Merge branch 'onepiece_demo' into onepiece_demo_dev
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|
||||||
m_AnchorMin: {x: 0.5, y: 0}
|
m_AnchorMin: {x: 0.5, y: 0}
|
||||||
m_AnchorMax: {x: 0.5, y: 0}
|
m_AnchorMax: {x: 0.5, y: 0}
|
||||||
|
@ -122741,7 +122741,7 @@ RectTransform:
|
||||||
- {fileID: 7964108409033408373}
|
- {fileID: 7964108409033408373}
|
||||||
- {fileID: 8006389423642367895}
|
- {fileID: 8006389423642367895}
|
||||||
m_Father: {fileID: 6976277603980592380}
|
m_Father: {fileID: 6976277603980592380}
|
||||||
m_RootOrder: 13
|
m_RootOrder: 12
|
||||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
m_AnchorMin: {x: 0, y: 0}
|
m_AnchorMin: {x: 0, y: 0}
|
||||||
m_AnchorMax: {x: 0, y: 0}
|
m_AnchorMax: {x: 0, y: 0}
|
||||||
|
@ -128213,7 +128213,7 @@ RectTransform:
|
||||||
- {fileID: 2797450724780035430}
|
- {fileID: 2797450724780035430}
|
||||||
- {fileID: 8065192691382102447}
|
- {fileID: 8065192691382102447}
|
||||||
m_Father: {fileID: 6976277603980592380}
|
m_Father: {fileID: 6976277603980592380}
|
||||||
m_RootOrder: 5
|
m_RootOrder: 4
|
||||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
m_AnchorMin: {x: 1, y: 1}
|
m_AnchorMin: {x: 1, y: 1}
|
||||||
m_AnchorMax: {x: 1, y: 1}
|
m_AnchorMax: {x: 1, y: 1}
|
||||||
|
@ -139135,7 +139135,7 @@ RectTransform:
|
||||||
- {fileID: 8885551416139425081}
|
- {fileID: 8885551416139425081}
|
||||||
- {fileID: 2790268029142068141}
|
- {fileID: 2790268029142068141}
|
||||||
m_Father: {fileID: 6976277603980592380}
|
m_Father: {fileID: 6976277603980592380}
|
||||||
m_RootOrder: 6
|
m_RootOrder: 5
|
||||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
m_AnchorMin: {x: 1, y: 1}
|
m_AnchorMin: {x: 1, y: 1}
|
||||||
m_AnchorMax: {x: 1, y: 1}
|
m_AnchorMax: {x: 1, y: 1}
|
||||||
|
@ -139577,7 +139577,7 @@ RectTransform:
|
||||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
m_AnchorMin: {x: 0, y: 0}
|
m_AnchorMin: {x: 0, y: 0}
|
||||||
m_AnchorMax: {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_SizeDelta: {x: 0, y: 69.49}
|
||||||
m_Pivot: {x: 0.5, y: 0.5}
|
m_Pivot: {x: 0.5, y: 0.5}
|
||||||
--- !u!222 &7203306409298755909
|
--- !u!222 &7203306409298755909
|
||||||
|
@ -146564,7 +146564,6 @@ RectTransform:
|
||||||
- {fileID: 4755555835564946913}
|
- {fileID: 4755555835564946913}
|
||||||
- {fileID: 6498494602927743175}
|
- {fileID: 6498494602927743175}
|
||||||
- {fileID: 3814890933284291651}
|
- {fileID: 3814890933284291651}
|
||||||
- {fileID: 4113268208886061241}
|
|
||||||
- {fileID: 5871758389554791585}
|
- {fileID: 5871758389554791585}
|
||||||
- {fileID: 3952385394978222417}
|
- {fileID: 3952385394978222417}
|
||||||
- {fileID: 545186920270452855}
|
- {fileID: 545186920270452855}
|
||||||
|
@ -146574,6 +146573,7 @@ RectTransform:
|
||||||
- {fileID: 1388929535}
|
- {fileID: 1388929535}
|
||||||
- {fileID: 7718967529276036518}
|
- {fileID: 7718967529276036518}
|
||||||
- {fileID: 7556113482846472712}
|
- {fileID: 7556113482846472712}
|
||||||
|
- {fileID: 4113268208886061241}
|
||||||
- {fileID: 4670671735622619351}
|
- {fileID: 4670671735622619351}
|
||||||
- {fileID: 5912275222556601812}
|
- {fileID: 5912275222556601812}
|
||||||
- {fileID: 7203306410379096177}
|
- {fileID: 7203306410379096177}
|
||||||
|
@ -148168,12 +148168,6 @@ PrefabInstance:
|
||||||
propertyPath: m_RaycastTarget
|
propertyPath: m_RaycastTarget
|
||||||
value: 0
|
value: 0
|
||||||
objectReference: {fileID: 0}
