Merge branch 'china/dev-c-battle' into china/dev

dev_chengFeng
wangzhenxing 2021-07-03 14:18:37 +08:00
commit 802f41cadd
35 changed files with 1208 additions and 305 deletions

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@ -20,7 +20,7 @@ Material:
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m_Offset: {x: 0, y: 0}
m_Floats: []

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@ -1,9 +1,9 @@
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@ -218,7 +218,11 @@ function BuffManager:GetAllBuffByFunc(checkFunc)
end
function BuffManager:HasBuff(target, type, checkFunc)
function BuffManager:HasBuff(target, type, checkFunc,caster,dotType)
--如果当前是判断燃烧buff and 当前目标是攻击的主目标则直接返回true
if type== BuffName.DOT and caster and dotType and dotType==1 and caster.curMainTarget==target then
return true
end
if self.buffDic.kvList[type] then
local buffList = self.buffDic.kvList[type]
for i=1, buffList.size do
@ -251,6 +255,7 @@ function BuffManager:ClearBuff(target, func)
end
buff:OnEnd()
buff.target.Event:DispatchEvent(BattleEventName.BuffEnd, buff)
BattleLogic.Event:DispatchEvent(BattleEventName.BuffEnd, buff)
putBuff(buff)
list:Remove(idx)
else
@ -319,6 +324,7 @@ function BuffManager:Update()
buffList:Add(buff)
buff:OnStart()
buff.target.Event:DispatchEvent(BattleEventName.BuffStart, buff)
BattleLogic.Event:DispatchEvent(BattleEventName.BuffStart, buff)
end
-- 清除过期buff
@ -331,6 +337,7 @@ function BuffManager:Update()
if buff.disperse then
buff:OnEnd()
buff.target.Event:DispatchEvent(BattleEventName.BuffEnd, buff)
BattleLogic.Event:DispatchEvent(BattleEventName.BuffEnd, buff)
putBuff(buff)
buffList:Remove(index)
else

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@ -391,7 +391,7 @@ local effectList = {
local f3 = args[6]
BattleLogic.WaitForTrigger(interval, function ()
BattleUtil.CalDamage(skill, caster, target, dt, f1)
if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function (buff) return dot == 0 or buff.damageType == dot end) then
if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function (buff) return dot == 0 or buff.damageType == dot end,caster,dot) then
BattleUtil.RandomControl(f1, ct, caster, target, f3)
end
end)
@ -404,7 +404,7 @@ local effectList = {
local dot = args[3]
local f2 = args[4]
BattleLogic.WaitForTrigger(interval, function ()
if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function (buff) return dot == 0 or buff.damageType == dot end) then
if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function (buff) return dot == 0 or buff.damageType == dot end,caster,dot) then
f1 = f1*(1+f2)
end
BattleUtil.CalDamage(skill, caster, target, dt, f1)
@ -445,7 +445,7 @@ local effectList = {
local trigger = function(defRole, damageFunc, damage)
if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function (buff)
return dot == 0 or buff.damageType == dot
end) then
end,caster,dot) then
damage = damage + floor(damage * f1)
end
damageFunc(damage)
@ -486,7 +486,7 @@ local effectList = {
local f2 = args[4]
caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, skill, target)
BattleLogic.WaitForTrigger(interval, function ()
if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function (buff) return dot == 0 or buff.damageType == dot end) then
if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function (buff) return dot == 0 or buff.damageType == dot end,caster,dot) then
f1 = f1*(1+f2)
end
BattleUtil.CalDamage(skill, caster, target, dt, f1)
@ -2027,7 +2027,7 @@ local effectList = {
caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, skill, target)
BattleLogic.WaitForTrigger(interval, function ()
local OnPassiveDamaging = function(damagingFunc, defRole, damage)
if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function (buff) return dot == 0 or buff.damageType == dot end) then
if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function (buff) return dot == 0 or buff.damageType == dot end,caster,dot) then
if damagingFunc then
damagingFunc(-floor(damage * f2))
end
@ -2072,7 +2072,7 @@ local effectList = {
caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, skill, target)
BattleLogic.WaitForTrigger(interval, function ()
local isSecKill = false
if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function (buff) return dot == 0 or buff.damageType == dot end) then
if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function (buff) return dot == 0 or buff.damageType == dot end,caster,dot) then
-- 检测被动技能对秒杀参数得影响
f2, f3 = BattleUtil.CheckSeckill(f2, f3, caster, target)
--
@ -2204,7 +2204,7 @@ local effectList = {
-- caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, skill, target)
BattleLogic.WaitForTrigger(interval, function ()
BattleUtil.CalDamage(skill, caster, target, dt, f1)
if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function (buff) return dot == 0 or buff.damageType == dot end) then
if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function (buff) return dot == 0 or buff.damageType == dot end,caster,dot) then
BattleUtil.RandomControl(f2, ct, caster, target, f3)
end
end)
@ -2220,7 +2220,7 @@ local effectList = {
caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, skill, target)
BattleLogic.WaitForTrigger(interval, function ()
local index, tran
if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function(buff) return buff.damageType == dot end) then
if BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function(buff) return buff.damageType == dot end,caster,dot) then
index, tran = caster:AddPropertyTransfer(RoleDataName.Crit, f2, RoleDataName.Crit, 1)
end
BattleUtil.CalDamage(skill, caster, target, dt, f1)

