Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev
commit
abed1e0e9d
|
@ -240,7 +240,11 @@ function this.InitListener()
|
|||
table.sort(firstList, function(a, b)
|
||||
-- 同阵营按位置排序
|
||||
if a.owner.camp == b.owner.camp then
|
||||
return a.owner.position < b.owner.position
|
||||
if a.owner.position == b.owner.position then
|
||||
return a.id < b.id
|
||||
else
|
||||
return a.owner.position < b.owner.position
|
||||
end
|
||||
else
|
||||
-- 不同阵营的根据先手阵营排序
|
||||
return a.owner.camp == BattleLogic.FirstCamp
|
||||
|
@ -250,7 +254,11 @@ function this.InitListener()
|
|||
table.sort(sortList, function(a, b)
|
||||
-- 同阵营按位置排序
|
||||
if a.owner.camp == b.owner.camp then
|
||||
return a.owner.position < b.owner.position
|
||||
if a.owner.position == b.owner.position then
|
||||
return a.id < b.id
|
||||
else
|
||||
return a.owner.position < b.owner.position
|
||||
end
|
||||
else
|
||||
-- 不同阵营的根据先手阵营排序
|
||||
return a.owner.camp == BattleLogic.FirstCamp
|
||||
|
|
|
@ -29,10 +29,10 @@ local SKIP_STATE = {
|
|||
}
|
||||
local UpdateBtnGMFunc = {
|
||||
[-1] = function()
|
||||
local isUnlock, tip = BattleManager.IsUnlockBattlePass()
|
||||
if not isUnlock then
|
||||
return SKIP_STATE.LOCK, tip
|
||||
end
|
||||
-- local isUnlock, tip = BattleManager.IsUnlockBattlePass()
|
||||
-- if not isUnlock then
|
||||
-- return SKIP_STATE.LOCK, tip
|
||||
-- end
|
||||
return SKIP_STATE.UNLOCK
|
||||
end,
|
||||
[BATTLE_TYPE.BACK]= function()
|
||||
|
|
|
@ -15,6 +15,7 @@ local orginLayer
|
|||
--初始化组件(用于子类重写)
|
||||
function this:InitComponent()
|
||||
this.spLoader = SpriteLoader.New()
|
||||
BattleView.oSortingOrder = nil
|
||||
BattleView:InitComponent(self, self.gameObject)
|
||||
orginLayer = 0
|
||||
|
||||
|
|
|
@ -249,7 +249,12 @@ function MonsterView:OnSkillCastingStart(skill)
|
|||
else
|
||||
self.RoleLiveGO3.transform:DORotate(Vector3.New(0,0, 0),0.5)
|
||||
end
|
||||
self.castingNameNode:GetComponent("Image").sprite = self.spLoader:LoadSprite(self.combat.skillname)
|
||||
if self.combat.skillname then
|
||||
self.castingNameNode:SetActive(true)
|
||||
self.castingNameNode:GetComponent("Image").sprite = self.spLoader:LoadSprite(self.combat.skillname)
|
||||
else
|
||||
self.castingNameNode:SetActive(false)
|
||||
end
|
||||
self:PlaySpineAnim(self.RoleLiveGOGraphic3, 0, "attack" , false)
|
||||
-- coroutine.wait(1.5)
|
||||
--self.turnEffect:SetActive(false)
|
||||
|
|
|
@ -44,22 +44,32 @@ function PlayerView:onCreate(go, role, position, root)
|
|||
self.hpPassSlider.fillAmount = self.hpCache
|
||||
self.yujiaSlider.fillAmount = 0
|
||||
local roleId=role.roleData.roleId
|
||||
local live=HeroConfig[role.roleData.roleId].Live
|
||||
-- 判断是否有皮肤
|
||||
if not role.roleData.skinId or role.roleData.skinId == 0 then
|
||||
-- 身外化身引导立绘展示处理
|
||||
if roleId == 21061 then
|
||||
self.skinId = 0
|
||||
else
|
||||
self.skinId = role.roleData.skinId
|
||||
end
|
||||
--如果英雄装备皮肤
|
||||
if self.skinId and self.skinId > 0 then
|
||||
roleId = self.skinId
|
||||
local skin = ConfigManager.GetConfigDataByKey(ConfigName.HeroSkin,"Type",roleId)
|
||||
if skin then
|
||||
live = skin.Live
|
||||
if NameManager.roleSex == ROLE_SEX.BOY then
|
||||
self.livePath = "live2d_npc_boy"
|
||||
else
|
||||
self.livePath = "live2d_npc_girl"
|
||||
end
|
||||
else
|
||||
local live=HeroConfig[role.roleData.roleId].Live
|
||||
-- 判断是否有皮肤
|
||||
if not role.roleData.skinId or role.roleData.skinId == 0 then
|
||||
self.skinId = 0
|
||||
else
|
||||
self.skinId = role.roleData.skinId
|
||||
end
|
||||
--如果英雄装备皮肤
|
||||
if self.skinId and self.skinId > 0 then
|
||||
roleId = self.skinId
|
||||
local skin = ConfigManager.GetConfigDataByKey(ConfigName.HeroSkin,"Type",roleId)
|
||||
if skin then
|
||||
live = skin.Live
|
||||
end
|
||||
end
|
||||
self.livePath = GetResourcePath(live)
|
||||
end
|
||||
self.livePath = GetResourcePath(live)
|
||||
self.play_liveScale = RoleConfig[roleId].play_liveScale
|
||||
self.enemy_liveScale = RoleConfig[roleId].enemy_liveScale
|
||||
self.offset = RoleConfig[roleId].offset
|
||||
|
|
Loading…
Reference in New Issue