diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua index 008faff92e..4c358ec398 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua @@ -1776,7 +1776,6 @@ local passivityList = { for i = 1, i1 do role:AddSkill(BattleSkillType.Normal, false, true, nil) end - LogError("aaaaaaaaaaaaaaaaaa") end end role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd) @@ -2533,7 +2532,6 @@ local passivityList = { local list = skill:GetDirectTargetsNoMiss() if list then local tv = floor(BattleUtil.ErrorCorrection(role:GetRoleData(BattlePropList[pro]) * f1)) - LogBattle(role:GetRoleData(pro).." ".. f1.." " .. tv) for _, r in ipairs(list) do local auraBuff = Buff.Create(role, BuffName.HOT, i1, 1, tv) auraBuff.interval = 1 @@ -2557,7 +2555,6 @@ local passivityList = { local list = skill:GetDirectTargetsNoMiss() if list then local tv = floor(BattleUtil.ErrorCorrection(role:GetRoleData(BattlePropList[pro]) * f1)) - LogBattle(role:GetRoleData(pro).." ".. f1.." " .. tv) for _, r in ipairs(list) do local auraBuff = Buff.Create(role, BuffName.HOT, i1, 1, tv) auraBuff.interval = 1 diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/BattleLogic.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/BattleLogic.lua index de4c956e49..d509664b38 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/BattleLogic.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/BattleLogic.lua @@ -202,7 +202,6 @@ end -- debugTurn 用于判断是否是debug轮转的参数 function BattleLogic.TurnRound(debugTurn) if BattleLogic.GetIsDebug() and not debugTurn then - LogBattle("-------------") BattleLogic.Event:DispatchEvent(BattleEventName.DebugStop) return end @@ -296,28 +295,14 @@ function BattleLogic.CheckBattleLogic() "position", CurSkillPos[CurCamp] ) - -- buff计算 - BattleLogic.BuffMgr:TurnUpdate(1) -- 计算恢复血量 - BattleLogic.BuffMgr:TurnUpdate(2) -- 计算持续伤害(除去流血) - - -- 如果角色无法释放技能 - if not SkillRole:IsAvailable() -- 角色不能释放技能 - or (SkillRole:IsDead() and not BattleLogic.BuffMgr:HasBuff(SkillRole,BuffName.NoDead)) --将死但没有不死buff - then - 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.TurnRoundNextFrame() -- 下一个 - return - end - -- 行动 SkillRole.Event:DispatchEvent(BattleEventName.RoleTurnStart, SkillRole) -- 开始行动 BattleLogic.Event:DispatchEvent(BattleEventName.RoleTurnStart, SkillRole) -- 开始行动 - -- BattleLogic.BuffMgr:TurnUpdate(1) -- 计算恢复血量 - -- BattleLogic.BuffMgr:TurnUpdate(2) -- 计算持续伤害(除去流血) - -- 释放技能后,递归交换阵营 - SkillRole:CastSkill(function() + -- buff计算 + BattleLogic.BuffMgr:TurnUpdate(1) -- 计算恢复血量 + BattleLogic.BuffMgr:TurnUpdate(2) -- 计算持续伤害(除去流血) + -- 设置行动完成回调 + SkillManager.SetTurnRoundFunc(function() 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 @@ -325,6 +310,19 @@ function BattleLogic.CheckBattleLogic() BattleLogic.Event:DispatchEvent(BattleEventName.RoleTurnEnd, SkillRole) -- 开始行动 BattleLogic.TurnRoundNextFrame() end) + + -- 如果角色无法释放技能 + if not SkillRole:IsAvailable() -- 角色不能释放技能 + or (SkillRole:IsDead() -- 将死状态 + and not BattleLogic.BuffMgr:HasBuff(SkillRole,BuffName.NoDead) --将死但没有不死buff + and not SkillManager.HaveMySkill(SkillRole)) -- 也没有要释放的技能 + then + SkillManager.CheckTurnRound() + return + end + + -- 释放技能后,递归交换阵营 + SkillRole:CastSkill() end function BattleLogic.WaitForTrigger(delayTime, action) @@ -360,12 +358,9 @@ function BattleLogic.Update() end if CurRound > MaxRound then if BattleLogic.Type==9 or BattleLogic.Type== 0 then - LogBattle("我方总输出"..allHeroDamage.."敌方总输出:"..allEnemyDamage) if allHeroDamage>allEnemyDamage then - LogBattle("争霸赛我方胜") BattleLogic.BattleEnd(1) else - LogBattle("争霸赛敌方胜") BattleLogic.BattleEnd(0) end else diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua index 657da1a841..7227b1ebbf 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua @@ -637,7 +637,7 @@ function BattleUtil.ApplyTreat(castRole, targetRole, value, baseFactor,critDamag --添加发送到battleLogic的治疗消息,用于计算总的战斗伤害值 BattleLogic.Event:DispatchEvent(BattleEventName.RoleBeTreated, castRole, treat, baseTreat) BattleLogManager.Log( - "Final Damage", + "Final Treat", "acamp", castRole.camp, "apos", castRole.position, "tcamp", targetRole.camp, diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Monster/MonsterSkill/MSkill.