解决冲突提交
parent
f3690d5c03
commit
3bdbea5e22
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@ -89,8 +89,7 @@ function this.Initialize()
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end
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end
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--获取技能数据(战斗用)
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--获取技能数据(战斗用)
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function this.GetSkillData(skillId, pos)
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function this.GetSkillData(skillId,skinId)
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pos = pos or 0
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if not skillId or not SkillLogicConfig[skillId] then
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if not skillId or not SkillLogicConfig[skillId] then
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return
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return
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end
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end
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@ -108,12 +107,12 @@ function this.GetSkillData(skillId, pos)
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local effectIds=SkillLogicConfig[skillId].SkillDisplay
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local effectIds=SkillLogicConfig[skillId].SkillDisplay
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local eid=0
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local eid=0
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if effectIds then
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if effectIds then
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for i = 1, #effectIds do
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for i = 1, #effectIds do
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if effectIds[i][1]==skin then
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if effectIds[i][1]==skin then
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eid=effectIds[i][2]
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eid=effectIds[i][2]
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end
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end
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end
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end
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end
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end
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LogError("技能效果id:===="..eid)
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LogError("技能效果id:===="..eid)
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local EffectCombat = CombatControl[eid]
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local EffectCombat = CombatControl[eid]
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@ -195,8 +194,9 @@ function this.GetMonsterData(monsterId)
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camp = 1,
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camp = 1,
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type = 1,
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type = 1,
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quality = 0,
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quality = 0,
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skill = this.GetSkillData(monsterConfig.SkillList[1]),
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skinId=monsterConfig.SkinId,
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superSkill = this.GetSkillData(monsterConfig.SkillList[2]),
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skill = this.GetSkillData(monsterConfig.SkillList[1],monsterConfig.SkinId),
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superSkill = this.GetSkillData(monsterConfig.SkillList[2],monsterConfig.SkinId),
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element = monsterConfig.PropertyName,
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element = monsterConfig.PropertyName,
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passivity = this.GetPassivityData(monsterConfig.PassiveSkillList),
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passivity = this.GetPassivityData(monsterConfig.PassiveSkillList),
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property = {
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property = {
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@ -290,12 +290,14 @@ function this.GetBattleServerData(msg, isFightPlayer)
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local rid = tonumber(data.fightUnitList[i].unitId)
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local rid = tonumber(data.fightUnitList[i].unitId)
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local position = tonumber(data.fightUnitList[i].position)
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local position = tonumber(data.fightUnitList[i].position)
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local star = tonumber(data.fightUnitList[i].star)
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local star = tonumber(data.fightUnitList[i].star)
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local skin=tonumber(data.fightUnitList[i].skinId)
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local skills = string.split(data.fightUnitList[i].unitSkillIds, "#")
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local skills = string.split(data.fightUnitList[i].unitSkillIds, "#")
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local propertys = string.split(data.fightUnitList[i].property, "#")
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local propertys = string.split(data.fightUnitList[i].property, "#")
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local role = {
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local role = {
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roleId = rid,
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roleId = rid,
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position = position,
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position = position,
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star = star,
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star = star,
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skinId=skin,
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camp = 0,
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camp = 0,
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type = 1,
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type = 1,
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quality = 0,
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quality = 0,
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@ -305,10 +307,10 @@ function this.GetBattleServerData(msg, isFightPlayer)
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property = { },
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property = { },
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}
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}
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if skills[1] then
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if skills[1] then
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role.skill = this.GetSkillData(tonumber(skills[1]))
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role.skill = this.GetSkillData(tonumber(skills[1]),skin)
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end
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end
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if skills[2] and skills[2] ~= "0" then
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if skills[2] and skills[2] ~= "0" then
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role.superSkill = this.GetSkillData(tonumber(skills[2]))
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role.superSkill = this.GetSkillData(tonumber(skills[2]),skin)
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end
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end
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if #skills > 2 then
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if #skills > 2 then
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local passivityList = {}
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local passivityList = {}
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@ -369,6 +371,7 @@ function this.GetBattleServerData(msg, isFightPlayer)
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local monsterConfig = ConfigManager.GetConfigData(ConfigName.MonsterConfig, tonumber(data2.fightUnitList[j].unitId))
