战斗新增修改spine动画缩放
parent
26d8bab9e3
commit
ba00dc1132
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@ -1060,6 +1060,7 @@ function this.GetSkillCombat(id)
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CloseRangeHit=combat.CloseRangeHit,
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AttackDisplaceoffset=combat.AttackDisplaceoffset,
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CloseRangeHitOffset=combat.CloseRangeHitOffset,
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CloseRangeHitScale=combat.CloseRangeHitScale,
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}
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end
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return _CombatList[id]
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@ -1879,4 +1879,15 @@ function BattleUtil.CompareValue(v1, v2, comType)
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return v1 <= v2
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end
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return true
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end
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function BattleUtil.IsUserDataNull( userData)
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if (userData == nil) then -- 如果 userdata 是 nil,则为空
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return true
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else
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local metatable = getmetatable(userData)
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return metatable == "null_userdata_metatable" -- 否则检查元表
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end
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end
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@ -109,11 +109,11 @@ function EnemyView:onCreate(go, role, position, root, isBoss,enemyId)
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local combat = BattleManager.GetSkillCombat(combatId)
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self.SkillAttackDisplaceoffset=combat.AttackDisplaceoffset
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if combat.CloseRangeHit~=nil and combat.CloseRangeHit~="" then
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self.RoleSkillLiveGo=poolManager:LoadLive(combat.CloseRangeHit, go.transform.parent, Vector3.one, Vector3.zero)
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self.RoleSkillLiveGo=poolManager:LoadLive(combat.CloseRangeHit, go.transform.parent, combat.CloseRangeHitScale==nil and Vector3.one or Vector3.New( combat.CloseRangeHitScale[1]/1000, combat.CloseRangeHitScale[2]/1000,1), Vector3.zero)
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self.RoleSkillLiveGoTran = self.RoleSkillLiveGo:GetComponent("RectTransform")
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self.RoleSkillLiveGoTran:SetParent(self.RoleLiveGO.transform)
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self.RoleSkillLiveGoTran.anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2])-- * 0.5
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self.RoleSkillLiveGoTran.localScale = Vector3.one
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--self.RoleSkillLiveGoTran.localScale = Vector3.one
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self.RoleSkillLiveGoTran.sizeDelta = Vector2.New(1000, 1000)
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self.RoleSkillLiveGoGraphic = self.RoleSkillLiveGo:GetComponent("SkeletonGraphic")
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self.RoleSkillLiveGoGraphic.AnimationState:SetAnimation(0, "idle", true)
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@ -122,7 +122,7 @@ function EnemyView:onCreate(go, role, position, root, isBoss,enemyId)
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local combat2 = BattleManager.GetSkillCombat(combatId2)
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self.superSkillAttackDisplaceoffset=combat2.AttackDisplaceoffset
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if combat2.CloseRangeHit~=nil and combat2.CloseRangeHit~="" then
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self.RoleSkillLiveGo2=poolManager:LoadLive(combat2.CloseRangeHit, go.transform.parent, Vector3.one, Vector3.zero)
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self.RoleSkillLiveGo2=poolManager:LoadLive(combat2.CloseRangeHit, go.transform.parent, combat2.CloseRangeHitScale==nil and Vector3.one or Vector3.New( combat2.CloseRangeHitScale[1]/1000, combat2.CloseRangeHitScale[2]/1000,1), Vector3.zero)
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self.RoleSkillLiveGoTran2 = self.RoleSkillLiveGo2:GetComponent("RectTransform")
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self.RoleSkillLiveGoTran2:SetParent(self.RoleLiveGO.transform)
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-- self.RoleSkillLiveGoTran2.anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2])-- * 0.5
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@ -132,7 +132,7 @@ function EnemyView:onCreate(go, role, position, root, isBoss,enemyId)
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self.RoleSkillLiveGoTran2.localPosition = Vector2.New(0, 0)-- * 0.5
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end
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self.RoleSkillLiveGoTran2.localScale = Vector3.one
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-- self.RoleSkillLiveGoTran2.localScale = Vector3.one
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self.RoleSkillLiveGoTran2.sizeDelta = Vector2.New(1000, 1000)
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self.RoleSkillLiveGoGraphic2 = self.RoleSkillLiveGo2:GetComponent("SkeletonGraphic")