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@ -27,6 +27,7 @@ local allEnemyDamage=0
--关卡星级记录
local levelStarRecord
local hardStageId =0
local insertSkillRole=nil
--是否开启战斗日志
BattleLogic.IsOpenBattleRecord = false
--逻辑帧频
@ -53,6 +54,7 @@ function BattleLogic.Init(data, _userData, maxRound)
fightData = data
userData = _userData
hardStageId=data.nodeId
insertSkillRole=nil
BattleLogic.CurOrder = 0
BattleLogic.TotalOrder = #data.enemyData
BattleLogic.Clear()
@ -195,6 +197,8 @@ function BattleLogic.GetCurTurn()
return CurCamp, CurSkillPos[CurCamp]
end
-- 设置是否是debug
function BattleLogic.SetIsDebug(isDebug)
_IsDebug = isDebug
@ -267,7 +271,9 @@ function BattleLogic.TurnRound(debugTurn)
--轮数变化后延时0.2秒用于初始化监听回合数被动的初始化
BattleLogic.WaitForTrigger(0.2,function()
-- 切换阵营
CurCamp = (CurCamp + 1) % 2
if not insertSkillRole then
CurCamp = (CurCamp + 1) % 2
end
BattleLogic.CheckBattleLogic()
end)
end)
@ -284,29 +290,51 @@ function BattleLogic.CheckBattleLogic()
"Camp Change",
"camp", CurCamp
)
-- 当前阵营下一释放技能的位置
local cpos = CurSkillPos[CurCamp] + 1
-- 找到下一个释放技能的人
local SkillRole
for p = cpos, 6 do
-- 保存当前位置
CurSkillPos[CurCamp] = p
-- 自己阵营中的位置 + 自己阵营的ID * 6 = 自己在PosList中的位置
local role = RoleManager.GetRole(CurCamp, p) --PosList[p + (CurCamp * 6)]
--角色如果被放逐不能行动 by:wangzhenxing 2020/12/23 11:35
if role and not role:IsRealDead() and not role.isExile then
SkillRole = role
break
end
-- 如果当前位置不能释放技能也需要走buff轮转
BattleLogic.BuffMgr:TurnUpdate(1) -- 计算恢复血量
BattleLogic.BuffMgr:TurnUpdate(2) -- 计算持续伤害(除去流血)
BattleLogic.BuffMgr:TurnUpdate(3) -- 计算持续伤害(流血)
BattleLogic.BuffMgr:TurnUpdate(4) -- 计算其他buff
BattleLogic.BuffMgr:PassUpdate() -- 计算buff轮数
BattleLogic.BuffMgr:PassUpdateNoDead() -- 计算buff不灭
local lastPos
--如果有插入行动的英雄,就先让插入的英雄行动
if insertSkillRole then
SkillRole =insertSkillRole
insertSkillRole=nil
--记录下正常执行行动的英雄的位置,插入英雄行动完,再按照正常顺序执行
lastPos=CurSkillPos[CurCamp]
CurSkillPos[CurCamp]=SkillRole.position
-- 如果当前位置不能释放技能也需要走buff轮转
BattleLogic.BuffMgr:TurnUpdate(1) -- 计算恢复血量
BattleLogic.BuffMgr:TurnUpdate(2) -- 计算持续伤害(除去流血)
BattleLogic.BuffMgr:TurnUpdate(3) -- 计算持续伤害(流血)
BattleLogic.BuffMgr:TurnUpdate(4) -- 计算其他buff
BattleLogic.BuffMgr:PassUpdate() -- 计算buff轮数
BattleLogic.BuffMgr:PassUpdateNoDead() -- 计算buff不灭
CurSkillPos[CurCamp]=lastPos
end
if not SkillRole then
-- 当前阵营下一释放技能的位置
local cpos = CurSkillPos[CurCamp] + 1
for p = cpos, 6 do
-- 保存当前位置
CurSkillPos[CurCamp] = p
-- 自己阵营中的位置 + 自己阵营的ID * 6 = 自己在PosList中的位置
local role = RoleManager.GetRole(CurCamp, p) --PosList[p + (CurCamp * 6)]
--角色如果被放逐不能行动 by:wangzhenxing 2020/12/23 11:35
if role and not role:IsRealDead() and not role.isExile then
SkillRole = role
break
end
-- 如果当前位置不能释放技能也需要走buff轮转
BattleLogic.BuffMgr:TurnUpdate(1) -- 计算恢复血量
BattleLogic.BuffMgr:TurnUpdate(2) -- 计算持续伤害(除去流血)
BattleLogic.BuffMgr:TurnUpdate(3) -- 计算持续伤害(流血)
BattleLogic.BuffMgr:TurnUpdate(4) -- 计算其他buff
BattleLogic.BuffMgr:PassUpdate() -- 计算buff轮数
BattleLogic.BuffMgr:PassUpdateNoDead() -- 计算buff不灭
end
end
-- 如果找不到下一个人,直接交换阵营
if not SkillRole then
BattleLogManager.Log( "No Skill Position" )
@ -363,6 +391,9 @@ function BattleLogic.WaitForTrigger(delayTime, action)
tbActionList:Add(item)
end
function BattleLogic.InsertSkillRole(role)
insertSkillRole=role
end
function BattleLogic.CurFrame()
return curFrame

