parent
a834b484db
commit
9549808087
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@ -208,7 +208,10 @@ end
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local heroConfig=nil
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local heroConfig=nil
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function MonsterView:OnSkillCastStart(skill)
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function MonsterView:OnSkillCastStart(skill)
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-- self.RoleLiveGO:SetActive(true)
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-- if self.isMainPlayer then
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-- self.RoleLiveGO:SetActive(true)
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-- end
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local name=nil
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local name=nil
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local roleConfig=nil
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local roleConfig=nil
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if skill and skill.id and skill.id~=0 then
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if skill and skill.id and skill.id~=0 then
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@ -264,7 +267,7 @@ function MonsterView:OnSkillCastStart(skill)
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self.lingshouIcon:GetComponent("Image").sprite=self.spLoader:LoadSprite(GetResourcePath(self.config.Picture))
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self.lingshouIcon:GetComponent("Image").sprite=self.spLoader:LoadSprite(GetResourcePath(self.config.Picture))
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self.lingshouIcon.gameObject:SetActive(true)
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self.lingshouIcon.gameObject:SetActive(true)
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self.castingNameNode:GetComponent("Text").text =self.config.Name
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else
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else
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self.lingshouIcon.gameObject:SetActive(false)
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self.lingshouIcon.gameObject:SetActive(false)
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end
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end
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@ -279,7 +282,7 @@ function MonsterView:OnSkillPlay()
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end
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end
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--
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--
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function MonsterView:OnSkillEnd()
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function MonsterView:OnSkillEnd()
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--self.RoleLiveGO:SetActive(false)
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-- self.RoleLiveGO:SetActive(false)
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if heroConfig then
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if heroConfig then
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self.GameObject:SetActive(false)
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self.GameObject:SetActive(false)
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end
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end
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@ -571,7 +571,7 @@ function SkillCaster:CheckFullSceenSkill(combat, skill,skillduration)
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-- if self:CheckRotate(go2, combat.Orientation) then
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-- if self:CheckRotate(go2, combat.Orientation) then
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-- offset = -offset
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-- offset = -offset
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-- end
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-- end
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go2.transform.localScale = Vector3.New(1,1,1)
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go2.transform.localScale = Vector3.New(combat.HitScale[1]/1000,combat.HitScale[2]/1000,1)
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go2.transform.localPosition = Vector3.zero
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go2.transform.localPosition = Vector3.zero
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go2.transform.anchoredPosition = offset
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go2.transform.anchoredPosition = offset
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go2:SetActive(true)
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go2:SetActive(true)
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@ -590,7 +590,7 @@ function SkillCaster:CheckFullSceenSkill(combat, skill,skillduration)
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compnet.AnimationState.Complete = compnet.AnimationState.Complete
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compnet.AnimationState.Complete = compnet.AnimationState.Complete
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--self.owner:PlaySpineAnim (compnet,0,"attack",false)
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--self.owner:PlaySpineAnim (compnet,0,"attack",false)
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end
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end
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BattleManager.AddDelayRecycleRes(combat.Bullet, go2, skillduration/1000)
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BattleManager.AddDelayRecycleRes(combat.Bullet, go2, combat.BulletTime/1000)
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-- 会自己动的指定目标特效
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-- 会自己动的指定目标特效
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Reference in New Issue