增加技能特效spine
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17bf4a4e10
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ab2e8eb833
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||||
extension: .asset
|
||||
resPathIndex: 1021
|
||||
resPathIndex: 1023
|
||||
resAbNameIndex: 3387
|
||||
- resName: tianjiang_Material
|
||||
extension: .mat
|
||||
resPathIndex: 1021
|
||||
resPathIndex: 1023
|
||||
resAbNameIndex: 3387
|
||||
- resName: tianjiang_SkeletonData
|
||||
extension: .asset
|
||||
resPathIndex: 1021
|
||||
resPathIndex: 1023
|
||||
resAbNameIndex: 3387
|
||||
- resName: ui_h_37_yl.atlas
|
||||
extension: .txt
|
||||
resPathIndex: 1022
|
||||
resPathIndex: 1024
|
||||
resAbNameIndex: 3388
|
||||
- resName: ui_h_37_yl
|
||||
extension: .png
|
||||
resPathIndex: 1022
|
||||
resPathIndex: 1024
|
||||
resAbNameIndex: 3388
|
||||
- resName: ui_h_37_yl.skel
|
||||
extension: .bytes
|
||||
resPathIndex: 1022
|
||||
resPathIndex: 1024
|
||||
resAbNameIndex: 3388
|
||||
- resName: ui_h_37_yl_Atlas
|
||||
extension: .asset
|
||||
resPathIndex: 1022
|
||||
resPathIndex: 1024
|
||||
resAbNameIndex: 3388
|
||||
- resName: ui_h_37_yl_Material
|
||||
extension: .mat
|
||||
resPathIndex: 1022
|
||||
resPathIndex: 1024
|
||||
resAbNameIndex: 3388
|
||||
- resName: ui_h_37_yl_SkeletonData
|
||||
extension: .asset
|
||||
resPathIndex: 1022
|
||||
resPathIndex: 1024
|
||||
resAbNameIndex: 3388
|
||||
- resName: ui_h_52_xx_pf1.atlas
|
||||
extension: .txt
|
||||
resPathIndex: 1023
|
||||
resPathIndex: 1025
|
||||
resAbNameIndex: 3389
|
||||
- resName: ui_h_52_xx_pf1
|
||||
extension: .png
|
||||
resPathIndex: 1023
|
||||
resPathIndex: 1025
|
||||
resAbNameIndex: 3389
|
||||
- resName: ui_h_52_xx_pf1.skel
|
||||
extension: .bytes
|
||||
resPathIndex: 1023
|
||||
resPathIndex: 1025
|
||||
resAbNameIndex: 3389
|
||||
- resName: ui_h_52_xx_pf1_Atlas
|
||||
extension: .asset
|
||||
resPathIndex: 1023
|
||||
resPathIndex: 1025
|
||||
resAbNameIndex: 3389
|
||||
- resName: ui_h_52_xx_pf1_Material
|
||||
extension: .mat
|
||||
resPathIndex: 1023
|
||||
resPathIndex: 1025
|
||||
resAbNameIndex: 3389
|
||||
- resName: ui_h_52_xx_pf1_SkeletonData
|
||||
extension: .asset
|
||||
resPathIndex: 1023
|
||||
resPathIndex: 1025
|
||||
resAbNameIndex: 3389
|
||||
- resName: xiangkesi_show.atlas
|
||||
extension: .txt
|
||||
resPathIndex: 1024
|
||||
resPathIndex: 1026
|
||||
resAbNameIndex: 3389
|
||||
- resName: xiangkesi_show_Atlas
|
||||
extension: .asset
|
||||
resPathIndex: 1024
|
||||
resPathIndex: 1026
|
||||
resAbNameIndex: 3389
|
||||
- resName: xiangkesi_show_Material
|
||||
extension: .mat
|
||||
resPathIndex: 1024
|
||||
resPathIndex: 1026
|
||||
resAbNameIndex: 3389
|
||||
- resName: xiangkesi_show_SkeletonData
|
||||
extension: .asset
|
||||
resPathIndex: 1024
|
||||
resPathIndex: 1026
|
||||
resAbNameIndex: 3389
|
||||
- resName: xiaozhuanfeng.atlas
|
||||
extension: .txt
|
||||
resPathIndex: 1025
|
||||
resPathIndex: 1027
|
||||
resAbNameIndex: 3390
|
||||
- resName: xiaozhuanfeng
|
||||
extension: .png
|
||||
resPathIndex: 1025
|
||||
resPathIndex: 1027
|
||||
resAbNameIndex: 3390
|
||||
- resName: xiaozhuanfeng.skel
|
||||
extension: .bytes
|
||||
resPathIndex: 1025
|
||||
resPathIndex: 1027
|
||||
resAbNameIndex: 3390
|
||||
- resName: xiaozhuanfeng_Atlas
|
||||
extension: .asset
|
||||
resPathIndex: 1025
|
||||
resPathIndex: 1027
|
||||
resAbNameIndex: 3390
|
||||
- resName: xiaozhuanfeng_Material
|
||||
extension: .mat
|
||||
resPathIndex: 1025
|
||||
resPathIndex: 1027
|
||||
resAbNameIndex: 3390
