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

dev_chengFeng
jiaoyangna 2021-11-26 14:11:37 +08:00
commit b63b619426
5 changed files with 4341 additions and 922 deletions

View File

@ -827,6 +827,7 @@ function this.GetSkillCombat(id)
BeforeOffset = combat.BeforeOffset, BeforeOffset = combat.BeforeOffset,
HitOffset = combat.HitOffset, HitOffset = combat.HitOffset,
SkillNameVoice = combat.SkillNameVoice, SkillNameVoice = combat.SkillNameVoice,
BeforeEffectDelay = combat.BeforeEffectDelay,
} }
end end
@ -990,7 +991,7 @@ function this.LoadAsset(path, battleSorting)
UIManager.DoLanguageCheck(this.spLoader, go) UIManager.DoLanguageCheck(this.spLoader, go)
local layer = tonumber(go.name) or 0 local layer = tonumber(go.name) or 0
battleSorting = battleSorting or BattleManager.GetBattleSorting() battleSorting = battleSorting or BattleManager.GetBattleSorting()
Util.SetParticleSortLayer(go, battleSorting)-- - layer) Util.AddParticleSortLayer(go, battleSorting - layer)
go.name = tostring(battleSorting) go.name = tostring(battleSorting)
return go return go
end end

View File

@ -13,10 +13,20 @@ function SkillSetView:Init(root)
self.gameObject = root self.gameObject = root
self.rt = Util.GetGameObject(root, "role/time1/input"):GetComponent("InputField") self.rt = Util.GetGameObject(root, "role/time1/input"):GetComponent("InputField")
self.rt2 = Util.GetGameObject(root, "role/time2/input"):GetComponent("InputField") self.rt2 = Util.GetGameObject(root, "role/time2/input"):GetComponent("InputField")
self.nt1 = Util.GetGameObject(root, "normal/time1/input"):GetComponent("InputField") self.nt1 = Util.GetGameObject(root, "normal/time1/input"):GetComponent("InputField")
self.nt2 = Util.GetGameObject(root, "normal/time2/input"):GetComponent("InputField") self.nt2 = Util.GetGameObject(root, "normal/time2/input"):GetComponent("InputField")
self.nt3 = Util.GetGameObject(root, "normal/time3/input"):GetComponent("InputField")
self.nt4 = Util.GetGameObject(root, "normal/time4/input"):GetComponent("InputField")
self.nt5 = Util.GetGameObject(root, "normal/time5/input"):GetComponent("InputField")
self.nt6 = Util.GetGameObject(root, "normal/time6/input"):GetComponent("InputField")
self.st1 = Util.GetGameObject(root, "special/time1/input"):GetComponent("InputField") self.st1 = Util.GetGameObject(root, "special/time1/input"):GetComponent("InputField")
self.st2 = Util.GetGameObject(root, "special/time2/input"):GetComponent("InputField") self.st2 = Util.GetGameObject(root, "special/time2/input"):GetComponent("InputField")
self.st3 = Util.GetGameObject(root, "special/time3/input"):GetComponent("InputField")
self.st4 = Util.GetGameObject(root, "special/time4/input"):GetComponent("InputField")
self.st5 = Util.GetGameObject(root, "special/time5/input"):GetComponent("InputField")
self.st6 = Util.GetGameObject(root, "special/time6/input"):GetComponent("InputField")
self.btnComfirm = Util.GetGameObject(root, "Root/confirm") self.btnComfirm = Util.GetGameObject(root, "Root/confirm")
@ -43,18 +53,26 @@ function SkillSetView:Show(camp, pos, BattleView)
local nSkillId = self.role.roleData.skill[1] local nSkillId = self.role.roleData.skill[1]
local sSkillId = self.role.roleData.superSkill[1] local sSkillId = self.role.roleData.superSkill[1]
self.rt.text = self.roleView.spAtkTime*1000 self.rt.text = self.roleView.SkillCaster.actionTime*1000
self.rt2.text = self.roleView.atkSoundTime*1000 self.rt2.text = self.roleView.SkillCaster.soundTime*1000
local nCId = BattleManager.GetCombatIdBySkin(nSkillId, 0) local nCId = BattleManager.GetCombatIdBySkin(nSkillId, 0)
local nCombat = BattleManager.GetSkillCombat(nCId) local nCombat = BattleManager.GetSkillCombat(nCId)