View File

@ -8,13 +8,29 @@ function NoDead:SetData(...)
self.cover = true --控制效果可被覆盖
-- 刷新排序等级
self.sort = 4
self.recordDamage=0
end
-- 伤害降低
function NoDead:onPassiveDamaging(func, target, damage, skill)
if skill and skill.type == BattleSkillType.Special then
local dd = BattleUtil.CountValue(damage, self.damageFactor, self.factorCT) - damage
if func then func(-math.floor(BattleUtil.ErrorCorrection(dd))) end
if func then
func(-math.floor(BattleUtil.ErrorCorrection(dd))-self.recordDamage)
end
end
end
-- 记录承受伤害
function NoDead:OnRoleBeHit(atkRole, damage, bCrit, finalDmg, damageType, skill,isDirect)
if skill and (skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra or skill.type==BattleSkillType.DeadSkill ) and atkRole.camp~=self.target.camp then
self.recordDamage=self.recordDamage+math.floor(damage*0.1)
end
end
function NoDead:OnSkillCastEnd(skill)
if skill and (skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra ) then
self.recordDamage=0
end
end
@ -22,6 +38,10 @@ end
function NoDead:OnStart()
--
self.target.Event:AddEvent(BattleEventName.PassiveDamaging, self.onPassiveDamaging, self)
self.target.Event:AddEvent(BattleEventName.SkillCastEnd,self.OnSkillCastEnd,self)
if self.target.star>=11 then
self.target.Event:AddEvent(BattleEventName.RoleBeHit,self.OnRoleBeHit,self)
end
self.target:SetDeadFilter(false)
self.target:SetReliveFilter(self.isCanRelive)
@ -36,7 +56,12 @@ end
--效果结束时调用一次
function NoDead:OnEnd()
self.target.Event:AddEvent(BattleEventName.PassiveDamaging, self.onPassiveDamaging, self)
self.target.Event:RemoveEvent(BattleEventName.PassiveDamaging, self.onPassiveDamaging, self)
self.target.Event:RemoveEvent(BattleEventName.SkillCastEnd,self.OnSkillCastEnd,self)
if self.target.star>=11 then
self.target.Event:RemoveEvent(BattleEventName.RoleBeHit,self.OnRoleBeHit,self)
end
--self.target.Event
self.target:SetDeadFilter(true)
-- self.target:SetIsCanAddSkill(false)

