Merge branch 'china/dev' into china/test
commit
6dc9993671
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@ -616,7 +616,9 @@ function BattleUtil.ApplyDamage(skill, atkRole, defRole, damage, bCrit, damageTy
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-- end
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-- damage = floor(max(damage * (1 + n / #arr - defRole:GetRoleData(RoleDataName.TeamDamageReduceFactor)), 0.3 * damage))
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-- end
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-- 计算护盾减伤
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damage = BattleUtil.CalShield(atkRole, defRole, damage,skill)
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--加入被动效果
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local damagingFunc = function(dmgDeduction)
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damage = damage - dmgDeduction
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@ -625,10 +627,6 @@ function BattleUtil.ApplyDamage(skill, atkRole, defRole, damage, bCrit, damageTy
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defRole.Event:DispatchEvent(BattleEventName.PassiveBeDamaging, damagingFunc, atkRole, damage, skill, dotType, bCrit)
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BattleLogic.Event:DispatchEvent(BattleEventName.PassiveDamaging, damagingFunc, atkRole, defRole, damage, skill, dotType, bCrit,damageType, dotType,isDirect)
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-- 计算护盾减伤
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damage = BattleUtil.CalShield(atkRole, defRole, damage,skill)
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-- 造成的最终伤害
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local damagingFunc = function(dmgDeduction)
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damage = damage - dmgDeduction
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@ -660,9 +658,14 @@ function BattleUtil.ApplyDamageNoPassive(skill, atkRole, defRole, damage, bCrit,
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end
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atkRole.Event:DispatchEvent(BattleEventName.PassiveDamaging, damagingFunc, defRole, damage, skill, dotType, bCrit,damageType, dotType,isDirect)
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defRole.Event:DispatchEvent(BattleEventName.PassiveBeDamaging, damagingFunc, atkRole, damage, skill, dotType, bCrit)
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BattleLogic.Event:DispatchEvent(BattleEventName.PassiveDamaging, damagingFunc, atkRole, defRole, damage, skill, dotType, bCrit,damageType, dotType,isDirect)
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atkRole.Event:DispatchEvent(BattleEventName.FinalDamage, damagingFunc, defRole, damage, skill, dotType, bCrit, damageType)
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defRole.Event:DispatchEvent(BattleEventName.FinalBeDamage, damagingFunc, atkRole, damage, skill, dotType, bCrit, damageType)
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defRole.Event:DispatchEvent(BattleEventName.FinalBeDamageEnd, damagingFunc, atkRole, damage, skill, dotType, bCrit, damageType,isDirect)
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BattleLogic.Event:DispatchEvent(BattleEventName.FinalDamage, damagingFunc, atkRole, defRole, damage, skill, dotType, bCrit, damageType)
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--
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return BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageType, dotType,isDirect)
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end
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@ -224,8 +224,11 @@ function this:OnOpen(_fightData, _fightType, _endFunc, _guideType,isChangeBGM)
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isBack = _fightType == BATTLE_TYPE.BACK --判定是否是战斗回放
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hadCounted = 0
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-- LogPink(fightType)
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this.BG:GetComponent("Image").sprite = this.spLoader:LoadSprite(BattleManager.GetBattleBg(fightType))
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if _fightData.bg then
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this.BG:GetComponent("Image").sprite = this.spLoader:LoadSprite(_fightData.bg)
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else
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this.BG:GetComponent("Image").sprite = this.spLoader:LoadSprite(BattleManager.GetBattleBg(fightType))
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end
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-- SoundManager.PlayMusic(SoundConfig.BGM_Battle_1, true, function()
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if not isChangeBGM then
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SoundManager.PlayMusic(SoundConfig.BGM_Battle_2, false)
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@ -412,6 +412,7 @@ function this.InitBattleEvent()
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BattleLogic.Event:AddEvent(BattleEventName.BattleEnd, this.EndBattle)
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BattleLogic.Event:AddEvent(BattleEventName.BattleOrderChange, this.BattleOrderChange)
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, this.BattleRoundChange)
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoundEnd, this.BattleRoundEnd)
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BattleLogic.Event:AddEvent(BattleEventName.RoleTurnStart, this.RoleTurnChange)
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BattleLogic.Event:AddEvent(BattleEventName.BattleStart, this.OnBattleStart)
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@ -426,6 +427,7 @@ function this.ClearBattleEvent()
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BattleLogic.Event:RemoveEvent(BattleEventName.BattleEnd, this.EndBattle)
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BattleLogic.Event:RemoveEvent(BattleEventName.BattleOrderChange, this.BattleOrderChange)
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BattleLogic.Event:RemoveEvent(BattleEventName.BattleRoundChange, this.BattleRoundChange)
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BattleLogic.Event:RemoveEvent(BattleEventName.BattleRoundEnd, this.BattleRoundEnd)
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BattleLogic.Event:RemoveEvent(BattleEventName.RoleTurnStart, this.RoleTurnChange)
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BattleLogic.Event:RemoveEvent(BattleEventName.BattleStart, this.OnBattleStart)
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end
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@ -507,6 +509,14 @@ function this.RoleTurnChange(role)
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end
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end
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-- 回合结束
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function this.BattleRoundEnd(Round)
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-- 回调UI层
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if this.root.BattleRoundEnd then
