文字飘字
parent
1254a0a8f6
commit
bf04c23bad
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|
||||||
time: 0.36666667
|
time: 0.36666667
|
||||||
value: 50
|
value: 0
|
||||||
inSlope: 225
|
inSlope: 0
|
||||||
outSlope: 225
|
outSlope: 0
|
||||||
tangentMode: 136
|
tangentMode: 136
|
||||||
weightedMode: 0
|
weightedMode: 0
|
||||||
inWeight: 0.33333334
|
inWeight: 0.33333334
|
||||||
outWeight: 0.33333334
|
outWeight: 0.33333334
|
||||||
- serializedVersion: 3
|
- serializedVersion: 3
|
||||||
time: 0.6666667
|
time: 0.45
|
||||||
value: 150
|
value: 0
|
||||||
inSlope: 0
|
inSlope: 0
|
||||||
outSlope: 0
|
outSlope: 0
|
||||||
tangentMode: 136
|
tangentMode: 136
|
||||||
|
|
|
@ -3005,8 +3005,21 @@ function GetFunctionOpenTip(_funId)
|
||||||
end
|
end
|
||||||
return tip
|
return tip
|
||||||
end
|
end
|
||||||
|
--保留几位小数
|
||||||
|
function GetPreciseDecimal(nNum, n)
|
||||||
|
if type(nNum) ~= "number" then
|
||||||
|
return nNum;
|
||||||
|
end
|
||||||
|
n = n or 0;
|
||||||
|
n = math.floor(n)
|
||||||
|
if n < 0 then
|
||||||
|
n = 0;
|
||||||
|
end
|
||||||
|
local nDecimal = 10 ^ n
|
||||||
|
local nTemp = math.floor(nNum * nDecimal);
|
||||||
|
local nRet = nTemp / nDecimal;
|
||||||
|
return nRet;
|
||||||
|
end
|
||||||
---获取神尊等级
|
---获取神尊等级
|
||||||
function GetShenzunLv()
|
function GetShenzunLv()
|
||||||
local expNum=BagManager.GetItemCountById(1352)
|
local expNum=BagManager.GetItemCountById(1352)
|
||||||
|
|
|
@ -726,6 +726,7 @@ function this.OnAddRole(data)
|
||||||
go.transform.localScale = Vector3.one
|
go.transform.localScale = Vector3.one
|
||||||
go.transform.localPosition = Vector3.zero
|
go.transform.localPosition = Vector3.zero
|
||||||
go.transform.anchoredPosition = Vector2.New(0,-170)
|
go.transform.anchoredPosition = Vector2.New(0,-170)
|
||||||
|
tbRole[data].Floater:SetPosition(go.transform.position)
|
||||||
else
|
else
|
||||||
local enemyPos = Util.GetTransform(this.EnemyPanel, tostring(data.position))
|
local enemyPos = Util.GetTransform(this.EnemyPanel, tostring(data.position))
|
||||||
-- go = BattlePool.GetItem(enemyPos, data.position <= 3 and BATTLE_POOL_TYPE.ENEMY_ROLE or BATTLE_POOL_TYPE.ENEMY_ROLE_2)
|
-- go = BattlePool.GetItem(enemyPos, data.position <= 3 and BATTLE_POOL_TYPE.ENEMY_ROLE or BATTLE_POOL_TYPE.ENEMY_ROLE_2)
|
||||||
|
@ -740,6 +741,7 @@ function this.OnAddRole(data)
|
||||||
go.transform.localScale = Vector3.one
|
go.transform.localScale = Vector3.one
|
||||||
go.transform.localPosition = Vector3.zero
|
go.transform.localPosition = Vector3.zero
|
||||||
go.transform.anchoredPosition = Vector2.New(0,-110)
|
go.transform.anchoredPosition = Vector2.New(0,-110)
|
||||||
|
tbRole[data].Floater:SetPosition(go.transform.position)
|
||||||
end
|
end
|
||||||
|
|
||||||
-- go.transform.position = Vector3.New(0,-160,0)
|
-- go.transform.position = Vector3.New(0,-160,0)
|
||||||
|
|
|
@ -583,6 +583,8 @@ function EnemyView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType,
|
||||||
if isImmune and isImmune==true then
|
if isImmune and isImmune==true then
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
local t={}
|
||||||
|
local pos=self.GameObject.transform.position
|
||||||
if skill then
|
if skill then
|
||||||
-- 技能配置
|
-- 技能配置
|
||||||
local combatId = BattleManager.GetCombatIdBySkin(skill.id, atkRole.roleData.skinId)
|
local combatId = BattleManager.GetCombatIdBySkin(skill.id, atkRole.roleData.skinId)
|
||||||
|
@ -591,7 +593,7 @@ function EnemyView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType,
|
||||||
local delay = combat.DamageDelay or 0
|
local delay = combat.DamageDelay or 0
|
||||||
local continue = skill.continueTime or 0
|
local continue = skill.continueTime or 0
|
||||||
local count = type(combat.SkillNumbetTime[1][1]) == "userdata" and 1 or #combat.SkillNumbetTime
|
local count = type(combat.SkillNumbetTime[1][1]) == "userdata" and 1 or #combat.SkillNumbetTime
|
||||||
|
|
||||||
local space = continue / count
|
local space = continue / count
