[战斗]=====灵兽技能修改提交

dev_chengFeng
wangzhenxing 2021-10-21 16:17:10 +08:00
parent c131aa96b4
commit 5575ba2245
4 changed files with 30 additions and 22 deletions

View File

@ -254,8 +254,8 @@ function this.PlayerSkillAdapter(MSkillId)
skill[index].triggerCondition[k] = v
end
end
skill[index].maxCount = 999--monsterSkill.WarEffectCount[index] or 999
skill[index].maxRoundCount = 1--monsterSkill.TurnEffectCount[index] or 999
skill[index].maxCount = monsterSkill.WarEffectCount[index] or 999
skill[index].maxRoundCount = monsterSkill.TurnEffectCount[index] or 999
end
return skill
end
@ -284,7 +284,7 @@ function this.PokemonUnitAdapter(pokemonUnit,camp,_teamDamage)
end
else
for i = 1, #skills do
role.skill[i] = this.MonsterSkillAdapter(tonumber(skills[i]))
role.skill[i]= this.MonsterSkillAdapter(tonumber(skills[i]))
end
end

View File

@ -16,9 +16,9 @@ end
function Monster:Init(data)
self.type = BattleUnitType.Monster
self.camp = data.camp
if data.position==10 then
self.type = BattleUnitType.Player
end
-- if data.position==10 then
-- self.type = BattleUnitType.Player
-- end
self.position = data.position
self.star = data.star
self.uid= data.id
@ -30,13 +30,13 @@ function Monster:Init(data)
self.exileTargets={}--已经被放逐过的目标
-- self.skillGroup = MSkillManager.CreateMSkillGroup(self, data.skill)
self.skillList=data.skill
-- self.skillList=data.skill
self.skillGroupList = {}
--for i = 1, #data.skill do
for i = 1, #data.skill do
-- LogError("---------------------"..data.skill[i].skillData.effect[1])
--LogError("monster skill id=="..data.skill[i])
MSkillManager.CreateMSkillGroup(self, data.skill)
--end
self.skillGroupList[i] = MSkillManager.CreateMSkillGroup(self, i, data.skill[i])
end
end

View File

@ -8,8 +8,9 @@ function MSkillGroup:New()
end
-- 初始化数据
function MSkillGroup:Init(monster, groupData)
function MSkillGroup:Init(monster, groupIndex, groupData)
self.owner = monster
self.groupIndex = groupIndex
self.skillGroupData = groupData
-- 创建技能
self.skillList = {}

View File

@ -12,31 +12,38 @@ function this.Init()
end
-- 创建一个技能组
function this.CreateMSkillGroup(monster, skillGroupData)
local index = monster:GetCamp() * 6 + monster:GetPosition()
function this.CreateMSkillGroup(monster, groupIndex, skillGroupData)
local position = monster:GetCamp() * 6 + monster:GetPosition()
if not this.MSkillGroupList then
this.MSkillGroupList = {}
end
if not this.MSkillGroupList[index] then
this.MSkillGroupList[index] = MSkillGroup:New()
if not this.MSkillGroupList[position] then
this.MSkillGroupList[position] = MSkillGroup:New()
end
this.MSkillGroupList[index]:Init(monster, skillGroupData)
this.MSkillGroupList[position]:Init(monster, groupIndex, skillGroupData)
return this.MSkillGroupList[position]
end
-- 创建一个技能
function this.CreateMSkill(monster, group, index, skilldata)
local owner = group:GetOwner()
local m_index = owner:GetCamp() * 6 + owner:GetPosition()
local groupIndex = group.groupIndex
local position = owner:GetCamp() * 6 + owner:GetPosition()
if not this.MSkillList then
this.MSkillList = {}
end
if not this.MSkillList[m_index] then
this.MSkillList[m_index] = {}
if not this.MSkillList[position] then
this.MSkillList[position] = {}
end
if not this.MSkillList[m_index][index] then
this.MSkillList[m_index][index] = MSkill:New()
if not this.MSkillList[position][groupIndex] then
this.MSkillList[position][groupIndex] = {}
end
this.MSkillList[m_index][index]:Init(monster, group, index, skilldata[1])
if not this.MSkillList[position][groupIndex][index] then
this.MSkillList[position][groupIndex][index] = MSkill:New()
end
this.MSkillList[position][groupIndex][index]:Init(monster, group, index, skilldata)
return this.MSkillList[position][groupIndex][index]
end
return MSkillManager