Merge branch 'onepiece_demo' into onepiece_demo_dev
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--- !u!224 &7759392491232237277 stripped
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|
|
@ -455,7 +455,7 @@ end
|
|||
function this.SwitchTimeScale()
|
||||
local _scale = math.floor(BattleManager.GetTimeScale())
|
||||
--如果之前是三倍速,强制转成二倍速
|
||||
if _scale==2 then
|
||||
if _scale==3 then
|
||||
BattleManager.SetTimeScale(BATTLE_TIME_SCALE_TWO)
|
||||
_scale=3
|
||||
end
|
||||
|
|
|
@ -783,7 +783,7 @@ end
|
|||
function EnemyView:OnRealDead()
|
||||
|
||||
self.effect_rage:SetActive(false)
|
||||
self.effect_dead:SetActive(true)
|
||||
self.effect_dead:SetActive(false)
|
||||
self.RoleLiveGO:SetActive(true)
|
||||
local order = BattleLogic.CurOrder
|
||||
BattleManager.PauseBattle()
|
||||
|
|
|
@ -293,7 +293,7 @@ end
|
|||
-- end)
|
||||
-- end
|
||||
function FloatNode:ArtFloating(type, color, value,role,tarGetPos)
|
||||
local trole= role and role or nil
|
||||
local trole= role and role or {}
|
||||
local ttarGetPos=tarGetPos and tarGetPos or self.GameObject.transform.position
|
||||
local go = BattleManager.LoadAsset(floatingEffect)
|
||||
go.transform:SetParent(self.RootPanel.transform)
|
||||
|
@ -306,7 +306,7 @@ function FloatNode:ArtFloating(type, color, value,role,tarGetPos)
|
|||
|
||||
|
||||
local index=0
|
||||
if #trole== 0 then
|
||||
if #trole== 0 then
|
||||
trole[#trole+1]=go
|
||||
index=#trole
|
||||
else
|
||||
|
@ -366,7 +366,7 @@ function FloatNode:ArtFloating(type, color, value,role,tarGetPos)
|
|||
anim:GetComponent("Canvas").sortingOrder = BattleManager.GetBattleSorting() + 100
|
||||
anim:GetComponent("Animator"):Play(ArtFloatingAnim[type])
|
||||
|
||||
BattleManager.AddDelayRecycleRes(floatingEffect, go, 3,function ()
|
||||
BattleManager.AddDelayRecycleRes(floatingEffect, go, 1,function ()
|
||||
if trole then
|
||||
for key, value in pairs(trole) do
|
||||
if value == go then
|
||||
|
|
|
@ -683,20 +683,126 @@ local DotTypeTip = {
|
|||
[3] = Language[10244],
|
||||
}
|
||||
--
|
||||
-- function PlayerView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill,isImmune)
|
||||
-- if isImmune and isImmune==true then
|
||||
-- return
|
||||
-- end
|
||||
-- if skill then
|
||||
-- -- 技能配置
|
||||
-- local combatId = BattleManager.GetCombatIdBySkin(skill.id, atkRole.roleData.skinId)
|
||||
-- local combat = BattleManager.GetSkillCombat(combatId)
|
||||
-- --
|
||||
-- local delay = combat.DamageDelay or 0
|
||||
-- local continue = skill.continueTime or 0
|
||||
-- --local count = skill.attackCount or 1
|
||||
-- local count = type(combat.SkillNumbetTime[1][1]) == "userdata" and 1 or #combat.SkillNumbetTime
|
||||
|
||||
-- local space = continue / count
|
||||
-- local d = math.floor(dmg / count)
|
||||
-- -- 如果平均伤害小于0 则
|
||||
-- if d == 0 then
|
||||
-- d = dmg
|
||||
-- count = 1
|
||||
-- end
|
||||
-- if BattleManager.IsBattleTestPanel() then
|
||||
-- LogYellow(string.format("目标阵营:%s, 位置:%s, 总伤害:%s, 伤害段数:%s,每段伤害:%s", self.camp, self.role.position, dmg, count, d))
|
||||
-- end
|
||||
-- -- 伤害文字延时,有些受击特效不是立刻播放文字
|
||||
|
||||
-- -- 伤害文字
|
||||
-- -- if count ~= 1 and skill.SkillNumbetTime==nil and skill.SkillNumbetTime~=0 then
|
||||
-- if count ~=1 then
|
||||
-- if combat.SkillNumbetTime and combat.SkillNumbetTime[1] and (type(combat.SkillNumbetTime[1][1]) ~= "userdata" and combat.SkillNumbetTime[1][1]~=0) then
