TCX_LongZhu
parent
b26838cd38
commit
24acdc63bd
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@ -1,6 +1,7 @@
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local this = {}
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local FEAConfig = require("Modules/Battle/Config/FightEffectAudioConfig")
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local iconAction = require("Modules/Fight/View/FightMapIconShowView")
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local Bezier = require("Base.Bezier")
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local roleLiveGoLeft = {} --左方父节点
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@ -884,7 +885,8 @@ function this:randDeadTimes()
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end
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function this:randDmg()
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return math.random(100, 2000)
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local dmg = math.random(100, 2000)
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return dmg
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end
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function this:randbCrit()
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@ -1259,8 +1261,7 @@ function this:ArtFloating(type, color, value, livego, targetIndex)
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-- v:GetComponent("RectTransform").anchoredPosition = pt
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-- end
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-- end
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local text = self:GetArtText(type, color, value)
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--local text = self:GetArtText(type, color, value)
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local colorArray = { [1] = "anim_Red", [2] = "anim_White", [3] = "anim_Yellow", [4] = "anim_Green" }
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for i = 1, #colorArray do
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@ -1273,10 +1274,18 @@ function this:ArtFloating(type, color, value, livego, targetIndex)
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LogError("roleview color error!")
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return
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end
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local anim = Util.GetGameObject(go, colorArray[color + 1])
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Util.GetGameObject(go, "anim/Image"):SetActive(false)
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local dmg = this.randDmg()
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Util.GetGameObject(go, "anim/anim"):GetComponent("Text").text = iconAction.DecodeHurt(dmg, dmg > 1000, 0)
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go:SetActive(true)
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--local anim = Util.GetGameObject(go, colorArray[color + 1])
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--[[
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local anim = Util.GetGameObject(go, "anim1")
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if anim then
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anim:SetActive(true)
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--[[
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if color + 1 == 1 then
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anim:GetComponent("Text").font = poolManager:LoadAsset(GetPictureFont("x1_fnt_battle_rad") .. "_cfont",
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PoolManager.AssetType.Other)
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@ -1287,12 +1296,14 @@ function this:ArtFloating(type, color, value, livego, targetIndex)
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anim:GetComponent("Text").font = poolManager:LoadAsset(GetPictureFont("X1_battle_font_yellow") .. "_cfont",
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PoolManager.AssetType.Other)
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end
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]]
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-- local anim = Util.GetGameObject(go, "anim")
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anim:GetComponent("Text").text = text
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anim:GetComponent("Canvas").sortingOrder = m_parent.sortingOrder + 15
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anim:GetComponent("Animator"):Play(ArtFloatingAnim[type])
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end
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--]]
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self:AddDelayRecycleRes(floatingEffect, go, 2)
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end
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