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-- local t= self.RoleLiveGOGraphic.SkeletonData.animations
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@ -156,11 +156,11 @@ function PlayerView:onCreate(go, role, position, root)
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self.combat = BattleManager.GetSkillCombat(combatId)
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self.SkillAttackDisplaceoffset=self.combat.AttackDisplaceoffset
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if self.combat.CloseRangeHit~=nil and self.combat.CloseRangeHit~="" then
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self.RoleSkillLiveGo=poolManager:LoadLive(self.combat.CloseRangeHit, go.transform.parent, Vector3.one, Vector3.zero)
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self.RoleSkillLiveGo=poolManager:LoadLive(self.combat.CloseRangeHit, go.transform.parent,self.combat.CloseRangeHitScale==nil and Vector3.one or Vector3.New( self.combat.CloseRangeHitScale[1]/1000, self.combat.CloseRangeHitScale[2]/1000,1), Vector3.zero)
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self.RoleSkillLiveGoTran = self.RoleSkillLiveGo:GetComponent("RectTransform")
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self.RoleSkillLiveGoTran:SetParent(self.RoleLiveGO.transform)
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self.RoleSkillLiveGoTran.anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2])-- * 0.5
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self.RoleSkillLiveGoTran.localScale = Vector3.one
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-- self.RoleSkillLiveGoTran.localScale = Vector3.one
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self.RoleSkillLiveGoTran.sizeDelta = Vector2.New(1000, 1000)
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self.RoleSkillLiveGoGraphic = self.RoleSkillLiveGo:GetComponent("SkeletonGraphic")
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self.RoleSkillLiveGoGraphic.AnimationState:SetAnimation(0, "idle", true)
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@ -174,7 +174,7 @@ function PlayerView:onCreate(go, role, position, root)
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if self.combat2.CloseRangeHit~=nil and self.combat2.CloseRangeHit~="" then
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self.superSkillAttackDisplaceoffset=self.combat2.AttackDisplaceoffset
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self.RoleSkillLiveGo2=poolManager:LoadLive(self.combat2.CloseRangeHit, go.transform.parent, Vector3.one, Vector3.zero)
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self.RoleSkillLiveGo2=poolManager:LoadLive(self.combat2.CloseRangeHit, go.transform.parent, self.combat2.CloseRangeHitScale==nil and Vector3.one or Vector3.New( self.combat2.CloseRangeHitScale[1]/1000, self.combat2.CloseRangeHitScale[2]/1000,1), Vector3.zero)
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self.RoleSkillLiveGoTran2 = self.RoleSkillLiveGo2:GetComponent("RectTransform")
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self.RoleSkillLiveGoTran2:SetParent(self.RoleLiveGO.transform)
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-- self.RoleSkillLiveGoTran2.anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2])-- * 0.5
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@ -183,7 +183,7 @@ function PlayerView:onCreate(go, role, position, root)
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else
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self.RoleSkillLiveGoTran2.localPosition = Vector2.New(0, 0)-- * 0.5
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end
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self.RoleSkillLiveGoTran2.localScale = Vector3.one
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--self.RoleSkillLiveGoTran2.localScale = Vector3.one
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self.RoleSkillLiveGoTran2.sizeDelta = Vector2.New(1000, 1000)
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self.RoleSkillLiveGoGraphic2 = self.RoleSkillLiveGo2:GetComponent("SkeletonGraphic")
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-- local t= self.RoleLiveGOGraphic.SkeletonData.animations
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@ -47,7 +47,7 @@ function SkillCaster:OnSkillCast(skill)
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if self.owner.OnSkillCastStart then
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self.owner:OnSkillCastStart(skill)
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end
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LogError("Time点1"..os.date())
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self.owner.RootPanel.SetRoleHighLight(self.owner, skill:GetDirectTargets(), function()
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-- local duration = combat.KeyFrame/1000
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@ -92,7 +92,7 @@ function SkillCaster:OnSkillCast(skill)
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end
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else
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if self.owner.OnSkillPlay then
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self.owner:OnSkillPlay(type,combat)
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self.owner:OnSkillPlay(localtype,combat)
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end
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end
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-- 播放
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@ -119,7 +119,7 @@ function SkillCaster:OnSkillCast(skill)
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end