|
||||
-- for i = 1, #combat.SkillNumbetTime do
|
||||
-- self:DelayFunc(combat.SkillNumbetTime[i][2]/1000, function()
|
||||
-- local fd = dmg - d *(count - 1)
|
||||
-- self:OnceDamaged(atkRole, fd, bCrit, finalDmg, damageType, dotType, skill)
|
||||
-- -- 被伤害卡牌表现
|
||||
-- self:DOHitEffect(continue)
|
||||
-- self:DOHitMoveMent(continue,combat)
|
||||
-- end)
|
||||
-- end
|
||||
-- end
|
||||
-- -- 多段伤害
|
||||
-- -- 后续伤害延迟打出
|
||||
-- -- self:LoopFunc(space, count - 1, function()
|
||||
-- -- self:OnceDamaged(atkRole, d, bCrit, finalDmg, damageType, dotType, skill)
|
||||
-- -- end)
|
||||
-- -- -- 立刻打出第一次伤害
|
||||
-- -- local fd = dmg - d *(count - 1)
|
||||
-- -- self:OnceDamaged(atkRole, fd, bCrit, finalDmg, damageType, dotType, skill)
|
||||
-- -- -- 被伤害卡牌表现
|
||||
-- -- self:DOHitEffect(continue)
|
||||
|
||||
-- else
|
||||
-- self:DelayFunc(delay/1000, function()
|
||||
-- self:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill)
|
||||
-- -- 被伤害卡牌表现
|
||||
-- self:DOHitEffect()
|
||||
-- self:DOHitMoveMent(nil,combat)
|
||||
-- end)
|
||||
-- end
|
||||
|
||||
-- -- 播放特效
|
||||
-- self.SkillCaster:CheckSkillHitEffect("hit", combat, skill)
|
||||
-- else
|
||||
-- if BattleManager.IsBattleTestPanel() then
|
||||
-- LogYellow(string.format("目标阵营:%s, 位置:%s, 总伤害:%s", self.camp, self.role.position, dmg))
|
||||
-- end
|
||||
-- -- 伤害文字
|
||||
-- self:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill)
|
||||
-- -- 被伤害卡牌表现
|
||||
-- self:DOHitEffect()
|
||||
-- end
|
||||
-- end
|
||||
-- --
|
||||
-- function PlayerView:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill)
|
||||
-- --王振兴注释,为了解决英雄死亡多段伤害显示不完整 2020/8/17
|
||||
-- --if self.isDead then return end
|
||||
-- if dotType then
|
||||
-- if dotType == DotType.Poison then
|
||||
-- self.Floater:ArtFloating(ArtFloatingType.PoisonDamage, ArtFloatingColor.Poison, dmg,TextFloatingColor.DarkGreen,self.role)
|
||||
-- elseif dotType == DotType.Burn then
|
||||
-- self.Floater:ArtFloating(ArtFloatingType.FireDamage, ArtFloatingColor.Fire, dmg,self.role)
|
||||
-- elseif dotType == DotType.Blooding then
|
||||
-- self.Floater:ArtFloating(ArtFloatingType.BleedDamage, ArtFloatingColor.Fire, dmg,self.role)
|
||||
-- else
|
||||
-- self.Floater:TextBuffFloating(2, DotTypeTip[dotType]..dmg)
|
||||
-- end
|
||||
|
||||
-- else
|
||||
-- if bCrit then -- 暴击红色并显示暴击
|
||||
-- self.Floater:ArtFloating(ArtFloatingType.CritDamage, ArtFloatingColor.Red, dmg,self.role)
|
||||
-- else
|
||||
-- if atkRole.isTeam then -- 异妖紫色
|
||||
-- self.Floater:ArtFloating(ArtFloatingType.Damage, ArtFloatingColor.Purple, dmg,self.role)
|
||||
-- else
|
||||
-- if skill and skill.type == BattleSkillType.Special then -- 技能黄色
|
||||
-- self.Floater:ArtFloating(ArtFloatingType.Damage, ArtFloatingColor.Yellow, dmg,self.role)
|
||||
-- else -- 普攻白色
|
||||
-- self.Floater:ArtFloating(ArtFloatingType.Damage, ArtFloatingColor.White, dmg,self.role)
|
||||
-- end
|
||||
-- end
|
||||
-- end
|
||||
-- end
|
||||
-- -- 播放受击动画
|
||||
-- self:PlaySpineAnim(self.RoleLiveGOGraphic, 0, "hit", false)
|
||||
-- end
|
||||
function PlayerView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill,isImmune)
|
||||
if isImmune and isImmune==true then
|
||||
return
|
||||
return
|
||||
end
|
||||
local t={}
|
||||
local pos=self.GameObject.transform.position
|
||||
if skill then
|
||||
-- 技能配置
|
||||
