xiyou_sanguo
parent
033c0c6384
commit
d6b66729f3
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@ -25,6 +25,8 @@ ServerConfigManager.SettingConfig = {
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IS_NO_NOTICE = "IS_NO_NOTICE", -- 是否禁用公告
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INNER_WEB_CONTROL = "INNER_WEB_CONTROL", -- 是否使用内置浏览器
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IS_NULL = "IS_NULL", -- 使用C#判断物体是否销毁
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SHOW_EMAIL_SETTING = "SHOW_EMAIL_SETTING", -- 设置显示反馈邮箱
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SHOW_EMAIL_LOGIN = "SHOW_EMAIL_LOGIN", -- 登录显示反馈邮箱
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}
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File diff suppressed because it is too large
Load Diff
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@ -9,12 +9,25 @@ local max = math.max
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local min = math.min
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function RoleLogic.New()
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local instance = {uid=0,roleData=0,data=RoleData.New(),camp=0,name=0,aiIndex=1,position=0,sp=0,spPass=0,
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shield=BattleList.New(),
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exCalDmgList=BattleList.New(),
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proTranList=BattleList.New(),
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buffFilter=BattleList.New(),
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Event = BattleEvent:New(),passiveList={},isDead=false,IsDebug=false}
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local instance = {
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uid = 0,
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roleData = 0,
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data = RoleData.New(),
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camp = 0,
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name = 0,
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aiIndex = 1,
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position = 0,
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sp = 0,
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spPass = 0,
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shield = BattleList.New(),
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exCalDmgList = BattleList.New(),
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proTranList = BattleList.New(),
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buffFilter = BattleList.New(),
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Event = BattleEvent:New(),
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passiveList = {},
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isDead = false,
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IsDebug = false
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}
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setmetatable(instance, RoleLogic)
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return instance
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end
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@ -24,157 +37,157 @@ function RoleLogic:Init(uid, data, position)
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self.uid = uid
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self.position = position
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self.roleData = data
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self.roleId=data.roleId
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self.roleId = data.roleId
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self.data:Init(self, data.property)
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self.isDead = self:GetRoleData(RoleDataName.Hp) <= 0
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self.isRealDead = self.isDead
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self.killDamage = 0 --致死伤害
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self.killDamage = 0 --致死伤害
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self.deadRage = 0
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self.teamDamage = data.teamDamage --最高战斗力
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self.superSkillDamage = 0 --技能伤害
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self.killRole=nil --击杀英雄
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self.camp = data.camp --阵营 0:我方 1:敌方
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self.superSkillDamage = 0 --技能伤害
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self.killRole = nil --击杀英雄
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self.camp = data.camp --阵营 0:我方 1:敌方
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self.name = data.name
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self.element = data.element
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self.professionId = data.professionId
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self.job=data.job
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self.job = data.job
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self.star = data.star or 1
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-- LogError("英雄uid".. self.roleId .." " .. self.star)
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self.shield:Clear() --护盾列表
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self.shield:Clear() --护盾列表
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self.exCalDmgList:Clear() --额外计算伤害列表
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self.buffFilter:Clear() --buff屏蔽列表
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self.proTranList:Clear() --属性转换列表
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self.buffFilter:Clear() --buff屏蔽列表
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self.proTranList:Clear() --属性转换列表
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self.isHaveNoDead = false --是否有不灭
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self.Event:ClearEvent()
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self.skill = data.skill
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if self.skill then
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self.skill[1] = tonumber(self.skill[1])
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self.skill[1] = tonumber(self.skill[1])
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else
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self.skill={}
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self.skill = {}
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self.skill[1] = 0
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end
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self.superSkill = data.superSkill
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if self.superSkill then
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self.superSkill[1] = tonumber(self.superSkill[1])
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else
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self.superSkill={}
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self.superSkill = {}
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self.superSkill[1] = 0
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end
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self.superSkill[1] = tonumber(self.superSkill[1])
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--首次读条时间=速度/(20*(等级+10)
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self.sp = 0
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local time = self:GetRoleData(RoleDataName.Speed)/(20*(self:GetRoleData(RoleDataName.Level)+10))
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self.spPass = floor( BattleUtil.ErrorCorrection(time) * BattleLogic.GameFrameRate)
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local time = self:GetRoleData(RoleDataName.Speed) / (20 * (self:GetRoleData(RoleDataName.Level) + 10))
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self.spPass = floor(BattleUtil.ErrorCorrection(time) * BattleLogic.GameFrameRate)
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-- 初始化怒气值(默认2)
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self.Rage = 2
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self.RageGrow = 2 -- 普通技能怒气成长
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self.SuperSkillRage = 4 -- 技能需要释放的怒气值,默认为4
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self.NoRageRate = 0 -- 不消耗怒气值的概率
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self.isImmuneReduceRage=false --是否免疫减怒
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self.RageGrow = 2 -- 普通技能怒气成长
