文字飘字
parent
1254a0a8f6
commit
bf04c23bad
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@ -3005,8 +3005,21 @@ function GetFunctionOpenTip(_funId)
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end
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return tip
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end
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--保留几位小数
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function GetPreciseDecimal(nNum, n)
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if type(nNum) ~= "number" then
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return nNum;
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end
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n = n or 0;
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n = math.floor(n)
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if n < 0 then
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n = 0;
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end
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local nDecimal = 10 ^ n
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local nTemp = math.floor(nNum * nDecimal);
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local nRet = nTemp / nDecimal;
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return nRet;
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end
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---获取神尊等级
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function GetShenzunLv()
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local expNum=BagManager.GetItemCountById(1352)
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@ -726,6 +726,7 @@ function this.OnAddRole(data)
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go.transform.localScale = Vector3.one
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go.transform.localPosition = Vector3.zero
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go.transform.anchoredPosition = Vector2.New(0,-170)
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tbRole[data].Floater:SetPosition(go.transform.position)
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else
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local enemyPos = Util.GetTransform(this.EnemyPanel, tostring(data.position))
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-- go = BattlePool.GetItem(enemyPos, data.position <= 3 and BATTLE_POOL_TYPE.ENEMY_ROLE or BATTLE_POOL_TYPE.ENEMY_ROLE_2)
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go.transform.localScale = Vector3.one
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go.transform.localPosition = Vector3.zero
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go.transform.anchoredPosition = Vector2.New(0,-110)
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tbRole[data].Floater:SetPosition(go.transform.position)
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end
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-- go.transform.position = Vector3.New(0,-160,0)
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@ -583,6 +583,8 @@ function EnemyView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType,
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if isImmune and isImmune==true then
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return
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end
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local t={}
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local pos=self.GameObject.transform.position
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if skill then
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-- 技能配置
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local combatId = BattleManager.GetCombatIdBySkin(skill.id, atkRole.roleData.skinId)
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@ -591,7 +593,7 @@ function EnemyView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType,
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local delay = combat.DamageDelay or 0
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local continue = skill.continueTime or 0
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local count = type(combat.SkillNumbetTime[1][1]) == "userdata" and 1 or #combat.SkillNumbetTime
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local space = continue / count
