Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev
commit
b63b619426
File diff suppressed because it is too large
Load Diff
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@ -827,6 +827,7 @@ function this.GetSkillCombat(id)
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BeforeOffset = combat.BeforeOffset,
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BeforeOffset = combat.BeforeOffset,
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HitOffset = combat.HitOffset,
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HitOffset = combat.HitOffset,
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SkillNameVoice = combat.SkillNameVoice,
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SkillNameVoice = combat.SkillNameVoice,
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BeforeEffectDelay = combat.BeforeEffectDelay,
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}
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}
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end
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end
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@ -990,7 +991,7 @@ function this.LoadAsset(path, battleSorting)
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UIManager.DoLanguageCheck(this.spLoader, go)
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UIManager.DoLanguageCheck(this.spLoader, go)
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local layer = tonumber(go.name) or 0
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local layer = tonumber(go.name) or 0
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battleSorting = battleSorting or BattleManager.GetBattleSorting()
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battleSorting = battleSorting or BattleManager.GetBattleSorting()
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Util.SetParticleSortLayer(go, battleSorting)-- - layer)
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Util.AddParticleSortLayer(go, battleSorting - layer)
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go.name = tostring(battleSorting)
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go.name = tostring(battleSorting)
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return go
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return go
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end
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end
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@ -13,10 +13,20 @@ function SkillSetView:Init(root)
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self.gameObject = root
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self.gameObject = root
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self.rt = Util.GetGameObject(root, "role/time1/input"):GetComponent("InputField")
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self.rt = Util.GetGameObject(root, "role/time1/input"):GetComponent("InputField")
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self.rt2 = Util.GetGameObject(root, "role/time2/input"):GetComponent("InputField")
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self.rt2 = Util.GetGameObject(root, "role/time2/input"):GetComponent("InputField")
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self.nt1 = Util.GetGameObject(root, "normal/time1/input"):GetComponent("InputField")
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self.nt1 = Util.GetGameObject(root, "normal/time1/input"):GetComponent("InputField")
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self.nt2 = Util.GetGameObject(root, "normal/time2/input"):GetComponent("InputField")
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self.nt2 = Util.GetGameObject(root, "normal/time2/input"):GetComponent("InputField")
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self.nt3 = Util.GetGameObject(root, "normal/time3/input"):GetComponent("InputField")
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self.nt4 = Util.GetGameObject(root, "normal/time4/input"):GetComponent("InputField")
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self.nt5 = Util.GetGameObject(root, "normal/time5/input"):GetComponent("InputField")
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self.nt6 = Util.GetGameObject(root, "normal/time6/input"):GetComponent("InputField")
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self.st1 = Util.GetGameObject(root, "special/time1/input"):GetComponent("InputField")
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self.st1 = Util.GetGameObject(root, "special/time1/input"):GetComponent("InputField")
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self.st2 = Util.GetGameObject(root, "special/time2/input"):GetComponent("InputField")
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self.st2 = Util.GetGameObject(root, "special/time2/input"):GetComponent("InputField")
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self.st3 = Util.GetGameObject(root, "special/time3/input"):GetComponent("InputField")
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self.st4 = Util.GetGameObject(root, "special/time4/input"):GetComponent("InputField")
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self.st5 = Util.GetGameObject(root, "special/time5/input"):GetComponent("InputField")
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self.st6 = Util.GetGameObject(root, "special/time6/input"):GetComponent("InputField")
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self.btnComfirm = Util.GetGameObject(root, "Root/confirm")
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self.btnComfirm = Util.GetGameObject(root, "Root/confirm")
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@ -43,18 +53,26 @@ function SkillSetView:Show(camp, pos, BattleView)
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local nSkillId = self.role.roleData.skill[1]
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local nSkillId = self.role.roleData.skill[1]
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local sSkillId = self.role.roleData.superSkill[1]
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local sSkillId = self.role.roleData.superSkill[1]
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self.rt.text = self.roleView.spAtkTime*1000
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self.rt.text = self.roleView.SkillCaster.actionTime*1000
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self.rt2.text = self.roleView.atkSoundTime*1000
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self.rt2.text = self.roleView.SkillCaster.soundTime*1000
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local nCId = BattleManager.GetCombatIdBySkin(nSkillId, 0)
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local nCId = BattleManager.GetCombatIdBySkin(nSkillId, 0)
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local nCombat = BattleManager.GetSkillCombat(nCId)
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local nCombat = BattleManager.GetSkillCombat(nCId)
