主角技能提交
parent
c23a1e9bd0
commit
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File diff suppressed because it is too large
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@ -1,7 +1,7 @@
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MCondition = {}
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local this = MCondition
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local castRound=0
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local _ConditionConfig = {
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[0] = function(skill, condition) --0:无限制条件
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return true
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@ -134,6 +134,27 @@ local _ConditionConfig = {
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end
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return false
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end,
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[8] = function(skill, condition) --6:回合cd数限制
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local conId = condition[1]
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local comType = condition[2]
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local comValue = condition[3]
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LogError("id=="..conId.." comtype=="..comType.." value=="..comValue)
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-- 获取当前回合
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local curRound = BattleLogic.GetCurRound()
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if castRound==0 then
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castRound=curRound
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LogError("1111111 "..curRound)
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return true
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else
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if curRound==castRound+comValue then
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castRound=curRound
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LogError("22222")
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return true
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end
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end
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return false
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end,
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}
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-- 条件检测
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@ -147,5 +168,12 @@ function MCondition.CheckCondition(skill, condition)
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return _ConditionConfig[conId](skill, condition)
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end
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-- 清除缓存
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function MCondition.ClearCache()
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if castRound then
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castRound=0
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end
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end
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return MCondition
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@ -102,6 +102,8 @@ end
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-- 初始化事件监听
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function this.InitListener()
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--每次初始化时间监听前 清除下缓存数据
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MCondition.ClearCache()
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for triggerId, config in pairs(_TriggerConfig) do
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BattleLogic.Event:AddEvent(config.event, function(...)
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-- 用于排序
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@ -64,6 +64,7 @@ function Practice:InitComponent()
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self.treeBtn = Util.GetGameObject(self.gameObject, "Btns/treeBtn")
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Util.GetGameObject(self.treeBtn,"treebtn"):GetComponent("Image").sprite = self.spLoader:LoadSprite("j_jianmushenshu_anniu_01_zh")
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self.treeRed = Util.GetGameObject(self.treeBtn, "redPoint")
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self.skillObj=Util.GetGameObject(self.gameObject, "SkillObj")
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end
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function Practice:BindEvent()
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@ -204,6 +205,7 @@ function Practice:OnOpen()
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self.UpView:OnOpen({ showType = UpViewOpenType.ShowRight, panelType = PanelType.XiuXing })
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self.BtView:OnOpen(self,{ sortOrder = self.sortingOrder, panelType = PanelTypeView.Practice })
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self.mask:SetActive(false)
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self.skillObj:SetActive(true)
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end
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function Practice:OnSortingOrderChange()
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