SK_LongZhu
parent
d5e5b30b4a
commit
ce3f739698
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@ -1,5 +1,4 @@
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local Bezier = require("Base.Bezier")
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local Bezier = require("Base.Bezier")
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local SkillLogicConfig = ConfigManager.GetConfig(ConfigName.SkillLogicConfig)
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local SkillLogicConfig = ConfigManager.GetConfig(ConfigName.SkillLogicConfig)
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local BuffEffectConfig = ConfigManager.GetConfig(ConfigName.BuffEffectConfig)
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local BuffEffectConfig = ConfigManager.GetConfig(ConfigName.BuffEffectConfig)
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local skillConfig = ConfigManager.GetConfig(ConfigName.SkillConfig)
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local skillConfig = ConfigManager.GetConfig(ConfigName.SkillConfig)
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@ -100,7 +99,9 @@ function SkillCaster:OnSkillCast(skill)
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--LogError(tostring(postion))
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--LogError(tostring(postion))
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--LogError(tostring(Vector3.New(postion.x-(self.owner.camp==0 and posx or(-posx)),postion.y+posy,postion.z)))
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--LogError(tostring(Vector3.New(postion.x-(self.owner.camp==0 and posx or(-posx)),postion.y+posy,postion.z)))
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LogError("===========================:" .. self.owner.RoleLiveGO.name)
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LogError("===========================:" .. self.owner.RoleLiveGO.name)
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self.owner.RoleLiveGO.transform:DOMove(Vector3.New(postion.x-(self.owner.camp==0 and posx or(-posx)),postion.y+posy,startPos.z), combat.AttackDisplaceTime/1000, false):OnComplete(function ()
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self.owner.RoleLiveGO.transform:DOMove(
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Vector3.New(postion.x - (self.owner.camp == 0 and posx or (-posx)), postion.y + posy, startPos.z),
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combat.AttackDisplaceTime / 1000, false):OnComplete(function()
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local Canvas = self.owner.RoleLiveGO.transform.parent.gameObject:GetComponent("Canvas")
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local Canvas = self.owner.RoleLiveGO.transform.parent.gameObject:GetComponent("Canvas")
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if Canvas == nil then
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if Canvas == nil then
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Canvas = self.owner.RoleLiveGO.transform.parent.parent.gameObject:GetComponent("Canvas")
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Canvas = self.owner.RoleLiveGO.transform.parent.parent.gameObject:GetComponent("Canvas")
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@ -126,20 +127,22 @@ function SkillCaster:OnSkillCast(skill)
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--LogError("技能位移Id"..combat.Id.."开始时间"..os.date())
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--LogError("技能位移Id"..combat.Id.."开始时间"..os.date())
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LogError("技能位移Id" .. combat.Id .. "开始时间" .. self.owner.RoleLiveGO.name)
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LogError("技能位移Id" .. combat.Id .. "开始时间" .. self.owner.RoleLiveGO.name)
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self.owner.RoleLiveGO.transform:DOMove(Vector3.New(t.GameObject.transform.position.x-(self.owner.camp==0 and displaceoffset[1] or(-displaceoffset[1])),t.GameObject.transform.position.y+displaceoffset[2],t.GameObject.transform.position.z), combat.AttackDisplaceTime/1000, false):OnComplete(function ()
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self.owner.RoleLiveGO.transform:DOMove(
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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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Vector3.New(
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t.GameObject.transform.position.x -
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(self.owner.camp == 0 and displaceoffset[1] or (-displaceoffset[1])),
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t.GameObject.transform.position.y + displaceoffset[2], t.GameObject.transform.position.z),
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combat.AttackDisplaceTime / 1000, false):OnComplete(function()
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self.owner.RoleLiveGO.transform.parent.gameObject:GetComponent("Canvas").sortingOrder = self
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.owner.RoleLiveGO.transform.parent.gameObject:GetComponent("Canvas").sortingOrder + 50
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if self.owner.OnSkillPlay then
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if self.owner.OnSkillPlay then
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self.owner:OnSkillPlay(localtype, combat)
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self.owner:OnSkillPlay(localtype, combat)
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--LogError("技能位移Id"..combat.Id.."结束时间"..os.date())
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--LogError("技能位移Id"..combat.Id.."结束时间"..os.date())
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end
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end