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self.SuperSkillRage = 4 -- 技能需要释放的怒气值,默认为4
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self.NoRageRate = 0 -- 不消耗怒气值的概率
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self.isImmuneReduceRage = false --是否免疫减怒
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self.aiOrder = data.ai
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self.aiIndex = 1
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self.aiTempCount = 0
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self.RoundMaxSubRage=0 --每回合最多减少怒气
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self.AllSubRage =0 -- 每回合减少的怒气
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self.RoundMaxSubRage = 0 --每回合最多减少怒气
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self.AllSubRage = 0 -- 每回合减少的怒气
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self.IsDebug = false
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self.enemyType = EnemyType.normal
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self.lockTarget = nil --嘲讽
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self.ctrl_lock = false --是否被嘲讽
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self.ctrl_dizzy = false --眩晕 不能释放所有技能
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self.ctrl_slient = false --沉默 只能1技能
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self.ctrl_palsy = false --麻痹 只能2技能
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self.ctrl_noheal = false --禁疗
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self.ctrl_blind = false --致盲
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self.ctrl_chaos = false --混乱
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self.deadFilter = true -- 控制死亡,置为false则角色暂时无法死亡
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self.lockTarget = nil --嘲讽
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self.ctrl_lock = false --是否被嘲讽
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self.ctrl_dizzy = false --眩晕 不能释放所有技能
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self.ctrl_slient = false --沉默 只能1技能
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self.ctrl_palsy = false --麻痹 只能2技能
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self.ctrl_noheal = false --禁疗
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self.ctrl_blind = false --致盲
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self.ctrl_chaos = false --混乱
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self.deadFilter = true -- 控制死亡,置为false则角色暂时无法死亡
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self.isSuppress = false
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self.notAction = false --无法行动
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self.isExile = false --是否放逐
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self.reliveFilter = true -- 控制复活的标志位,置为false角色将不再享受复活效果
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self.isExile = false --是否放逐
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self.reliveFilter = true -- 控制复活的标志位,置为false角色将不再享受复活效果
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self.reliveHPF = 1
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self.reliveCaster = nil
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self.bloodShield = nil
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self.IsCanAddSkill = true -- 是否可以追加技能
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self.mustHit=false --必定命中
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self.beMustHit=false --必定被命中
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self.mustCrit=false --必定暴击
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self.isBanBlood=false --是否禁止上御甲
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self.IsCanAddSkill = true -- 是否可以追加技能
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self.mustHit = false --必定命中
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self.beMustHit = false --必定被命中
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self.mustCrit = false --必定暴击
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self.isBanBlood = false --是否禁止上御甲
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self.isImmuneAllReduceShield = false --免疫敌方无敌盾(敌方无敌盾对自己无效)
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self.ignoreShara = false --忽略敌方分摊
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self.ignoreShara = false --忽略敌方分摊
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self.type = BattleUnitType.Role
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self.addAttack=0 --添加的攻击
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self.isNormalAttackAddRage=true --普攻是否回复怒气
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self.curMainTarget=nil --当前主目标
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self.isAllBurn = false --是否视敌方全体为燃烧
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self.sunTime = 0 --顺风次数
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self.addAttack = 0 --添加的攻击
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self.isNormalAttackAddRage = true --普攻是否回复怒气
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self.curMainTarget = nil --当前主目标
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self.isAllBurn = false --是否视敌方全体为燃烧
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self.sunTime = 0 --顺风次数
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self.sunMaxTime = 0
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self.niTime = 0 --逆风次数
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self.niTime = 0 --逆风次数
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self.niMaxTime = 0
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self.suppressTime = 0 --被压制的次数
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self.suppressTime = 0 --被压制的次数
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self.passiveList = {}
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if data.passivity and #data.passivity > 0 then
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--排序363类型的排在前面
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table.sort(data.passivity,function(a,b)
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if a[3]==b[3] then
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return a[1] < b[1]
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else
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if a[3]==363 then
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return true
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--排序363类型的排在前面
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table.sort(data.passivity, function(a, b)
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if a[3] == b[3] then
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return a[1] < b[1]
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else
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if a[3] == 363 then
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return true
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end
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if b[3] == 363 then
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return false
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end
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end
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if b[3]==363 then
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return false
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end
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end
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return a[1] < b[1]
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end)
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local coverPass={}
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return a[1] < b[1]
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end)
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local coverPass = {}
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for i = 1, #data.passivity do
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local v = data.passivity[i]
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local v = data.passivity[i]
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local passivityId = tonumber(v[1])
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local judge=v[2]
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local judge = v[2]
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local id = tonumber(v[3])
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local args = {}
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for j = 4, #v do
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args[j-3] = v[j]
