Merge branch 'master_xma_local' of http://60.1.1.230/gaoxin/JL_Client into master_xma_local

dev_chengFeng
gaoxin 2020-12-26 19:57:14 +08:00
commit 9e67dcb248
12 changed files with 15415 additions and 123 deletions

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m_DisabledColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 0.5019608}
m_ColorMultiplier: 1
m_FadeDuration: 0.1
m_SpriteState:
m_HighlightedSprite: {fileID: 0}
m_PressedSprite: {fileID: 0}
m_DisabledSprite: {fileID: 0}
m_AnimationTriggers:
m_NormalTrigger: Normal
m_HighlightedTrigger: Highlighted
m_PressedTrigger: Pressed
m_DisabledTrigger: Disabled
m_Interactable: 1
m_TargetGraphic: {fileID: 8410142406309447154}
m_OnClick:
m_PersistentCalls:
m_Calls: []
m_TypeName: UnityEngine.UI.Button+ButtonClickedEvent, UnityEngine.UI, Version=1.0.0.0,
Culture=neutral, PublicKeyToken=null
--- !u!1 &8441628680010100752
GameObject:
m_ObjectHideFlags: 0
@ -200467,7 +200703,7 @@ RectTransform:
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 224461338842806296}
m_RootOrder: 1
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
@ -200496,7 +200732,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
m_Material: {fileID: 0}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_RaycastTarget: 1
m_RaycastTarget: 0
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []

View File

@ -311,6 +311,7 @@ function BuffManager:PassUpdate()
and buff.caster.position == curPos
and buff.roundDuration > 0 -- 不是无限存在的buff
and buff.caster.type~=BattleUnitType.Monster --灵兽的buff在这里处理
and buff.type~=BuffName.NoDead
then
-- 当前轮释放的buff不结算
if buff.startRound ~= BattleLogic.GetCurRound() then
@ -325,6 +326,32 @@ function BuffManager:PassUpdate()
end
end
end
function BuffManager:PassUpdateNoDead()
local curCamp, curPos = BattleLogic.GetCurTurn()
for i=1, self.buffDic.size do
local buffList = self.buffDic.vList[i]
if buffList.size > 0 then
for index = 1, buffList.size do
local buff = buffList.buffer[index]
if not buff.disperse -- 没过期
and buff.caster.camp == curCamp -- 释放者是当前轮到的人
and buff.caster.position == curPos
and buff.roundDuration > 0 -- 不是无限存在的buff
and buff.caster.type~=BattleUnitType.Monster --灵兽的buff在这里处理
then
-- 当前轮释放的buff不结算
buff.roundPass = buff.roundPass + 1
if buff.roundPass >= buff.roundDuration then
buff.disperse = true
end
buff.target.Event:DispatchEvent(BattleEventName.BuffRoundChange, buff)
end
end
end
end
end
--计算灵兽buff更新
function BuffManager:PassMonsterUpdate()
local curCamp, curPos = BattleLogic.GetCurTurn()