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local d = math.floor(dmg / count)
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-- 如果平均伤害小于0 则
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@ -603,7 +605,7 @@ function EnemyView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType,
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LogYellow(string.format("目标阵营:%s, 位置:%s, 总伤害:%s, 伤害段数:%s,每段伤害:%s", self.camp, self.role.position, dmg, count, d))
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end
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-- 伤害文字延时,有些受击特效不是立刻播放文字
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-- 伤害文字
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-- if count ~= 1 and skill.SkillNumbetTime==nil and skill.SkillNumbetTime~=0 then
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if count ~=1 then
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@ -611,7 +613,7 @@ function EnemyView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType,
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for i = 1, #combat.SkillNumbetTime do
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self:DelayFunc(combat.SkillNumbetTime[i][2]/1000, function()
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local fd = dmg - d *(count - 1)
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self:OnceDamaged(atkRole, fd, bCrit, finalDmg, damageType, dotType, skill)
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self:OnceDamaged(atkRole, fd, bCrit, finalDmg, damageType, dotType, skill,t,pos)
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-- 被伤害卡牌表现
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self:DOHitEffect(continue)
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self:DOHitMoveMent(continue,combat)
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@ -631,7 +633,7 @@ function EnemyView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType,
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else
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self:DelayFunc(delay/1000, function()
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self:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill)
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self:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill,t,pos)
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-- 被伤害卡牌表现
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self:DOHitEffect()
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self:DOHitMoveMent(nil,combat)
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@ -645,37 +647,37 @@ function EnemyView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType,
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LogYellow(string.format("目标阵营:%s, 位置:%s, 总伤害:%s", self.camp, self.role.position, dmg))
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end
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-- 伤害文字
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self:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill)
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self:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill,t,pos)
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-- 被伤害卡牌表现
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self:DOHitEffect()
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-- self:DOHitMoveMent(nil,combat)
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end
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end
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--
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||||
function EnemyView:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill)
|
||||
function EnemyView:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill,t,pos)
|
||||
--王振兴注释,为了解决英雄死亡多段伤害显示不完整 2020/8/17
|
||||
--if self.isDead then return end
|
||||
if dotType then
|
||||
if dotType == DotType.Poison then
|
||||
self.Floater:ArtFloating(ArtFloatingType.PoisonDamage, ArtFloatingColor.Poison, dmg,TextFloatingColor.DarkGreen)
|
||||
self.Floater:ArtFloating(ArtFloatingType.PoisonDamage, ArtFloatingColor.Poison, dmg,TextFloatingColor.DarkGreen,t,pos)
|
||||
elseif dotType == DotType.Burn then
|
||||
self.Floater:ArtFloating(ArtFloatingType.FireDamage, ArtFloatingColor.Fire, dmg)
|
||||
self.Floater:ArtFloating(ArtFloatingType.FireDamage, ArtFloatingColor.Fire, dmg,t,pos)
