英雄属性添加时空英雄属性
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7da600c422
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7c2598c7e7
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@ -238,6 +238,8 @@ RoleDataName = {
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DaoReduce = indexAdd(), --道系伤害减免
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CritDamageReduce = indexAdd(), --暴击伤害减免
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InitRage = indexAdd(), --初始怒气值
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KongBonus = indexAdd(), --时空系伤害加成
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KongReduce = indexAdd(), --时空系伤害减免
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}
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-- 战斗表属性id对应战斗中属性数据
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@ -266,6 +268,8 @@ BattlePropList = {
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RoleDataName.FoReduce,
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RoleDataName.YaoReduce,
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RoleDataName.DaoReduce,
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RoleDataName.KongBonus,
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RoleDataName.KongReduce,
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RoleDataName.CritDamageReduce,
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}
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@ -388,7 +392,8 @@ BattleRoleElementType = {
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REN = 1,
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FO = 2,
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YAO = 3,
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DAO = 4
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DAO = 4,
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Kong = 5,
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}
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BattleArtFontType = {
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@ -406,11 +411,13 @@ BattleMieProp = {
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[BattleRoleElementType.REN] = RoleDataName.RenBonus,
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[BattleRoleElementType.FO] = RoleDataName.FoBonus,
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[BattleRoleElementType.YAO] = RoleDataName.YaoBonus,
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[BattleRoleElementType.DAO] = RoleDataName.DaoBonus
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[BattleRoleElementType.DAO] = RoleDataName.DaoBonus,
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[BattleRoleElementType.Kong] = RoleDataName.KongBonus
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}
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BattleKangProp = {
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[BattleRoleElementType.REN] = RoleDataName.RenReduce,
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[BattleRoleElementType.FO] = RoleDataName.FoReduce,
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[BattleRoleElementType.YAO] = RoleDataName.YaoReduce,
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[BattleRoleElementType.DAO] = RoleDataName.DaoReduce
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[BattleRoleElementType.DAO] = RoleDataName.DaoReduce,
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[BattleRoleElementType.Kong] = RoleDataName.KongReduce
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}
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@ -7,8 +7,8 @@ local function isFactor(name)
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end
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function RoleData.New()
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local instance = {role=0, data={0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0},
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orginData={0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0}}
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local instance = {role=0, data={0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0},
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orginData={0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0}}
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setmetatable(instance, RoleData)
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return instance
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end
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@ -199,7 +199,7 @@ function EnemyView:onCreate(go, role, position, root, isBoss,enemyId)
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self.URoleProperty = URoleProperty
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self.URoleProperty.uid = role.uid
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role.data:Foreach(function (name, value)
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self.URoleProperty:AddProperty(name, value)
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--self.URoleProperty:AddProperty(name, value)
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end)
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end
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@ -313,7 +313,7 @@ function EnemyView:Update()
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if IsOpenBattleDebug then
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self.role.data:Foreach(function (name, value)
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self.URoleProperty:SetValue(name, value)
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--self.URoleProperty:SetValue(name, value)
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end)
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end
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end
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@ -107,7 +107,7 @@ function MonsterView:onCreate(go, role, position, root)
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self.URoleProperty = URoleProperty
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self.URoleProperty.uid = role.uid
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role.data:Foreach(function (name, value)
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self.URoleProperty:AddProperty(name, value)
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--self.URoleProperty:AddProperty(name, value)
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end)
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end
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self.combat=nil
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@ -121,7 +121,7 @@ end
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function MonsterView:Update()
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if IsOpenBattleDebug then
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self.role.data:Foreach(function (name, value)
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self.URoleProperty:SetValue(name, value)
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--self.URoleProperty:SetValue(name, value)
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end)
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end
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end
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@ -257,8 +257,15 @@ function PlayerView:onCreate(go, role, position, root)
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end
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self.URoleProperty = URoleProperty
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self.URoleProperty.uid = role.uid
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-- local bbb={}
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-- bbb=self.URoleProperty:GetNames()
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-- --LogError("# aaa len=="..#bbb)
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-- for key, value in pairs(bbb) do
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-- LogError("# aaa i=="..value)
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-- end
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role.data:Foreach(function (name, value)
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self.URoleProperty:AddProperty(name, value)
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--self.URoleProperty:AddProperty(name, value)
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end)
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end
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@ -366,7 +373,7 @@ function PlayerView:Update()
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if IsOpenBattleDebug then
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self.role.data:Foreach(function (name, value)
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self.URoleProperty:SetValue(name, value)
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--self.URoleProperty:SetValue(name, value)
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end)
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end
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end
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@ -195,7 +195,7 @@ function RoleView:onCreate(go, role, position, root)
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self.URoleProperty = URoleProperty
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self.URoleProperty.uid = role.uid
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role.data:Foreach(function (name, value)
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self.URoleProperty:AddProperty(name, value)
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--self.URoleProperty:AddProperty(name, value)
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end)
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end
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@ -294,7 +294,7 @@ function RoleView:Update()
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if IsOpenBattleDebug then
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self.role.data:Foreach(function (name, value)
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self.URoleProperty:SetValue(name, value)
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--self.URoleProperty:SetValue(name, value)
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end)
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end
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end
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@ -117,7 +117,7 @@ end
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function WeaponView:Update()
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if IsOpenBattleDebug then
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self.role.data:Foreach(function (name, value)
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self.URoleProperty:SetValue(name, value)
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--self.URoleProperty:SetValue(name, value)
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end)
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end
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end
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@ -29,6 +29,7 @@ function LikeAbilityPanel:InitComponent()
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if tabsImg[i + 1] then
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Util.GetGameObject(tabs[i], "Image"):GetComponent("Image").sprite = self.spLoader:LoadSprite(tabsImg[i + 1])
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end
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tabs[i]:SetActive(true)
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end
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self.selectBtn = Util.GetGameObject(self.btnPrant, "selectBtn")
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