onepiece_demo_arena
xiejun 2023-12-29 18:07:20 +08:00
parent da44d9ffdf
commit 56be2d2498
42 changed files with 1510 additions and 74 deletions

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@ -3323,8 +3323,8 @@ PLAYER_WALK_DIR = {
RIDE_WALK_DIR = {
IDLE_FRONT = {animation = "idle2", y = 0},
IDLE_BACK = {animation = "idle3", y = 0},
IDLE_RIGHT = {animation = "idle1", y = 180},
IDLE_LEFT = {animation = "idle1", y = 0},
IDLE_RIGHT = {animation = "idle", y = 180},
IDLE_LEFT = {animation = "idle", y = 0},
RUN_RIGHT = {animation = "run1", y = 180},
RUN_LEFT = {animation = "run1", y = 0},
RUN_UP = {animation = "run3", y = 0},

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@ -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()

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@ -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()
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

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@ -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

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@ -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)