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local monsterConfig = ConfigManager.GetConfigData(ConfigName.MonsterConfig, tonumber(data2.fightUnitList[j].unitId))
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local position = tonumber(data2.fightUnitList[j].position)
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local position = tonumber(data2.fightUnitList[j].position)
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local star = tonumber(data2.fightUnitList[j].star)
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local star = tonumber(data2.fightUnitList[j].star)
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local skin=tonumber(data2.fightUnitList[j].skinId)
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skills = string.split(data2.fightUnitList[j].unitSkillIds, "#")
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skills = string.split(data2.fightUnitList[j].unitSkillIds, "#")
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propertys = string.split(data2.fightUnitList[j].property, "#")
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propertys = string.split(data2.fightUnitList[j].property, "#")
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role = {
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role = {
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@ -376,6 +379,7 @@ function this.GetBattleServerData(msg, isFightPlayer)
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monsterId = tonumber(data2.fightUnitList[j].unitId), --非战斗数据,仅用于显示怪物名称
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monsterId = tonumber(data2.fightUnitList[j].unitId), --非战斗数据,仅用于显示怪物名称
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position = position,
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position = position,
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star = star,
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star = star,
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skinId=skin,
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camp = 1,
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camp = 1,
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type = monsterConfig.Type,
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type = monsterConfig.Type,
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quality = monsterConfig.Quality,
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quality = monsterConfig.Quality,
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@ -389,12 +393,14 @@ function this.GetBattleServerData(msg, isFightPlayer)
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local rid = tonumber(data2.fightUnitList[j].unitId)
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local rid = tonumber(data2.fightUnitList[j].unitId)
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local position = tonumber(data2.fightUnitList[j].position)
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local position = tonumber(data2.fightUnitList[j].position)
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local star = tonumber(data2.fightUnitList[j].star)
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local star = tonumber(data2.fightUnitList[j].star)
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local skin=tonumber(data2.fightUnitList[j].skinId)
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skills = string.split(data2.fightUnitList[j].unitSkillIds, "#")
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skills = string.split(data2.fightUnitList[j].unitSkillIds, "#")
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propertys = string.split(data2.fightUnitList[j].property, "#")
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propertys = string.split(data2.fightUnitList[j].property, "#")
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role = {
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role = {
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roleId = rid,
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roleId = rid,
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position = position,
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position = position,
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star = star,
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star = star,
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skinId=skin,
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camp = 1,
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camp = 1,
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type = 1,
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type = 1,
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quality = 0,
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quality = 0,
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@ -406,10 +412,10 @@ function this.GetBattleServerData(msg, isFightPlayer)
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end
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end
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if skills[1] then
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if skills[1] then
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role.skill = this.GetSkillData(tonumber(skills[1]))
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role.skill = this.GetSkillData(tonumber(skills[1]),role.skinId)
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end
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end
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if skills[2] and skills[2] ~= "0" then
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if skills[2] and skills[2] ~= "0" then
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role.superSkill = this.GetSkillData(tonumber(skills[2]))
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role.superSkill = this.GetSkillData(tonumber(skills[2]),role.skinId)
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end
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end
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if #skills > 2 then
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if #skills > 2 then
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local passivityList = {}
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local passivityList = {}
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@ -31,17 +31,33 @@ function EnemyView:onCreate(go, role, position, root)
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self.elementImg = Util.GetGameObject(go, "Pro/Image"):GetComponent("Image")
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self.elementImg = Util.GetGameObject(go, "Pro/Image"):GetComponent("Image")
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--
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--
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local roleId=role.roleData.roleId
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local live=HeroConfig[role.roleData.roleId].Live
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--如果英雄装备皮肤
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if role.roleData.skinId and role.roleData.skinId>0 then
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roleId=role.roleData.skinId
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local skin=ConfigManager.GetConfigDataByKey(ConfigName.HeroSkin,"Type",roleId)
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if skin then
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live=skin.Live
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end
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end
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if not role.roleData.skinId then
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self.skinId=0
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else
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self.skinId=roleId
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end
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self.hpCache = self.role:GetRoleData(RoleDataName.Hp) / self.role:GetRoleData(RoleDataName.MaxHp)
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self.hpCache = self.role:GetRoleData(RoleDataName.Hp) / self.role:GetRoleData(RoleDataName.MaxHp)
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self.hpSlider.fillAmount = self.hpCache
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self.hpSlider.fillAmount = self.hpCache
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self.hpPassSlider.fillAmount = self.hpCache
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self.hpPassSlider.fillAmount = self.hpCache
