From 2cafeecb8053ecad43af2627ce9b85374f3ef3ce Mon Sep 17 00:00:00 2001 From: wangzhenxing Date: Thu, 29 Jul 2021 15:44:23 +0800 Subject: [PATCH] =?UTF-8?q?[=E6=88=98=E6=96=97]=3D=3D=3D=3D=3D=3D=3D=3D=3D?= =?UTF-8?q?=3D=3D=3D=3D=3D=E6=AD=BB=E4=BA=A1=E6=8A=80=E8=83=BD=E4=B8=8D?= =?UTF-8?q?=E5=8F=97=E7=9C=A9=E6=99=95=EF=BC=8C=E6=B2=89=E9=BB=98=E5=BD=B1?= =?UTF-8?q?=E5=93=8D?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../~Lua/Modules/Battle/Logic/Role/RoleLogic.lua | 10 +++++++--- 1 file changed, 7 insertions(+), 3 deletions(-) diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/RoleLogic.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/RoleLogic.lua index b9d53fd630..495135a24e 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/RoleLogic.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/RoleLogic.lua @@ -309,7 +309,11 @@ end -- 判断角色是否可以释放技能 -function RoleLogic:IsAvailable() +function RoleLogic:IsAvailable(skill) + --角色没有真正死亡 在 被眩晕/沉默的 情况下 任然能释放死亡技能 + if (self.ctrl_dizzy or self.ctrl_slient) and self:IsDead() and skill and skill.type==BattleSkillType.DeadSkill then + return true + end -- 眩晕 -- 死亡 if self.ctrl_dizzy or self:IsRealDead() then return false @@ -335,7 +339,7 @@ function RoleLogic:SkillCast(skill, func) end -- 角色不可用直接结束技能释放 - if not skill or not self:IsAvailable() then + if not skill or not self:IsAvailable(skill) then self.Event:DispatchEvent(BattleEventName.ActionOperateAngerAfter,self) _CastDone() return @@ -364,7 +368,7 @@ function RoleLogic:SkillCast(skill, func) skill:Cast(_CheckRage) -- 没有沉默,释放大技能 - elseif (skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra or skill.type==BattleSkillType.DeadSkill) and not self.ctrl_slient then + elseif (skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra or skill.type==BattleSkillType.DeadSkill) and (not self.ctrl_slient or skill.type==BattleSkillType.DeadSkill) then -- 先消耗怒气 if skill.isRage then if self.Rage < self.SuperSkillRage then