[战斗]======表现修改 如果正在释放技能不会播放受击动画
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@ -141,7 +141,7 @@ function EnemyView:onCreate(go, role, position, root, isBoss,enemyId)
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self.rageSlider.fillAmount = self.role.Rage / 4
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self.rageText.gameObject:SetActive(false)
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self.rageText.text = ""
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self.currAniName="idle"
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-- 伤害文字显示
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self.LastBuffFloatingTime = Time.realtimeSinceStartup
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self.BuffFloatingCount = 0
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@ -362,18 +362,23 @@ function EnemyView:SetHighLight(isLight, eScale, dur, func)
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end), ec, dur):SetEase(Ease.Linear)
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end
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-- 播放动画
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function EnemyView:PlaySpineAnim(gog, time, name, isLoop)
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if isLoop then
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gog.AnimationState:SetAnimation(time, name, isLoop)
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self.currAniName=name
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else
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local _complete = nil
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_complete = function(state)
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gog.AnimationState.Complete = gog.AnimationState.Complete - _complete
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gog.AnimationState:SetAnimation(0, "idle", true)
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self.currAniName="idle"
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end
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gog.AnimationState:ClearTracks() -- 清除上一个动画的影响(修复概率攻击动画播放错误的问题)
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gog.AnimationState:SetAnimation(time, name, isLoop)
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self.currAniName=name
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gog.AnimationState.Complete = gog.AnimationState.Complete + _complete
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end
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end
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@ -536,22 +541,30 @@ function EnemyView:DOHitEffect(time, func)
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if not time or time < 0.3 then
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time = 0.3
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end
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-- 受击放大1.2倍
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self:DoScale(1.2, 0.1)
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-- 卡面变红
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self.RoleLiveGOGraphic:DOColor(Color.New(1,0,0,1), 0.1):OnComplete(function ()
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self.RoleLiveGOGraphic:DOColor(Color.New(1,1,1,1), 0.1):SetDelay(time)
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end)
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-- 震动
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self.RoleLiveGOTran:DOShakeAnchorPos(time, Vector2.New(200, 100), 100, 50, false, true):OnComplete(function ()
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self.RoleLiveGO.transform.anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2] )
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-- 恢复大小
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self:DoScale(1, 0.1)
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if self.currAniName~="idle" and self.currAniName~="hit" then
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-- 受击放大1.2倍
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self:DoScale(1.2, 0.1)
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-- 卡面变红
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self.RoleLiveGOGraphic:DOColor(Color.New(1,0,0,1), 0.1):OnComplete(function ()
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self.RoleLiveGOGraphic:DOColor(Color.New(1,1,1,1), 0.1):SetDelay(time)
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end)
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-- 震动
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self.RoleLiveGOTran:DOShakeAnchorPos(time, Vector2.New(200, 100), 100, 50, false, true):OnComplete(function ()
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self.RoleLiveGO.transform.anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2] )
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-- 恢复大小
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self:DoScale(1, 0.1)
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-- 回调
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if func then
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func()
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end
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end)
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else
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-- 回调
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if func then
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func()
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end
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end)
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end
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end
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@ -172,6 +172,7 @@ function PlayerView:onCreate(go, role, position, root)
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else
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self.lvHpObj:GetComponent("RectTransform").anchoredPosition=Vector3.New(0,0,0)
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end
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self.currAniName=""
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-- 伤害文字显示
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self.LastBuffFloatingTime = Time.realtimeSinceStartup
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self.BuffFloatingCount = 0
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@ -384,16 +385,20 @@ function PlayerView:SetHighLight(isLight, eScale, dur, func)
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end
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-- 播放动画
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function PlayerView:PlaySpineAnim(gog, time, name, isLoop)
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if isLoop then
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self.currAniName=name
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gog.AnimationState:SetAnimation(time, name, isLoop)
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else
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local _complete = nil
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_complete = function(state)
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gog.AnimationState.Complete = gog.AnimationState.Complete - _complete