View File

@ -126,15 +126,95 @@ local _ConditionConfig = {
[13]=function(condition)
local v1 = condition[1]
local v2 = condition[2]
local list=HardStageEventManager.GetCtrlNumList()
if list and list[v1] then
if list[v1]>=v2 then
return 1
end
if list then
if v1==0 then
local num=0
for key, value in pairs(list) do
num=num+value
end
if num>=v2 then
return 1
end
else
if list[v1] and list[v1]>=v2 then
return 1
end
end
end
return 0
end,
--持续伤害[a]杀死[b]人
--a[int 0:所有 1:燃烧 2:毒死]
[14]=function(condition)
local v1 = condition[1]
local v2 = condition[2]
local firing,poison=HardStageEventManager.GetDotDieNum()
if v1==0 then
if firing+poison>=v2 then
return 1
end
end
if v1==1 then
if firing>=v2 then
return 1
end
elseif v1==2 then
if poison>=v2 then
return 1
end
end
return 0
end,
--追击击杀[a]人,击杀[b]号位敌方(填b 就不会判断 a)
--a[int] b[int]
[15]=function(condition)
local v1 = condition[1]
local v2 = condition[2]
local list=HardStageEventManager.GetAddSkillDieList()
if v2 then
local isHave=BattleUtil.ChecklistIsContainValue(list,v2)
if isHave then
return 1
else
return 0
end
else
local num=BattleUtil.LengthOfTable(list)
if num>=v1 then
return 1
end
end
return 0
end,
--回复血量[a]次
[16]=function(condition)
local v1=condition[1]
local time=HardStageEventManager.GetAllTreatTime()
if time>=v1 then
return 1
end
return 0
end,
--第[a]个击杀敌方[b]号位
--a[int 0:是最后],b[int]
[17]=function(condition)
local v1=condition[1]
local v2=condition[2]
local list=HardStageEventManager.GetDeadSortList()
local isHave=BattleUtil.ChecklistIsContainValue(list,v2)
if not isHave then
return 0
end
if v1==0 then
v1=#list
end
if list[v1]==v2 then
return 1
end
return 0
end,
}

