【战斗】============战斗图片字显示修改
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@ -440,7 +440,7 @@ function EnemyView:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotTyp
|
|||
--if self.isDead then return end
|
||||
if dotType then
|
||||
if dotType == DotType.Poison then
|
||||
self.Floater:ArtFloating(ArtFloatingType.PoisonDamage, ArtFloatingColor.Poison, dmg)
|
||||
self.Floater:ArtFloating(ArtFloatingType.PoisonDamage, ArtFloatingColor.White, dmg,TextFloatingColor.DarkGreen)
|
||||
|
||||
elseif dotType == DotType.Burn then
|
||||
self.Floater:ArtFloating(ArtFloatingType.FireDamage, ArtFloatingColor.Fire, dmg)
|
||||
|
@ -504,7 +504,7 @@ function EnemyView:RoleRageChange(deltaRage)
|
|||
if deltaRage > 0 then
|
||||
self.Floater:ImageBuffFloating("z_zhandou_nuqijia_zh", nil, deltaRage)
|
||||
else
|
||||
self.Floater:ImageBuffFloating("z_zhandou_nuqijian_zh", nil, deltaRage)
|
||||
self.Floater:ImageBuffFloating("z_zhandou_nuqijian_zh", nil, deltaRage,0,1)
|
||||
--self.Floater:TextBuffFloating(1, Language[10245]..tostring(deltaRage))
|
||||
end
|
||||
end
|
||||
|
|
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@ -9,12 +9,15 @@ TextFloatingColor = {
|
|||
Red = 2,
|
||||
Purple = 3,
|
||||
Green = 4,
|
||||
DarkGreen=5,
|
||||
|
||||
}
|
||||
local _FloatingTypeToColor = {
|
||||
[TextFloatingColor.Blue] = Color.New(31, 237, 255, 255) / 255,
|
||||
[TextFloatingColor.Red] = Color.New(236, 4, 4, 255) / 255,
|
||||
[TextFloatingColor.Purple] = Color.New(235, 17, 255, 255) / 255,
|
||||
[TextFloatingColor.Green] = Color.New(17, 255, 17, 255) / 255,
|
||||
[TextFloatingColor.DarkGreen] = Color.New(56, 127, 46, 255) / 255,
|
||||
}
|
||||
|
||||
-- 艺术字
|
||||
|
@ -102,7 +105,7 @@ function FloatNode:TextBuffFloating(type, text)
|
|||
end
|
||||
|
||||
--
|
||||
function FloatNode:ImageBuffFloating(textImg, numImg, numTxt,type)
|
||||
function FloatNode:ImageBuffFloating(textImg, numImg, numTxt,type,isPurple)
|
||||
|
||||
local go = BattleManager.LoadAsset(buffFloatingEffect)
|
||||
local baseY = 0
|
||||
|
@ -128,10 +131,10 @@ function FloatNode:ImageBuffFloating(textImg, numImg, numTxt,type)
|
|||
local img1 = Util.GetGameObject(go, "anim/grid/Image1"):GetComponent("Image")
|
||||
local img2 = Util.GetGameObject(go, "anim/grid/Image2"):GetComponent("Image")
|
||||
local txt3 = Util.GetGameObject(go, "anim/grid/Text"):GetComponent("Text")
|
||||
|
||||
local txt4 = Util.GetGameObject(go, "anim/grid/Text1"):GetComponent("Text")
|
||||
if textImg then
|
||||
img1.gameObject:SetActive(true)
|
||||
if type~=nil then
|
||||
if type~=nil and type~=0 then
|
||||
local list = string.split(textImg, "#")
|
||||
if list and LengthOfTable(list)>1 then
|
||||
textImg=list[type]
|
||||
|
@ -150,12 +153,21 @@ function FloatNode:ImageBuffFloating(textImg, numImg, numTxt,type)
|
|||
else
|
||||
img2.gameObject:SetActive(false)
|
||||
end
|
||||
|
||||
|
||||
if numTxt then
|
||||
txt3.gameObject:SetActive(true)
|
||||
if isPurple then
|
||||
txt4.gameObject:SetActive(true)
|
||||
txt3.gameObject:SetActive(false)
|
||||
else
|
||||
txt4.gameObject:SetActive(false)
|
||||
txt3.gameObject:SetActive(true)
|
||||
end
