【战斗】战斗关闭时不再回收灵兽立绘资源,直接销毁,避免在UI上立绘不停播放攻击动作的问题

dev_chengFeng
gaoxin 2020-11-13 19:38:04 +08:00
parent 1face65dbb
commit 56afe786be
3 changed files with 2 additions and 9 deletions

View File

@ -77,10 +77,8 @@ function BattleLogic.Init(data, _userData, maxRound)
-- 监听英雄受到治疗
BattleLogic.Event:AddEvent(BattleEventName.RoleBeTreated,function (castRole, realTreat, treat)
if castRole.camp==0 then
LogBattle("我方 英雄治疗"..treat)
allHeroDamage=allHeroDamage+treat
else
LogBattle("敌方 英雄治疗"..treat)
allEnemyDamage=allEnemyDamage+treat
end
end)
@ -89,11 +87,9 @@ function BattleLogic.Init(data, _userData, maxRound)
--我方阵营总攻击
if atkRole.camp==0 then
allHeroDamage=allHeroDamage+damage
LogBattle("我方 英雄攻击"..damage)
--敌方阵营
else
allEnemyDamage=allEnemyDamage+damage
LogBattle("敌方 英雄攻击"..damage)
end
end)

View File

@ -43,10 +43,6 @@ local _ConditionConfig = {
-- 判断概率
local r = Random.Range01()
local isRandomOk = r <= rand/10000
LogPink("凤凰技能随机数")
LogPink("释放概率:"..rand/10000)
LogPink("当前概率:"..r)
return isRoundOk and isRandomOk
end,

View File

@ -160,7 +160,8 @@ function MonsterView:onDispose()
Util.SetSpineGray(self.RoleLiveGOGraphic2, false)
Util.SetColor(self.RoleLiveGOGraphic2, Color.New(1, 1, 1, 1))
self.RoleLiveGOGraphic2.freeze = false
poolManager:UnLoadLive(self.livePath, self.RoleLiveGO2)
-- poolManager:UnLoadLive(self.livePath, self.RoleLiveGO2)
GameObject.DestroyImmediate(self.RoleLiveGO2)
-- 回收本节点
BattlePool.RecycleItem(self.GameObject, BATTLE_POOL_TYPE.ENEMY_ROLE)
end