修改代码
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@ -263,35 +263,35 @@ end
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--横版需要改动
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local FullEffectPosition = {
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My_All = Vector3.New(0, -566, 0),
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My_Front = Vector3.New(-120, -410, 0),
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My_Behind = Vector3.New(20, -760, 0),
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My_COL_1 = Vector3.New(-300, -566, 0),
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My_COL_2 = Vector3.New(0, -566, 0),
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My_COL_3 = Vector3.New(300, -566, 0),
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Enemy_All = Vector3.New(0, 430, 0),
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Enemy_Front = Vector3.New(-100, 340, 0),
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Enemy_Behind = Vector3.New(50, 540, 0),
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Enemy_COL_1 = Vector3.New(-300, 430, 0),
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Enemy_COL_2 = Vector3.New(0, 430, 0),
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Enemy_COL_3 = Vector3.New(300, 430, 0),
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-- My_All = Vector3.New(-300, 0, 0),
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-- My_Front = Vector3.New(-120, 0, 0),
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-- My_Behind = Vector3.New(20, 0, 0),
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-- My_All = Vector3.New(0, -566, 0),
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-- My_Front = Vector3.New(-120, -410, 0),
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-- My_Behind = Vector3.New(20, -760, 0),
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-- My_COL_1 = Vector3.New(-300, -566, 0),
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-- My_COL_2 = Vector3.New(0, -566, 0),
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-- My_COL_3 = Vector3.New(300, -566, 0),
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-- Enemy_All = Vector3.New(50, 0, 0),
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-- Enemy_Front = Vector3.New(0, 0, 0),
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-- Enemy_Behind = Vector3.New(150,0 , 0),
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-- Enemy_COL_1 = Vector3.New(-50, 0, 0),
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-- Enemy_COL_2 = Vector3.New(0, 0, 0),
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-- Enemy_COL_3 = Vector3.New(50, 0, 0),
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-- Enemy_All = Vector3.New(0, 430, 0),
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-- Enemy_Front = Vector3.New(-100, 340, 0),
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-- Enemy_Behind = Vector3.New(50, 540, 0),
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-- Enemy_COL_1 = Vector3.New(-300, 430, 0),
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-- Enemy_COL_2 = Vector3.New(0, 430, 0),
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-- Enemy_COL_3 = Vector3.New(300, 430, 0),
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My_All = Vector3.New(-300, 0, 0),
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My_Front = Vector3.New(-120, 0, 0),
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My_Behind = Vector3.New(20, 0, 0),
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My_COL_1 = Vector3.New(-300, -566, 0),
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My_COL_2 = Vector3.New(0, -566, 0),
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My_COL_3 = Vector3.New(300, -566, 0),
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Enemy_All = Vector3.New(50, 0, 0),
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Enemy_Front = Vector3.New(0, 0, 0),
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Enemy_Behind = Vector3.New(150,0 , 0),
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Enemy_COL_1 = Vector3.New(-50, 0, 0),
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Enemy_COL_2 = Vector3.New(0, 0, 0),
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Enemy_COL_3 = Vector3.New(50, 0, 0),
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}
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function SkillCaster:GetEffectSPostion(skill)
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local chooseId = skill:GetDirectChooseId()
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@ -319,13 +319,13 @@ function SkillCaster:GetEffectPosition(skill)
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if chooseLimit == 0 or chooseLimit == 4 or chooseLimit == 5 then
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return targetCamp == 0 and FullEffectPosition.My_All or FullEffectPosition.Enemy_All
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elseif chooseLimit == 1 or chooseLimit == 2 then
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elseif chooseLimit == 1 or chooseLimit == 2 then --前排,后排
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if targetCamp == 0 then
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return targetPos <= 3 and FullEffectPosition.My_Front or FullEffectPosition.My_Behind
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else
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return targetPos <= 3 and FullEffectPosition.Enemy_Front or FullEffectPosition.Enemy_Behind
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end
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elseif chooseLimit == 3 then
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elseif chooseLimit == 3 then --队列
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local col = (targetPos-1) % 3 + 1
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return targetCamp == 0 and FullEffectPosition["My_COL_"..col] or FullEffectPosition["Enemy_COL_"..col]
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end
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@ -673,12 +673,13 @@ function SkillCaster:CheckFullSceenSkill(combat, skill,skillduration)
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-- end)
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-- 判断是否震屏
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-- if combat.ShockScreen == 1 then
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-- self.owner:DelayFunc((combat.KeyFrame + combat.DamageDelay)/1000, function()
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-- self:checkShake(combat)
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-- end)
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-- end
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-- 判断是否震屏
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-- bulletTime +
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if combat.ShockScreen == 1 then
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self.owner:DelayFunc((combat.KeyFrame + combat.DamageDelay)/1000, function()
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self:checkShake(combat)
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end)
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end
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end
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function SkillCaster:CalRoleRotate(baseRole, targetRole)
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@ -881,7 +882,7 @@ function SkillCaster:RoleViewBullet(combat, target)
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if compnet~=nil then
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--compnet.transform.localScale = Vector3.one * 3
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-- compnet.transform.sizeDelta = Vector2.New(1000, 1000)
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self.owner:PlaySpineAnim (compnet,0,"animation",true)
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self.owner:PlaySpineAnim (compnet,0,"attack",true)
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end
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-- go.transform.localPosition = startPos
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