View File

@ -12,18 +12,35 @@ local recordAddKill
local seckKillNum=0
--控制次数集合
local ctrlNumList
--毒死的人数
local poisonDieNum=0
--烧死的人数
local firingDieNum=0
local allTreatTime=0
--追击技能击杀任务集合
local addSkillDieList
--死亡顺序集合
local deadSortList
function this.Init()
recordRound=1
roundDamage=0
seckKillNum=0
CurRound=0
poisonDieNum=0
firingDieNum=0
allTreatTime=0
recordRoundDamage={}
recordAddKill={}
ctrlNumList={}
addSkillDieList={}
deadSortList={}
BattleLogic.Event:AddEvent(BattleEventName.RecordDamage,this.OnRecordDamage)
BattleLogic.Event:AddEvent(BattleEventName.Seckill,this.OnSeckill)
BattleLogic.Event:AddEvent(BattleEventName.BuffRoundChange,this.OnRoundChange)
BattleLogic.Event:AddEvent(BattleEventName.RecordBuff,this.OnBuffAdd)
BattleLogic.Event:AddEvent(BattleEventName.BattleRoleDead,this.OnRoleDead)
BattleLogic.Event:AddEvent(BattleEventName.BuffStart,this.OnBuffStar)
BattleLogic.Event:AddEvent(BattleEventName.RecordTreat,this.OnRecordTreat)
end
function this.ClearEvent()
@ -31,6 +48,65 @@ function this.ClearEvent()
BattleLogic.Event:RemoveEvent(BattleEventName.Seckill,this.OnSeckill)
BattleLogic.Event:RemoveEvent(BattleEventName.BuffRoundChange,this.OnRoundChange)
BattleLogic.Event:RemoveEvent(BattleEventName.RecordBuff,this.OnBuffAdd)
BattleLogic.Event:RemoveEvent(BattleEventName.BattleRoleDead,this.OnRoleDead)
BattleLogic.Event:RemoveEvent(BattleEventName.BuffStart,this.OnBuffStar)
BattleLogic.Event:AddEvent(BattleEventName.RecordTreat,this.OnRecordTreat)
end
--记录治疗
function this.OnRecordTreat(castRole,targetRole,baseTreat)
if targetRole.camp~=0 then
return
end
allTreatTime=allTreatTime+1
end
function this.GetAllTreatTime()
return allTreatTime
end
--buff被添加
function this.OnBuffStar(buff)
if not buff then
return
end
end
--某人死亡
function this.OnRoleDead(defRole, atkRole,skill,damageType)
if defRole.camp==0 then
return
end
table.insert(deadSortList,defRole.position)
--追击击杀敌方数据
if skill and skill.isAdd then
table.insert(addSkillDieList,defRole.position)
end
if defRole.camp==1 and damageType and damageType~=0 then
if damageType==1 then
firingDieNum=firingDieNum+1
elseif damageType==2 then
poisonDieNum=poisonDieNum+1
end
end
end
--获取死亡顺序集合
function this.GetDeadSortList()
return deadSortList
end
--获取追加技能击杀的敌方集合
function this.GetAddSkillDieList()
return addSkillDieList
end
--获取持续伤害死亡的人数
function this.GetDotDieNum()
return firingDieNum,poisonDieNum
end
--buff添加成功

View File

@ -81,7 +81,7 @@ BattleEventName = {
BeHitMiss = indexAdd(),
CritDamageReduceFactor = indexAdd(), -- 暴击伤害减免系数
SkillCastBefore = indexAdd(), -- 技能攻击前再往前
SkillCast = indexAdd(), -- 技能攻击前
SkillCastEnd = indexAdd(), -- 技能攻击结束
BeSkillCast = indexAdd(), -- 被技能攻击前
@ -168,6 +168,8 @@ BattleEventName = {
RoleExileEnd = indexAdd(),--角色放逐结束
RoleAddBuffFail = indexAdd(),--角色添加buff失败
RecordRageChange = indexAdd(), -- 怒气改变时
ActionOperateAngerAfter =indexAdd(),--角色行动操作怒气后
HitRoleInBurn = indexAdd(), --击中在燃烧状态得敌人
}
BattleMaxFrame = 1000000

