttacck=allAttacck+attack
this.Floater:ArtFloatingOnHook(ArtFloatingType.Damage,ArtFloatingColor.White,attack)
aaa.spineAni.AnimationState:SetAnimation(0, "move3",true)
this.SetHp(curSoliderStageConfig.Hp,bossHp,curSoliderStageConfig.HpNumber)
end)
end
local attack=math.floor(aaa.data.attributes[2].value*(1+add)+0.5)
bossHp=bossHp-attack
allAttacck=allAttacck+attack
this.Floater:ArtFloatingOnHook(ArtFloatingType.Damage,ArtFloatingColor.White,attack)
aaa.spineAni.AnimationState:SetAnimation(0, "move3",true)
this.SetHp(curSoliderStageConfig.Hp,bossHp,curSoliderStageConfig.HpNumber)
end)
end,seed1, 1, true)
timer2:Start()
--end
end
curAttack=allAttacck