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this.root.BattleRoundEnd(Round)
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end
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end
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-- 回合变化
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function this.BattleRoundChange(Round)
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-- 回调UI层
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@ -695,6 +705,17 @@ function this.OnAddMonster(data)
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end
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end
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-- 遍历灵兽列表
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function this.ForeachMonster(func)
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for _, monster in pairs(tbMonster) do
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if func then
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func(monster)
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end
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end
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end
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-- 移除灵兽
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function this.OnRemoveMonster(data)
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local view = tbMonster[data]
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if view then
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@ -79,6 +79,33 @@ function GuideBattleLogic:OnBattleStart(func)
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end)
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end
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end
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function GuideBattleLogic:BattleRoundEnd(round)
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-- 没有就不引导了
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if not self.configList or #self.configList <= 0 then
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return
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end
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local _config = nil
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for _, con in ipairs(self.configList) do
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if con.Round == -3 and con.Camp == round then -- 战中第n回合触发
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_config = con
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break
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end
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end
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if not _config then
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return
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end
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-- 对话形式的引导
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if _config.TriggerType == 1 then
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BattleManager.SetGuidePause(true)
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local storyId = _config.TriggerId
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StoryManager.EventTrigger(storyId, function()
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BattleManager.SetGuidePause(false)
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end)
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end
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end
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-- 战斗结束
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function GuideBattleLogic:OnBattleEnd(func)
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-- 没有就不引导了
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if not self.configList or #self.configList <= 0 then
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@ -65,10 +65,12 @@ end
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--添加事件监听(用于子类重写)
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function this:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Player.OnChangeName, this.OnNameChange)
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end
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--移除事件监听(用于子类重写)
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function this:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Player.OnChangeName, this.OnNameChange)
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end
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function this:OnSortingOrderChange()
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@ -86,13 +88,13 @@ function this:OnOpen(_fightData, _endFunc, guideType)
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endFunc = _endFunc
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fightType = BATTLE_TYPE.Test --判定战斗类型
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if guideType == 1 then
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this.BG:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_zhandou_changjing_1005")
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if _fightData.bg then
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this.BG:GetComponent("Image").sprite = this.spLoader:LoadSprite(_fightData.bg)
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else
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this.BG:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_zhandou_changjing_2")
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this.BG:GetComponent("Image").sprite = this.spLoader:LoadSprite(BattleManager.GetBattleBg(fightType))
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end
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this.BtnGM:SetActive(true)
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this.BtnGM:SetActive(guideType ~= 3)
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this.ButtonLock:SetActive(false)
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this.BtnTimeScale:SetActive(false)
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this.damagePanel:SetActive(false)
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@ -182,7 +184,12 @@ function this.OnRoundChanged(round)
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--显示波次
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local curRound, maxRound = BattleLogic.GetCurRound()
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this.roundText.text = string.format(Language[10211], curRound, maxRound)
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end
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-- 回合结束
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function this.BattleRoundEnd(Round)
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-- 回调UI层
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GuideBattleLogic:BattleRoundEnd(Round)
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end
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-- 角色轮转回调
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@ -195,6 +202,29 @@ function this.OnUpdate()
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end
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-- 当改变姓名的时候