local combatId = BattleManager.GetCombatIdBySkin(skill.id, atkRole.roleData.skinId)
|
||||
local combat = BattleManager.GetSkillCombat(combatId)
|
||||
--
|
||||
--
|
||||
local delay = combat.DamageDelay or 0
|
||||
local continue = skill.continueTime or 0
|
||||
--local count = skill.attackCount or 1
|
||||
local continue = skill.continueTime or 0
|
||||
local count = type(combat.SkillNumbetTime[1][1]) == "userdata" and 1 or #combat.SkillNumbetTime
|
||||
|
||||
|
||||
local space = continue / count
|
||||
local d = math.floor(dmg / count)
|
||||
-- 如果平均伤害小于0 则
|
||||
|
@ -708,15 +814,15 @@ function PlayerView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType
|
|||
LogYellow(string.format("目标阵营:%s, 位置:%s, 总伤害:%s, 伤害段数:%s,每段伤害:%s", self.camp, self.role.position, dmg, count, d))
|
||||
end
|
||||
-- 伤害文字延时,有些受击特效不是立刻播放文字
|
||||
|
||||
|
||||
-- 伤害文字
|
||||
-- if count ~= 1 and skill.SkillNumbetTime==nil and skill.SkillNumbetTime~=0 then
|
||||
-- if count ~= 1 and skill.SkillNumbetTime==nil and skill.SkillNumbetTime~=0 then
|
||||
if count ~=1 then
|
||||
if combat.SkillNumbetTime and combat.SkillNumbetTime[1] and (type(combat.SkillNumbetTime[1][1]) ~= "userdata" and combat.SkillNumbetTime[1][1]~=0) then
|
||||
for i = 1, #combat.SkillNumbetTime do
|
||||
self:DelayFunc(combat.SkillNumbetTime[i][2]/1000, function()
|
||||
local fd = dmg - d *(count - 1)
|
||||
self:OnceDamaged(atkRole, fd, bCrit, finalDmg, damageType, dotType, skill)
|
||||
self:OnceDamaged(atkRole, fd, bCrit, finalDmg, damageType, dotType, skill,t,pos)
|
||||
-- 被伤害卡牌表现
|
||||
self:DOHitEffect(continue)
|
||||
self:DOHitMoveMent(continue,combat)
|
||||
|
@ -736,7 +842,7 @@ function PlayerView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType
|
|||
|
||||
else
|
||||
self:DelayFunc(delay/1000, function()
|
||||
self:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill)
|
||||
self:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill,t,pos)
|
||||
-- 被伤害卡牌表现
|
||||
self:DOHitEffect()
|
||||
self:DOHitMoveMent(nil,combat)
|
||||
|
@ -750,37 +856,37 @@ function PlayerView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType
|
|||
LogYellow(string.format("目标阵营:%s, 位置:%s, 总伤害:%s", self.camp, self.role.position, dmg))
|
||||
end
|
||||
-- 伤害文字
|
||||
self:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill)
|
||||
self:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill,t,pos)
|
||||
-- 被伤害卡牌表现
|
||||
self:DOHitEffect()
|
||||
-- self:DOHitMoveMent(nil,combat)
|
||||
end
|
||||
end
|
||||
--
|
||||
function PlayerView:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill)
|
||||
function PlayerView:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill,t,pos)
|
||||
--王振兴注释,为了解决英雄死亡多段伤害显示不完整 2020/8/17
|
||||
--if self.isDead then return end
|
||||
if dotType then
|
||||
if dotType == DotType.Poison then
|
||||
self.Floater:ArtFloating(ArtFloatingType.PoisonDamage, ArtFloatingColor.Poison, dmg,TextFloatingColor.DarkGreen,self.role)
|
||||
self.Floater:ArtFloating(ArtFloatingType.PoisonDamage, ArtFloatingColor.Poison, dmg,t,pos)
|
||||
elseif dotType == DotType.Burn then
|
||||
self.Floater:ArtFloating(ArtFloatingType.FireDamage, ArtFloatingColor.Fire, dmg,self.role)
|
||||
self.Floater:ArtFloating(ArtFloatingType.FireDamage, ArtFloatingColor.Fire, dmg,t,pos)
|
||||
elseif dotType == DotType.Blooding then
|
||||
self.Floater:ArtFloating(ArtFloatingType.BleedDamage, ArtFloatingColor.Fire, dmg,self.role)