|
||||
elseif dotType == DotType.Blooding then
|
||||
self.Floater:ArtFloating(ArtFloatingType.BleedDamage, ArtFloatingColor.Fire, dmg)
|
||||
self.Floater:ArtFloating(ArtFloatingType.BleedDamage, ArtFloatingColor.Fire, dmg,t,pos)
|
||||
else
|
||||
self.Floater:TextBuffFloating(2, DotTypeTip[dotType]..dmg)
|
||||
end
|
||||
else
|
||||
if bCrit then -- 暴击红色并显示暴击
|
||||
self.Floater:ArtFloating(ArtFloatingType.CritDamage, ArtFloatingColor.Red, dmg)
|
||||
self.Floater:ArtFloating(ArtFloatingType.CritDamage, ArtFloatingColor.Red, dmg,t,pos)
|
||||
else
|
||||
if atkRole.isTeam then -- 异妖紫色
|
||||
self.Floater:ArtFloating(ArtFloatingType.Damage, ArtFloatingColor.Purple, dmg)
|
||||
self.Floater:ArtFloating(ArtFloatingType.Damage, ArtFloatingColor.Purple, dmg,t,pos)
|
||||
else
|
||||
if skill and skill.type == BattleSkillType.Special then -- 技能黄色
|
||||
self.Floater:ArtFloating(ArtFloatingType.Damage, ArtFloatingColor.Yellow, dmg)
|
||||
self.Floater:ArtFloating(ArtFloatingType.Damage, ArtFloatingColor.Yellow, dmg,t,pos)
|
||||
else -- 普攻白色
|
||||
self.Floater:ArtFloating(ArtFloatingType.Damage, ArtFloatingColor.White, dmg)
|
||||
self.Floater:ArtFloating(ArtFloatingType.Damage, ArtFloatingColor.White, dmg,t,pos)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
|
|
@ -64,7 +64,7 @@ function FloatNode:ctor(unit, root, node)
|
|||
self.owner = unit
|
||||
self.RootPanel = root
|
||||
self.GameObject = node
|
||||
|
||||
self.targetPos=node.transform.position
|
||||
self.LastBuffTextTime = Time.realtimeSinceStartup
|
||||
self.BuffTextCount = 0
|
||||
|
||||
|
@ -210,21 +210,127 @@ function FloatNode:GetArtText(type, color, value)
|
|||
end
|
||||
return sp, text
|
||||
end
|
||||
function FloatNode:ArtFloating(type, color, value,frameColor,role)
|
||||
-- function FloatNode:ArtFloating(type, color, value,role)
|
||||
-- local trole= role and role or nil
|
||||
-- local go = BattleManager.LoadAsset(floatingEffect)
|
||||
-- go.transform:SetParent(self.RootPanel.transform)
|
||||
-- go.transform.localScale = Vector3.one * 0.70
|
||||
-- go.transform.position = self.GameObject.transform.position
|
||||
-- local index=0
|
||||
-- local t={}
|
||||
-- if trole~=nil then
|
||||
|
||||
|
||||
-- local index=0
|
||||
-- if #trole.DamageTextTable== 0 then
|
||||
-- trole.DamageTextTable[#trole.DamageTextTable+1]=go
|
||||
-- index=#trole.DamageTextTable
|
||||
-- else
|
||||
-- for key, value in pairs(trole.DamageTextTable) do
|
||||
-- if trole.DamageTextTable[key] == nil then
|
||||
-- trole.DamageTextTable[key] =go
|
||||
-- index =key
|
||||
-- break
|
||||
-- end
|
||||
-- end
|
||||
-- if index==0 then
|
||||
-- trole.DamageTextTable[#trole.DamageTextTable+1]=go
|
||||
-- index=#trole.DamageTextTable
|
||||
|
||||
-- end
|
||||
-- end
|
||||
-- LogError("index=="..index)
|
||||
-- go.transform.position =Vector3.New(self.GameObject.transform.position.x,self.GameObject.transform.position.y+0.15*index,self.GameObject.transform.position.z)
|
||||
|
||||
-- LogError("goy"..go.transform.position.y)
|
||||
-- else
|
||||
-- go.transform.position = self.GameObject.transform.position
|
||||
-- end
|
||||
-- -- go.transform.position = self.GameObject.transform.position
|
||||
-- go:SetActive(true)
|
||||
|
||||
-- if Time.realtimeSinceStartup - self.LastFloatingTime < BattleLogic.GameDeltaTime then
|
||||
-- self.FloatingCount = self.FloatingCount + 1
|
||||
-- else
|
||||
-- self.FloatingCount = 0
|
||||
-- end
|
||||
-- self.LastFloatingTime = Time.realtimeSinceStartup
|
||||
-- local v2 = go:GetComponent("RectTransform").anchoredPosition
|
||||
-- v2 = v2 + Vector2.New(0, self.owner.role.camp * 100 + 100)
|
||||
-- go:GetComponent("RectTransform").anchoredPosition = v2 + Vector2.New(0, 50) * (self.FloatingCount+1)
|
||||
|
||||
-- local sp, text = self:GetArtText(type, color, value)
|
||||
-- local anim = Util.GetGameObject(go, "anim")
|
||||
-- -- 伤害文字
|
||||
-- local img = Util.GetGameObject(anim, "Image"):GetComponent("Image")
|
||||
-- if sp and sp ~= "" then
|
||||
-- img.sprite = self.spLoader:LoadSprite(sp)
|
||||
-- img.gameObject:SetActive(true)
|
||||
-- else
|
||||
-- img.gameObject:SetActive(false)
|
||||
-- end
|
||||
-- -- 伤害数值
|
||||
-- local animTxt = Util.GetGameObject(go, "anim/anim")
|
||||
-- local animTxtC = animTxt:GetComponent("Text")
|
||||
-- animTxtC.text = text