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Monster/MonsterSkill/MSkill.lua index 58c647a412..5bb2c872f7 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Monster/MonsterSkill/MSkill.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Monster/MonsterSkill/MSkill.lua @@ -8,7 +8,6 @@ function MSkill:New() end function MSkill:Init(owner, group, index, skillData) - LogBattle("MSkill Init") self.owner = owner self.group = group self.groupIndex = index diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Monster/MonsterSkill/MSkillGroup.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Monster/MonsterSkill/MSkillGroup.lua index 0be5960de2..fa01a5641d 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Monster/MonsterSkill/MSkillGroup.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Monster/MonsterSkill/MSkillGroup.lua @@ -9,7 +9,6 @@ end -- 初始化数据 function MSkillGroup:Init(monster, groupData) - LogBattle("MSkillGroup Init") self.owner = monster self.skillGroupData = groupData -- 创建技能 diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Monster/MonsterSkill/MTrigger.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Monster/MonsterSkill/MTrigger.lua index 4bf2664d25..5ea443bb38 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Monster/MonsterSkill/MTrigger.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Monster/MonsterSkill/MTrigger.lua @@ -148,7 +148,6 @@ end -- 技能加入检测 function MTrigger.AddSkill(triggerId, condition, skill) - LogBattle("AddSkill "..triggerId) if not this.TriggerList then this.TriggerList = {} end diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/RoleLogic.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/RoleLogic.lua index 9785d658a1..6a873d13c9 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/RoleLogic.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/RoleLogic.lua @@ -422,7 +422,10 @@ end -- 正常触发技能 function RoleLogic:CastSkill(func) -- 设置轮转方法 - SkillManager.SetTurnRoundFunc(func) + -- SkillManager.SetTurnRoundFunc(func) + if not self:IsAvailable() then + return + end -- 没有沉默 if not self.ctrl_slient and self.Rage >= self.SuperSkillRage then -- 释放大技能 diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/SkillManager.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/SkillManager.lua index 134f69ce2d..0737644f8c 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/SkillManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/SkillManager.lua @@ -10,13 +10,29 @@ this.DeadSkillList = {} -- 人物死亡后技能队列,死亡技能优先级 this.MonsterSkillList = {} this.SkillList = {} this.IsSkilling = false +this.MaxSkillCount = 20 -- 单个回合内最多释放20次技能 -- 初始化 function this.Init() this.Clear() end +function this.CheckMaxCount() + if not this.CurSkillCount then + this.CurSkillCount = 0 + end + if this.CurSkillCount < this.MaxSkillCount then + this.CurSkillCount = this.CurSkillCount + 1 + return true + end + return false +end + -- function this.AddMonsterSkill(skill) + -- 如果超出最大限制则不再追加技能 + if not this.CheckMaxCount() then + return + end if skill.type == BattleSkillType.Monster then table.insert(this.MonsterSkillList, skill) end @@ -26,6 +42,10 @@ end -- 向技能列表中追加技能 function this.AddSkill(caster, effectData, type, targets, isAdd, isRage) + -- 如果超出最大限制则不再追加技能 + if not this.CheckMaxCount() then + return + end local skill = skillPool:Get() skill:Init(caster, effectData, type, targets, isAdd, isRage) if type == BattleSkillType.DeadSkill then -- 死亡技能加入单独的对列 @@ -37,6 +57,10 @@ function this.AddSkill(caster, effectData, type, targets, isAdd, isRage) end -- 插入技能到技能列表首位 function this.InsertSkill(caster, effectData, type, targets, isAdd, isRage) + -- 如果超出最大限制则不再追加技能 + if not this.CheckMaxCount() then + return + end local skill = skillPool:Get() skill:Init(caster, effectData, type, targets, isAdd, isRage) if type == BattleSkillType.DeadSkill then -- 死亡技能加入单独的对列 @@ -87,6 +111,9 @@ function this.CheckTurnRound() -- 没有技能释放的时候才轮转 if this.TurnRoundFunc then BattleLogic.WaitForTrigger(0.3, function() + -- 清除数量限制 + this.CurSkillCount = 0 + -- this.TurnRoundFunc() this.TurnRoundFunc = nil end)