|
||||||
local d = math.floor(dmg / count)
|
local d = math.floor(dmg / count)
|
||||||
-- 如果平均伤害小于0 则
|
-- 如果平均伤害小于0 则
|
||||||
|
@ -603,7 +605,7 @@ function EnemyView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType,
|
||||||
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))
|
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))
|
||||||
end
|
end
|
||||||
-- 伤害文字延时,有些受击特效不是立刻播放文字
|
-- 伤害文字延时,有些受击特效不是立刻播放文字
|
||||||
|
|
||||||
-- 伤害文字
|
-- 伤害文字
|
||||||
-- if count ~= 1 and skill.SkillNumbetTime==nil and skill.SkillNumbetTime~=0 then
|
-- if count ~= 1 and skill.SkillNumbetTime==nil and skill.SkillNumbetTime~=0 then
|
||||||
if count ~=1 then
|
if count ~=1 then
|
||||||
|
@ -611,7 +613,7 @@ function EnemyView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType,
|
||||||
for i = 1, #combat.SkillNumbetTime do
|
for i = 1, #combat.SkillNumbetTime do
|
||||||
self:DelayFunc(combat.SkillNumbetTime[i][2]/1000, function()
|
self:DelayFunc(combat.SkillNumbetTime[i][2]/1000, function()
|
||||||
local fd = dmg - d *(count - 1)
|
local fd = dmg - d *(count - 1)
|
||||||
self:OnceDamaged(atkRole, fd, bCrit, finalDmg, damageType, dotType, skill)
|
self:OnceDamaged(atkRole, fd, bCrit, finalDmg, damageType, dotType, skill,t,pos)
|
||||||
-- 被伤害卡牌表现
|
-- 被伤害卡牌表现
|
||||||
self:DOHitEffect(continue)
|
self:DOHitEffect(continue)
|
||||||
self:DOHitMoveMent(continue,combat)
|
self:DOHitMoveMent(continue,combat)
|
||||||
|
@ -631,7 +633,7 @@ function EnemyView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType,
|
||||||
|
|
||||||
else
|
else
|
||||||
self:DelayFunc(delay/1000, function()
|
self:DelayFunc(delay/1000, function()
|
||||||
self:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill)
|
self:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill,t,pos)
|
||||||
-- 被伤害卡牌表现
|
-- 被伤害卡牌表现
|
||||||
self:DOHitEffect()
|
self:DOHitEffect()
|
||||||
self:DOHitMoveMent(nil,combat)
|
self:DOHitMoveMent(nil,combat)
|
||||||
|
@ -645,37 +647,37 @@ function EnemyView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType,
|
||||||
LogYellow(string.format("目标阵营:%s, 位置:%s, 总伤害:%s", self.camp, self.role.position, dmg))
|
LogYellow(string.format("目标阵营:%s, 位置:%s, 总伤害:%s", self.camp, self.role.position, dmg))
|
||||||
end
|
end
|
||||||
-- 伤害文字
|
-- 伤害文字
|
||||||
self:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill)
|
self:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill,t,pos)
|
||||||
-- 被伤害卡牌表现
|
-- 被伤害卡牌表现
|
||||||
self:DOHitEffect()
|
self:DOHitEffect()
|
||||||
-- self:DOHitMoveMent(nil,combat)
|
-- self:DOHitMoveMent(nil,combat)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
--
|
--
|
||||||
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
|
--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 self.isDead then return end
|
||||||
if dotType then
|
if dotType then
|
||||||
if dotType == DotType.Poison 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
|
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
|
elseif dotType == DotType.Blooding then
|
||||||
self.Floater:ArtFloating(ArtFloatingType.BleedDamage, ArtFloatingColor.Fire, dmg)
|
self.Floater:ArtFloating(ArtFloatingType.BleedDamage, ArtFloatingColor.Fire, dmg,t,pos)
|
||||||
else
|
else
|
||||||
self.Floater:TextBuffFloating(2, DotTypeTip[dotType]..dmg)
|
self.Floater:TextBuffFloating(2, DotTypeTip[dotType]..dmg)
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
if bCrit then -- 暴击红色并显示暴击
|
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
|
else
|
||||||
if atkRole.isTeam then -- 异妖紫色
|
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
|
else
|
||||||
if skill and skill.type == BattleSkillType.Special then -- 技能黄色
|
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
|
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
|
end
|
||||||
end
|
end
|
||||||
|
|
|
@ -64,7 +64,7 @@ function FloatNode:ctor(unit, root, node)
|
||||||
self.owner = unit
|
self.owner = unit
|
||||||
self.RootPanel = root