|
||||
- resName: xiaozhuanfeng_SkeletonData
|
||||
extension: .asset
|
||||
resPathIndex: 1025
|
||||
resPathIndex: 1027
|
||||
resAbNameIndex: 3390
|
||||
- resName: zq_hunian.atlas
|
||||
extension: .txt
|
||||
resPathIndex: 1026
|
||||
resPathIndex: 1028
|
||||
resAbNameIndex: 3390
|
||||
- resName: zq_hunian
|
||||
extension: .png
|
||||
resPathIndex: 1026
|
||||
resPathIndex: 1028
|
||||
resAbNameIndex: 3390
|
||||
- resName: zq_hunian.skel
|
||||
extension: .bytes
|
||||
resPathIndex: 1026
|
||||
resPathIndex: 1028
|
||||
resAbNameIndex: 3390
|
||||
- resName: zq_hunian_Atlas
|
||||
extension: .asset
|
||||
resPathIndex: 1026
|
||||
resPathIndex: 1028
|
||||
resAbNameIndex: 3390
|
||||
- resName: zq_hunian_Material
|
||||
extension: .mat
|
||||
resPathIndex: 1026
|
||||
resPathIndex: 1028
|
||||
resAbNameIndex: 3390
|
||||
- resName: zq_hunian_SkeletonData
|
||||
extension: .asset
|
||||
resPathIndex: 1026
|
||||
resPathIndex: 1028
|
||||
resAbNameIndex: 3390
|
||||
- resName: zq_niu.atlas
|
||||
extension: .txt
|
||||
resPathIndex: 1027
|
||||
resPathIndex: 1029
|
||||
resAbNameIndex: 3391
|
||||
- resName: zq_niu
|
||||
extension: .png
|
||||
resPathIndex: 1027
|
||||
resPathIndex: 1029
|
||||
resAbNameIndex: 3391
|
||||
- resName: zq_niu.skel
|
||||
extension: .bytes
|
||||
resPathIndex: 1027
|
||||
resPathIndex: 1029
|
||||
resAbNameIndex: 3391
|
||||
- resName: zq_niu_Atlas
|
||||
extension: .asset
|
||||
resPathIndex: 1027
|
||||
resPathIndex: 1029
|
||||
resAbNameIndex: 3391
|
||||
- resName: zq_niu_Material
|
||||
extension: .mat
|
||||
resPathIndex: 1027
|
||||
resPathIndex: 1029
|
||||
resAbNameIndex: 3391
|
||||
- resName: zq_niu_SkeletonData
|
||||
extension: .asset
|
||||
resPathIndex: 1027
|
||||
resPathIndex: 1029
|
||||
resAbNameIndex: 3391
|
||||
- resName: zuoqi_qilin.atlas
|
||||
extension: .txt
|
||||
resPathIndex: 1028
|
||||
resPathIndex: 1030
|
||||
resAbNameIndex: 3391
|
||||
- resName: zuoqi_qilin
|
||||
extension: .png
|
||||
resPathIndex: 1028
|
||||
resPathIndex: 1030
|
||||
resAbNameIndex: 3391
|
||||
- resName: zuoqi_qilin.skel
|
||||
extension: .bytes
|
||||
resPathIndex: 1028
|
||||
resPathIndex: 1030
|
||||
resAbNameIndex: 3391
|
||||
- resName: zuoqi_qilin_Atlas
|
||||
extension: .asset
|
||||
resPathIndex: 1028
|
||||
resPathIndex: 1030
|
||||
resAbNameIndex: 3391
|
||||
- resName: zuoqi_qilin_Material
|
||||
extension: .mat
|
||||
resPathIndex: 1028
|
||||
resPathIndex: 1030
|
||||
resAbNameIndex: 3391
|
||||
- resName: zuoqi_qilin_SkeletonData
|
||||
extension: .asset
|
||||
resPathIndex: 1028
|
||||
resPathIndex: 1030
|
||||
resAbNameIndex: 3391
|
||||
- resName: zuoqi_sibuxiang.atlas
|
||||
extension: .txt
|
||||
resPathIndex: 1029
|
||||
resPathIndex: 1031
|
||||
resAbNameIndex: 3391
|
||||
- resName: zuoqi_sibuxiang
|
||||
extension: .png
|
||||
resPathIndex: 1029
|
||||
resPathIndex: 1031
|
||||
resAbNameIndex: 3391
|
||||
- resName: zuoqi_sibuxiang.skel
|
||||
extension: .bytes
|
||||
resPathIndex: 1029
|
||||
resPathIndex: 1031
|
||||
resAbNameIndex: 3391
|
||||
- resName: zuoqi_sibuxiang_Atlas
|
||||
extension: .asset
|
||||
resPathIndex: 1029
|
||||
resPathIndex: 1031
|
||||
resAbNameIndex: 3391
|
||||
- resName: zuoqi_sibuxiang_Material
|
||||
extension: .mat
|
||||
resPathIndex: 1029
|
||||
resPathIndex: 1031
|
||||
resAbNameIndex: 3391
|
||||
- resName: zuoqi_sibuxiang_SkeletonData
|
||||
extension: .asset
|
||||
resPathIndex: 1029
|
||||
resPathIndex: 1031
|
||||
resAbNameIndex: 3391
|
||||
- resName: 48
|
||||
extension: .jpg
|
||||
resPathIndex: 1030
