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gx/炮
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@ -3323,8 +3323,8 @@ PLAYER_WALK_DIR = {
|
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RIDE_WALK_DIR = {
|
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IDLE_FRONT = {animation = "idle2", y = 0},
|
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IDLE_BACK = {animation = "idle3", y = 0},
|
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IDLE_RIGHT = {animation = "idle1", y = 180},
|
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IDLE_LEFT = {animation = "idle1", y = 0},
|
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IDLE_RIGHT = {animation = "idle", y = 180},
|
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IDLE_LEFT = {animation = "idle", y = 0},
|
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RUN_RIGHT = {animation = "run1", y = 180},
|
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RUN_LEFT = {animation = "run1", y = 0},
|
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RUN_UP = {animation = "run3", y = 0},
|
||||
|
|
|
|||
|
|
@ -1123,8 +1123,8 @@ end
|
|||
|
||||
-- 战斗加速控制
|
||||
BATTLE_TIME_SCALE_ZERO = 0
|
||||
BATTLE_TIME_SCALE_ONE= 1.1
|
||||
BATTLE_TIME_SCALE_TWO = 2.5
|
||||
BATTLE_TIME_SCALE_ONE= 2
|
||||
BATTLE_TIME_SCALE_TWO = 3
|
||||
BATTLE_TIME_SCALE_THREE = 3
|
||||
this.TimeScale = 0
|
||||
function this.InitTimeScale()
|
||||
|
|
|
|||
|
|
@ -93,15 +93,15 @@ function this:InitComponent()
|
|||
this.EnemyMonsterList[i] = Util.GetGameObject(this.MonsterSkillOption, "enemyMonster/list/"..i.."/cast")
|
||||
this.PlayerMonsterList[i] = Util.GetGameObject(this.MonsterSkillOption, "playerMonster/list/"..i.."/cast")
|
||||
end
|
||||
|
||||
Time.timeScale=2
|
||||
end
|
||||
|
||||
--绑定事件(用于子类重写)
|
||||
function this:BindEvent()
|
||||
|
||||
Util.AddClick(this.BtnTimeScale, function ()
|
||||
if Time.timeScale > 2 then
|
||||
Time.timeScale = 0.5
|
||||
if Time.timeScale > 4 then
|
||||
Time.timeScale = 2
|
||||
else
|
||||
Time.timeScale = math.floor(Time.timeScale + 1)
|
||||
end
|
||||
|
|
@ -675,7 +675,7 @@ end
|
|||
--界面关闭时调用(用于子类重写)
|
||||
function this:OnClose()
|
||||
BattleView:OnClose()
|
||||
Time.timeScale = 1
|
||||
Time.timeScale = 2
|
||||
end
|
||||
|
||||
--界面销毁时调用(用于子类重写)
|
||||
|
|
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|||
|
|
@ -74,6 +74,7 @@ function FloatNode:ctor(unit, root, node)
|
|||
end
|
||||
|
||||
function FloatNode:Dispose()
|
||||
|
||||
self.spLoader:Destroy()
|
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end
|
||||
|
||||
|
|
@ -209,11 +210,23 @@ function FloatNode:GetArtText(type, color, value)
|
|||
end
|
||||
return sp, text
|
||||
end
|
||||
function FloatNode:ArtFloating(type, color, value,frameColor)
|
||||
function FloatNode:ArtFloating(type, color, value,frameColor,role)
|
||||
local trole= role and role or nil
|
||||
local go = BattleManager.LoadAsset(floatingEffect)
|
||||
go.transform:SetParent(self.RootPanel.transform)
|
||||
go.transform.localScale = Vector3.one * 0.7
|
||||
go.transform.position = self.GameObject.transform.position
|
||||
local index=0
|
||||
local t={}
|
||||
if trole~=nil then
|
||||
|
||||
t[1]=go
|
||||
table.insert(trole.DamageTextTable,t)
|
||||
go.transform.position =Vector3.New(self.GameObject.transform.position.x,self.GameObject.transform.position.y+10*#trole.DamageTextTable,self.GameObject.transform.position.z)
|
||||
LogError("trole.DamageTextTable"..#trole.DamageTextTable)
|
||||
else
|
||||
go.transform.position = self.GameObject.transform.position
|
||||
end
|
||||
-- go.transform.position = self.GameObject.transform.position
|
||||
go:SetActive(true)
|
||||
|
||||
if Time.realtimeSinceStartup - self.LastFloatingTime < BattleLogic.GameDeltaTime then
|
||||
|
|
@ -247,7 +260,17 @@ function FloatNode:ArtFloating(type, color, value,frameColor)