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else
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if self.owner.OnSkillPlay then
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self.owner:OnSkillPlay(type,combat)
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self.owner:OnSkillPlay(localtype,combat)
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end
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end
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if self.owner.role.type == BattleUnitType.Role then
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@ -133,12 +133,13 @@ function SkillCaster:OnSkillCast(skill)
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end
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end
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LogError("startreturn"..os.date())
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--self.actionTime换成combatactiontime
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local skillduration=600
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self.owner:DelayFunc(combat.KeyFrame/1000, function()
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self:CheckFullSceenSkill(combat, skill,skillduration)
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end)
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LogError("Time点2"..os.date())
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self.owner:DelayFunc(combat.ActionTime/1000+0+(combat.EffectType==8 and 0 or combat.BulletTime/1000), function()
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-- self.owner:DelayFunc((combat.SkillNumbetTime[1][1]==0 and combat.ActionTime or combat.SkillNumbetTime[#combat.SkillNumbetTime][2])/1000, function()
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@ -163,7 +164,7 @@ function SkillCaster:OnSkillCast(skill)
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self.owner:OnSkillEnd()
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end
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end)
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LogError("return"..os.date())
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LogError("Time点3"..os.date())
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end)
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else
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self.owner.RoleLiveGO.transform.parent.gameObject:GetComponent("Canvas").sortingOrder= self.owner.RoleLiveGO.transform.parent.gameObject:GetComponent("Canvas").sortingOrder-50
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@ -500,7 +501,7 @@ function SkillCaster:CheckFullSceenSkill(combat, skill,skillduration)
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if compnet~=nil then
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-- compnet.transform.localScale = Vector3.one * 3
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-- compnet.transform.sizeDelta = Vector2.New(1000, 1000)
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self.owner:PlaySpineAnim (compnet,0,"animation",true)
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self.owner:PlaySpineAnim (compnet,0,"attack",true)
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end
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BattleManager.AddDelayRecycleRes(combat.Bullet, go2, skillduration/1000)
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@ -668,10 +669,10 @@ function SkillCaster:CheckFullSceenSkill(combat, skill,skillduration)
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end
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-- 取消高亮
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-- self.owner:DelayFunc(combat.KeyFrame/1000, function()
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-- self:CheckSkillHitEffect("skill", combat, skill)
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self.owner:DelayFunc(combat.KeyFrame/1000, function()
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self:CheckSkillHitEffect("skill", combat, skill)
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-- end)
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end)
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-- 判断是否震屏
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-- bulletTime +
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@ -804,8 +805,8 @@ function SkillCaster:CheckSkillHitEffect(checkType, combat, skill)
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if combat.HitEffectType == 1 and combat.Hit then
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local offset = combat.HitOffset and Vector3.New(combat.HitOffset[1], combat.HitOffset[2], 0) or Vector3.zero
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local sortingOrder = self.owner.role.camp == 0 and self.owner.GameObject:GetComponent("Canvas").sortingOrder + 21 or BattleManager.GetBattleSorting() + 20
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local go2 = BattleManager.LoadAsset(combat.Hit, sortingOrder)
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-- local sortingOrder = self.owner.role.camp == 0 and self.owner.GameObject:GetComponent("Canvas").sortingOrder + 21 or BattleManager.GetBattleSorting() + 20
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local go2 = BattleManager.LoadSpineAsset(combat.Hit, self.owner.GameObject.transform.parent)
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go2.transform:SetParent(self.owner.GameObject.transform.parent)
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-- 检测特效旋转
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if self:CheckRotate(go2, combat.HitOrientation) then
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