|
||||
resPathIndex: 1032
|
||||
resAbNameIndex: 3392
|
||||
- resName: splash
|
||||
extension: .jpg
|
||||
resPathIndex: 1030
|
||||
resPathIndex: 1032
|
||||
resAbNameIndex: 3392
|
||||
- resName: SplashPanel
|
||||
extension: .prefab
|
||||
resPathIndex: 1030
|
||||
resPathIndex: 1032
|
||||
resAbNameIndex: 3392
|
||||
- resName: UpdatePanel
|
||||
extension: .prefab
|
||||
resPathIndex: 1031
|
||||
resPathIndex: 1033
|
||||
resAbNameIndex: 3393
|
||||
- resName: dt_jdt01
|
||||
extension: .png
|
||||
resPathIndex: 1032
|
||||
resPathIndex: 1034
|
||||
resAbNameIndex: 3393
|
||||
- resName: dt_jdt02
|
||||
extension: .png
|
||||
resPathIndex: 1032
|
||||
resPathIndex: 1034
|
||||
resAbNameIndex: 3393
|
||||
- resName: dt_jdt03
|
||||
extension: .png
|
||||
resPathIndex: 1032
|
||||
resPathIndex: 1034
|
||||
resAbNameIndex: 3393
|
||||
- resName: loding
|
||||
extension: .jpg
|
||||
resPathIndex: 1032
|
||||
resPathIndex: 1034
|
||||
resAbNameIndex: 3393
|
||||
- resName: UpdatePanel_Back_01
|
||||
extension: .png
|
||||
resPathIndex: 1032
|
||||
resPathIndex: 1034
|
||||
resAbNameIndex: 3393
|
||||
- resName: UpdatePanel_button1
|
||||
extension: .png
|
||||
resPathIndex: 1032
|
||||
resPathIndex: 1034
|
||||
resAbNameIndex: 3393
|
||||
- resName: UpdatePanel_button2
|
||||
extension: .png
|
||||
resPathIndex: 1032
|
||||
resPathIndex: 1034
|
||||
resAbNameIndex: 3393
|
||||
assetBundleList:
|
||||
- assetBundleName: lz4/atlas/activityaltas.unity3d
|
||||
|
|
|
@ -75,7 +75,7 @@ TextureImporter:
|
|||
outline: []
|
||||
physicsShape: []
|
||||
bones: []
|
||||
spriteID: 1494ab1b1c538bc46a7f766104d2a8c6
|
||||
spriteID: e731a867dd6cd7b478ede95772cfc870
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
|
|
|
@ -278,6 +278,7 @@ end
|
|||
|
||||
function PoolManager:LoadLive(liveName, parent, scaleV3, posV3, onClear)
|
||||
local testLive = self:LoadAsset(liveName, PoolManager.AssetType.GameObject)
|
||||
LogError(testLive.name)
|
||||
if testLive then
|
||||
testLive.transform:SetParent(parent)
|
||||
testLive.transform.localScale = scaleV3
|
||||
|
|
|
@ -113,6 +113,7 @@ function this.GetSkillData(skillId,skinId)
|
|||
skill[2] = EffectCombat.KeyFrame/1000
|
||||
skill[3] = EffectCombat.SkillDuration/1000
|
||||
skill[4] = EffectCombat.SkillNumber
|
||||
skill[5] = EffectCombat.SkillNumbetTime
|
||||
|
||||
local index = 1
|
||||
for i = 1, #effectList do
|
||||
|
@ -125,8 +126,9 @@ function this.GetSkillData(skillId,skinId)
|
|||
effectGroup[j + 1] = effect
|
||||
index = index + 1
|
||||
end
|
||||
skill[i + 4] = effectGroup
|
||||
skill[i + 5] = effectGroup
|
||||
end
|
||||
|
||||
return skill
|
||||
end
|
||||
|
||||
|
@ -1051,6 +1053,8 @@ function this.GetSkillCombat(id)
|
|||
BeforeEffectDelay = combat.BeforeEffectDelay,
|
||||
AttackDisplacement = combat.AttackDisplacement,
|
||||
AttackDisplaceTime = combat.AttackDisplaceTime,
|
||||
AttackDisplaceBackTime = combat.AttackDisplaceBackTime,
|
||||
SkillNumbetTime = combat.AttackDisplaceTime,
|
||||
|
||||
}
|
||||
end
|
||||
|
|
|
@ -3138,6 +3138,42 @@ local effectList = {
|
|||
target:AddBuff(Buff.Create(caster, BuffName.Control, round, ctrType))
|
||||
end)
|
||||
end,
|
||||
--近战造成[a]次,[b]%的[C]伤害
|
||||
--a[int],b[float],C[伤害类型]
|
||||
[160] = function(caster, target, args, interval, skill)
|
||||
local f1 = args[1]
|
||||
local dt = args[2]
|
||||
caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, skill, target)
|
||||
local skillNumberTime=skill.skillnumberTime or nil
|
||||
if skillNumberTime and skillNumberTime~=0 or skillNumberTime~=nil then