View File

@ -2307,7 +2307,7 @@ local passivityList = {
local ct = args[3]
role.isHaveNoDead = true
-- 角色死亡时
local onRoleDead = function()
local onRoleDead = function(atkRole)
-- -- 暂时不能死
-- role:SetDeadFilter(false)
@ -3638,7 +3638,12 @@ local passivityList = {
local finalDamage = BattleUtil.CountValue(damage, f1, ct)
local curHp = role:GetRoleData(RoleDataName.Hp)
--如果敌方忽略分摊就只减伤
if atkRole.ignoreShara then
local ignoreShara=atkRole.ignoreShara
--特殊处理 白骨精附加的普攻不会忽略分摊
if atkRole.roleId==10091 and skill and skill.type==BattleSkillType.Normal and skill.isAdd then
ignoreShara=false
end
if ignoreShara then
local dd = damage - finalDamage
damagingFunc(floor(BattleUtil.ErrorCorrection(dd)))
return
@ -3955,8 +3960,13 @@ local passivityList = {
local f1 = args[1]
local onFinalDamage = function(damagingFunc, atkRole, defRole, damage, skill, dotType, bCrit, damageType)
local ignoreShara=atkRole.ignoreShara
--特殊处理 白骨精附加的普攻不会忽略分摊
if atkRole.roleId==10091 and skill and skill.type==BattleSkillType.Normal and skill.isAdd then
ignoreShara=false
end
--如果敌人免疫分摊
if atkRole and atkRole.ignoreShara then
if atkRole and ignoreShara then
return
end
if not role:IsDead() and skill and role.position ~= defRole.position and defRole.camp == role.camp and defRole.element == role.element then
@ -4911,6 +4921,7 @@ local passivityList = {
if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then
return
end
--白骨精追加普攻不处罚特性
if skill and judge==1 and skill.type== BattleSkillType.Normal and skill.isAdd and skill.owner.roleId==10091 then
return
@ -5176,6 +5187,9 @@ local passivityList = {
if skill and skill.type== BattleSkillType.Extra and skill.owner.roleId==10015 and judge==1 then
return
end
if skill and skill.type== BattleSkillType.ChaosNormal and judge==1 then
return
end
if target:IsDead() and not BattleUtil.CheckIsNoDead(target) and not role:IsDead() then
-- local target = RoleManager.GetAliveAggro(role)
--BattleUtil.CalDamage(nil, role, target, 1, f1)
@ -5870,6 +5884,33 @@ local passivityList = {
end
role.Event:AddEvent(BattleEventName.RoleBeHit,onRoleBeHit)
end,
-- 直接伤害击杀目标释放对[a][b]%[c]技能伤害 神女庇佑魂印效果 播放佩戴者的技能动作和特效
-- a[int 目标选择系数] b[flaot] c[int 伤害类型]
[292] = function(role, args,id,judge)
local targets = args[1]
local f1 = args[2]
local f2=args[3]
local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
--如果是技能并且这个被动已经被触发过 return
if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then
return
end
--处理伏虎觉醒十星附加的额外技能,额外技能不触发这个特性 2020/11/17 wangzhenxing
if skill and skill.type== BattleSkillType.Extra and skill.owner.roleId==10015 and judge==1 then
return
end
if target:IsDead() and not BattleUtil.CheckIsNoDead(target) and not role:IsDead() then
--role:InsertExtraSkill(f1,f2)
local effectData={role.superSkill[1],role.superSkill[2],role.superSkill[3],role.superSkill[4],{targets,{1,f1,f2}}}
SkillManager.InsertSkill(role, effectData,BattleSkillType.Extra, nil, true, false)
if skill then
table.insert(skill.triggerPassivityId,id)
end
end
end
role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit)
end,
--技能追加的普攻额外造成目标[a][b]%的伤害。技能每成功[c]1个目标额外造成[d]%生命上限的伤害
--a[int 属性id] b[float] c[控制状态] d[flaot]
@ -5935,10 +5976,16 @@ local passivityList = {
--造成伤害暴击后,将伤害的[a]%转化为自身生命治疗自己
--a[float]
[289] = function(role, args)
[289] = function(role, args,id,judge)
local f1 = args[1]
local OnDamage = function(defRole, damage, bCrit, finalDmg)
BattleUtil.CalTreat(role, role, floor(f1 * finalDmg))
local OnDamage = function(defRole, damage, bCrit, finalDmg,damageType,skill)
--白骨精追加普攻不处罚特性
if skill and judge==1 and skill.type== BattleSkillType.Normal and skill.isAdd and skill.owner.roleId==10091 then
return
end
BattleUtil.CalTreat(role, role, floor(f1 * damage))
end
role.Event:AddEvent(BattleEventName.RoleCrit, OnDamage)
end,

View File

@ -274,7 +274,7 @@ function BattleLogic.CheckBattleLogic()
-- 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() then
if role and not role:IsRealDead() then
SkillRole = role
break
end
@ -285,6 +285,7 @@ function BattleLogic.CheckBattleLogic()
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
-- 如果找不到下一个人,直接交换阵营
if not SkillRole then
@ -310,6 +311,7 @@ function BattleLogic.CheckBattleLogic()
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
SkillRole.Event:DispatchEvent(BattleEventName.RoleTurnEnd, SkillRole) -- 行动结束
BattleLogic.Event:DispatchEvent(BattleEventName.RoleTurnEnd, SkillRole) -- 开始行动
BattleLogic.TurnRoundNextFrame()
@ -361,7 +363,7 @@ function BattleLogic.Update()
return
end
if CurRound > MaxRound then
if BattleLogic.Type==9 or BattleLogic.Type== 0 then
if BattleLogic.Type==9 or BattleLogic.Type==17 then
if allHeroDamage>allEnemyDamage then
BattleLogic.BattleEnd(1)
else

View File

@ -40,6 +40,7 @@ end
-- 计算护盾
function Shield:CountShield(damage, atkRole,skill)
self.atk = atkRole
local isImmuneAllReduceShield=false
local finalDamage = 0
if self.shieldType == ShieldTypeName.NormalReduce then
@ -64,7 +65,12 @@ function Shield:CountShield(damage, atkRole,skill)
end
elseif self.shieldType == ShieldTypeName.AllReduce then
--攻击者免疫无敌盾
if atkRole.isImmuneAllReduceShield and skill then
isImmuneAllReduceShield=atkRole.isImmuneAllReduceShield
--特殊处理 白骨精附加的普攻不会必定暴击
if atkRole.roleId==10091 and skill and skill.type==BattleSkillType.Normal and skill.isAdd then
isImmuneAllReduceShield=false
end
if isImmuneAllReduceShield and skill then
finalDamage=damage
else
finalDamage = 0
@ -78,7 +84,7 @@ function Shield:CountShield(damage, atkRole,skill)
--
-- self.caster.Event:DispatchEvent(BattleEventName.ShildTrigger, self)
self.target.Event:DispatchEvent(BattleEventName.ShildTrigger, self,atkRole)
self.target.Event:DispatchEvent(BattleEventName.ShildTrigger, self,isImmuneAllReduceShield)
BattleLogic.Event:DispatchEvent(BattleEventName.ShildTrigger, self)
return finalDamage

