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b/Assets/ManagedResources/Icon/Hero/livetu_yanzaijin.png differ diff --git a/Assets/ManagedResources/Prefabs/UI/Fight/FightPointPassMainPanel.prefab b/Assets/ManagedResources/Prefabs/UI/Fight/FightPointPassMainPanel.prefab index 8319e3ebf3..da6856f2d9 100644 --- a/Assets/ManagedResources/Prefabs/UI/Fight/FightPointPassMainPanel.prefab +++ b/Assets/ManagedResources/Prefabs/UI/Fight/FightPointPassMainPanel.prefab @@ -10784,7 +10784,7 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 0} m_AnchorMax: {x: 0, y: 0} - m_AnchoredPosition: {x: 0, y: 0} + m_AnchoredPosition: {x: 133.5, y: 0} m_SizeDelta: {x: 0, y: 68.95} m_Pivot: {x: 0.5, y: 0.5} --- !u!222 &1240811747 @@ -11030,7 +11030,7 @@ RectTransform: - {fileID: 3144727546776224643} - {fileID: 366932771} m_Father: {fileID: 6976277603980592380} - m_RootOrder: 11 + m_RootOrder: 10 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 1, y: 0} m_AnchorMax: {x: 1, y: 0} @@ -11109,7 +11109,7 @@ 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+76432,7 @@ MonoBehaviour: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 4113268208886061240} - m_Enabled: 1 + m_Enabled: 0 m_EditorHideFlags: 0 m_Script: {fileID: -765806418, guid: f70555f144d8491a825f0804e09c671c, type: 3} m_Name: @@ -96682,7 +96682,7 @@ RectTransform: - {fileID: 5073206815621103962} - {fileID: 942618210107869783} m_Father: {fileID: 6976277603980592380} - m_RootOrder: 12 + m_RootOrder: 11 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0.5, y: 0} m_AnchorMax: {x: 0.5, y: 0} @@ -122741,7 +122741,7 @@ RectTransform: - {fileID: 7964108409033408373} - {fileID: 8006389423642367895} m_Father: {fileID: 6976277603980592380} - m_RootOrder: 13 + m_RootOrder: 12 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 0} m_AnchorMax: {x: 0, y: 0} @@ -128213,7 +128213,7 @@ RectTransform: - {fileID: 2797450724780035430} - {fileID: 8065192691382102447} m_Father: {fileID: 6976277603980592380} - m_RootOrder: 5 + m_RootOrder: 4 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 1, y: 1} m_AnchorMax: {x: 1, y: 1} @@ -139135,7 +139135,7 @@ RectTransform: - {fileID: 8885551416139425081} - {fileID: 2790268029142068141} m_Father: {fileID: 6976277603980592380} - m_RootOrder: 6 + m_RootOrder: 5 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 1, y: 1} m_AnchorMax: {x: 1, y: 1} @@ -139577,7 +139577,7 @@ RectTransform: m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0, y: 0} m_AnchorMax: {x: 0, y: 0} - m_AnchoredPosition: {x: 0, y: 0} + m_AnchoredPosition: {x: 355, y: 0} m_SizeDelta: {x: 0, y: 69.49} m_Pivot: {x: 0.5, y: 0.5} --- !u!222 &7203306409298755909 @@ -146564,7 +146564,6 @@ RectTransform: - {fileID: 4755555835564946913} - {fileID: 6498494602927743175} - {fileID: 3814890933284291651} - - {fileID: 4113268208886061241} - {fileID: 5871758389554791585} - {fileID: 3952385394978222417} - {fileID: 545186920270452855} @@ -146574,6 +146573,7 @@ RectTransform: - {fileID: 1388929535} - 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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 diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/EnemyView.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/EnemyView.lua index 6123525bcf..f5df698a3c 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/EnemyView.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/EnemyView.lua @@ -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() diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/FloatNode.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/FloatNode.lua index 506cee157c..75cf037945 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/FloatNode.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/FloatNode.lua @@ -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 diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/PlayerView.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/PlayerView.lua index 9793d2c630..9b87cc7258 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/PlayerView.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/PlayerView.lua @@ -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() diff --git a/Assets/ManagedResources/~Lua/Modules/Fight/View/FightPointMapView.lua b/Assets/ManagedResources/~Lua/Modules/Fight/View/FightPointMapView.lua index 5f0b6b6c52..81d85b13d7 100644 --- a/Assets/ManagedResources/~Lua/Modules/Fight/View/FightPointMapView.lua +++ b/Assets/ManagedResources/~Lua/Modules/Fight/View/FightPointMapView.lua @@ -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)