self.nt1.text = nCombat.BulletTime self.nt1.text = nCombat.BeforeEffectDelay
self.nt2.text = nCombat.KeyFrame self.nt2.text = nCombat.KeyFrame
self.nt3.text = nCombat.BulletTime
self.nt4.text = nCombat.DamageDelay
self.nt5.text = nCombat.SkillDuration
self.nt6.text = nCombat.SkillNumber
local sCId = BattleManager.GetCombatIdBySkin(sSkillId, 0) local sCId = BattleManager.GetCombatIdBySkin(sSkillId, 0)
local sCombat = BattleManager.GetSkillCombat(sCId) local sCombat = BattleManager.GetSkillCombat(sCId)
self.st1.text = sCombat.BulletTime self.st1.text = sCombat.BeforeEffectDelay
self.st2.text = sCombat.KeyFrame self.st2.text = sCombat.KeyFrame
self.st3.text = sCombat.BulletTime
self.st4.text = sCombat.DamageDelay
self.st5.text = sCombat.SkillDuration
self.st6.text = sCombat.SkillNumber
end end
@ -64,29 +82,45 @@ function SkillSetView:ApplyData()
local nSkillId = self.role.roleData.skill[1] local nSkillId = self.role.roleData.skill[1]
local sSkillId = self.role.roleData.superSkill[1] local sSkillId = self.role.roleData.superSkill[1]
self.roleView.spAtkTime = (tonumber(self.rt.text)or 0)/1000 self.roleView.SkillCaster.actionTime = (tonumber(self.rt.text)or 0)/1000
self.roleView.atkSoundTime = (tonumber(self.rt2.text)or 0)/1000 self.roleView.SkillCaster.soundTime = (tonumber(self.rt2.text)or 0)/1000
local ncId = BattleManager.GetCombatIdBySkin(nSkillId, 0) local ncId = BattleManager.GetCombatIdBySkin(nSkillId, 0)
local nCombat = BattleManager.GetSkillCombat(ncId) local nCombat = BattleManager.GetSkillCombat(ncId)
local nBulletTime = tonumber(self.nt1.text) or 0 local nBeforeEffectDelay = tonumber(self.nt1.text) or 0
local nKeyFrame = tonumber(self.nt2.text) or 0 local nKeyFrame = tonumber(self.nt2.text) or 0
local nBulletTime = tonumber(self.nt3.text) or 0
local nDamageDelay = tonumber(self.nt4.text) or 0
local nSkillDuration = tonumber(self.nt5.text) or 0
local nSkillNumber = tonumber(self.nt6.text) or 0
nCombat.BulletTime = nBulletTime nCombat.BulletTime = nBulletTime
nCombat.KeyFrame = nKeyFrame nCombat.KeyFrame = nKeyFrame
nCombat.BeforeEffectDelay = nBeforeEffectDelay
nCombat.DamageDelay = nDamageDelay
BattleManager.SetSkillCombat(ncId, nCombat) BattleManager.SetSkillCombat(ncId, nCombat)
for i=2, #self.role.skill do for i=2, #self.role.skill do
self.role.skill[2] = nKeyFrame/1000 self.role.skill[2] = nKeyFrame/1000
self.role.skill[3] = nSkillDuration/1000
self.role.skill[4] = nSkillNumber
end end
local scId = BattleManager.GetCombatIdBySkin(sSkillId, 0) local scId = BattleManager.GetCombatIdBySkin(sSkillId, 0)
local sCombat = BattleManager.GetSkillCombat(scId) local sCombat = BattleManager.GetSkillCombat(scId)
local sBulletTime = tonumber(self.st1.text) or 0 local sBeforeEffectDelay = tonumber(self.st1.text) or 0
local sKeyFrame = tonumber(self.st2.text) or 0 local sKeyFrame = tonumber(self.st2.text) or 0
local sBulletTime = tonumber(self.st3.text) or 0
local sDamageDelay = tonumber(self.st4.text) or 0
local sSkillDuration = tonumber(self.st5.text) or 0
local sSkillNumber = tonumber(self.st6.text) or 0
sCombat.BulletTime = sBulletTime sCombat.BulletTime = sBulletTime
sCombat.KeyFrame = sKeyFrame sCombat.KeyFrame = sKeyFrame
sCombat.BeforeEffectDelay = sBeforeEffectDelay
sCombat.DamageDelay = sDamageDelay
BattleManager.SetSkillCombat(scId, sCombat) BattleManager.SetSkillCombat(scId, sCombat)
for i=2, #self.role.superSkill do for i=2, #self.role.superSkill do
self.role.superSkill[2] = sKeyFrame/1000 self.role.superSkill[2] = sKeyFrame/1000
self.role.superSkill[3] = sSkillDuration/1000
self.role.superSkill[4] = sSkillNumber
end end
PopupTipPanel.ShowTip(Language[10212]) PopupTipPanel.ShowTip(Language[10212])

