diff --git a/Assets/ManagedResources/Prefabs/UI/Story/StoryDialoguePanel.prefab b/Assets/ManagedResources/Prefabs/UI/Story/StoryDialoguePanel.prefab index 7792ec1c7f..7493a2bbc8 100644 --- a/Assets/ManagedResources/Prefabs/UI/Story/StoryDialoguePanel.prefab +++ b/Assets/ManagedResources/Prefabs/UI/Story/StoryDialoguePanel.prefab @@ -677,7 +677,7 @@ MonoBehaviour: changeV3: {x: 200, y: -385, z: 0} changeFloat: 0 duration: 0.5 - delay: 0.1 + delay: 0 curveType: 0 changeType: 0 sequeueType: 1 @@ -1292,7 +1292,7 @@ MonoBehaviour: changeV3: {x: 0, y: 261, z: 0} changeFloat: 0 duration: 0.5 - delay: 0.2 + delay: 0 curveType: 10 changeType: 0 sequeueType: 0 @@ -1305,7 +1305,7 @@ MonoBehaviour: changeV3: {x: 350, y: 39, z: 0} changeFloat: 0 duration: 0.3 - delay: 0.2 + delay: 0 curveType: 10 changeType: 0 sequeueType: 1 @@ -1467,7 +1467,7 @@ MonoBehaviour: changeV3: {x: -150, y: -385, z: 0} changeFloat: 0 duration: 0.5 - delay: 0.1 + delay: 0 curveType: 0 changeType: 0 sequeueType: 1 diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua index ea81e1b5bb..cc19e90b22 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleUtil.lua @@ -181,6 +181,9 @@ end -- 根据属性排序 function BattleUtil.SortByProp(arr, prop, sort) + if sort==0 then + return arr + end BattleUtil.Sort(arr, function(a, b) local r1 = a:GetRoleData(prop) local r2 = b:GetRoleData(prop) diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/MonsterView.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/MonsterView.lua index 74fe4912b7..c1641ea891 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/MonsterView.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/MonsterView.lua @@ -99,6 +99,7 @@ function MonsterView:onCreate(go, role, position, root) self.URoleProperty:AddProperty(name, value) end) end + self.combat=nil end -- @@ -176,9 +177,12 @@ function MonsterView:OnSkillCastStart(skill) --self.RoleLiveGO3.transform.position=Vector3.zero local offset = self.camp == 0 and SpiritAnimal[20100].offset or SpiritAnimal[20100].enemy_offset local add=roleConfig.enemy_offset - self.RoleLiveGO3:GetComponent("RectTransform").anchoredPosition = Vector2.New(0, offset[2]+add[2]+180) if self.camp==1 then self.RoleLiveGO3.transform.rotation=Vector3.New(0,180,0) + self.RoleLiveGO3:GetComponent("RectTransform").anchoredPosition = Vector2.New(0, offset[2]+add[2]+180) + else + self.RoleLiveGO2:GetComponent("RectTransform").anchoredPosition = Vector2.New(offset[1], offset[2]+300) + self.RoleLiveGO3:GetComponent("RectTransform").anchoredPosition = Vector2.New(0, offset[2]+add[2]+480) end local scale = roleConfig.enemy_liveScale self.RoleLiveGO3.transform.localScale = Vector3.one * scale --* 2 @@ -187,6 +191,11 @@ function MonsterView:OnSkillCastStart(skill) self.RoleLiveGOTran3 = self.RoleLiveGO3:GetComponent("RectTransform") self.RoleLiveGOGraphic3.AnimationState:SetAnimation(0, "attack", true) self.RoleLiveGOTran3.sizeDelta = Vector2.New(1000, 1000) + self.castingNameNode:GetComponent("Image").sprite = self.spLoader:LoadSprite("c_swhs_00000_t9") + local eid = BattleManager.GetCombatIdBySkin(skill.id, skill.owner.skinId) + self.combat = BattleManager.GetSkillCombat(eid) + else + self.RoleLiveGO3=nil end end -- @@ -207,13 +216,13 @@ function MonsterView:OnSkillCastingStart(skill) if self.role.roleData.id==20100 then animName="idle" end + self.RoleLiveGO2:GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0, 0, 0)) if self.RoleLiveGO3 then if (self.camp==0 and heroConfig and heroConfig.Toward==1) or (self.camp==1 and heroConfig and heroConfig.Toward==2) then self.RoleLiveGO3:GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0, 90, 0)) else self.RoleLiveGO3:GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0, -90, 0)) end - self.RoleLiveGO2:GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0, 0, 0)) coroutine.start(function() coroutine.wait(0.7) @@ -228,7 +237,7 @@ function MonsterView:OnSkillCastingStart(skill) else self.RoleLiveGO3.transform:DORotate(Vector3.New(0,0, 0),0.5) end - + self.castingNameNode:GetComponent("Image").sprite = self.spLoader:LoadSprite(self.combat.skillname) animName="attack" self:PlaySpineAnim(self.RoleLiveGOGraphic3, 0,animName , false) coroutine.wait(1.5) diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/RoleGetInfoPopup.lua b/Assets/ManagedResources/~Lua/Modules/Popup/RoleGetInfoPopup.lua index 06349765b4..0abe422ce2 100644 --- a/Assets/ManagedResources/~Lua/Modules/Popup/RoleGetInfoPopup.lua +++ b/Assets/ManagedResources/~Lua/Modules/Popup/RoleGetInfoPopup.lua @@ -239,6 +239,7 @@ function this.ShowHeroLive(_heroSConfigData) this.testLiveGO = poolManager:LoadLive(GetResourcePath(_heroSConfigData.Live), this.liveRoot.transform, Vector3.one * _heroSConfigData.Scale*0.7, Vector3.New(_heroSConfigData.PositionView[1], _heroSConfigData.PositionView[2], 0)) local SkeletonGraphic = this.testLiveGO:GetComponent("SkeletonGraphic") + SetHEeroLiveToward(this.testLiveGO,_heroSConfigData.Toward,_heroSConfigData.PositionView) local idle = function() SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true) end SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete + idle poolManager:SetLiveClearCall(GetResourcePath(_heroSConfigData.Live), this.testLiveGO, function () diff --git a/Assets/ManagedResources/~Lua/Modules/Recruit/SingleRecruitPanel.lua b/Assets/ManagedResources/~Lua/Modules/Recruit/SingleRecruitPanel.lua index 917db0a564..838355c221 100644 --- a/Assets/ManagedResources/~Lua/Modules/Recruit/SingleRecruitPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Recruit/SingleRecruitPanel.lua @@ -413,7 +413,7 @@ function SingleRecruitPanel:UpdataPanelData(_heroData) --TODO:动态加载立绘 testLiveGO = poolManager:LoadLive(GetResourcePath(heroStaticData.Live), self.live2dRoot.transform, Vector3.one * heroStaticData.Scale, Vector3.New(heroStaticData.Position[1],heroStaticData.Position[2],0)) - SetHEeroLiveToward(testLiveGO,heroStaticData.Toward) + SetHEeroLiveToward(testLiveGO,heroStaticData.Toward,heroStaticData.Position) local SkeletonGraphic = testLiveGO:GetComponent("SkeletonGraphic") local idle = function() SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true) end SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete + idle