增加技能特效spine

onepiece_demo_arena
xiejun 2023-07-06 14:08:10 +08:00
parent 17bf4a4e10
commit ab2e8eb833
23 changed files with 4191 additions and 1757 deletions

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@ -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

View File

@ -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

View File

@ -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

View File

@ -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

View File

@ -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()

View File

@ -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

View File

@ -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

View File

@ -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)

View File

@ -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

View File

@ -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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