修复属性类被动会导致战斗日志报错的问题

dev_chengFeng
gaoxin 2020-10-09 14:26:28 +08:00
parent 8ff0382e41
commit 422a8abaa4
2 changed files with 26 additions and 23 deletions

View File

@ -8,7 +8,7 @@ function FightEffectAudioConfig.Init()
for _, data in ConfigPairs(audioConfig) do for _, data in ConfigPairs(audioConfig) do
if data.Type == 4 or data.Type == 5 or data.Type == 6 or data.Type == 7 then if data.Type == 4 or data.Type == 5 or data.Type == 6 or data.Type == 7 then
if not data.EffectName or data.EffectName == "" then if not data.EffectName or data.EffectName == "" then
Log(Language[10224]..data.Name) -- Log(Language[10224]..data.Name)
else else
local effectNameList = string.split(data.EffectName, "#") local effectNameList = string.split(data.EffectName, "#")
for _, effectName in ipairs(effectNameList) do for _, effectName in ipairs(effectNameList) do
@ -36,7 +36,7 @@ function FightEffectAudioConfig.GetAudioData(effectName)
local data = this.config[effectName] local data = this.config[effectName]
if not data or #data == 0 then if not data or #data == 0 then
if effectName ~= "FloatingText" and effectName ~= "BuffFloatingText" and effectName ~= "fx_Effect_enemy_birth" then if effectName ~= "FloatingText" and effectName ~= "BuffFloatingText" and effectName ~= "fx_Effect_enemy_birth" then
Log(Language[10225].. effectName ..Language[10226]) -- Log(Language[10225].. effectName ..Language[10226])
end end
return return
end end

View File

@ -69,34 +69,37 @@ function BattleLogic.Init(data, _userData, maxRound)
BattleLogic.IsEnd = false BattleLogic.IsEnd = false
BattleLogic.Result = -1 BattleLogic.Result = -1
-- log初始化应该在上面
BattleLogManager.Init(fightData, userData)
--
RoleManager.Init() RoleManager.Init()
SkillManager.Init() SkillManager.Init()
OutDataManager.Init(fightData) OutDataManager.Init(fightData)
PassiveManager.Init() PassiveManager.Init()
BattleLogManager.Init(fightData, userData)
--监听英雄受到治疗 --监听英雄受到治疗
BattleLogic.Event:AddEvent(BattleEventName.RoleBeTreated,function (castRole, realTreat, treat) BattleLogic.Event:AddEvent(BattleEventName.RoleBeTreated,function (castRole, realTreat, treat)
if castRole.camp==0 then if castRole.camp==0 then
LogBattle("我方 英雄治疗"..treat) LogBattle("我方 英雄治疗"..treat)
allHeroDamage=allHeroDamage+treat allHeroDamage=allHeroDamage+treat
else else
LogBattle("敌方 英雄治疗"..treat) LogBattle("敌方 英雄治疗"..treat)
allEnemyDamage=allEnemyDamage+treat allEnemyDamage=allEnemyDamage+treat
end end
end) end)
--监听英雄受到攻击 --监听英雄受到攻击
BattleLogic.Event:AddEvent(BattleEventName.RoleBeDamaged,function (defRole, atkRole, damage, bCrit, finalDmg, damageType, dotType) BattleLogic.Event:AddEvent(BattleEventName.RoleBeDamaged,function (defRole, atkRole, damage, bCrit, finalDmg, damageType, dotType)
--我方阵营总攻击 --我方阵营总攻击
if atkRole.camp==0 then if atkRole.camp==0 then
allHeroDamage=allHeroDamage+damage allHeroDamage=allHeroDamage+damage
LogBattle("我方 英雄攻击"..damage) LogBattle("我方 英雄攻击"..damage)
--敌方阵营 --敌方阵营
else else
allEnemyDamage=allEnemyDamage+damage allEnemyDamage=allEnemyDamage+damage
LogBattle("敌方 英雄攻击"..damage) LogBattle("敌方 英雄攻击"..damage)
end end
end) end)
end end
-- 检测先手阵营 -- 检测先手阵营