|
|||
anim:GetComponent("Canvas").sortingOrder = BattleManager.GetBattleSorting() + 100
|
||||
anim:GetComponent("Animator"):Play(ArtFloatingAnim[type])
|
||||
|
||||
BattleManager.AddDelayRecycleRes(floatingEffect, go, 2)
|
||||
BattleManager.AddDelayRecycleRes(floatingEffect, go, 2,function ()
|
||||
if trole then
|
||||
for key, value in pairs(trole.DamageTextTable) do
|
||||
if value == t then
|
||||
trole.DamageTextTable[key] = nil
|
||||
break
|
||||
end
|
||||
end
|
||||
LogError("trole.DamageTextTable"..#trole.DamageTextTable)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
|
||||
|
|
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|||
|
|
@ -761,26 +761,26 @@ function PlayerView:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotTy
|
|||
--if self.isDead then return end
|
||||
if dotType then
|
||||
if dotType == DotType.Poison then
|
||||
self.Floater:ArtFloating(ArtFloatingType.PoisonDamage, ArtFloatingColor.Poison, dmg,TextFloatingColor.DarkGreen)
|
||||
self.Floater:ArtFloating(ArtFloatingType.PoisonDamage, ArtFloatingColor.Poison, dmg,TextFloatingColor.DarkGreen,self.role)
|
||||
elseif dotType == DotType.Burn then
|
||||
self.Floater:ArtFloating(ArtFloatingType.FireDamage, ArtFloatingColor.Fire, dmg)
|
||||
self.Floater:ArtFloating(ArtFloatingType.FireDamage, ArtFloatingColor.Fire, dmg,self.role)
|
||||
elseif dotType == DotType.Blooding then
|
||||
self.Floater:ArtFloating(ArtFloatingType.BleedDamage, ArtFloatingColor.Fire, dmg)
|
||||
self.Floater:ArtFloating(ArtFloatingType.BleedDamage, ArtFloatingColor.Fire, dmg,self.role)
|
||||
else
|
||||
self.Floater:TextBuffFloating(2, DotTypeTip[dotType]..dmg)
|
||||
end
|
||||
|
||||
else
|
||||
if bCrit then -- 暴击红色并显示暴击
|
||||
self.Floater:ArtFloating(ArtFloatingType.CritDamage, ArtFloatingColor.Red, dmg)
|
||||
self.Floater:ArtFloating(ArtFloatingType.CritDamage, ArtFloatingColor.Red, dmg,self.role)
|
||||
else
|
||||
if atkRole.isTeam then -- 异妖紫色
|
||||
self.Floater:ArtFloating(ArtFloatingType.Damage, ArtFloatingColor.Purple, dmg)
|
||||
self.Floater:ArtFloating(ArtFloatingType.Damage, ArtFloatingColor.Purple, dmg,self.role)
|
||||
else
|
||||
if skill and skill.type == BattleSkillType.Special then -- 技能黄色
|
||||
self.Floater:ArtFloating(ArtFloatingType.Damage, ArtFloatingColor.Yellow, dmg)
|
||||
self.Floater:ArtFloating(ArtFloatingType.Damage, ArtFloatingColor.Yellow, dmg,self.role)
|
||||
else -- 普攻白色
|
||||
self.Floater:ArtFloating(ArtFloatingType.Damage, ArtFloatingColor.White, dmg)
|
||||
self.Floater:ArtFloating(ArtFloatingType.Damage, ArtFloatingColor.White, dmg,self.role)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
|
|
|||
|
|
@ -49,6 +49,7 @@ function RoleView:onCreate(go, role, position, root)
|
|||
self.hpSlider.fillAmount = self.hpCache
|
||||
self.hpPassSlider.fillAmount = self.hpCache
|
||||
self.readingName = ""
|
||||
self.DamageTextTable={}
|
||||
if role.roleData.roleId > 10000 then
|
||||
self.livePath = GetResourcePath(HeroConfig[role.roleData.roleId].Live)
|
||||
self.play_liveScale = RoleConfig[role.roleData.roleId].play_liveScale
|
||||
|
|
|
|||
|
|
@ -358,7 +358,7 @@ local MoveMentPosition = {
|
|||
My_Behind = Vector3.New(0,-1.5 , 0),
|
||||
My_COL_1 = Vector3.New(0.5,-0.7, 0),
|
||||
My_COL_2 = Vector3.New(0.5,-1.5, 0),
|
||||
My_COL_3 = Vector3.New(0.5,-1.8, 0),
|
||||
My_COL_3 = Vector3.New(0.5,-2.8, 0),
|
||||
|
||||
|
||||
Enemy_All = Vector3.New(0,-1.3, 0), --全部
|
||||
|
|
@ -366,7 +366,7 @@ local MoveMentPosition = {
|
|||
Enemy_Behind = Vector3.New(0,-1.5 , 0), --后面一列
|
||||
Enemy_COL_1 = Vector3.New(-0.5,-0.7, 0),--第一行
|
||||
Enemy_COL_2 = Vector3.New(-0.5,-1.5, 0),--第二行
|
||||
Enemy_COL_3 = Vector3.New(-0.5,-1.8, 0),--第三行
|
||||
Enemy_COL_3 = Vector3.New(-0.5,-3.8, 0),--第三行
|
||||
}
|
||||
|
||||
function SkillCaster:GetEffectPosition(skill)
|
||||
|
|
|
|||
Loading…
Reference in New Issue