|
self.RootPanel = root
|
||||||
self.GameObject = node
|
self.GameObject = node
|
||||||
|
self.targetPos=node.transform.position
|
||||||
self.LastBuffTextTime = Time.realtimeSinceStartup
|
self.LastBuffTextTime = Time.realtimeSinceStartup
|
||||||
self.BuffTextCount = 0
|
self.BuffTextCount = 0
|
||||||
|
|
||||||
|
@ -210,21 +210,127 @@ function FloatNode:GetArtText(type, color, value)
|
||||||
end
|
end
|
||||||
return sp, text
|
return sp, text
|
||||||
end
|
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 trole= role and role or nil
|
||||||
|
local ttarGetPos=tarGetPos and tarGetPos or self.GameObject.transform.position
|
||||||
local go = BattleManager.LoadAsset(floatingEffect)
|
local go = BattleManager.LoadAsset(floatingEffect)
|
||||||
go.transform:SetParent(self.RootPanel.transform)
|
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 index=0
|
||||||
local t={}
|
local t={}
|
||||||
if trole~=nil then
|
if trole~=nil then
|
||||||
|
|
||||||
t[1]=go
|
|
||||||
table.insert(trole.DamageTextTable,t)
|
local index=0
|
||||||
go.transform.position =Vector3.New(self.GameObject.transform.position.x,self.GameObject.transform.position.y+10*#trole.DamageTextTable,self.GameObject.transform.position.z)
|
if #trole== 0 then
|
||||||
LogError("trole.DamageTextTable"..#trole.DamageTextTable)
|
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
|
else
|
||||||
go.transform.position = self.GameObject.transform.position
|
go.transform.position = self.targetPos
|
||||||
end
|
end
|
||||||
-- go.transform.position = self.GameObject.transform.position
|
-- go.transform.position = self.GameObject.transform.position
|
||||||
go:SetActive(true)
|
go:SetActive(true)
|
||||||
|
@ -237,7 +343,7 @@ function FloatNode:ArtFloating(type, color, value,frameColor,role)
|
||||||
self.LastFloatingTime = Time.realtimeSinceStartup
|
self.LastFloatingTime = Time.realtimeSinceStartup
|
||||||
local v2 = go:GetComponent("RectTransform").anchoredPosition
|
local v2 = go:GetComponent("RectTransform").anchoredPosition
|
||||||
v2 = v2 + Vector2.New(0, self.owner.role.camp * 100 + 100)
|
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 sp, text = self:GetArtText(type, color, value)
|
||||||
local anim = Util.GetGameObject(go, "anim")
|
local anim = Util.GetGameObject(go, "anim")
|
||||||
|
@ -259,20 +365,21 @@ function FloatNode:ArtFloating(type, color, value,frameColor,role)
|
||||||
-- 层级和动画
|
-- 层级和动画
|
||||||
anim:GetComponent("Canvas").sortingOrder = BattleManager.GetBattleSorting() + 100
|
anim:GetComponent("Canvas").sortingOrder = BattleManager.GetBattleSorting() + 100
|
||||||
anim:GetComponent("Animator"):Play(ArtFloatingAnim[type])
|
anim:GetComponent("Animator"):Play(ArtFloatingAnim[type])
|
||||||
|
|
||||||
BattleManager.AddDelayRecycleRes(floatingEffect, go, 2,function ()
|
BattleManager.AddDelayRecycleRes(floatingEffect, go, 3,function ()
|
||||||
if trole then
|
if trole then
|
||||||
for key, value in pairs(trole.DamageTextTable) do
|
for key, value in pairs(trole) do
|
||||||
if value == t then
|
if value == go then
|
||||||
trole.DamageTextTable[key] = nil
|
trole[key] = nil
|
||||||
break
|
break
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
LogError("trole.DamageTextTable"..#trole.DamageTextTable)
|
-- LogError(#trole.DamageTextTable)
|
||||||
end
|
end
|
||||||
end)
|
end)
|
||||||
end
|
end
|
||||||
|
function FloatNode:SetPosition(pos)
|
||||||
|
self.targetPos=pos
|
||||||
|
end
|
||||||
|
|
||||||
return FloatNode
|
return FloatNode
|
|
@ -910,6 +910,7 @@ end
|
||||||
|
|
||||||
-- 检测是否需要震动屏幕
|
-- 检测是否需要震动屏幕
|
||||||
function SkillCaster:checkShake(combat)
|
function SkillCaster:checkShake(combat)
|
||||||
|
-- self.owner.Floater:SetPosition(self.owner.GameObject.transform.position)
|
||||||
if combat.ShockScreen == 1 then
|
if combat.ShockScreen == 1 then
|
||||||
self.owner.RootPanel:SetShake()
|
self.owner.RootPanel:SetShake()
|
||||||
end
|
end
|
||||||
|
|
Loading…
Reference in New Issue