|
objectReference: {fileID: 0}
|
||||||
- target: {fileID: 8631558124670306719, guid: 53b44f029897fbe44b680b2fd498f643,
|
|
||||||
type: 3}
|
|
||||||
propertyPath: m_Sprite
|
|
||||||
value:
|
|
||||||
objectReference: {fileID: 21300000, guid: dd2be1d0bbe6af7478c74cf08a0eeb20,
|
|
||||||
type: 3}
|
|
||||||
m_RemovedComponents: []
|
m_RemovedComponents: []
|
||||||
m_SourcePrefab: {fileID: 100100000, guid: 53b44f029897fbe44b680b2fd498f643, type: 3}
|
m_SourcePrefab: {fileID: 100100000, guid: 53b44f029897fbe44b680b2fd498f643, type: 3}
|
||||||
--- !u!224 &7759392491232237277 stripped
|
--- !u!224 &7759392491232237277 stripped
|
||||||
|
|
|
@ -455,7 +455,7 @@ end
|
||||||
function this.SwitchTimeScale()
|
function this.SwitchTimeScale()
|
||||||
local _scale = math.floor(BattleManager.GetTimeScale())
|
local _scale = math.floor(BattleManager.GetTimeScale())
|
||||||
--如果之前是三倍速,强制转成二倍速
|
--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)
|
BattleManager.SetTimeScale(BATTLE_TIME_SCALE_TWO)
|
||||||
_scale=3
|
_scale=3
|
||||||
end
|
end
|
||||||
|
|
|
@ -783,7 +783,7 @@ end
|
||||||
function EnemyView:OnRealDead()
|
function EnemyView:OnRealDead()
|
||||||
|
|
||||||
self.effect_rage:SetActive(false)
|
self.effect_rage:SetActive(false)
|
||||||
self.effect_dead:SetActive(true)
|
self.effect_dead:SetActive(false)
|
||||||
self.RoleLiveGO:SetActive(true)
|
self.RoleLiveGO:SetActive(true)
|
||||||
local order = BattleLogic.CurOrder
|
local order = BattleLogic.CurOrder
|
||||||
BattleManager.PauseBattle()
|
BattleManager.PauseBattle()
|
||||||
|
|
|
@ -293,7 +293,7 @@ end
|
||||||
-- end)
|
-- end)
|
||||||
-- end
|
-- end
|
||||||
function FloatNode:ArtFloating(type, color, value,role,tarGetPos)
|
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 ttarGetPos=tarGetPos and tarGetPos or self.GameObject.transform.position
|
||||||
local go = BattleManager.LoadAsset(floatingEffect)
|
local go = BattleManager.LoadAsset(floatingEffect)
|
||||||
go.transform:SetParent(self.RootPanel.transform)
|
go.transform:SetParent(self.RootPanel.transform)
|
||||||
|
@ -306,7 +306,7 @@ function FloatNode:ArtFloating(type, color, value,role,tarGetPos)
|
||||||
|
|
||||||
|
|
||||||
local index=0
|
local index=0
|
||||||
if #trole== 0 then
|
if #trole== 0 then
|
||||||
trole[#trole+1]=go
|
trole[#trole+1]=go
|
||||||
index=#trole
|
index=#trole
|
||||||
else
|
else
|
||||||
|
@ -366,7 +366,7 @@ function FloatNode:ArtFloating(type, color, value,role,tarGetPos)
|
||||||
anim:GetComponent("Canvas").sortingOrder = BattleManager.GetBattleSorting() + 100
|
anim:GetComponent("Canvas").sortingOrder = BattleManager.GetBattleSorting() + 100
|
||||||
anim:GetComponent("Animator"):Play(ArtFloatingAnim[type])
|
anim:GetComponent("Animator"):Play(ArtFloatingAnim[type])
|
||||||
|
|
||||||
BattleManager.AddDelayRecycleRes(floatingEffect, go, 3,function ()
|
BattleManager.AddDelayRecycleRes(floatingEffect, go, 1,function ()
|
||||||
if trole then
|
if trole then
|
||||||
for key, value in pairs(trole) do
|
for key, value in pairs(trole) do
|
||||||
if value == go then
|
if value == go then
|
||||||
|
|
|
@ -683,20 +683,126 @@ local DotTypeTip = {
|
||||||
[3] = Language[10244],
|
[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)
|
function PlayerView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill,isImmune)
|
||||||
if isImmune and isImmune==true then
|
if isImmune and isImmune==true then