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function this.OnNameChange()
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if this.guideType == 3 and NameManager.roleSex ~= ROLE_SEX.BOY then
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BattleView.ForeachMonster(function(monster)
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if monster.role.position == 100 and monster.camp == 0 then
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-- 删除原来的
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GameObject.DestroyImmediate(monster.RoleLiveGO2)
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-- casting技能立绘 替换成女角色
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monster.livePath="live2d_npc_girl"
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monster.RoleLiveGO2 = poolManager:LoadLive(monster.livePath, monster.skillCastRoot.gameObject.transform.parent, Vector3.one, Vector3.zero)
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monster.RoleLiveGO2.transform:SetParent(monster.skillCastRoot.gameObject.transform)
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monster.RoleLiveGO2:GetComponent("RectTransform").anchoredPosition = Vector2.New(monster.offset[1], monster.offset[2])
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monster.RoleLiveGO2.transform.localScale = Vector3.one * monster.play_liveScale
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monster.RoleLiveGO2:SetActive(false)
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monster.RoleLiveGOGraphic2 = monster.RoleLiveGO2:GetComponent("SkeletonGraphic")
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monster.RoleLiveGOTran2 = monster.RoleLiveGO2:GetComponent("RectTransform")
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monster.RoleLiveGOGraphic2.AnimationState:SetAnimation(0, "idle", true)
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monster.RoleLiveGOTran2.sizeDelta = Vector2.New(1000, 1000)
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end
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end)
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end
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end
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--界面关闭时调用(用于子类重写)
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function this:OnClose()
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BattleView:OnClose()
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@ -146,8 +146,8 @@ function CreateNamePopup:BindEvent()
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this.curName = this.textName.text
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local callBack = function()
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if this.options then
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-- self:ClosePanel()
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StoryManager.StoryJumpType(this.options[1], self)
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self:ClosePanel()
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StoryManager.StoryJumpType(this.options[1], nil, this.callBackFunc)
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else
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PopupTipPanel.ShowTip(Language[10837])
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this:ClosePanel()
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@ -181,7 +181,7 @@ function CreateNamePopup:BindEvent()
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local callBack = function()
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if this.options then
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self:ClosePanel()
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StoryManager.StoryJumpType(this.options[1], self)
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StoryManager.StoryJumpType(this.options[1], nil, this.callBackFunc)
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-- 发送创建角色事件
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CustomEventManager.SendCustomEvents(FBSDKCustomEventType.CreateCharacter)
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CustomEventManager.SendCustomEvents(FBSDKCustomEventType.RoleLv,1)
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@ -301,6 +301,7 @@ function CreateNamePopup:OnOpen(...)
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this.eventId = args[2]
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this.showValues = args[3]
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this.options = args[4]
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this.callBackFunc = args[5]
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this.InitName()
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this.RefreshShow()
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end
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@ -5,6 +5,7 @@ local chapterDataConfig = ConfigManager.GetConfig(ConfigName.ChapterEventPointCo
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local chapterOptionData = ConfigManager.GetConfig(ConfigName.ChapterOptionConfig)
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local chapterTitleData = ConfigManager.GetConfig(ConfigName.LevelSetting)
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local dialogueSetData = ConfigManager.GetConfig(ConfigName.DialogueViewConfig)
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local FakeBattleNew = ConfigManager.GetConfig(ConfigName.FakeBattleNew)
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@ -49,14 +50,15 @@ function this.EventTrigger(eventId, callBack)
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UIManager.OpenPanel(UIName.StoryDialoguePanel, eventId, false)
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--UIManager.OpenPanel(UIName.StoryOptionPopup, eventId)
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elseif showType == 10 then -- 起名字界面
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UIManager.OpenPanel(UIName.CreateNamePopup, showType, eventId, showValues, options)
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UIManager.OpenPanel(UIName.CreateNamePopup, showType, eventId, showValues, options, callBack)
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elseif showType == 14 then -- 引导战斗
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local fdata, fseed = BattleManager.GetFakeBattleData(options[1])
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local testFightData = {
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fightData = fdata,
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fightSeed = fseed,
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fightType = BATTLE_SERVER_TYPE.StoryFight,
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maxRound = 20
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maxRound = 20,
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bg = FakeBattleNew[options[1]].BgName
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}
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local panel = UIManager.OpenPanel(UIName.GuideBattlePanel, testFightData, function()
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StoryManager.StoryJumpType(options[3])
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