View File

@ -594,9 +594,14 @@ function BattleUtil.CalDamage(skill, atkRole, defRole, damageType, baseFactor, i
-- 是否暴击: 暴击率 = 自身暴击率 - 对方抗暴率
local bCrit = false
local critRandom = Random.Range01()
--特殊处理 白骨精附加的普攻不会必定暴击
local mustCrit=atkRole.mustCrit
if atkRole.roleId==10091 and skill and skill.type==BattleSkillType.Normal and skill.isAdd then
mustCrit=false
end
local critCondition = clamp(atkRole:GetRoleData(RoleDataName.Crit) - defRole:GetRoleData(RoleDataName.Tenacity), 0, 1)
bCrit = critRandom <= critCondition
bCrit =atkRole.mustCrit or bCrit or defRole.isFlagCrit == true -- 必定暴击
bCrit =mustCrit or bCrit or defRole.isFlagCrit == true -- 必定暴击
-- 计算暴伤害系数
local critDamageFactor = 1
@ -727,16 +732,18 @@ end
-- 检测命中
function BattleUtil.CheckIsHit(atkRole, defRole)
function BattleUtil.CheckIsHit(atkRole, defRole,skill)
-- 是否命中: 命中 = 自身命中率 - 对方闪避率
local isHit = false
if atkRole.mustHit then
return true
local mustHit = atkRole.mustHit
--特殊处理 白骨精附加的普攻不会必定暴击
if atkRole.roleId==10091 and skill and skill.type==BattleSkillType.Normal and skill.isAdd then
mustHit=false
end
local hitRandom = Random.Range01()
local hitCondition = clamp(atkRole:GetRoleData(RoleDataName.Hit) - defRole:GetRoleData(RoleDataName.Dodge), 0, 1)
isHit = hitRandom <= hitCondition
return isHit
return mustHit or isHit
end

View File

@ -344,9 +344,9 @@ end
-- 盾效果触发
function EnemyView:OnShieldTrigger(shield,atkRole)
function EnemyView:OnShieldTrigger(shield,isImmuneAllReduceShield)
if shield.shieldType == ShieldTypeName.AllReduce then
if atkRole and not atkRole.isImmuneAllReduceShield then
if atkRole and not isImmuneAllReduceShield then
self.Floater:ImageBuffFloating("z_zhandou_wudizi")
end
else

View File

@ -388,9 +388,9 @@ end
-- 盾效果触发
function PlayerView:OnShieldTrigger(shield,atkRole)
function PlayerView:OnShieldTrigger(shield,isImmuneAllReduceShield)
if shield.shieldType == ShieldTypeName.AllReduce then
if atkRole and not atkRole.isImmuneAllReduceShield then
if atkRole and not isImmuneAllReduceShield then
self.Floater:ImageBuffFloating("z_zhandou_wudizi")
end
else

View File

@ -440,9 +440,9 @@ end
-- 盾效果触发
function RoleView:OnShieldTrigger(shield,atkRole)
function RoleView:OnShieldTrigger(shield,isImmuneAllReduceShield)
if shield.shieldType == ShieldTypeName.AllReduce then
if atkRole and not atkRole.isImmuneAllReduceShield then
if atkRole and not isImmuneAllReduceShield then
self.Floater:ImageBuffFloating("z_zhandou_wudizi")
end
else

View File

@ -124,8 +124,8 @@ function RoleEquipPanel:InitComponent()
this.emptyObj = Util.GetGameObject(self.transform, "emptyObj")
this.emptyObj.gameObject:SetActive(false)
this.mask = Util.GetGameObject(self.gameObject, "mask")
this.equipBtn5 = Util.GetGameObject(self.gameObject,"bg/equipInfo/equip5/mask")
this.equipBtn6 = Util.GetGameObject(self.gameObject,"bg/equipInfo/equip6/mask")
this.equipBtn5 = Util.GetGameObject(self.gameObject,"bg/equipInfo/equip5/Image")
this.equipBtn6 = Util.GetGameObject(self.gameObject,"bg/equipInfo/equip6/Image")
this.equipBTn5Add = Util.GetGameObject(self.gameObject,"bg/equipInfo/equip5/add")
this.equipBtn6Add = Util.GetGameObject(self.gameObject,"bg/equipInfo/equip6/add")
end