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
local t={}
|
||||||
|
local pos=self.GameObject.transform.position
|
||||||
if skill then
|
if skill then
|
||||||
-- 技能配置
|
-- 技能配置
|
||||||
local combatId = BattleManager.GetCombatIdBySkin(skill.id, atkRole.roleData.skinId)
|
local combatId = BattleManager.GetCombatIdBySkin(skill.id, atkRole.roleData.skinId)
|
||||||
local combat = BattleManager.GetSkillCombat(combatId)
|
local combat = BattleManager.GetSkillCombat(combatId)
|
||||||
--
|
--
|
||||||
local delay = combat.DamageDelay or 0
|
local delay = combat.DamageDelay or 0
|
||||||
local continue = skill.continueTime 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 count = type(combat.SkillNumbetTime[1][1]) == "userdata" and 1 or #combat.SkillNumbetTime
|
||||||
|
|
||||||
local space = continue / count
|
local space = continue / count
|
||||||
local d = math.floor(dmg / count)
|
local d = math.floor(dmg / count)
|
||||||
-- 如果平均伤害小于0 则
|
-- 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))
|
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
|
end
|
||||||
-- 伤害文字延时,有些受击特效不是立刻播放文字
|
-- 伤害文字延时,有些受击特效不是立刻播放文字
|
||||||
|
|
||||||
-- 伤害文字
|
-- 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 count ~=1 then
|
||||||
if combat.SkillNumbetTime and combat.SkillNumbetTime[1] and (type(combat.SkillNumbetTime[1][1]) ~= "userdata" and combat.SkillNumbetTime[1][1]~=0) 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
|
for i = 1, #combat.SkillNumbetTime do
|
||||||
self:DelayFunc(combat.SkillNumbetTime[i][2]/1000, function()
|
self:DelayFunc(combat.SkillNumbetTime[i][2]/1000, function()
|
||||||
local fd = dmg - d *(count - 1)
|
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
|
-- 被伤害卡牌表现
|
||||||
self:DOHitEffect(continue)
|
self:DOHitEffect(continue)
|
||||||
self:DOHitMoveMent(continue,combat)
|
self:DOHitMoveMent(continue,combat)
|
||||||
|
@ -736,7 +842,7 @@ function PlayerView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType
|
||||||
|
|
||||||
else
|
else
|
||||||
self:DelayFunc(delay/1000, function()
|
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
|
-- 被伤害卡牌表现
|
||||||
self:DOHitEffect()
|
self:DOHitEffect()
|
||||||
self:DOHitMoveMent(nil,combat)
|
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))
|
LogYellow(string.format("目标阵营:%s, 位置:%s, 总伤害:%s", self.camp, self.role.position, dmg))
|
||||||
end
|
end
|
||||||
-- 伤害文字
|
-- 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
|
-- 被伤害卡牌表现
|
||||||
self:DOHitEffect()
|
self:DOHitEffect()
|
||||||
|
-- self:DOHitMoveMent(nil,combat)
|
||||||
end
|
end
|
||||||
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
|
--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 self.isDead then return end
|
||||||
if dotType then
|
if dotType then
|
||||||
if dotType == DotType.Poison 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
|
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
|
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
|
else
|
||||||
self.Floater:TextBuffFloating(2, DotTypeTip[dotType]..dmg)
|
self.Floater:TextBuffFloating(2, DotTypeTip[dotType]..dmg)
|
||||||
end
|
end
|
||||||
|
|
||||||
else
|
else
|
||||||
if bCrit then -- 暴击红色并显示暴击
|
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
|
else
|
||||||
if atkRole.isTeam then -- 异妖紫色
|
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
|
else
|
||||||