|
||||
for i = 1, #skillNumberTime do
|
||||
BattleLogic.WaitForTrigger(skillNumberTime[i][2]/1000, function ()
|
||||
BattleUtil.CalDamage(skill, caster, target, dt, f1)
|
||||
LogError("CalDamage")
|
||||
end)
|
||||
|
||||
end
|
||||
|
||||
else
|
||||
|
||||
BattleLogic.WaitForTrigger(interval, function ()
|
||||
BattleUtil.CalDamage(skill, caster, target, dt, f1)
|
||||
|
||||
end)
|
||||
end
|
||||
|
||||
end,
|
||||
--远程造成[a]次,[b]%的[C]伤害
|
||||
--a[int],b[float],C[伤害类型]
|
||||
[161] = function(caster, target, args, interval, skill)
|
||||
local f1 = args[1]
|
||||
local dt = args[2]
|
||||
caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, skill, target)
|
||||
BattleLogic.WaitForTrigger(interval, function ()
|
||||
BattleUtil.CalDamage(skill, caster, target, dt, f1)
|
||||
|
||||
end)
|
||||
end,
|
||||
}
|
||||
|
||||
return effectList
|
|
@ -555,14 +555,14 @@ function RoleLogic:AddSkill(type, isRage, isAdd, targets,isTrigger,isLoop)
|
|||
if self.ctrl_chaos then
|
||||
type=BattleSkillType.ChaosNormal
|
||||
--混乱普攻使用普攻特效
|
||||
effectData={self.skill[1],self.skill[2],self.skill[3],self.skill[4],{100001,{1,1,1}}}
|
||||
effectData={self.skill[1],self.skill[2],self.skill[3],self.skill[4],{100001,{1,1,1}},self.skill[#self.skill]}
|
||||
isTriggerJudge=false
|
||||
end
|
||||
|
||||
if self.ctrl_lock then
|
||||
type=BattleSkillType.ChaosNormal
|
||||
--嘲讽普攻使用普攻特效
|
||||
effectData={self.skill[1],self.skill[2],self.skill[3],self.skill[4],{200221,{1,1,1}}}
|
||||
effectData={self.skill[1],self.skill[2],self.skill[3],self.skill[4],{200221,{1,1,1}},self.skill[#self.skill]}
|
||||
isTriggerJudge=false
|
||||
end
|
||||
|
||||
|
|
|
@ -15,9 +15,10 @@ function Skill:Init(role, effectData, type, targets, isAdd, isRage,isTriggerJudg
|
|||
--效果 = {效果类型id, 效果参数1, 效果参数2, ...}
|
||||
self.owner = role
|
||||
self.id = effectData[1] -- 技能ID
|
||||
self.hitTime = effectData[2] -- 效果命中需要的时间
|
||||
self.hitTime = effectData[2] -- 效果命中需要的时间a
|
||||
self.continueTime = effectData[3] -- 命中后伤害持续时间
|
||||
self.attackCount = effectData[4] -- 伤害持续时间内伤害次数
|
||||
self.skillnumberTime = effectData[5] -- 多段伤害的每段触发时间
|
||||
self.isTriggePassivity = false -- 是否一个技能只触发一次被动 true:每次释放技能只会触发一次
|
||||
self.triggerPassivityId={}
|
||||
self.isKill = false --是否技能击杀目标
|
||||
|
@ -34,7 +35,7 @@ function Skill:Init(role, effectData, type, targets, isAdd, isRage,isTriggerJudg
|
|||
end
|
||||
-- 初始化
|
||||
local effects = {}
|
||||
for i=5, #effectData do
|
||||
for i=6, #effectData do
|
||||
table.insert(effects, effectData[i])
|
||||
end
|
||||
self.effectCaster = EffectCaster:New()
|
||||
|
|
|
@ -20,6 +20,9 @@ function SkillSetView:Init(root)
|
|||
self.nt4 = Util.GetGameObject(root, "normal/time4/input"):GetComponent("InputField")
|
||||
self.nt5 = Util.GetGameObject(root, "normal/time5/input"):GetComponent("InputField")
|
||||
self.nt6 = Util.GetGameObject(root, "normal/time6/input"):GetComponent("InputField")
|
||||
self.nt7 = Util.GetGameObject(root, "normal/time7/input"):GetComponent("InputField")
|
||||
self.nt8 = Util.GetGameObject(root, "normal/time8/input"):GetComponent("InputField")
|
||||
self.nt9 = Util.GetGameObject(root, "normal/time9/input"):GetComponent("InputField")
|
||||
|
||||
self.st1 = Util.GetGameObject(root, "special/time1/input"):GetComponent("InputField")
|
||||
self.st2 = Util.GetGameObject(root, "special/time2/input"):GetComponent("InputField")
|
||||
|
@ -27,6 +30,9 @@ function SkillSetView:Init(root)
|
|||
self.st4 = Util.GetGameObject(root, "special/time4/input"):GetComponent("InputField")