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end)
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end)
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end
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end
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end
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end
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else
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else
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if self.owner.RoleLiveGO and self.owner.OnSkillPlay then
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if self.owner.RoleLiveGO and self.owner.OnSkillPlay then
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self.owner:OnSkillPlay(localtype, combat)
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self.owner:OnSkillPlay(localtype, combat)
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@ -181,11 +184,9 @@ function SkillCaster:OnSkillCast(skill)
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if combat.BeforeEffectDelay then
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if combat.BeforeEffectDelay then
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self.owner:DelayFunc(combat.BeforeEffectDelay / 1000, function()
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self.owner:DelayFunc(combat.BeforeEffectDelay / 1000, function()
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self:CheckSkillForoleEffect(combat, skill)
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self:CheckSkillForoleEffect(combat, skill)
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end)
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end)
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else
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else
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self:CheckSkillForoleEffect(combat, skill)
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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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end
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@ -196,7 +197,9 @@ function SkillCaster:OnSkillCast(skill)
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end)
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end)
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-- LogError("Time点2"..os.date())
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-- LogError("Time点2"..os.date())
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-- LogError("Time点2.5"..os.date())
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-- LogError("Time点2.5"..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(
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combat.ActionTime / 1000 + 0 + (combat.EffectType == 8 and 0 or combat.BulletTime / 1000),
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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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-- self.owner:DelayFunc((combat.SkillNumbetTime[1][1]==0 and combat.ActionTime or combat.SkillNumbetTime[#combat.SkillNumbetTime][2])/1000, function()
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-- LogError("ActionTime"..combat.ActionTime/1000)
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-- LogError("ActionTime"..combat.ActionTime/1000)
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-- 继续战斗放在特效加载之后,避免特效加载时间对战斗时间得影响
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-- 继续战斗放在特效加载之后,避免特效加载时间对战斗时间得影响
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@ -212,13 +215,23 @@ function SkillCaster:OnSkillCast(skill)
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-- 调用上层接口
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-- 调用上层接口
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if self.owner.RoleLiveGO and combat.AttackDisplacement == 1 then
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if self.owner.RoleLiveGO and combat.AttackDisplacement == 1 then
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LogError("技能返回位移Id"..combat.Id.."开始时间"..os.date().."=="..self.owner.RoleLiveGO.name)
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LogError("技能返回位移Id" .. combat.Id .. "开始时间" .. os.date() .. "==" .. self.owner.RoleLiveGO
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self.owner:DelayFunc(combat.AttackDisplaceBackTime/1000+((type(combat.SkillNumbetTime[1][1]) == "userdata" or combat.SkillNumbetTime[1][1]==0) and 0 or combat.SkillNumbetTime[#combat.SkillNumbetTime][2])/1000, function()
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.name)
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self.owner.RoleLiveGO.transform:DOMove(startPos, combat.AttackDisplaceTime/1000, false):OnComplete(function ()
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self.owner:DelayFunc(
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LogError("技能返回位移Id"..combat.Id.."开始时间"..os.date().."=="..self.owner.RoleLiveGO.name)
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combat.AttackDisplaceBackTime / 1000 +
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local Canvas = self.owner.RoleLiveGO.transform.parent.gameObject:GetComponent("Canvas")
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((type(combat.SkillNumbetTime[1][1]) == "userdata" or combat.SkillNumbetTime[1][1] == 0) and 0 or combat.SkillNumbetTime[#combat.SkillNumbetTime][2]) /
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1000, function()
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self.owner.RoleLiveGO.transform:DOMove(startPos, combat.AttackDisplaceTime / 1000,
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false)
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:OnComplete(function()
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LogError("技能返回位移Id" ..
