修复属性类被动会导致战斗日志报错的问题
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8ff0382e41
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422a8abaa4
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@ -8,7 +8,7 @@ function FightEffectAudioConfig.Init()
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for _, data in ConfigPairs(audioConfig) do
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for _, data in ConfigPairs(audioConfig) do
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if data.Type == 4 or data.Type == 5 or data.Type == 6 or data.Type == 7 then
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if data.Type == 4 or data.Type == 5 or data.Type == 6 or data.Type == 7 then
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if not data.EffectName or data.EffectName == "" then
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if not data.EffectName or data.EffectName == "" then
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Log(Language[10224]..data.Name)
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-- Log(Language[10224]..data.Name)
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else
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else
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local effectNameList = string.split(data.EffectName, "#")
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local effectNameList = string.split(data.EffectName, "#")
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for _, effectName in ipairs(effectNameList) do
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for _, effectName in ipairs(effectNameList) do
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@ -36,7 +36,7 @@ function FightEffectAudioConfig.GetAudioData(effectName)
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local data = this.config[effectName]
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local data = this.config[effectName]
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if not data or #data == 0 then
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if not data or #data == 0 then
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if effectName ~= "FloatingText" and effectName ~= "BuffFloatingText" and effectName ~= "fx_Effect_enemy_birth" then
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if effectName ~= "FloatingText" and effectName ~= "BuffFloatingText" and effectName ~= "fx_Effect_enemy_birth" then
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Log(Language[10225].. effectName ..Language[10226])
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-- Log(Language[10225].. effectName ..Language[10226])
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end
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end
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return
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return
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end
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end
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@ -69,34 +69,37 @@ function BattleLogic.Init(data, _userData, maxRound)
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BattleLogic.IsEnd = false
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BattleLogic.IsEnd = false
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BattleLogic.Result = -1
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BattleLogic.Result = -1
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-- log初始化应该在上面
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BattleLogManager.Init(fightData, userData)
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--
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RoleManager.Init()
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RoleManager.Init()
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SkillManager.Init()
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SkillManager.Init()
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OutDataManager.Init(fightData)
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OutDataManager.Init(fightData)
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PassiveManager.Init()
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PassiveManager.Init()
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BattleLogManager.Init(fightData, userData)
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--监听英雄受到治疗
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--监听英雄受到治疗
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BattleLogic.Event:AddEvent(BattleEventName.RoleBeTreated,function (castRole, realTreat, treat)
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BattleLogic.Event:AddEvent(BattleEventName.RoleBeTreated,function (castRole, realTreat, treat)
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if castRole.camp==0 then
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if castRole.camp==0 then
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LogBattle("我方 英雄治疗"..treat)
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LogBattle("我方 英雄治疗"..treat)
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allHeroDamage=allHeroDamage+treat
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allHeroDamage=allHeroDamage+treat
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else
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else
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LogBattle("敌方 英雄治疗"..treat)
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LogBattle("敌方 英雄治疗"..treat)
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allEnemyDamage=allEnemyDamage+treat
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allEnemyDamage=allEnemyDamage+treat
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end
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end
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end)
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end)
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--监听英雄受到攻击
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--监听英雄受到攻击
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BattleLogic.Event:AddEvent(BattleEventName.RoleBeDamaged,function (defRole, atkRole, damage, bCrit, finalDmg, damageType, dotType)
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BattleLogic.Event:AddEvent(BattleEventName.RoleBeDamaged,function (defRole, atkRole, damage, bCrit, finalDmg, damageType, dotType)
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--我方阵营总攻击
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--我方阵营总攻击
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if atkRole.camp==0 then
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if atkRole.camp==0 then
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allHeroDamage=allHeroDamage+damage
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allHeroDamage=allHeroDamage+damage
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LogBattle("我方 英雄攻击"..damage)
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LogBattle("我方 英雄攻击"..damage)
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--敌方阵营
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--敌方阵营
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else
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else
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allEnemyDamage=allEnemyDamage+damage
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allEnemyDamage=allEnemyDamage+damage
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LogBattle("敌方 英雄攻击"..damage)
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LogBattle("敌方 英雄攻击"..damage)
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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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-- 检测先手阵营
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-- 检测先手阵营
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