if skill and skill.type == BattleSkillType.Special then -- 技能黄色
|
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
|
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
|
end
|
||||||
end
|
end
|
||||||
|
@ -789,7 +895,6 @@ function PlayerView:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotTy
|
||||||
self:PlaySpineAnim(self.RoleLiveGOGraphic, 0, "hit", false)
|
self:PlaySpineAnim(self.RoleLiveGOGraphic, 0, "hit", false)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
-- 播放卡牌受击效果
|
-- 播放卡牌受击效果
|
||||||
function PlayerView:DOHitEffect(time, func)
|
function PlayerView:DOHitEffect(time, func)
|
||||||
-- 时间修正
|
-- 时间修正
|
||||||
|
@ -901,7 +1006,7 @@ end
|
||||||
|
|
||||||
function PlayerView:OnRealDead()
|
function PlayerView:OnRealDead()
|
||||||
Util.SetGray(self.RoleIconGO, true)
|
Util.SetGray(self.RoleIconGO, true)
|
||||||
self.effect_dead:SetActive(true)
|
self.effect_dead:SetActive(false)
|
||||||
self.effect_rage:SetActive(false)
|
self.effect_rage:SetActive(false)
|
||||||
local order = BattleLogic.CurOrder
|
local order = BattleLogic.CurOrder
|
||||||
BattleManager.PauseBattle()
|
BattleManager.PauseBattle()
|
||||||
|
|
|
@ -21,24 +21,24 @@ local mapIdList = {
|
||||||
-- 临时可生成怪的区域
|
-- 临时可生成怪的区域
|
||||||
local monsterArea = {
|
local monsterArea = {
|
||||||
[5005] = {
|
[5005] = {
|
||||||
x_pos = {min = 2, max =6},
|
x_pos = {min = 2, max =7},
|
||||||
y_pos = {min = 2, max = 6},
|
y_pos = {min = 2, max = 7},
|
||||||
},
|
},
|
||||||
[4002] = {
|
[4002] = {
|
||||||
x_pos = {min = 2, max =6},
|
x_pos = {min = 2, max =7},
|
||||||
y_pos = {min = 2, max = 6},
|
y_pos = {min = 2, max =7},
|
||||||
},
|
},
|
||||||
[5002] = {
|
[5002] = {
|
||||||
x_pos = {min = 2, max =7},
|
x_pos = {min = 2, max =7},
|
||||||
y_pos = {min = 2, max = 7},
|
y_pos = {min = 2, max = 7},
|
||||||
},
|
},
|
||||||
[5003] = {
|
[5003] = {
|
||||||
x_pos = {min = 2, max =6},
|
x_pos = {min = 2, max =7},
|
||||||
y_pos = {min = 2, max = 6},
|
y_pos = {min = 2, max = 7},
|
||||||
},
|
},
|
||||||
[5004] = {
|
[5004] = {
|
||||||
x_pos = {min = 2, max =6},
|
x_pos = {min = 2, max =7},
|
||||||
y_pos = {min = 2, max = 6},
|
y_pos = {min = 2, max = 7},
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -110,7 +110,7 @@ function this:Init()
|
||||||
if not this.playerViews[0] then
|
if not this.playerViews[0] then
|
||||||
--Log(m_curMapId)
|
--Log(m_curMapId)
|
||||||
if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.guajigongneng) then
|
if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.guajigongneng) then
|
||||||
iconNum = 5
|
iconNum = 3
|
||||||
local randomNum = 0--math.random(2,3)
|
local randomNum = 0--math.random(2,3)
|
||||||
PlayerManager.GetFightMapPlayerNPCData(randomNum,function(NPCList)
|
PlayerManager.GetFightMapPlayerNPCData(randomNum,function(NPCList)
|
||||||
if this.isClose then
|
if this.isClose then
|
||||||
|
@ -131,7 +131,7 @@ function this:Init()
|
||||||
end
|
end
|
||||||
end)
|
end)
|
||||||
else
|
else
|
||||||
iconNum = 4
|
iconNum =3
|
||||||
end
|
end
|
||||||
this.playerViews[0] = SubUIManager.Open(SubUIConfig.SingleFightPlayerView,this.mapRoot.transform,this)
|
this.playerViews[0] = SubUIManager.Open(SubUIConfig.SingleFightPlayerView,this.mapRoot.transform,this)
|
||||||
this.playerViews[0]:SetData(startUV[m_curMapId].u,startUV[m_curMapId].v,true)
|
this.playerViews[0]:SetData(startUV[m_curMapId].u,startUV[m_curMapId].v,true)
|
||||||
|
|