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combat.Id .. "开始时间" .. os.date() .. "==" .. self.owner.RoleLiveGO.name)
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local Canvas = self.owner.RoleLiveGO.transform.parent.gameObject
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:GetComponent(
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"Canvas")
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if Canvas == nil then
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if Canvas == nil then
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Canvas = self.owner.RoleLiveGO.transform.parent.parent.gameObject:GetComponent("Canvas")
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Canvas = self.owner.RoleLiveGO.transform.parent.parent.gameObject
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:GetComponent("Canvas")
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end
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end
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Canvas.sortingOrder = Canvas.sortingOrder - 50
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Canvas.sortingOrder = Canvas.sortingOrder - 50
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self.owner.GameObject:SetActive(true)
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self.owner.GameObject:SetActive(true)
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@ -228,7 +241,6 @@ function SkillCaster:OnSkillCast(skill)
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self.owner:OnSkillEnd()
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self.owner:OnSkillEnd()
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end
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end
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end)
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end)
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end)
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end)
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else
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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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--self.owner.RoleLiveGO.transform.parent.gameObject:GetComponent("Canvas").sortingOrder= self.owner.RoleLiveGO.transform.parent.gameObject:GetComponent("Canvas").sortingOrder-50
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@ -252,17 +264,11 @@ function SkillCaster:OnSkillCast(skill)
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elseif combat.VerticalDrawing == 2 then
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elseif combat.VerticalDrawing == 2 then
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self:PlaySkillCastingEffect(combat, skill, function()
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self:PlaySkillCastingEffect(combat, skill, function()
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_PlaySkill()
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_PlaySkill()
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end)
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end)
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end
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end
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end)
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end)
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end
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end
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function SkillCaster:PlaySkillCastingEffect(combat, skill, func)
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function SkillCaster:PlaySkillCastingEffect(combat, skill, func)
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-- 播放casting
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-- 播放casting
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self.castingEfectNode:SetActive(false)
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self.castingEfectNode:SetActive(false)
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@ -324,13 +330,13 @@ function SkillCaster:PlaySkillCastingEffect(combat, skill, func)
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end
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end
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end)
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end)
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if func then func() func = nil end
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if func then
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func()
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func = nil
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end
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end)
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end)
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end
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end
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--横版需要改动
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--横版需要改动
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local FullEffectPosition = {
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local FullEffectPosition = {
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-- My_All = Vector3.New(0, -566, 0),
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-- My_All = Vector3.New(0, -566, 0),
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@ -395,8 +401,8 @@ function SkillCaster:GetEffectPosition(skill)
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end
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end
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return FullEffectPosition.My_All
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return FullEffectPosition.My_All
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end
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end
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function SkillCaster:GetMovePosition(skill)
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function SkillCaster:GetMovePosition(skill)
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local chooseId = skill:GetDirectChooseId()