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self.nt1.text = nCombat.BulletTime
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self.nt1.text = nCombat.BeforeEffectDelay
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self.nt2.text = nCombat.KeyFrame
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self.nt2.text = nCombat.KeyFrame
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self.nt3.text = nCombat.BulletTime
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self.nt4.text = nCombat.DamageDelay
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self.nt5.text = nCombat.SkillDuration
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self.nt6.text = nCombat.SkillNumber
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local sCId = BattleManager.GetCombatIdBySkin(sSkillId, 0)
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local sCId = BattleManager.GetCombatIdBySkin(sSkillId, 0)
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local sCombat = BattleManager.GetSkillCombat(sCId)
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local sCombat = BattleManager.GetSkillCombat(sCId)
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self.st1.text = sCombat.BulletTime
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self.st1.text = sCombat.BeforeEffectDelay
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self.st2.text = sCombat.KeyFrame
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self.st2.text = sCombat.KeyFrame
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self.st3.text = sCombat.BulletTime
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self.st4.text = sCombat.DamageDelay
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self.st5.text = sCombat.SkillDuration
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self.st6.text = sCombat.SkillNumber
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end
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end
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@ -64,29 +82,45 @@ function SkillSetView:ApplyData()
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local nSkillId = self.role.roleData.skill[1]
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local nSkillId = self.role.roleData.skill[1]
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local sSkillId = self.role.roleData.superSkill[1]
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local sSkillId = self.role.roleData.superSkill[1]
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self.roleView.spAtkTime = (tonumber(self.rt.text)or 0)/1000
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self.roleView.SkillCaster.actionTime = (tonumber(self.rt.text)or 0)/1000
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self.roleView.atkSoundTime = (tonumber(self.rt2.text)or 0)/1000
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self.roleView.SkillCaster.soundTime = (tonumber(self.rt2.text)or 0)/1000
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local ncId = BattleManager.GetCombatIdBySkin(nSkillId, 0)
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local ncId = BattleManager.GetCombatIdBySkin(nSkillId, 0)
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local nCombat = BattleManager.GetSkillCombat(ncId)
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local nCombat = BattleManager.GetSkillCombat(ncId)
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local nBulletTime = tonumber(self.nt1.text) or 0
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local nBeforeEffectDelay = tonumber(self.nt1.text) or 0
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local nKeyFrame = tonumber(self.nt2.text) or 0
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local nKeyFrame = tonumber(self.nt2.text) or 0
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local nBulletTime = tonumber(self.nt3.text) or 0
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local nDamageDelay = tonumber(self.nt4.text) or 0
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local nSkillDuration = tonumber(self.nt5.text) or 0
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local nSkillNumber = tonumber(self.nt6.text) or 0
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nCombat.BulletTime = nBulletTime
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nCombat.BulletTime = nBulletTime
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nCombat.KeyFrame = nKeyFrame
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nCombat.KeyFrame = nKeyFrame
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nCombat.BeforeEffectDelay = nBeforeEffectDelay
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nCombat.DamageDelay = nDamageDelay
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BattleManager.SetSkillCombat(ncId, nCombat)
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BattleManager.SetSkillCombat(ncId, nCombat)
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for i=2, #self.role.skill do
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for i=2, #self.role.skill do
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self.role.skill[2] = nKeyFrame/1000
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self.role.skill[2] = nKeyFrame/1000
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self.role.skill[3] = nSkillDuration/1000
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self.role.skill[4] = nSkillNumber
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end
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end
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local scId = BattleManager.GetCombatIdBySkin(sSkillId, 0)
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local scId = BattleManager.GetCombatIdBySkin(sSkillId, 0)
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local sCombat = BattleManager.GetSkillCombat(scId)
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local sCombat = BattleManager.GetSkillCombat(scId)
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local sBulletTime = tonumber(self.st1.text) or 0
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local sBeforeEffectDelay = tonumber(self.st1.text) or 0
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local sKeyFrame = tonumber(self.st2.text) or 0
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local sKeyFrame = tonumber(self.st2.text) or 0
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local sBulletTime = tonumber(self.st3.text) or 0
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local sDamageDelay = tonumber(self.st4.text) or 0
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local sSkillDuration = tonumber(self.st5.text) or 0
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local sSkillNumber = tonumber(self.st6.text) or 0
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sCombat.BulletTime = sBulletTime
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sCombat.BulletTime = sBulletTime
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sCombat.KeyFrame = sKeyFrame
