diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Monster/MonsterSkill/MTrigger.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Monster/MonsterSkill/MTrigger.lua index 604f285101..f37437e13e 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Monster/MonsterSkill/MTrigger.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Monster/MonsterSkill/MTrigger.lua @@ -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 diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/BattlePanel.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/BattlePanel.lua index 5c425f5c30..aba3d51179 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/View/BattlePanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/BattlePanel.lua @@ -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() diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/GuideBattlePanel.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/GuideBattlePanel.lua index 91bb6d728e..84b224df12 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/View/GuideBattlePanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/GuideBattlePanel.lua @@ -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 diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/MonsterView.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/MonsterView.lua index 3b24935098..60434820bc 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/MonsterView.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/MonsterView.lua @@ -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) diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/PlayerView.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/PlayerView.lua index 9bb4289c61..92b617b627 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/PlayerView.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/PlayerView.lua @@ -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