|
||||
self.st5 = Util.GetGameObject(root, "special/time5/input"):GetComponent("InputField")
|
||||
self.st6 = Util.GetGameObject(root, "special/time6/input"):GetComponent("InputField")
|
||||
self.st7 = Util.GetGameObject(root, "special/time7/input"):GetComponent("InputField")
|
||||
self.st8 = Util.GetGameObject(root, "special/time8/input"):GetComponent("InputField")
|
||||
self.st9 = Util.GetGameObject(root, "special/time9/input"):GetComponent("InputField")
|
||||
|
||||
|
||||
self.btnComfirm = Util.GetGameObject(root, "Root/confirm")
|
||||
|
@ -64,6 +70,9 @@ function SkillSetView:Show(camp, pos, BattleView)
|
|||
self.nt4.text = nCombat.DamageDelay
|
||||
self.nt5.text = nCombat.SkillDuration
|
||||
self.nt6.text = nCombat.SkillNumber
|
||||
self.nt7.text = nCombat.AttackDisplaceTime
|
||||
self.nt8.text = nCombat.AttackDisplaceBackTime
|
||||
self.nt9.text = nCombat.AttackDisplacement
|
||||
|
||||
local sCId = BattleManager.GetCombatIdBySkin(sSkillId, self.role.roleData.skinId)
|
||||
local sCombat = BattleManager.GetSkillCombat(sCId)
|
||||
|
@ -73,6 +82,9 @@ function SkillSetView:Show(camp, pos, BattleView)
|
|||
self.st4.text = sCombat.DamageDelay
|
||||
self.st5.text = sCombat.SkillDuration
|
||||
self.st6.text = sCombat.SkillNumber
|
||||
self.st7.text = sCombat.AttackDisplaceTime
|
||||
self.st8.text = sCombat.AttackDisplaceBackTime
|
||||
self.st9.text = sCombat.SkillNumber
|
||||
|
||||
|
||||
end
|
||||
|
@ -91,12 +103,18 @@ function SkillSetView:ApplyData()
|
|||
local nKeyFrame = tonumber(self.nt2.text) or 0
|
||||
local nBulletTime = tonumber(self.nt3.text) or 0
|
||||
local nDamageDelay = tonumber(self.nt4.text) or 0
|
||||
local nSkillDuration = tonumber(self.nt5.text) or 0
|
||||
local nSkillDuration = tonumber(self.nt5.text) or 0
|
||||
local nSkillNumber = tonumber(self.nt6.text) or 0
|
||||
local AttackDisplaceTime = tonumber(self.nt7.text) or 0
|
||||
local AttackDisplaceBackTime = tonumber(self.nt8.text) or 0
|
||||
local AttackDisplacement = tonumber(self.nt9.text) or 2
|
||||
nCombat.BulletTime = nBulletTime
|
||||
nCombat.KeyFrame = nKeyFrame
|
||||
nCombat.BeforeEffectDelay = nBeforeEffectDelay
|
||||
nCombat.DamageDelay = nDamageDelay
|
||||
nCombat.AttackDisplaceTime = AttackDisplaceTime
|
||||
nCombat.AttackDisplaceBackTime = AttackDisplaceBackTime
|
||||
nCombat.AttackDisplacement = AttackDisplacement
|
||||
BattleManager.SetSkillCombat(ncId, nCombat)
|
||||
self.role.skill[2] = nKeyFrame/1000
|
||||
self.role.skill[3] = nSkillDuration/1000
|
||||
|
@ -110,10 +128,16 @@ function SkillSetView:ApplyData()
|
|||
local sDamageDelay = tonumber(self.st4.text) or 0
|
||||
local sSkillDuration = tonumber(self.st5.text) or 0
|
||||
local sSkillNumber = tonumber(self.st6.text) or 0
|
||||
local sAttackDisplaceTime = tonumber(self.st7.text) or 0
|
||||
local sAttackDisplaceBackTime = tonumber(self.st8.text) or 0
|
||||
local sAttackDisplacement = tonumber(self.st9.text) or 2
|
||||
sCombat.BulletTime = sBulletTime
|
||||
sCombat.KeyFrame = sKeyFrame
|
||||
sCombat.BeforeEffectDelay = sBeforeEffectDelay
|
||||
sCombat.DamageDelay = sDamageDelay
|
||||
sCombat.AttackDisplaceTime = sAttackDisplaceTime
|
||||
sCombat.AttackDisplaceBackTime = sAttackDisplaceBackTime
|
||||
sCombat.AttackDisplacement = sAttackDisplacement
|
||||
BattleManager.SetSkillCombat(scId, sCombat)
|
||||
self.role.superSkill[2] = sKeyFrame/1000
|
||||
self.role.superSkill[3] = sSkillDuration/1000
|
||||
|
|
|
@ -65,8 +65,8 @@ function EnemyView:onCreate(go, role, position, root, isBoss,enemyId)
