前置特效添加全屏类型
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@ -547,6 +547,7 @@ function this.GetSkillCombat(id)
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SkillNumber = combat.SkillNumber,
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SkillDuration = combat.SkillDuration,
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Orientation = combat.Orientation,
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BeforeEffectType = combat.BeforeEffectType ,
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EffectType = combat.EffectType ,
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HitEffectType = combat.HitEffectType,
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BeforeOffset = combat.BeforeOffset,
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@ -1092,21 +1092,33 @@ function RoleView:CheckSkillForoleEffect(combat, skill)
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if not skill then
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return
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end
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if combat.BeforeBullet and combat.BeforeBullet ~= "" then
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local path = combat.BeforeBullet
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local offset = combat.BeforeOffset and Vector3.New(combat.BeforeOffset[1], combat.BeforeOffset[2], 0) or Vector3.zero
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if not combat.BeforeBullet or combat.BeforeBullet == "" then
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return
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end
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local go
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local path = combat.BeforeBullet
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local offset = combat.BeforeOffset and Vector3.New(combat.BeforeOffset[1], combat.BeforeOffset[2], 0) or Vector3.zero
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-- 挂在人身上,以人物中心为原点
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if combat.BeforeEffectType == 1 then
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local sortingOrder
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if self.camp == 0 then
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sortingOrder = self.GameObject:GetComponent("Canvas").sortingOrder
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end
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local go = loadAsset(path, sortingOrder)
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go = loadAsset(path, sortingOrder)
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go.transform:SetParent(self.GameObject.transform)
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go.transform.localScale = Vector3.one
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go.transform.localPosition = Vector3.zero
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go.transform.anchoredPosition = offset
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go:SetActive(true)
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self:AddDelayRecycleRes(path, go, 3)
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-- 屏幕中心
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elseif combat.BeforeEffectType == 2 then
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local sortingOrder = self.RootPanel.skillEffectRoot:GetComponent("Canvas").sortingOrder
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go = loadAsset(path, sortingOrder)
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go.transform:SetParent(self.RootPanel.skillEffectRoot.transform)
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end
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go.transform.localScale = Vector3.one
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go.transform.localPosition = Vector3.zero
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go.transform.anchoredPosition = offset
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go:SetActive(true)
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self:AddDelayRecycleRes(path, go, 4)
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end
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-- 检测技能命中特效显示
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