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local chooseId = skill:GetDirectChooseId()
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local chooseLimit = math.floor(chooseId / 10000) % 10
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local chooseLimit = math.floor(chooseId / 10000) % 10
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local targets = skill:GetDirectTargets()
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local targets = skill:GetDirectTargets()
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@ -430,15 +436,19 @@ function SkillCaster:GetMovePosition(skill)
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--return targetPos <= 3 and MoveMentPosition.Enemy_Front or MoveMentPosition.Enemy_Behind
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--return targetPos <= 3 and MoveMentPosition.Enemy_Front or MoveMentPosition.Enemy_Behind
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end
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end
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elseif chooseLimit == 3 then --队列
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elseif chooseLimit == 3 then --队列
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local eid = BattleManager.GetCombatIdBySkin(skill.id, self.owner.skinId)
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local combat = BattleManager.GetSkillCombat(eid)
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local col = (targetPos - 1) % 3 + 1
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local col = (targetPos - 1) % 3 + 1
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if targetPos <= 3 then
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if targetPos <= 3 or combat.BeforeEffectType ~= 1 then
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return targetCamp == 0 and MoveMentPosition["My_COL_" .. col] or MoveMentPosition["Enemy_COL_" .. col]
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return targetCamp == 0 and MoveMentPosition["My_COL_" .. col] or MoveMentPosition["Enemy_COL_" .. col]
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else
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else
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return targetCamp == 0 and (MoveMentPosition["My_COL_"..col] + Vector3.New(-1,0,0)) or (MoveMentPosition["Enemy_COL_"..col] + Vector3.New(1,0,0))
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return targetCamp == 0 and (MoveMentPosition["My_COL_" .. col] + Vector3.New(-1, 0, 0)) or
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(MoveMentPosition["Enemy_COL_" .. col] + Vector3.New(1, 0, 0))
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end
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end
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end
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end
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return MoveMentPosition.My_All
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return MoveMentPosition.My_All
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end
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end
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-- function SkillCaster:GetSkillChooseLimit
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-- function SkillCaster:GetSkillChooseLimit
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-- 检测特效旋转
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-- 检测特效旋转
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function SkillCaster:CheckRotate(go, orientation)
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function SkillCaster:CheckRotate(go, orientation)
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@ -487,7 +497,6 @@ function SkillCaster:CheckFullSceenSkill(combat, skill,skillduration)
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elseif combat.EffectType == 2 then
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elseif combat.EffectType == 2 then
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local path = combat.Bullet
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local path = combat.Bullet
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if path then
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if path then
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local pos = self:GetEffectPosition(skill)
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local pos = self:GetEffectPosition(skill)
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if not pos then
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if not pos then
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return
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return
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@ -514,8 +523,6 @@ function SkillCaster:CheckFullSceenSkill(combat, skill,skillduration)
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end
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end
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BattleManager.AddDelayRecycleRes(path, go, combat.BulletTime == 0 and 4 or combat.BulletTime / 1000)
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BattleManager.AddDelayRecycleRes(path, go, combat.BulletTime == 0 and 4 or combat.BulletTime / 1000)
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end
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end
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end
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end
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-- 全屏弹道特效
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-- 全屏弹道特效
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elseif combat.EffectType == 3 then
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elseif combat.EffectType == 3 then
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@ -586,9 +593,9 @@ function SkillCaster:CheckFullSceenSkill(combat, skill,skillduration)
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-- compnet.transform.sizeDelta = Vector2.New(1000, 1000)
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-- compnet.transform.sizeDelta = Vector2.New(1000, 1000)
