Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev

dev_chengFeng
jiaoyangna 2021-12-13 17:27:49 +08:00
commit abed1e0e9d
5 changed files with 44 additions and 20 deletions

View File

@ -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

View File

@ -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()

View File

@ -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

View File

@ -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)

View File

@ -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