diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Skill.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Skill.lua index 86c13debed..2617363990 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Skill.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Skill.lua @@ -209,7 +209,7 @@ function Skill:Cast(func) --技能的施法时间计算,根据当前目标id关联的持续时间,取其中时间最长的一个 local duration = self.hitTime + self.continueTime -- 结算时间向后延长0.2秒,避免在效果结算完成前就结束了技能释放 - BattleLogic.WaitForTrigger(duration + 0.4, function() + BattleLogic.WaitForTrigger(duration + 0.8, function() self.owner.Event:DispatchEvent(BattleEventName.SkillCastEnd, self) BattleLogic.Event:DispatchEvent(BattleEventName.SkillCastEnd, self) diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/RoleView.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/RoleView.lua index 4e85ce9b6a..1678c0e8f4 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/View/RoleView.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/RoleView.lua @@ -826,8 +826,9 @@ function RoleView:OnSkillCast(skill) -- 这里相当于技能前摇,等待立绘播放到需要释放关键帧的时间时继续释放技能 self:CheckSkillForoleEffect(combat, skill) self:DelayFunc(self.spAtkTime, function() - BattleManager.ResumeBattle() self:CheckFullSceenSkill(combat, skill) + -- 继续战斗放在特效加载之后,避免特效加载时间对战斗时间得影响 + BattleManager.ResumeBattle() -- 取消高亮 self:DelayFunc((combat.KeyFrame + combat.SkillDuration)/1000, function() @@ -867,8 +868,9 @@ function RoleView:OnSkillCast(skill) -- 这里相当于技能前摇,等待立绘播放需要释放关键帧的时间时继续释放技能 self:CheckSkillForoleEffect(combat, skill) self:DelayFunc(self.spAtkTime, function() - BattleManager.ResumeBattle() self:CheckFullSceenSkill(combat, skill) + -- 继续战斗放在特效加载之后,避免特效加载时间对战斗时间得影响 + BattleManager.ResumeBattle() -- 取消高亮 self:DelayFunc((combat.KeyFrame + combat.SkillDuration)/1000, function() self.RootPanel.SetRoleHighLight()