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self.owner:PlaySpineAnim(compnet, 0, "play_skill_self", true)
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self.owner:PlaySpineAnim(compnet, 0, "play_skill_self", true)
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end
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end
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BattleManager.AddDelayRecycleRes(combat.Bullet, go2, combat.BulletTime==0 and 4 or combat.BulletTime/1000)
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BattleManager.AddDelayRecycleRes(combat.Bullet, go2, combat.BulletTime == 0 and 4 or
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combat.BulletTime / 1000)
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end
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end
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end
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end
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-- 全屏特效屏幕中心
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-- 全屏特效屏幕中心
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@ -658,13 +665,10 @@ function SkillCaster:CheckFullSceenSkill(combat, skill,skillduration)
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end
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end
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BattleManager.AddDelayRecycleRes(combat.Bullet, go2, skillduration / 1000)
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BattleManager.AddDelayRecycleRes(combat.Bullet, go2, skillduration / 1000)
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end
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end
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end
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end
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-- 射线特效(丢子弹?)
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-- 射线特效(丢子弹?)
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elseif combat.EffectType == 7 then
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elseif combat.EffectType == 7 then
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local targets = skill:GetDirectTargets()
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local targets = skill:GetDirectTargets()
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for _, target in ipairs(targets) do
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for _, target in ipairs(targets) do
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local tv = self.owner.RootPanel.GetRoleView(target)
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local tv = self.owner.RootPanel.GetRoleView(target)
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@ -704,7 +708,6 @@ function SkillCaster:CheckFullSceenSkill(combat, skill,skillduration)
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--
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--
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BattleManager.AddDelayRecycleRes(combat.Bullet, go2, combat.BulletTime / 1000 + 0.2) -- 额外增加0.2秒显示时间
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BattleManager.AddDelayRecycleRes(combat.Bullet, go2, combat.BulletTime / 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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--近战特效
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--近战特效
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-- elseif combat.EffectType == 8 then
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-- elseif combat.EffectType == 8 then
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@ -788,7 +791,6 @@ function SkillCaster:CheckFullSceenSkill(combat, skill,skillduration)
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elseif combat.EffectType == 9 then
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elseif combat.EffectType == 9 then
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local path = combat.Bullet
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local path = combat.Bullet
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if path then
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if path then
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local pos = self:GetEffectPosition(skill)
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local pos = self:GetEffectPosition(skill)
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if not pos then
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if not pos then
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return
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return
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@ -821,7 +823,6 @@ function SkillCaster:CheckFullSceenSkill(combat, skill,skillduration)
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-- 取消高亮
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-- 取消高亮
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self.owner:DelayFunc(combat.HightLightTime / 1000, function()
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self.owner:DelayFunc(combat.HightLightTime / 1000, function()
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self:CheckSkillHitEffect("skill", combat, skill)
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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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-- 判断是否震屏
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@ -834,7 +835,6 @@ function SkillCaster:CheckFullSceenSkill(combat, skill,skillduration)
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end
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end
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function SkillCaster:CalRoleRotate(baseRole, targetRole)
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function SkillCaster:CalRoleRotate(baseRole, targetRole)
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local basePos = baseRole.GameObject.transform.position
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local basePos = baseRole.GameObject.transform.position
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local targetPos = targetRole.GameObject.transform.position
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local targetPos = targetRole.GameObject.transform.position
