Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev
commit
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textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
spriteSheet:
|
||||
serializedVersion: 2
|
||||
sprites: []
|
||||
outline: []
|
||||
physicsShape: []
|
||||
bones: []
|
||||
spriteID: 60bfa01510415f04aba870034d201e6d
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
spritePackingTag: FloatingViewAtlas
|
||||
pSDRemoveMatte: 0
|
||||
pSDShowRemoveMatteOption: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -337,11 +337,11 @@ MonoBehaviour:
|
|||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
m_Padding:
|
||||
m_Left: 0
|
||||
m_Left: 30
|
||||
m_Right: 0
|
||||
m_Top: 0
|
||||
m_Bottom: 0
|
||||
m_ChildAlignment: 4
|
||||
m_ChildAlignment: 3
|
||||
m_StartCorner: 0
|
||||
m_StartAxis: 0
|
||||
m_CellSize: {x: 150, y: 150}
|
||||
|
@ -992,7 +992,7 @@ GameObject:
|
|||
- component: {fileID: 2752680468297073756}
|
||||
- component: {fileID: 2373637757759864707}
|
||||
m_Layer: 5
|
||||
m_Name: ContinueGiftPanel
|
||||
m_Name: ContinuePackagePanel
|
||||
m_TagString: Untagged
|
||||
m_Icon: {fileID: 0}
|
||||
m_NavMeshLayer: 0
|
||||
|
|
|
@ -10059,7 +10059,7 @@ local passivityList = {
|
|||
return
|
||||
end
|
||||
local ishave=BattleLogic.BuffMgr:HasBuff(defRole,t1,function(buff)
|
||||
if t1==BuffName.SigilSign then
|
||||
if buff.Type==BuffName.SigilSign then
|
||||
return true
|
||||
end
|
||||
end)
|
||||
|
@ -10106,10 +10106,10 @@ local passivityList = {
|
|||
local v2=args[4]
|
||||
local t1=args[5]
|
||||
local t2=args[6]
|
||||
local OnBuffStart = function(buff1)
|
||||
local OnBuffStart = function(buff)
|
||||
-- BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime, function ()
|
||||
local buff={}
|
||||
buff=buff1
|
||||
|
||||
-- buff=buff1
|
||||
if buff.skill==nil or buff.skill.type~=BattleSkillType.Special then
|
||||
return
|
||||
end
|
||||
|
@ -10127,16 +10127,11 @@ local passivityList = {
|
|||
local buffTarget={}
|
||||
buffTarget=buff.target
|
||||
if add>0 then
|
||||
-- local buff = Buff.Create(caster, BuffName.DOT, i1, 1, dot, floor(damage))
|
||||
-- buff.skill=skill
|
||||
-- buff.isRealDamage = true
|
||||
local newBuff={}
|
||||
newBuff=buff
|
||||
newBuff.skill=nil
|
||||
newBuff.caster=role
|
||||
for i = 1, add do
|
||||
|
||||
buffTarget:AddBuff(newBuff)
|
||||
local newBuff = Buff.Create(buff.caster, BuffName.DOT, buff.duration, 1,1,buff.damagePro)
|
||||
newBuff.skill=nil
|
||||
newBuff.isRealDamage=true
|
||||
buff.target:AddBuff(newBuff)
|
||||
end
|
||||
end
|
||||
--end)
|
||||
|
|
|
@ -9,8 +9,12 @@ end
|
|||
|
||||
local onRageChange=function(caster,target,func,type,value)
|
||||
|
||||
local buff=Buff.Create(caster,BuffName.Control,1,7)
|
||||
target:AddBuff(buff)
|
||||
-- local buff=Buff.Create(caster,BuffName.Control,1,7)
|
||||
-- target:AddBuff(buff)
|
||||
if type==CountTypeName.Sub and target.camp~=caster.camp then
|
||||
BattleUtil.RandomControl(0.5,7,caster,target,1)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
local onSkillCast=function(skill)
|
||||
|
|
|
@ -16,7 +16,6 @@ function DOT:SetData(...)
|
|||
-- self.cover = false
|
||||
-- self.layer = nil
|
||||
--end
|
||||
|
||||
-- 刷新排序等级
|
||||
self.sort = 2
|
||||
-- if self.damageType == 3 then -- 流血buff在行动之后刷新
|
||||
|
|
|
@ -12,8 +12,8 @@ local BuffTypeToConfigType = {
|
|||
[BuffName.Exile] = 9,
|
||||
[BuffName.Blood] = 10,
|
||||
[BuffName.BanBlood] = 11,
|
||||
[BuffName.SigilSign] = 13,
|
||||
[BuffName.CommonSign] = 14,
|
||||
[BuffName.SigilSign] = 12,
|
||||
[BuffName.CommonSign] = 13,
|
||||
}
|
||||
local function _GetPropChangeBuffCType(pName)
|
||||
for cType, pn in ipairs(BattlePropList) do
|
||||
|
@ -216,7 +216,7 @@ function BuffCtrl:AddBuffIcon(buff, icon)
|
|||
end
|
||||
--持续伤害类型,伤害系数
|
||||
elseif buffType==BuffName.DOT then
|
||||
if self.BuffIconList[key].buffDamageType==currBuff.damageType and self.BuffIconList[key].buffDamageFactor==currBuff.damageFactor then
|
||||
if self.BuffIconList[key].buffDamageType==currBuff.damageType and self.BuffIconList[key].buffDamageFactor==currBuff.damagePro then
|
||||
self.BuffIconList[key]:SetCount(self.BuffIconList[key].count+1)
|
||||
return
|
||||
end
|
||||
|
@ -291,7 +291,7 @@ function BuffCtrl:RemoveBuffIcon(buff)
|
|||
end
|
||||
--持续伤害类型,伤害系数
|
||||
elseif buffType == BuffName.DOT then
|
||||
if self.BuffIconList[key].buffDamageType==buff.damageType and self.BuffIconList[key].buffDamageFactor==buff.damageFactor then
|
||||
if self.BuffIconList[key].buffDamageType==buff.damageType and self.BuffIconList[key].buffDamageFactor==buff.damagePro then
|
||||
if floor==1 then
|
||||
self.BuffIconList[key]:Dispose()
|
||||
self.BuffIconList[key] = nil
|
||||
|
|
|
@ -11,7 +11,7 @@ function BuffView.New(go, buff, icon)
|
|||
instance.buffValue = buff.Value
|
||||
instance.buffCt = buff.changeType
|
||||
instance.buffDamageType = buff.damageType
|
||||
instance.buffDamageFactor = buff.damageFactor
|
||||
instance.buffDamageFactor = buff.damagePro
|
||||
instance.buffCtrlType = buff.ctrlType
|
||||
instance.healValue = buff.healValue
|
||||
instance.immuneType = buff.immuneType
|
||||
|
|
Loading…
Reference in New Issue