敌方英雄显示修改
parent
66e79476a2
commit
707908f7c2
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@ -137,13 +137,13 @@ function EnemyView:onCreate(go, role, position, root, isBoss,enemyId)
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self.RoleSkillLiveGoTran2.localPosition = Vector2.New(0, 0)-- * 0.5
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self.RoleSkillLiveGoTran2.localPosition = Vector2.New(0, 0)-- * 0.5
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end
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end
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self.RoleSkillLiveGoTran2.localScale = combat2.CloseRangeHitScale==nil and Vector3.one or Vector3.New( combat2.CloseRangeHitScale[1]/1000, combat2.CloseRangeHitScale[2]/1000,1)
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self.RoleSkillLiveGoTran2.localScale = self.combat2.CloseRangeHitScale==nil and Vector3.New(10,10,1) or Vector3.New( self.combat2.CloseRangeHitScale[1]/1000, self.combat2.CloseRangeHitScale[2]/1000,1)
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self.RoleSkillLiveGoTran2.sizeDelta = Vector2.New(1000, 1000)
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self.RoleSkillLiveGoTran2.sizeDelta = Vector2.New(1000, 1000)
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self.RoleSkillLiveGoGraphic2 = self.RoleSkillLiveGo2:GetComponent("SkeletonGraphic")
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self.RoleSkillLiveGoGraphic2 = self.RoleSkillLiveGo2:GetComponent("SkeletonGraphic")
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self.RoleSkillLiveGoGraphic2.AnimationState.TimeScale=combat2.SkillTimeScale/1000
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self.RoleSkillLiveGoGraphic2.AnimationState.TimeScale=combat2.SkillTimeScale/1000
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-- local t= self.RoleLiveGOGraphic.SkeletonData.animations
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-- local t= self.RoleLiveGOGraphic.SkeletonData.animations
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self.RoleSkillLiveGoGraphic2.AnimationState:SetAnimation(0, "idle", true)
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self.RoleSkillLiveGoGraphic2.AnimationState:SetAnimation(0, "play_skill_self", true)
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self.RoleSkillLiveGo2:SetActive(true)
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self.RoleSkillLiveGo2:SetActive(false)
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end
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end
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-- casting技能立绘
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-- casting技能立绘
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self.RoleLiveGO2 = poolManager:LoadLive(self.livePath2, go.transform.parent, Vector3.one, Vector3.zero)
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self.RoleLiveGO2 = poolManager:LoadLive(self.livePath2, go.transform.parent, Vector3.one, Vector3.zero)
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@ -469,7 +469,12 @@ function EnemyView:PlaySpineAnim(gog, time, name, isLoop)
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local _complete = nil
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local _complete = nil
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_complete = function(state)
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_complete = function(state)
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gog.AnimationState.Complete = gog.AnimationState.Complete - _complete
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gog.AnimationState.Complete = gog.AnimationState.Complete - _complete
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gog.AnimationState:SetAnimation(0, "idle", true)
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if endWith(gog.gameObject.name,"skill") then
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gog.gameObject:SetActive(false)
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else
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gog.AnimationState:SetAnimation(0, "idle", true)
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end
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self.currAniName="idle"
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self.currAniName="idle"
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end
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end
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gog.AnimationState:ClearTracks() -- 清除上一个动画的影响(修复概率攻击动画播放错误的问题)
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gog.AnimationState:ClearTracks() -- 清除上一个动画的影响(修复概率攻击动画播放错误的问题)
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@ -496,9 +501,9 @@ function EnemyView:OnSkillPlay(type)
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-- end
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-- end
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local name="attack"
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local name="attack"
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local humanname="attack"
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local humanname="atk"
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if type and type==2 then
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if type and type==2 then
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humanname="skill"
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humanname="skill2"
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end
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end
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self:PlaySpineAnim(self.RoleLiveGOGraphic, 0, humanname, false)
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self:PlaySpineAnim(self.RoleLiveGOGraphic, 0, humanname, false)
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@ -507,7 +512,8 @@ function EnemyView:OnSkillPlay(type)
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elseif self.RoleSkillLiveGoGraphic~=nil then
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elseif self.RoleSkillLiveGoGraphic~=nil then
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-- name="skill"
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-- name="skill"
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self:PlaySpineAnim(self.RoleSkillLiveGoGraphic2, 0, name, false)
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self.RoleSkillLiveGo2:SetActive(true)
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self:PlaySpineAnim(self.RoleSkillLiveGoGraphic2, 0, "play_skill_self", false)
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end
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end
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end
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end
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@ -830,6 +836,7 @@ function EnemyView:OnDead()
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self.hpPassSlider.fillAmount = 0
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self.hpPassSlider.fillAmount = 0
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--死亡后不把怒气条显示清空,处理触发不灭怒气不足四点 怒气条清空 2021/09/01
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--死亡后不把怒气条显示清空,处理触发不灭怒气不足四点 怒气条清空 2021/09/01
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--self.rageSlider.fillAmount = 0
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--self.rageSlider.fillAmount = 0
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--self:PlaySpineAnim(self.RoleLiveGOGraphic, 0, "die", false)
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self.rageText.text = ""
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self.rageText.text = ""
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end
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end
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