战斗兼容老板剧情英雄释放技能

dev_chengFeng
wangzhenxing 2023-06-07 16:26:57 +08:00
parent 707417eb37
commit cea83cf20a
2 changed files with 76 additions and 2 deletions

View File

@ -496,6 +496,7 @@ UIName = {
GodWeaponSkillInfoPopup=504, --神兵技能详情界面
WishEquipBuyOnePanel =505, --法宝心愿单抽界面
WishEquipBuyTenPanel = 506, --法宝心愿十连界面
WishHeroRewardPopup = 507, --心愿英雄奖励预览界面
}
SubUIConfig = {
@ -586,4 +587,5 @@ SubUIConfig = {
[43] = {name = "GMFreeRecharge",assetName = "GMFreeRecharge",script = "Modules/Operating/GMFreeRecharge"},
[44] = {name = "GMTurnTablePanel",assetName = "GMTurnTablePanel",script = "Modules/LuckyTurnTable/GMTurnTablePanel"},
[45] = {name = "RecruitEquipPanelNew",assetName = "RecruitEquipPanelNew",script = "Modules/Recruit/RecruitEquipPanelNew"},--
}

View File

@ -303,7 +303,25 @@ function this.PlayerSkillAdapter(pos,MSkillId)
return skill
end
--老版主角技能
function this.PlayerSkillAdapter2(MSkillId)
local skill = {}
local monsterSkill = playerSkill[tonumber(MSkillId)]
for index, skillId in ipairs(monsterSkill.SkillIDList) do
skill[index] = {}
skill[index].effect = this.GetSkillData(tonumber(skillId))
skill[index].triggerId = monsterSkill.ReleasePoint[index]
skill[index].triggerCondition = {0}
if monsterSkill.ReleaseLimit and monsterSkill.ReleaseLimit[index] then
for k, v in ipairs(monsterSkill.ReleaseLimit[index]) do
skill[index].triggerCondition[k] = v
end
end
skill[index].maxCount = monsterSkill.WarEffectCount[index] or 999
skill[index].maxRoundCount = monsterSkill.TurnEffectCount[index] or 999
end
return skill
end
function this.PokemonUnitAdapter(pokemonUnit,camp,_teamDamage)
-- 基础数据
@ -363,6 +381,60 @@ function this.PokemonUnitAdapter(pokemonUnit,camp,_teamDamage)
return role
end
--老板灵兽技能解析
function this.PokemonUnitAdapter2(pokemonUnit,camp,_teamDamage)
-- 基础数据
--LogError("teamdamage=="..tonumber(pokemonUnit.forceScore))
local role = {
id = tonumber(pokemonUnit.unitId),
position = tonumber(pokemonUnit.position),
star = tonumber(pokemonUnit.star),
teamDamage = tonumber(pokemonUnit.forceScore),
sex= tonumber(pokemonUnit.playerSex),
camp = camp,
skill = {},
property = {},
}
-- 技能
local skills = string.split(pokemonUnit.unitSkillIds, "|")
if skills then
if skills[1] then
local actives=string.split(skills[1], "#")
if pokemonUnit.position==100 then -- 特殊处理位置 100 是玩家技能数据
for i = 1, #actives do
if actives[i] and actives[i]~="" then
local newSkill=this.PlayerSkillAdapter2(tonumber(actives[i]))
role.skill[i] = newSkill
end
end
else
for i = 1, #actives do
role.skill[i]= this.MonsterSkillAdapter(tonumber(actives[i]))
end
end
end
if skills[2] then
local passs=string.split(skills[2], "#")
local passivityList = {}
for j = 1, #passs do
table.insert(passivityList, tonumber(passs[j]))
end
role.passivity = this.GetPassivityData(passivityList)
end
end
-- 属性
local propertys = string.split(pokemonUnit.property, "#")
for j = 1, #propertys do
role.property[j] = tonumber(propertys[j])
end
return role
end
function this.GodWeaponUnitAdapter(pokemonUnit,camp,_teamDamage)
-- 基础数据
--LogError("teamdamage=="..tonumber(pokemonUnit.forceScore))
@ -843,7 +915,7 @@ function this.GetMonsterDataFromGroup(gId, camp)
mUnit.unitSkillIds = mUnit.unitSkillIds .. "#" .. id
end
end
list[#list+1] = this.PokemonUnitAdapter(mUnit, camp)
list[#list+1] = this.PokemonUnitAdapter2(mUnit, camp)
end
return list
end