|
|||
self.hpPassSlider.fillAmount = self.hpCache
|
||||
self.yujiaSlider.fillAmount = 0
|
||||
self.livePath = GetResourcePath(live)
|
||||
self.livePath2 = GetResourcePath(live)
|
||||
if role.roleData.roleId==10016 or role.roleData.roleId== 21063 then
|
||||
self.livePath2=GetResourcePath(HeroConfig[role.roleData.roleId].Painting)
|
||||
if role.roleData.roleId==10016 or role.roleData.roleId== 21063 or role.roleData.roleId== 21064 then
|
||||
self.livePath2=GetResourcePath(HeroConfig[role.roleData.roleId].Painting)
|
||||
end
|
||||
self.play_liveScale = RoleConfig[roleId].play_liveScale
|
||||
|
@ -96,7 +96,7 @@ function EnemyView:onCreate(go, role, position, root, isBoss,enemyId)
|
|||
self.RoleLiveGO = poolManager:LoadLive(self.livePath, go.transform.parent, Vector3.one, Vector3.zero)
|
||||
self.RoleLiveGOGraphic = self.RoleLiveGO:GetComponent("SkeletonGraphic")
|
||||
self.RoleLiveGOTran = self.RoleLiveGO:GetComponent("RectTransform")
|
||||
self.RoleLiveGOGraphic.AnimationState:SetAnimation(0, "idle", true)
|
||||
-- self.RoleLiveGOGraphic.AnimationState:SetAnimation(0, "idle", true)
|
||||
self.RoleLiveGOTran.sizeDelta = Vector2.New(1000, 1000)
|
||||
self.RoleLiveGO.transform:SetParent(self.liveRoot.transform)
|
||||
self.RoleLiveGO:GetComponent("RectTransform").anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2])-- * 0.5
|
||||
|
@ -115,7 +115,7 @@ function EnemyView:onCreate(go, role, position, root, isBoss,enemyId)
|
|||
if role.roleData.roleId==10016 or role.roleData.roleId== 21063 then
|
||||
self.RoleLiveGOGraphic2.AnimationState:SetAnimation(0, "animation", true)
|
||||
else
|
||||
self.RoleLiveGOGraphic2.AnimationState:SetAnimation(0, "idle", true)
|
||||
self.RoleLiveGOGraphic2.AnimationState:SetAnimation(0, "animation", true)
|
||||
end
|
||||
self.RoleLiveGOTran2.sizeDelta = Vector2.New(1000, 1000)
|
||||
self.RoleLiveGO2.transform:SetParent(self.RootPanel.enemySkillCastRoot.transform)
|
||||
|
@ -468,7 +468,7 @@ end
|
|||
function EnemyView:OnSkillCastingStart()
|
||||
-- 提前进入下一阶段
|
||||
self.RoleLiveGO2:SetActive(true)
|
||||
local name="touch"
|
||||
local name="animation"
|
||||
if self.role.roleData.roleId==10016 or self.role.roleData.roleId== 21063 then
|
||||
-- name="skill"
|
||||
-- name="skill"
|
||||
|
@ -790,7 +790,7 @@ function EnemyView:onDispose()
|
|||
self.RoleLiveGO:GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0,0, 0))
|
||||
self.RoleLiveGO2:GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0,0, 0))
|
||||
poolManager:UnLoadLive(self.livePath, self.RoleLiveGO)
|
||||
poolManager:UnLoadLive(self.livePath, self.RoleLiveGO2)
|
||||
poolManager:UnLoadLive(self.livePath2, self.RoleLiveGO2)
|
||||
-- 回收本节点
|
||||
BattlePool.RecycleItem(self.GameObject, BATTLE_POOL_TYPE.ENEMY_ROLE)
|
||||
end
|
|
@ -73,7 +73,7 @@ function PlayerView:onCreate(go, role, position, root)
|
|||
end
|
||||
end
|
||||
self.livePath = GetResourcePath(live)
|
||||
self.livePath2 = GetResourcePath(live)
|
||||
self.livePath2=GetResourcePath(HeroConfig[role.roleData.roleId].Painting)
|
||||
if role.roleData.roleId==10016 or role.roleData.roleId== 21063 then
|
||||
self.livePath2=GetResourcePath(HeroConfig[role.roleData.roleId].Painting)
|
||||
end
|
||||
|
@ -148,6 +148,17 @@ function PlayerView:onCreate(go, role, position, root)
|
|||
self.RoleLiveGOGraphic.AnimationState:SetAnimation(0, "idle", true)
|
||||
self.RoleLiveGO:SetActive(true)
|
||||
|
||||
|
||||
self.RoleSkillLiveGo=poolManager:LoadLive("suolongtexiao", go.transform.parent, Vector3.one, Vector3.zero)
|
||||