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self.livePath = GetResourcePath(HeroConfig[role.roleData.roleId].Live)
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self.livePath = GetResourcePath(live)
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self.play_liveScale = RoleConfig[role.roleData.roleId].play_liveScale
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self.play_liveScale = RoleConfig[roleId].play_liveScale
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self.enemy_liveScale = RoleConfig[role.roleData.roleId].enemy_liveScale
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self.enemy_liveScale = RoleConfig[roleId].enemy_liveScale
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self.offset = RoleConfig[role.roleData.roleId].offset
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self.offset = RoleConfig[roleId].offset
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self.outOffset = RoleConfig[role.roleData.roleId].enemy_offset
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self.outOffset = RoleConfig[roleId].enemy_offset
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self.spAtkTime = RoleConfig[role.roleData.roleId].CastingSkills/1000
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self.spAtkTime = RoleConfig[roleId].CastingSkills/1000
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self.atkSoundTime = RoleConfig[role.roleData.roleId].CastingAudio/1000
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self.atkSoundTime = RoleConfig[roleId].CastingAudio/1000
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self.attackSound = RoleConfig[role.roleData.roleId].sond
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self.attackSound = RoleConfig[roleId].sond
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self.readingName = HeroConfig[role.roleData.roleId].ReadingName
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self.readingName = HeroConfig[role.roleData.roleId].ReadingName
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--
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--
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@ -37,14 +37,30 @@ function PlayerView:onCreate(go, role, position, root)
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self.hpCache = self.role:GetRoleData(RoleDataName.Hp) / self.role:GetRoleData(RoleDataName.MaxHp)
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self.hpCache = self.role:GetRoleData(RoleDataName.Hp) / self.role:GetRoleData(RoleDataName.MaxHp)
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self.hpSlider.fillAmount = self.hpCache
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self.hpSlider.fillAmount = self.hpCache
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self.hpPassSlider.fillAmount = self.hpCache
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self.hpPassSlider.fillAmount = self.hpCache
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self.livePath = GetResourcePath(HeroConfig[role.roleData.roleId].Live)
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local roleId=role.roleData.roleId
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self.play_liveScale = RoleConfig[role.roleData.roleId].play_liveScale
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self.enemy_liveScale = RoleConfig[role.roleData.roleId].enemy_liveScale
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local live=HeroConfig[role.roleData.roleId].Live
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self.offset = RoleConfig[role.roleData.roleId].offset
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--如果英雄装备皮肤
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self.outOffset = RoleConfig[role.roleData.roleId].enemy_offset
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if role.roleData.skinId and role.roleData.skinId>0 then
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self.spAtkTime = RoleConfig[role.roleData.roleId].CastingSkills/1000
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roleId=role.roleData.skinId
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self.atkSoundTime = RoleConfig[role.roleData.roleId].CastingAudio/1000
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local skin=ConfigManager.GetConfigDataByKey(ConfigName.HeroSkin,"Type",roleId)
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self.attackSound = RoleConfig[role.roleData.roleId].sond
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if skin then
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live=skin.Live
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end
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end
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if not role.roleData.skinId then
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self.skinId=0
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else
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self.skinId=roleId
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end
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self.livePath = GetResourcePath(live)
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self.play_liveScale = RoleConfig[roleId].play_liveScale
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self.enemy_liveScale = RoleConfig[roleId].enemy_liveScale
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self.offset = RoleConfig[roleId].offset
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self.outOffset = RoleConfig[roleId].enemy_offset
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self.spAtkTime = RoleConfig[roleId].CastingSkills/1000
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self.atkSoundTime = RoleConfig[roleId].CastingAudio/1000
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self.attackSound = RoleConfig[roleId].sond
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self.readingName = HeroConfig[role.roleData.roleId].ReadingName
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self.readingName = HeroConfig[role.roleData.roleId].ReadingName
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self.nameText.text = self.readingName
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self.nameText.text = self.readingName
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@ -26,10 +26,23 @@ end
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function SkillCaster:OnSkillCast(skill)
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function SkillCaster:OnSkillCast(skill)
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if not skill then return end
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if not skill then return end
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local effectIds=SkillLogicConfig[skill.id].SkillDisplay
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local combat = BattleManager.GetSkillCombat(SkillLogicConfig[skill.id].SkillDisplay)
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local eid=0
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local skin=self.owner.skinId or 0
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if effectIds then
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for i = 1, #effectIds do
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if effectIds[i][1]==skin then
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eid=effectIds[i][2]
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end
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end
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end
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if eid==0 then
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eid=effectIds[1][2]
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end
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LogError("eid======"..eid.."skin: "..skin)
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local combat = BattleManager.GetSkillCombat(eid)
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if not combat then return end
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if not combat then return end
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LogError("qqqqqqqqqqqqqqqqq")
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-- 追击显示追击文字
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-- 追击显示追击文字
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if skill.isAdd then
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if skill.isAdd then
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self.owner.Floater:ImageBuffFloating("z_zhandou_zhuiji")
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self.owner.Floater:ImageBuffFloating("z_zhandou_zhuiji")
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