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@ -855,7 +855,6 @@ function SkillCaster:CalRoleRotate(baseRole, targetRole)
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return Vector3.zero
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return Vector3.zero
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end
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end
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function SkillCaster:CheckRoleDistance(baseRoot, role1, role2)
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function SkillCaster:CheckRoleDistance(baseRoot, role1, role2)
|
||||||
local pos1 = baseRoot.transform:InverseTransformPoint(role1.GameObject.transform.position)
|
local pos1 = baseRoot.transform:InverseTransformPoint(role1.GameObject.transform.position)
|
||||||
local pos2 = baseRoot.transform:InverseTransformPoint(role2.GameObject.transform.position)
|
local pos2 = baseRoot.transform:InverseTransformPoint(role2.GameObject.transform.position)
|
||||||
|
|
@ -876,7 +875,8 @@ function SkillCaster:CheckSkillForoleEffect(combat, skill)
|
||||||
end
|
end
|
||||||
local go
|
local go
|
||||||
local path = combat.BeforeBullet
|
local path = combat.BeforeBullet
|
||||||
local offset = combat.BeforeOffset and Vector3.New(combat.BeforeOffset[1], combat.BeforeOffset[2], 0) or Vector3.zero
|
local offset = combat.BeforeOffset and Vector3.New(combat.BeforeOffset[1], combat.BeforeOffset[2], 0) or Vector3
|
||||||
|
.zero
|
||||||
local pos = Vector3.zero
|
local pos = Vector3.zero
|
||||||
|
|
||||||
-- 挂在人身上,以人物中心为原点
|
-- 挂在人身上,以人物中心为原点
|
||||||
|
|
@ -940,7 +940,8 @@ function SkillCaster:CheckSkillHitEffect(checkType, combat, skill)
|
||||||
-- 特效的偏移量
|
-- 特效的偏移量
|
||||||
local offset = combat.HitOffset and Vector3.New(combat.HitOffset[1], combat.HitOffset[2], 0) or Vector3.zero
|
local offset = combat.HitOffset and Vector3.New(combat.HitOffset[1], combat.HitOffset[2], 0) or Vector3.zero
|
||||||
|
|
||||||
local sortingOrder = tv.role.camp == 0 and tv.GameObject:GetComponent("Canvas").sortingOrder + 21 or BattleManager.GetBattleSorting() + 20
|
local sortingOrder = tv.role.camp == 0 and tv.GameObject:GetComponent("Canvas").sortingOrder + 21 or
|
||||||
|
BattleManager.GetBattleSorting() + 20
|
||||||
local go = BattleManager.LoadAsset(combat.Hit, sortingOrder)
|
local go = BattleManager.LoadAsset(combat.Hit, sortingOrder)
|
||||||
go.transform:SetParent(self.effectRoot.transform)
|
go.transform:SetParent(self.effectRoot.transform)
|
||||||
-- 检测特效旋转
|
-- 检测特效旋转
|
||||||
|
|
@ -951,14 +952,15 @@ function SkillCaster:CheckSkillHitEffect(checkType, combat, skill)
|
||||||
go.transform.localPosition = tpos + offset
|
go.transform.localPosition = tpos + offset
|
||||||
go:SetActive(true)
|
go:SetActive(true)
|
||||||
BattleManager.AddDelayRecycleRes(combat.Hit, go, 5)
|
BattleManager.AddDelayRecycleRes(combat.Hit, go, 5)
|
||||||
|
|
||||||
end
|
end
|
||||||
elseif checkType == "hit" then
|
elseif checkType == "hit" then
|
||||||
-- 被击中时检测,如果是目标命中
|
-- 被击中时检测,如果是目标命中
|
||||||
if combat.HitEffectType == 1 and combat.Hit then
|
if combat.HitEffectType == 1 and combat.Hit then
|
||||||
local offset = combat.HitOffset and Vector3.New(combat.HitOffset[1], combat.HitOffset[2], 0) or Vector3.zero
|
local offset = combat.HitOffset and Vector3.New(combat.HitOffset[1], combat.HitOffset[2], 0) or Vector3.zero
|
||||||
local scale = combat.HitScale and Vector3.New(combat.HitScale[1]/1000, combat.HitScale[2]/1000, 0) or Vector3.One
|
local scale = combat.HitScale and Vector3.New(combat.HitScale[1] / 1000, combat.HitScale[2] / 1000, 0) or
|
||||||
local sortingOrder = self.owner.role.camp == 0 and self.owner.GameObject:GetComponent("Canvas").sortingOrder + 21 or BattleManager.GetBattleSorting() + 20
|
Vector3.One
|
||||||
|
local sortingOrder = self.owner.role.camp == 0 and
|
||||||
|
self.owner.GameObject:GetComponent("Canvas").sortingOrder + 21 or BattleManager.GetBattleSorting() + 20
|
||||||
local go2 = BattleManager.LoadSpineAsset(combat.Hit, self.owner.SingleHitEffectRoot.transform)
|
local go2 = BattleManager.LoadSpineAsset(combat.Hit, self.owner.SingleHitEffectRoot.transform)
|
||||||
if go2 then
|
if go2 then
|
||||||
-- 检测特效旋转
|
-- 检测特效旋转
|
||||||
|
|
@ -973,7 +975,8 @@ function SkillCaster:CheckSkillHitEffect(checkType, combat, skill)
|
||||||
if self:CheckRotate(go2, combat.HitOrientation) then
|
if self:CheckRotate(go2, combat.HitOrientation) then
|
||||||
offset = -offset
|
offset = -offset
|
||||||
end
|
end
|
||||||
go2.transform.localPosition = Vector3.zero--self.GameObject.transform.localPosition + Vector3.New(0, self.BuffFloatingCount * 180, 0)
|
go2.transform.localPosition = Vector3
|
||||||
|
.zero --self.GameObject.transform.localPosition + Vector3.New(0, self.BuffFloatingCount * 180, 0)
|
||||||
go2.transform.anchoredPosition = offset --Vector2.zero
|
go2.transform.anchoredPosition = offset --Vector2.zero
|
||||||
-- go2.transform:SetParent(self.effectRoot.transform)
|
-- go2.transform:SetParent(self.effectRoot.transform)
|
||||||
go2.transform.localScale = scale
|
go2.transform.localScale = scale
|
||||||
|
|
@ -985,12 +988,9 @@ function SkillCaster:CheckSkillHitEffect(checkType, combat, skill)
|
||||||
|
|
||||||
LogError("HitTime")
|
LogError("HitTime")
|
||||||
end
|
end
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
end
|
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)
|
-- self.owner.Floater:SetPosition(self.owner.GameObject.transform.position)
|
||||||
|
|
@ -1015,7 +1015,6 @@ local plist = {
|
||||||
|
|
||||||
-- 播放弹道特效
|
-- 播放弹道特效
|
||||||
function SkillCaster:RoleViewBullet(combat, target)
|
function SkillCaster:RoleViewBullet(combat, target)
|
||||||
|
|
||||||
if not self.owner.RootPanel.GetRoleView(target) then return end
|
if not self.owner.RootPanel.GetRoleView(target) then return end
|
||||||
if not combat then return end
|
if not combat then return end
|
||||||
|
|
||||||
|
|
@ -1086,5 +1085,4 @@ function SkillCaster:RoleViewBullet(combat, target)
|
||||||
-- end)
|
-- end)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
return SkillCaster
|
return SkillCaster
|
||||||
Loading…
Reference in New Issue