self.RoleSkillLiveGoTran = self.RoleSkillLiveGo:GetComponent("RectTransform")
|
||||
self.RoleSkillLiveGoTran:SetParent(self.RoleLiveGO.transform)
|
||||
self.RoleSkillLiveGoTran.anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2])-- * 0.5
|
||||
self.RoleSkillLiveGoTran.localScale = Vector3.one * self.enemy_liveScale
|
||||
self.RoleSkillLiveGoTran.sizeDelta = Vector2.New(1000, 1000)
|
||||
self.RoleSkillLiveGoGraphic = self.RoleSkillLiveGo:GetComponent("SkeletonGraphic")
|
||||
-- local t= self.RoleLiveGOGraphic.SkeletonData.animations
|
||||
self.RoleSkillLiveGoGraphic.AnimationState:SetAnimation(0, "idle", true)
|
||||
self.RoleSkillLiveGo:SetActive(true)
|
||||
-- 卡牌立绘显示
|
||||
--self.liveRender = Util.GetGameObject(go, "Mask/icon"):GetComponent("RawImage")
|
||||
--self.liveRender.texture, self.aaa , _, self.RoleLiveParnet = CardRendererManager.GetSpineTexture(role.position, self.livePath, Vector3.one * self.play_liveScale, Vector3.New(self.offset[1], self.offset[2], 0), false) --self.spLoader:LoadSprite(heroData.painting)
|
||||
|
@ -169,7 +180,7 @@ function PlayerView:onCreate(go, role, position, root)
|
|||
if role.roleData.roleId==10016 or role.roleData.roleId== 21063 then
|
||||
self.RoleLiveGOGraphic2.AnimationState:SetAnimation(0, "animation", true)
|
||||
else
|
||||
self.RoleLiveGOGraphic2.AnimationState:SetAnimation(0, "idle", true)
|
||||
self.RoleLiveGOGraphic2.AnimationState:SetAnimation(0, "animation", true)
|
||||
end
|
||||
|
||||
self.RoleLiveGOTran2.sizeDelta = Vector2.New(1000, 1000)
|
||||
|
@ -528,6 +539,7 @@ function PlayerView:OnSkillPlay(type)
|
|||
name="skill"
|
||||
end
|
||||
self:PlaySpineAnim(self.RoleLiveGOGraphic, 0, name, false)
|
||||
self:PlaySpineAnim(self.RoleSkillLiveGoGraphic, 0, name, false)
|
||||
end
|
||||
|
||||
function PlayerView:OnSkillEnd()
|
||||
|
@ -552,8 +564,8 @@ function PlayerView:OnSkillCastingStart(type)
|
|||
-- 提前进入下一阶段
|
||||
self.RoleLiveGO2:SetActive(true)
|
||||
self.lvHpObj:SetActive(false)
|
||||
local name="touch"
|
||||
if self.role.roleData.roleId==10016 or self.role.roleData.roleId== 21063 then
|
||||
-- local name="touch"
|
||||
if (self.role.roleData.roleId==10016 or self.role.roleData.roleId== 21063 or self.role.roleData.roleId== 21064) then
|
||||
type=0
|
||||
name="animation"
|
||||
coroutine.start(function()
|
||||
|
@ -564,6 +576,7 @@ function PlayerView:OnSkillCastingStart(type)
|
|||
if type and type~=0 then
|
||||
name="skill"
|
||||
end
|
||||
|
||||
self:PlaySpineAnim(self.RoleLiveGOGraphic2, 0,name, false)
|
||||
end
|
||||
|
||||
|
@ -627,6 +640,7 @@ function PlayerView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType
|
|||
local delay = combat.DamageDelay or 0
|
||||
local continue = skill.continueTime or 0
|
||||
local count = skill.attackCount or 1
|
||||
|
||||
local space = continue / count
|
||||
local d = math.floor(dmg / count)
|
||||
-- 如果平均伤害小于0 则
|
||||
|
@ -640,8 +654,9 @@ function PlayerView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType
|
|||
-- 伤害文字延时,有些受击特效不是立刻播放文字
|
||||
self:DelayFunc(delay/1000, function()
|
||||
-- 伤害文字
|
||||
if count ~= 1 then
|
||||
-- 多段伤害
|
||||
-- if count ~= 1 and skill.skillnumberTime==nil and skill.skillnumberTime~=0 then
|
||||
if count ~= 1 and skill.skillnumberTime==nil then
|
||||
-- 多段伤害
|
||||
-- 后续伤害延迟打出
|
||||
self:LoopFunc(space, count - 1, function()
|
||||
self:OnceDamaged(atkRole, d, bCrit, finalDmg, damageType, dotType, skill)
|
||||
|
|
|
@ -91,7 +91,7 @@ function SkillCaster:OnSkillCast(skill)
|
|||
end
|
||||