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sCombat.KeyFrame = sKeyFrame
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sCombat.BeforeEffectDelay = sBeforeEffectDelay
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sCombat.DamageDelay = sDamageDelay
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BattleManager.SetSkillCombat(scId, sCombat)
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BattleManager.SetSkillCombat(scId, sCombat)
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for i=2, #self.role.superSkill do
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for i=2, #self.role.superSkill do
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self.role.superSkill[2] = sKeyFrame/1000
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self.role.superSkill[2] = sKeyFrame/1000
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self.role.superSkill[3] = sSkillDuration/1000
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self.role.superSkill[4] = sSkillNumber
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end
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end
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PopupTipPanel.ShowTip(Language[10212])
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PopupTipPanel.ShowTip(Language[10212])
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@ -205,8 +205,8 @@ function EnemyView:ChangeCardSorting(sortingOrder)
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self.GameObject:GetComponent("Canvas").sortingOrder = sort + 2 --血条层级加2
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self.GameObject:GetComponent("Canvas").sortingOrder = sort + 2 --血条层级加2
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self.effect_rage:GetComponent("Canvas").sortingOrder = sort + 3
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self.effect_rage:GetComponent("Canvas").sortingOrder = sort + 3
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self.effect_dead:GetComponent("Canvas").sortingOrder = sort + 3
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self.effect_dead:GetComponent("Canvas").sortingOrder = sort + 3
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Util.AddParticleSortLayer(self.effect_rage, sort + 3)
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Util.SetParticleSortLayer(self.effect_rage, sort + 3)
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Util.AddParticleSortLayer(self.effect_dead, sort + 3)
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Util.SetParticleSortLayer(self.effect_dead, sort + 3)
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end
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end
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function EnemyView:Update()
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function EnemyView:Update()
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@ -57,7 +57,13 @@ function SkillCaster:OnSkillCast(skill)
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-- 播放
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-- 播放
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-- 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)
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-- 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)
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if self.owner.role.type == BattleUnitType.Role then
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if self.owner.role.type == BattleUnitType.Role then
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self:CheckSkillForoleEffect(combat, skill)
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if combat.BeforeEffectDelay then
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self.owner:DelayFunc(combat.BeforeEffectDelay/1000, function()
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self:CheckSkillForoleEffect(combat, skill)
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end)
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else
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self:CheckSkillForoleEffect(combat, skill)
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end
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end
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end
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self.owner:DelayFunc(self.actionTime, function()
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self.owner:DelayFunc(self.actionTime, function()
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self:CheckFullSceenSkill(combat, skill)
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self:CheckFullSceenSkill(combat, skill)
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@ -116,7 +122,13 @@ function SkillCaster:PlaySkillCastingEffect(combat, skill, func)
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-- 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)
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-- 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)
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if self.owner.role.type == BattleUnitType.Monster then
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if self.owner.role.type == BattleUnitType.Monster then
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self:CheckSkillForoleEffect(combat, skill)
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if combat.BeforeEffectDelay then
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self.owner:DelayFunc(combat.BeforeEffectDelay/1000, function()
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self:CheckSkillForoleEffect(combat, skill)
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end)
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else
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self:CheckSkillForoleEffect(combat, skill)
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end
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end
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end
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if self.owner.OnSkillCastStart then
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if self.owner.OnSkillCastStart then
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@ -392,7 +404,7 @@ function SkillCaster:CheckFullSceenSkill(combat, skill)
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--
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--
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BattleManager.AddDelayRecycleRes(combat.Bullet, go2, combat.KeyFrame/1000)
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BattleManager.AddDelayRecycleRes(combat.Bullet, go2, combat.KeyFrame/1000 + 0.2) -- 额外增加0.2秒显示时间
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end
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end
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end
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end
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