|
||||
self.Floater:ArtFloating(ArtFloatingType.BleedDamage, ArtFloatingColor.Fire, dmg,t,pos)
|
||||
else
|
||||
self.Floater:TextBuffFloating(2, DotTypeTip[dotType]..dmg)
|
||||
end
|
||||
|
||||
else
|
||||
if bCrit then -- 暴击红色并显示暴击
|
||||
self.Floater:ArtFloating(ArtFloatingType.CritDamage, ArtFloatingColor.Red, dmg,self.role)
|
||||
self.Floater:ArtFloating(ArtFloatingType.CritDamage, ArtFloatingColor.Red, dmg,t,pos)
|
||||
else
|
||||
if atkRole.isTeam then -- 异妖紫色
|
||||
self.Floater:ArtFloating(ArtFloatingType.Damage, ArtFloatingColor.Purple, dmg,self.role)
|
||||
self.Floater:ArtFloating(ArtFloatingType.Damage, ArtFloatingColor.Purple, dmg,t,pos)
|
||||
else
|
||||
if skill and skill.type == BattleSkillType.Special then -- 技能黄色
|
||||
self.Floater:ArtFloating(ArtFloatingType.Damage, ArtFloatingColor.Yellow, dmg,self.role)
|
||||
self.Floater:ArtFloating(ArtFloatingType.Damage, ArtFloatingColor.Yellow, dmg,t,pos)
|
||||
else -- 普攻白色
|
||||
self.Floater:ArtFloating(ArtFloatingType.Damage, ArtFloatingColor.White, dmg,self.role)
|
||||
self.Floater:ArtFloating(ArtFloatingType.Damage, ArtFloatingColor.White, dmg,t,pos)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
@ -789,7 +895,6 @@ function PlayerView:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotTy
|
|||
self:PlaySpineAnim(self.RoleLiveGOGraphic, 0, "hit", false)
|
||||
end
|
||||
|
||||
|
||||
-- 播放卡牌受击效果
|
||||
function PlayerView:DOHitEffect(time, func)
|
||||
-- 时间修正
|
||||
|
@ -901,7 +1006,7 @@ end
|
|||
|
||||
function PlayerView:OnRealDead()
|
||||
Util.SetGray(self.RoleIconGO, true)
|
||||
self.effect_dead:SetActive(true)
|
||||
self.effect_dead:SetActive(false)
|
||||
self.effect_rage:SetActive(false)
|
||||
local order = BattleLogic.CurOrder
|
||||
BattleManager.PauseBattle()
|
||||
|
|
|
@ -21,24 +21,24 @@ local mapIdList = {
|
|||
-- 临时可生成怪的区域
|
||||
local monsterArea = {
|
||||
[5005] = {
|
||||
x_pos = {min = 2, max =6},
|
||||
y_pos = {min = 2, max = 6},
|
||||
x_pos = {min = 2, max =7},
|
||||
y_pos = {min = 2, max = 7},
|
||||
},
|
||||
[4002] = {
|
||||
x_pos = {min = 2, max =6},
|
||||
y_pos = {min = 2, max = 6},
|
||||
x_pos = {min = 2, max =7},
|
||||
y_pos = {min = 2, max =7},
|
||||
},
|
||||
[5002] = {
|
||||
x_pos = {min = 2, max =7},
|
||||
y_pos = {min = 2, max = 7},
|
||||
},
|
||||
[5003] = {
|
||||
x_pos = {min = 2, max =6},
|
||||
y_pos = {min = 2, max = 6},
|
||||
x_pos = {min = 2, max =7},
|
||||
y_pos = {min = 2, max = 7},
|
||||
},
|
||||
[5004] = {
|
||||
x_pos = {min = 2, max =6},
|
||||
y_pos = {min = 2, max = 6},
|
||||
x_pos = {min = 2, max =7},
|
||||
y_pos = {min = 2, max = 7},
|
||||
},
|
||||
}
|
||||
|
||||
|
@ -110,7 +110,7 @@ function this:Init()
|
|||
if not this.playerViews[0] then
|
||||
--Log(m_curMapId)
|
||||
if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.guajigongneng) then
|
||||
iconNum = 5
|
||||
iconNum = 3
|
||||
local randomNum = 0--math.random(2,3)
|
||||
PlayerManager.GetFightMapPlayerNPCData(randomNum,function(NPCList)
|
||||
if this.isClose then
|
||||
|
@ -131,7 +131,7 @@ function this:Init()
|
|||
end
|
||||
end)
|
||||
else
|
||||
iconNum = 4
|
||||
iconNum =3
|
||||
end
|
||||
this.playerViews[0] = SubUIManager.Open(SubUIConfig.SingleFightPlayerView,this.mapRoot.transform,this)
|
||||
this.playerViews[0]:SetData(startUV[m_curMapId].u,startUV[m_curMapId].v,true)
|
||||
|
|