|
||||
-- --主要用于给白色字体染色成其他颜色,color 参数只能填白色
|
||||
|
||||
|
||||
-- -- 层级和动画
|
||||
-- anim:GetComponent("Canvas").sortingOrder = BattleManager.GetBattleSorting() + 100
|
||||
-- anim:GetComponent("Animator"):Play(ArtFloatingAnim[type])
|
||||
|
||||
-- BattleManager.AddDelayRecycleRes(floatingEffect, go, 3,function ()
|
||||
-- if trole then
|
||||
-- for key, value in pairs(trole.DamageTextTable) do
|
||||
-- if value == go then
|
||||
-- trole.DamageTextTable[key] = nil
|
||||
-- break
|
||||
-- end
|
||||
-- end
|
||||
-- -- LogError(#trole.DamageTextTable)
|
||||
-- end
|
||||
-- end)
|
||||
-- end
|
||||
function FloatNode:ArtFloating(type, color, value,role,tarGetPos)
|
||||
local trole= role and role or nil
|
||||
local ttarGetPos=tarGetPos and tarGetPos or self.GameObject.transform.position
|
||||
local go = BattleManager.LoadAsset(floatingEffect)
|
||||
go.transform:SetParent(self.RootPanel.transform)
|
||||
go.transform.localScale = Vector3.one * 0.7
|
||||
go.transform.localScale = Vector3.one * 0.70
|
||||
self.targetPos=self.owner.SingleHitEffectRoot.gameObject.transform.position
|
||||
go.transform.position = self.targetPos
|
||||
local index=0
|
||||
local t={}
|
||||
if trole~=nil then
|
||||
|
||||
t[1]=go
|
||||
table.insert(trole.DamageTextTable,t)
|
||||
go.transform.position =Vector3.New(self.GameObject.transform.position.x,self.GameObject.transform.position.y+10*#trole.DamageTextTable,self.GameObject.transform.position.z)
|
||||
LogError("trole.DamageTextTable"..#trole.DamageTextTable)
|
||||
|
||||
local index=0
|
||||
if #trole== 0 then
|
||||
trole[#trole+1]=go
|
||||
index=#trole
|
||||
else
|
||||
for key, value in pairs(trole) do
|
||||
if trole[key] == nil then
|
||||
trole[key] =go
|
||||
index =key
|
||||
break
|
||||
end
|
||||
end
|
||||
if index==0 then
|
||||
trole[#trole+1]=go
|
||||
index=#trole
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
go.transform.position =Vector3.New(GetPreciseDecimal(tonumber(self.targetPos.x),5),GetPreciseDecimal(self.targetPos.y+0.5+0.15*index,5),GetPreciseDecimal(self.targetPos.z,5))
|
||||
LogError(index)
|
||||
-- LogError("Gax"..self.targetPos.x)
|
||||
-- -- LogError("goy"..go.transform.position.y)
|
||||
-- LogError("gox"..go.transform.position.x)
|
||||
else
|
||||
go.transform.position = self.GameObject.transform.position
|
||||
go.transform.position = self.targetPos
|
||||
end
|
||||
-- go.transform.position = self.GameObject.transform.position
|
||||
go:SetActive(true)
|
||||
|
@ -237,7 +343,7 @@ function FloatNode:ArtFloating(type, color, value,frameColor,role)
|
|||
self.LastFloatingTime = Time.realtimeSinceStartup
|
||||
local v2 = go:GetComponent("RectTransform").anchoredPosition
|
||||
v2 = v2 + Vector2.New(0, self.owner.role.camp * 100 + 100)
|
||||
go:GetComponent("RectTransform").anchoredPosition = v2 + Vector2.New(0, 50) * (self.FloatingCount+1)
|
||||
--go:GetComponent("RectTransform").anchoredPosition = v2 + Vector2.New(0, 50) * (self.FloatingCount+1)
|
||||
|
||||
local sp, text = self:GetArtText(type, color, value)
|
||||
local anim = Util.GetGameObject(go, "anim")
|
||||
|
@ -259,20 +365,21 @@ function FloatNode:ArtFloating(type, color, value,frameColor,role)
|
|||
-- 层级和动画
|
||||
anim:GetComponent("Canvas").sortingOrder = BattleManager.GetBattleSorting() + 100
|
||||
anim:GetComponent("Animator"):Play(ArtFloatingAnim[type])
|
||||
|
||||
BattleManager.AddDelayRecycleRes(floatingEffect, go, 2,function ()
|
||||
|
||||
BattleManager.AddDelayRecycleRes(floatingEffect, go, 3,function ()
|
||||
if trole then
|
||||
for key, value in pairs(trole.DamageTextTable) do
|
||||
if value == t then
|
||||
trole.DamageTextTable[key] = nil
|
||||
for key, value in pairs(trole) do
|
||||
if value == go then
|
||||
trole[key] = nil
|
||||
break
|
||||
end
|
||||
end
|
||||
LogError("trole.DamageTextTable"..#trole.DamageTextTable)
|
||||
-- LogError(#trole.DamageTextTable)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
|
||||
function FloatNode:SetPosition(pos)
|
||||
self.targetPos=pos
|
||||
end
|
||||
|
||||
return FloatNode
|
|
@ -910,6 +910,7 @@ end
|
|||
|
||||
-- 检测是否需要震动屏幕
|
||||
function SkillCaster:checkShake(combat)
|
||||
-- self.owner.Floater:SetPosition(self.owner.GameObject.transform.position)
|
||||
if combat.ShockScreen == 1 then
|
||||
self.owner.RootPanel:SetShake()
|
||||
end
|
||||
|
|
Loading…
Reference in New Issue