[战斗]=========御甲添加 图片字提示表现
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@ -11,7 +11,7 @@ end
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function Blood:AddValue(value)
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self.bloodValue=self.bloodValue+value
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self.target.Event:DispatchEvent(BattleEventName.BloodValueChange,self.bloodValue/self.target:GetRoleData(RoleDataName.MaxHp))
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self.target.Event:DispatchEvent(BattleEventName.BloodValueChange,self.bloodValue/self.target:GetRoleData(RoleDataName.MaxHp),1,value)
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end
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@ -19,7 +19,7 @@ end
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--初始化后调用一次
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function Blood:OnStart()
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self.target.bloodShield = self
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self.target.Event:DispatchEvent(BattleEventName.BloodValueChange,self.bloodValue/self.target:GetRoleData(RoleDataName.MaxHp))
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self.target.Event:DispatchEvent(BattleEventName.BloodValueChange,self.bloodValue/self.target:GetRoleData(RoleDataName.MaxHp),1,self.bloodValue)
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end
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function Blood:GetCurValue()
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return self.bloodValue
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@ -10,7 +10,7 @@ local BuffTypeToConfigType = {
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[BuffName.Curse] = 7,
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[BuffName.KylinMark] = 8,
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[BuffName.Exile] = 9,
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[BuffName.Blood] = 13,
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[BuffName.Blood] = 10,
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}
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local function _GetPropChangeBuffCType(pName)
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for cType, pn in ipairs(BattlePropList) do
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@ -264,8 +264,13 @@ function EnemyView:OnRoleExileEnd(role)
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Util.SetColor(self.RoleLiveGOGraphic, color)
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end
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function EnemyView:OnBloodValueChange(value)
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function EnemyView:OnBloodValueChange(value,type,num)
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self.yujiaSlider.fillAmount = value
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if type and num then
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if type==1 then
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self.Floater:ArtFloating(ArtFloatingType.yujiaAdd, ArtFloatingColor.Green,num,TextFloatingColor.Green)
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end
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end
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end
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-- 缩放
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function EnemyView:DoScale(scale, dur, func)
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@ -27,6 +27,7 @@ ArtFloatingType = {
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Treat = 3,
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FireDamage = 4,
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PoisonDamage = 5,
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yujiaAdd = 6,
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}
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local ArtFloatingAnim = {
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[1] = "Crit_Attack_Float",
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@ -192,6 +193,9 @@ function FloatNode:GetArtText(type, color, value)
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sp = "z_zhandou_zhongdu_zh" -- 灼烧
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-- text = text .. string.char(34) -- 中毒文字
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text = text .. string.char((color*2)+110) -- 减号
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elseif type == ArtFloatingType.yujiaAdd then
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sp = "z_zhandou_yujia_zh" --御甲
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text = text .. string.char((color*2)+111) -- 减号
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end
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-- 数字
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local str = tostring(value)
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@ -182,9 +182,14 @@ function PlayerView:OnSortingOrderChange(battleSorting)
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self:ChangeCardSorting(battleSorting + self.role.position)
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end
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function PlayerView:OnBloodValueChange(value)
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-- type==1 增加
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function PlayerView:OnBloodValueChange(value,type,num)
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self.yujiaSlider.fillAmount = value
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if type and num then
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if type==1 then
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self.Floater:ArtFloating(ArtFloatingType.yujiaAdd, ArtFloatingColor.Green,num,TextFloatingColor.Green)
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end
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end
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end
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