战斗多段
parent
9c9e4325d1
commit
4906264a04
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@ -587,7 +587,7 @@ function EnemyView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType,
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--
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local delay = combat.DamageDelay or 0
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local continue = skill.continueTime or 0
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local count = type(combat.SkillNumbetTime[1][1]) == "userdata" and 1 or combat.SkillNumbetTime[1][1]
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local count = type(combat.SkillNumbetTime[1][1]) == "userdata" and 1 or #combat.SkillNumbetTime
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local space = continue / count
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local d = math.floor(dmg / count)
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@ -691,7 +691,7 @@ function PlayerView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType
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local delay = combat.DamageDelay or 0
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local continue = skill.continueTime or 0
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--local count = skill.attackCount or 1
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local count = type(combat.SkillNumbetTime[1][1]) == "userdata" and 1 or combat.SkillNumbetTime[1][1]
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local count = type(combat.SkillNumbetTime[1][1]) == "userdata" and 1 or #combat.SkillNumbetTime
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local space = continue / count
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local d = math.floor(dmg / count)
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@ -707,18 +707,18 @@ function PlayerView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType
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-- 伤害文字
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-- if count ~= 1 and skill.SkillNumbetTime==nil and skill.SkillNumbetTime~=0 then
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if combat.SkillNumbetTime and combat.SkillNumbetTime[1] and (type(combat.SkillNumbetTime[1][1]) ~= "userdata" and combat.SkillNumbetTime[1][1]~=0) then
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for i = 1, #combat.SkillNumbetTime do
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if count ~=1 then
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if combat.SkillNumbetTime and combat.SkillNumbetTime[1] and (type(combat.SkillNumbetTime[1][1]) ~= "userdata" and combat.SkillNumbetTime[1][1]~=0) then
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for i = 1, #combat.SkillNumbetTime do
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self:DelayFunc(combat.SkillNumbetTime[i][2]/1000, function()
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local fd = dmg - d *(count - 1)
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self:OnceDamaged(atkRole, fd, bCrit, finalDmg, damageType, dotType, skill)
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-- 被伤害卡牌表现
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self:DOHitEffect(continue)
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end)
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end
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-- 多段伤害
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end)
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end
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end
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-- 多段伤害
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-- 后续伤害延迟打出
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-- self:LoopFunc(space, count - 1, function()
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-- self:OnceDamaged(atkRole, d, bCrit, finalDmg, damageType, dotType, skill)
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@ -728,12 +728,13 @@ function PlayerView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType
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-- self:OnceDamaged(atkRole, fd, bCrit, finalDmg, damageType, dotType, skill)
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-- -- 被伤害卡牌表现
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-- self:DOHitEffect(continue)
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else
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self:DelayFunc(delay/1000, function()
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self:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill)
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self:DelayFunc(delay/1000, function()
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self:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill)
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-- 被伤害卡牌表现
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self:DOHitEffect()
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end)
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self:DOHitEffect()
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end)
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end
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-- 播放特效
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