View File

@ -205,8 +205,8 @@ function EnemyView:ChangeCardSorting(sortingOrder)
self.GameObject:GetComponent("Canvas").sortingOrder = sort + 2 --血条层级加2 self.GameObject:GetComponent("Canvas").sortingOrder = sort + 2 --血条层级加2
self.effect_rage:GetComponent("Canvas").sortingOrder = sort + 3 self.effect_rage:GetComponent("Canvas").sortingOrder = sort + 3
self.effect_dead:GetComponent("Canvas").sortingOrder = sort + 3 self.effect_dead:GetComponent("Canvas").sortingOrder = sort + 3
Util.AddParticleSortLayer(self.effect_rage, sort + 3) Util.SetParticleSortLayer(self.effect_rage, sort + 3)
Util.AddParticleSortLayer(self.effect_dead, sort + 3) Util.SetParticleSortLayer(self.effect_dead, sort + 3)
end end
function EnemyView:Update() function EnemyView:Update()

View File

@ -57,7 +57,13 @@ function SkillCaster:OnSkillCast(skill)
-- 播放 -- 播放
-- 这里相当于技能前摇,等待立绘播放到需要释放关键帧的时间时继续释放技能(人物前摇特效) -- 这里相当于技能前摇,等待立绘播放到需要释放关键帧的时间时继续释放技能(人物前摇特效)
if self.owner.role.type == BattleUnitType.Role then if self.owner.role.type == BattleUnitType.Role then
self:CheckSkillForoleEffect(combat, skill) if combat.BeforeEffectDelay then
self.owner:DelayFunc(combat.BeforeEffectDelay/1000, function()
self:CheckSkillForoleEffect(combat, skill)
end)
else
self:CheckSkillForoleEffect(combat, skill)
end
end end
self.owner:DelayFunc(self.actionTime, function() self.owner:DelayFunc(self.actionTime, function()
self:CheckFullSceenSkill(combat, skill) self:CheckFullSceenSkill(combat, skill)
@ -116,7 +122,13 @@ function SkillCaster:PlaySkillCastingEffect(combat, skill, func)
-- 这里相当于技能前摇,等待立绘播放到需要释放关键帧的时间时继续释放技能(灵兽前摇特效) -- 这里相当于技能前摇,等待立绘播放到需要释放关键帧的时间时继续释放技能(灵兽前摇特效)
if self.owner.role.type == BattleUnitType.Monster then if self.owner.role.type == BattleUnitType.Monster then
self:CheckSkillForoleEffect(combat, skill) if combat.BeforeEffectDelay then
self.owner:DelayFunc(combat.BeforeEffectDelay/1000, function()
self:CheckSkillForoleEffect(combat, skill)
end)
else
self:CheckSkillForoleEffect(combat, skill)
end
end end
if self.owner.OnSkillCastStart then if self.owner.OnSkillCastStart then
@ -392,7 +404,7 @@ function SkillCaster:CheckFullSceenSkill(combat, skill)
-- --
BattleManager.AddDelayRecycleRes(combat.Bullet, go2, combat.KeyFrame/1000) BattleManager.AddDelayRecycleRes(combat.Bullet, go2, combat.KeyFrame/1000 + 0.2) -- 额外增加0.2秒显示时间
end end
end end