|
||||
txt3.text = numTxt
|
||||
txt4.text = numTxt
|
||||
else
|
||||
txt3.gameObject:SetActive(false)
|
||||
txt4.gameObject:SetActive(false)
|
||||
end
|
||||
|
||||
BattleManager.AddDelayRecycleRes(buffFloatingEffect, go, 1.3)
|
||||
|
@ -188,7 +200,7 @@ function FloatNode:GetArtText(type, color, value)
|
|||
end
|
||||
return sp, text
|
||||
end
|
||||
function FloatNode:ArtFloating(type, color, value)
|
||||
function FloatNode:ArtFloating(type, color, value,frameColor)
|
||||
local go = BattleManager.LoadAsset(floatingEffect)
|
||||
go.transform:SetParent(self.RootPanel.transform)
|
||||
go.transform.localScale = Vector3.one * 0.7
|
||||
|
@ -219,6 +231,12 @@ function FloatNode:ArtFloating(type, color, value)
|
|||
local animTxt = Util.GetGameObject(go, "anim/anim")
|
||||
local animTxtC = animTxt:GetComponent("Text")
|
||||
animTxtC.text = text
|
||||
--主要用于给白色字体染色成其他颜色,color 参数只能填白色
|
||||
if frameColor then
|
||||
local color1 = _FloatingTypeToColor[frameColor]
|
||||
animTxtC.color= color1
|
||||
end
|
||||
|
||||
-- 层级和动画
|
||||
anim:GetComponent("Canvas").sortingOrder = BattleManager.GetBattleSorting() + 100
|
||||
anim:GetComponent("Animator"):Play(ArtFloatingAnim[type])
|
||||
|
|
|
@ -467,7 +467,7 @@ function PlayerView:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotTy
|
|||
--if self.isDead then return end
|
||||
if dotType then
|
||||
if dotType == DotType.Poison then
|
||||
self.Floater:ArtFloating(ArtFloatingType.PoisonDamage, ArtFloatingColor.Poison, dmg)
|
||||
self.Floater:ArtFloating(ArtFloatingType.PoisonDamage, ArtFloatingColor.White, dmg,TextFloatingColor.DarkGreen)
|
||||
|
||||
elseif dotType == DotType.Burn then
|
||||
self.Floater:ArtFloating(ArtFloatingType.FireDamage, ArtFloatingColor.Fire, dmg)
|
||||
|
@ -547,7 +547,7 @@ function PlayerView:RoleRageChange(deltaRage)
|
|||
if deltaRage > 0 then
|
||||
self.Floater:ImageBuffFloating("z_zhandou_nuqijia_zh", nil, deltaRage)
|
||||
else
|
||||
self.Floater:ImageBuffFloating("z_zhandou_nuqijian_zh",nil,deltaRage)
|
||||
self.Floater:ImageBuffFloating("z_zhandou_nuqijian_zh", nil, deltaRage,0,1)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
|
|
@ -495,7 +495,7 @@ function RoleView:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType
|
|||
--if self.isDead then return end
|
||||
if dotType then
|
||||
if dotType == DotType.Poison then
|
||||
self.Floater:ArtFloating(ArtFloatingType.PoisonDamage, ArtFloatingColor.Poison, dmg)
|
||||
self.Floater:ArtFloating(ArtFloatingType.PoisonDamage, ArtFloatingColor.White, dmg,TextFloatingColor.DarkGreen)
|
||||
|
||||
elseif dotType == DotType.Burn then
|
||||
self.Floater:ArtFloating(ArtFloatingType.FireDamage, ArtFloatingColor.Fire, dmg)
|
||||
|
@ -583,7 +583,7 @@ function RoleView:RoleRageChange(deltaRage)
|
|||
if deltaRage > 0 then
|
||||
self.Floater:ImageBuffFloating("z_zhandou_nuqijia_zh", nil, deltaRage)
|
||||
else
|
||||
self.Floater:ImageBuffFloating("z_zhandou_nuqijian_zh", nil, deltaRage)
|
||||
self.Floater:ImageBuffFloating("z_zhandou_nuqijian_zh", nil, deltaRage,0,1)
|
||||
end
|
||||
end
|
||||
end
|
||||
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