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b/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua index 918ccdbb3d..5b329d6f84 100644 --- a/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua +++ b/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua @@ -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}, diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua b/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua index 12e1ca030a..e8dc804e01 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua @@ -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() diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Test/BattleTestPanel.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Test/BattleTestPanel.lua index 2c451ee664..b9d71f5f26 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Test/BattleTestPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Test/BattleTestPanel.lua @@ -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) diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/FloatNode.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/FloatNode.lua index e686a474cb..84de4c0d45 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/FloatNode.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/FloatNode.lua @@ -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 diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/PlayerView.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/PlayerView.lua index d058dd133a..2645ef66c1 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/PlayerView.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/PlayerView.lua @@ -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 diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/RoleView.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/RoleView.lua index 344fa4097e..41c1b86789 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/RoleView.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/RoleView.lua @@ -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 diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/SkillCaster.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/SkillCaster.lua index fd792122e5..c38778bfc1 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/SkillCaster.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/SkillCaster.lua @@ -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)