View File

@ -327,7 +327,7 @@ function BattleUtil.ChooseTarget(role, chooseId)
elseif chooseLimit == 4 then -- 处于灼烧状态
local tempArr = {}
for i = 1, #arr do
if BattleLogic.BuffMgr:HasBuff(arr[i], BuffName.DOT, function (buff) return buff.damageType == DotType.Burn end) then
if BattleLogic.BuffMgr:HasBuff(arr[i], BuffName.DOT, function (buff) return buff.damageType == DotType.Burn end,role,1) then
table.insert(tempArr, arr[i])
end
end
@ -592,9 +592,9 @@ function BattleUtil.ApplyDamage(skill, atkRole, defRole, damage, bCrit, damageTy
local damagingFunc = function(dmgDeduction)
damage = damage - dmgDeduction
end
atkRole.Event:DispatchEvent(BattleEventName.PassiveDamaging, damagingFunc, defRole, damage, skill, dotType, bCrit)
atkRole.Event:DispatchEvent(BattleEventName.PassiveDamaging, damagingFunc, defRole, damage, skill, dotType, bCrit,damageType, dotType,isDirect)
defRole.Event:DispatchEvent(BattleEventName.PassiveBeDamaging, damagingFunc, atkRole, damage, skill, dotType, bCrit)
BattleLogic.Event:DispatchEvent(BattleEventName.PassiveDamaging, damagingFunc, atkRole, defRole, damage, skill, dotType, bCrit)
BattleLogic.Event:DispatchEvent(BattleEventName.PassiveDamaging, damagingFunc, atkRole, defRole, damage, skill, dotType, bCrit,damageType, dotType,isDirect)
-- 计算护盾减伤
@ -624,9 +624,10 @@ function BattleUtil.CalRage(caster, target, value, countType)
then
return
end
local lastRage=target.Rage
-- 操作怒气
local deltaRage = target:AddRage(value, countType)
BattleLogic.Event:DispatchEvent(BattleEventName.RecordRageChange, caster, target, deltaRage,countType,value,lastRage)
-- 用于记录统计
BattleLogic.Event:DispatchEvent(BattleEventName.RecordRage, caster, target, deltaRage)
end
@ -681,7 +682,7 @@ function BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageTy
defRole:SetDead()
defRole.Event:DispatchEvent(BattleEventName.RoleDead, atkRole)
atkRole.Event:DispatchEvent(BattleEventName.RoleKill, defRole,skill)
BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoleDead, defRole, atkRole,skill)
BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoleDead, defRole, atkRole,skill,dotType)
end
atkRole.Event:DispatchEvent(BattleEventName.RoleDamage, defRole, damage, bCrit, finalDmg, damageType, dotType, skill)
@ -695,6 +696,10 @@ function BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageTy
if skill then
atkRole.Event:DispatchEvent(BattleEventName.RoleHit, defRole, damage, bCrit, finalDmg, damageType, skill,isDirect)
defRole.Event:DispatchEvent(BattleEventName.RoleBeHit, atkRole, damage, bCrit, finalDmg, damageType, skill,isDirect)
--如果目标是主燃烧目标 or 目标身上有燃烧效果
if atkRole.curMainTarget==defRole or BattleLogic.BuffMgr:HasBuff(defRole, BuffName.DOT,function(buff) return buff.damageType == 1 end) then
atkRole.Event:DispatchEvent(BattleEventName.HitRoleInBurn,skill,defRole)
end
end
--如果不是技能带的伤害,并且是直接伤害就,,,,,
--用于处理不触发特性并且是直接伤害的伤害 isDirect 暂时先为bool值后期可根据需求做修改扩展 by:王振兴 2020/10/12 16:18
@ -933,6 +938,9 @@ end
--获取table的长度
function BattleUtil.LengthOfTable(table)
if not table then
return 0
end
local length = 0
for i, v in pairs(table) do
length = length + 1

View File

@ -83,6 +83,7 @@ function RoleLogic:Init(uid, data, position)
self.ignoreShara = false --忽略敌方分摊
self.type = BattleUnitType.Role
self.isNormalAttackAddRage=true --普攻是否回复怒气
self.curMainTarget=nil --当前主目标
self.passiveList = {}
if data.passivity and #data.passivity > 0 then
table.sort(data.passivity,function(a,b)return a[1] < b[1] end)
@ -214,7 +215,7 @@ function RoleLogic:AddRage(value, type)
elseif type == 4 then --乘减算(百分比属性减算)
delta = -floor(value * self.SuperSkillRage)
end
self.Event:DispatchEvent(BattleEventName.RoleRageChange, delta)
self.Event:DispatchEvent(BattleEventName.RoleRageChange, delta,self.Rage)
--怒气值不可为负值
self.Rage = max(self.Rage + delta, 0)
@ -335,6 +336,7 @@ function RoleLogic:SkillCast(skill, func)
-- 角色不可用直接结束技能释放
if not skill or not self:IsAvailable() then
self.Event:DispatchEvent(BattleEventName.ActionOperateAngerAfter,self)
_CastDone()
return
end
@ -355,6 +357,7 @@ function RoleLogic:SkillCast(skill, func)
self.Rage = self.Rage + grow
end
-- 释放完成
self.Event:DispatchEvent(BattleEventName.ActionOperateAngerAfter,self)
_CastDone()
end
-- 释放普技
@ -366,6 +369,7 @@ function RoleLogic:SkillCast(skill, func)
if skill.isRage then
if self.Rage < self.SuperSkillRage then
-- 怒气值不足不能释放技能
self.Event:DispatchEvent(BattleEventName.ActionOperateAngerAfter,self)
_CastDone()
return
end
@ -385,12 +389,13 @@ function RoleLogic:SkillCast(skill, func)
self.Rage = self.Rage - costRage
end)
end
self.Event:DispatchEvent(BattleEventName.ActionOperateAngerAfter,self)
-- 释放绝技
skill:Cast(_CastDone)
-- 没有符合条件的技能直接进入下一个技能检测
else
self.Event:DispatchEvent(BattleEventName.ActionOperateAngerAfter,self)
_CastDone()
end
@ -483,7 +488,7 @@ function RoleLogic:CastSkill(func)
end
--如果当前怒气不足以释放绝技
if self.Rage<self.SuperSkillRage then
BattleLogic.Event:DispatchEvent(BattleEventName.RoleCastSkillBefore,self)
BattleLogic.Event:DispatchEvent(BattleEventName.RoleCastSkillBefore,self)
end
-- 没有沉默
if not self.ctrl_slient and self.Rage >= self.SuperSkillRage then
@ -541,6 +546,7 @@ function RoleLogic:GoDead()
if self:IsCanDead() then
self.isRealDead = true
self.Rage = 0
self.curMainTarget=nil
BattleLogic.BuffMgr:ClearBuff(self)
self.Event:DispatchEvent(BattleEventName.RoleRealDead, self)
BattleLogic.Event:DispatchEvent(BattleEventName.RoleRealDead, self)