LogError(self.owner.roleId.."|"..skill.id.."开始等待"..self.actionTime.."|"..os:clock())
|
||||
self.owner:DelayFunc(self.actionTime, function()
|
||||
LogError(skill.id.."结束等待"..os:clock())
|
||||
-- LogError(skill.id.."结束等待"..os:clock())
|
||||
self:CheckFullSceenSkill(combat, skill)
|
||||
-- 继续战斗放在特效加载之后,避免特效加载时间对战斗时间得影响
|
||||
BattleManager.ResumeBattle()
|
||||
|
@ -105,12 +105,16 @@ function SkillCaster:OnSkillCast(skill)
|
|||
self.owner:OnSkillEnd()
|
||||
end
|
||||
if combat.AttackDisplacement ==1 then
|
||||
self.owner.RoleLiveGO.transform:DOMove(startPos, combat.KeyFrame/1000, false):OnComplete(function ()
|
||||
self.owner.GameObject:SetActive(true)
|
||||
self.owner.RoleLiveGO.transform.parent.gameObject:GetComponent("Canvas").sortingOrder= self.owner.RoleLiveGO.transform.parent.gameObject:GetComponent("Canvas").sortingOrder-50
|
||||
self.owner:DelayFunc(combat.AttackDisplaceBackTime/1000, function()
|
||||
self.owner.RoleLiveGO.transform:DOMove(startPos, combat.AttackDisplaceTime/1000, false):OnComplete(function ()
|
||||
self.owner.GameObject:SetActive(true)
|
||||
self.owner.RoleLiveGO.transform.parent.gameObject:GetComponent("Canvas").sortingOrder= self.owner.RoleLiveGO.transform.parent.gameObject:GetComponent("Canvas").sortingOrder-50
|
||||
|
||||
end)
|
||||
|
||||
end)
|
||||
else
|
||||
self.owner.RoleLiveGO.transform.parent.gameObject:GetComponent("Canvas").sortingOrder= self.owner.RoleLiveGO.transform.parent.gameObject:GetComponent("Canvas").sortingOrder-50
|
||||
else
|
||||
self.owner.RoleLiveGO.transform.parent.gameObject:GetComponent("Canvas").sortingOrder= self.owner.RoleLiveGO.transform.parent.gameObject:GetComponent("Canvas").sortingOrder-50
|
||||
end
|
||||
end)
|
||||
end)
|
||||
|
@ -453,6 +457,7 @@ function SkillCaster:CheckFullSceenSkill(combat, skill)
|
|||
-- 射线特效
|
||||
elseif combat.EffectType == 7 then
|
||||
|
||||
|
||||
local targets = skill:GetDirectTargets()
|
||||
for _, target in ipairs(targets) do
|
||||
local tv = self.owner.RootPanel.GetRoleView(target)
|
||||
|
@ -492,7 +497,9 @@ function SkillCaster:CheckFullSceenSkill(combat, skill)
|
|||
end
|
||||
|
||||
end
|
||||
|
||||
--近战特效
|
||||
elseif combat.EffectType == 8 then
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
|
|
@ -4268,16 +4268,16 @@ end
|
|||
--根据界面数据加载动态立绘
|
||||
function this.LoadHerolive(_heroData, _objPoint)
|
||||
--TODO:动态加载立绘
|
||||
local t=_heroData.id==10016 or _heroData.id==21063 and _heroData.painting or _heroData.live
|
||||
local t=(_heroData.id==10016 or _heroData.id==21063 or _heroData.id==21064) and _heroData.painting or _heroData.live
|
||||
LogError(t)
|
||||
local testLive = poolManager:LoadLive(t, _objPoint.transform,
|
||||
Vector3.one * _heroData.scale, Vector3.New(_heroData.position[1], _heroData.position[2], 0))
|
||||
local SkeletonGraphic = testLive:GetComponent("SkeletonGraphic")
|
||||
local clip="idle"
|
||||
if _heroData.id==10016 or _heroData.id==21063 then
|
||||
if (_heroData.id==10016 or _heroData.id==21063 or _heroData.id==21064)then
|
||||
clip="animation"
|
||||
end
|
||||
local idle = function() SkeletonGraphic.AnimationState:SetAnimation(0, clip, true) end
|
||||
local idle = function() SkeletonGraphic.AnimationState:SetAnimation(0, "animation", true) end
|
||||
SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete + idle
|
||||
poolManager:SetLiveClearCall(_heroData.live, testLive, function ()
|
||||
SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete - idle
|
||||
|
|
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Loading…
Reference in New Issue