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self.currAniName="idle"
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gog.AnimationState:SetAnimation(0, "idle", true)
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end
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gog.AnimationState:ClearTracks() -- 清除上一个动画的影响(修复概率攻击动画播放错误的问题)
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self.currAniName=name
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gog.AnimationState:SetAnimation(time, name, isLoop)
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gog.AnimationState.Complete = gog.AnimationState.Complete + _complete
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end
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@ -443,8 +448,8 @@ function PlayerView:OnSkillEnd()
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--local cardRenderMat = self.liveRender.material
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--cardRenderMat:SetInt("_IsMask", 1)
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-- 动画播放就停止
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if self.rlgTween2 then self.rlgTween2:Kill() end
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if self.rlgTween3 then self.rlgTween3:Kill() end
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--if self.rlgTween2 then self.rlgTween2:Kill() end
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--if self.rlgTween3 then self.rlgTween3:Kill() end
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--self.RoleLiveParnet.transform.localScale = Vector3.one --Vector2.New(self.offset[1], self.offset[2])
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--self.RoleLiveParnet.transform.localPosition = Vector3(0, 0, 0)
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--self.liveRender.transform.anchoredPosition = Vector2.zero--Vector2.New(self.offset[1], self.offset[2])
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@ -595,35 +600,42 @@ function PlayerView:DOHitEffect(time, func)
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if not time or time < 0.3 then
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time = 0.3
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end
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-- 受击放大1.2倍
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self:DoScale(1.2, 0.1)
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-- 卡面变红
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DoTween.To(DG.Tweening.Core.DOGetter_float( function () return 1 end),
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DG.Tweening.Core.DOSetter_float(function (progress)
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local color = Color.New(1, progress, progress, 1)
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Util.SetColor(self.GameObject, color)
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Util.SetColor(self.RoleLiveGOGraphic, color)
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end), 0, 0.1):SetEase(Ease.Linear):OnComplete(function()
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DoTween.To(DG.Tweening.Core.DOGetter_float( function () return 0 end),
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if self.currAniName~="idle" and self.currAniName~="hit" then
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-- 受击放大1.2倍
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self:DoScale(1.2, 0.1)
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-- 卡面变红
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DoTween.To(DG.Tweening.Core.DOGetter_float( function () return 1 end),
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DG.Tweening.Core.DOSetter_float(function (progress)
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local color = Color.New(1, progress, progress, 1)
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Util.SetColor(self.GameObject, color)
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Util.SetColor(self.RoleLiveGOGraphic, color)
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end), 1, 0.1):SetEase(Ease.Linear):SetDelay(time)
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end)
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-- 震动
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self.RoleLiveGOTran:DOShakeAnchorPos(time, Vector2.New(200, 100), 100, 50, false, true):OnComplete(function ()
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self.RoleLiveGOTran.anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2] )
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-- if self.GameObject then
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-- self.GameObject.transform.parent.anchoredPosition = Vector2.New(self.role.position == 1 and -145 or 0, -221)
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-- end
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-- 恢复大小
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self:DoScale(1, 0.1)
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-- 回调
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end), 0, 0.1):SetEase(Ease.Linear):OnComplete(function()
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DoTween.To(DG.Tweening.Core.DOGetter_float( function () return 0 end),
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DG.Tweening.Core.DOSetter_float(function (progress)
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local color = Color.New(1, progress, progress, 1)
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Util.SetColor(self.GameObject, color)
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Util.SetColor(self.RoleLiveGOGraphic, color)
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end), 1, 0.1):SetEase(Ease.Linear):SetDelay(time)
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end)
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-- 震动
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self.RoleLiveGOTran:DOShakeAnchorPos(time, Vector2.New(200, 100), 100, 50, false, true):OnComplete(function ()
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self.RoleLiveGOTran.anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2] )
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-- if self.GameObject then
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-- self.GameObject.transform.parent.anchoredPosition = Vector2.New(self.role.position == 1 and -145 or 0, -221)
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-- end
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-- 恢复大小
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self:DoScale(1, 0.1)
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-- 回调
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if func then
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func()
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end
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end)
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else
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if func then
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func()
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end
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end)
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end
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end
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