View File

@ -76,7 +76,7 @@ function Skill:Cast(func)
--end
self.effectCaster:Cast()
end
self.owner.Event:DispatchEvent(BattleEventName.SkillCastBefore, self)
-- 释放技能开始
self.owner.Event:DispatchEvent(BattleEventName.SkillCast, self)
BattleLogic.Event:DispatchEvent(BattleEventName.SkillCast, self)

View File

@ -305,9 +305,9 @@ function this.RefreshFightData(type)
data.element = roleData.PropertyName
data.professionId = roleData.Profession
data.quality = roleData.Quality
data.star = 10
data.star = role.star
data.skinId=role.skinId
LogError("skinId==="..role.skinId)
--LogError("skinId==="..role.skinId)
data.type = 1
data.job=roleData.Job
local paskill = string.split(role.passivity, "#")

View File

@ -13,7 +13,8 @@ function RoleSetView:Init(root)
self.skin = Util.GetGameObject(root, "skin/input"):GetComponent("InputField")
self.skin.text="0"
self.superSkill = Util.GetGameObject(root, "superSkill/input"):GetComponent("InputField")
self.star = Util.GetGameObject(root, "star/input"):GetComponent("InputField")
self.star.text="0"
self.props = Util.GetGameObject(root, "props")
self.propList = {}
for i = 1, self.props.transform.childCount do
@ -56,6 +57,7 @@ function RoleSetView:LoadFromConfig()
local skill = config.SkillList[1] or ""
local superSkill = config.SkillList[2] or ""
local skinId=tonumber(self.skin.text)
local star = tonumber(self.star.text)
self.localData = {
monsterId,
config.MonsterId, -- roleId
@ -78,6 +80,7 @@ function RoleSetView:LoadFromConfig()
config.AntiCritDamageFactor,
config.TreatFacter,
config.CureFacter,
star,
}
@ -87,6 +90,7 @@ function RoleSetView:LoadFromConfig()
self.skill.text = self:GetLocalData(4)
self.superSkill.text = self:GetLocalData(5)
self.skin.text = self:GetLocalData(6)
self.star.text = self:GetLocalData(23)
for propIndex, prop in ipairs(self.propList) do
prop.text = self:GetLocalData(propIndex + 6)
end
@ -139,6 +143,7 @@ function RoleSetView:GetLocalData(index)
0, -- 抗暴率
1, -- 治疗系数
1, -- 治愈系数
10,
}
if not self.localData[index] or self.localData[index] == "" then
return (defaultData[index] or 0)
@ -162,6 +167,7 @@ function RoleSetView:Show(camp, pos, data, func)
self.skill.text = data.skill or self:GetLocalData(4)
self.superSkill.text = data.superSkill or self:GetLocalData(5)
self.skin.text = data.skinId or self:GetLocalData(6)
self.star.text = data.star or self:GetLocalData(23)
for propIndex, prop in ipairs(self.propList) do
prop.text = data.props[propIndex] or self:GetLocalData(propIndex + 6)
end
@ -175,6 +181,8 @@ function RoleSetView:ApplyData()
self.data.skill = tonumber(self.skill.text)
self.data.superSkill = tonumber(self.superSkill.text)
self.data.skinId=tonumber(self.skin.text)
LogError("star text:"..self.star.text)
self.data.star = tonumber(self.star.text)
for propIndex, prop in ipairs(self.propList) do
local value = prop.text == "" and 0 or tonumber(prop.text)
self.data.props[propIndex] = tonumber(value)

View File

@ -440,8 +440,7 @@ function EnemyView:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotTyp
--if self.isDead then return end
if dotType then
if dotType == DotType.Poison then
self.Floater:ArtFloating(ArtFloatingType.PoisonDamage, ArtFloatingColor.White, dmg,TextFloatingColor.DarkGreen)
self.Floater:ArtFloating(ArtFloatingType.PoisonDamage, ArtFloatingColor.Poison, dmg,TextFloatingColor.DarkGreen)
elseif dotType == DotType.Burn then
self.Floater:ArtFloating(ArtFloatingType.FireDamage, ArtFloatingColor.Fire, dmg)
else

View File

@ -232,10 +232,7 @@ function FloatNode:ArtFloating(type, color, value,frameColor)
local animTxtC = animTxt:GetComponent("Text")
animTxtC.text = text
--主要用于给白色字体染色成其他颜色color 参数只能填白色
if frameColor then
local color1 = _FloatingTypeToColor[frameColor]
animTxtC.color= color1
end
-- 层级和动画
anim:GetComponent("Canvas").sortingOrder = BattleManager.GetBattleSorting() + 100

View File

@ -467,8 +467,7 @@ function PlayerView:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotTy
--if self.isDead then return end
if dotType then
if dotType == DotType.Poison then
self.Floater:ArtFloating(ArtFloatingType.PoisonDamage, ArtFloatingColor.White, dmg,TextFloatingColor.DarkGreen)
self.Floater:ArtFloating(ArtFloatingType.PoisonDamage, ArtFloatingColor.Poison, dmg,TextFloatingColor.DarkGreen)
elseif dotType == DotType.Burn then
self.Floater:ArtFloating(ArtFloatingType.FireDamage, ArtFloatingColor.Fire, dmg)
else

View File

@ -495,8 +495,7 @@ function RoleView:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType
--if self.isDead then return end
if dotType then
if dotType == DotType.Poison then
self.Floater:ArtFloating(ArtFloatingType.PoisonDamage, ArtFloatingColor.White, dmg,TextFloatingColor.DarkGreen)
self.Floater:ArtFloating(ArtFloatingType.PoisonDamage, ArtFloatingColor.Poison, dmg,TextFloatingColor.DarkGreen)
elseif dotType == DotType.Burn then
self.Floater:ArtFloating(ArtFloatingType.FireDamage, ArtFloatingColor.Fire, dmg)
else

View File

@ -1,9 +1,9 @@
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common lineHeight=32 base=26 scaleW=1024 scaleH=1024 pages=1 packed=1 alphaChnl=1 redChnl=0 greenChnl=0 blueChnl=0
page id=0 file="BattleFont_0.png"
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View File

@ -18,6 +18,9 @@ dontIncludeKerningPairs=0
useHinting=1
renderFromOutline=0
useClearType=1
autoFitNumPages=0
autoFitFontSizeMin=0
autoFitFontSizeMax=0
# character alignment
paddingDown=0
@ -28,13 +31,14 @@ spacingHoriz=1
spacingVert=1
useFixedHeight=0
forceZero=0
widthPaddingFactor=0.00
# output file
outWidth=1024
outHeight=1024
outBitDepth=32
fontDescFormat=0
fourChnlPacked=0
fourChnlPacked=1
textureFormat=png
textureCompression=0
alphaChnl=1

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