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args[j - 3] = v[j]
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end
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--如果时363类型得被动就存起来
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if id==363 then
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if id == 363 then
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if coverPass[args[1]] then
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table.insert(coverPass[args[1]],args)
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table.insert(coverPass[args[1]], args)
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else
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coverPass[args[1]]={}
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table.insert(coverPass[args[1]],args)
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coverPass[args[1]] = {}
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table.insert(coverPass[args[1]], args)
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end
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else
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--如果有363修改的被动就修改
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if coverPass[passivityId] then
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local list=coverPass[passivityId]
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for i = 1, #list do
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local coverArgs=list[i]
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local len=floor((#coverArgs-1)/2)
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for i = 1, len do
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local id=0
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if #coverArgs>i+i then
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id=coverArgs[i+i]
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end
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local value=0
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if #coverArgs>=i+i+1 then
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value=coverArgs[i+i+1]
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end
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if id~=0 and #args>=id and args[id] then
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args[id]=value
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--如果有363修改的被动就修改
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if coverPass[passivityId] then
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local list = coverPass[passivityId]
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for i = 1, #list do
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local coverArgs = list[i]
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local len = floor((#coverArgs - 1) / 2)
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for i = 1, len do
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local id = 0
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if #coverArgs > i + i then
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id = coverArgs[i + i]
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end
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local value = 0
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if #coverArgs >= i + i + 1 then
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value = coverArgs[i + i + 1]
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end
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if id ~= 0 and #args >= id and args[id] then
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args[id] = value
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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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if BattleUtil.Passivity[id] then
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BattleUtil.Passivity[id](self, args,passivityId,judge)
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BattleUtil.Passivity[id](self, args, passivityId, judge)
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BattleLogManager.Log(
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"Add Passive",
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"id", tostring(id),
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@ -184,30 +197,30 @@ function RoleLogic:Init(uid, data, position)
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"judge", tostring(judge)
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)
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-- 加入被动列表
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table.insert(self.passiveList, {id, args,passivityId})
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table.insert(self.passiveList, { id, args, passivityId })
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end
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end
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end
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-- 初始怒气值放在被动之后计算,使被动对初始怒气的影响生效
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self.Rage = self.Rage + self:GetRoleData(RoleDataName.InitRage)-- 当前怒气值
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-- 初始怒气值放在被动之后计算,使被动对初始怒气的影响生效
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self.Rage = self.Rage + self:GetRoleData(RoleDataName.InitRage) -- 当前怒气值
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end
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-- 根据被动id添加被动
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function RoleLogic:AddPassiveById(id)
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local config=ConfigManager.GetConfigData(ConfigName.PassiveSkillLogicConfig,id)
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local config = ConfigManager.GetConfigData(ConfigName.PassiveSkillLogicConfig, id)
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if not config then
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return
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return
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end
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local value=config.Value
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local value = config.Value
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if not value then
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return
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return
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end
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-- 被动生效
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BattleUtil.Passivity[config.Type](self,value,id,config.Judge)
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BattleUtil.Passivity[config.Type](self, value, id, config.Judge)
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-- 加入被动列表
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table.insert(self.passiveList, {id, value,id,config.judge})
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table.insert(self.passiveList, { id, value, id, config.judge })
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end
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-- 添加一个被动技能
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function RoleLogic:AddPassive(id, args, isRepeat)
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--判断是否可以叠加
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@ -215,17 +228,17 @@ function RoleLogic:AddPassive(id, args, isRepeat)
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-- 不可以叠加, 如果重复则不再加入
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for _, pst in ipairs(self.passiveList) do
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if pst[1] == id then
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return
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return
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end
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end
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end
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-- 被动生效
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BattleUtil.Passivity[id](self, args)
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-- 加入被动列表
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table.insert(self.passiveList, {id, args})
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table.insert(self.passiveList, { id, args })
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end
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--
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--
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function RoleLogic:CanCastSkill()
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return self.sp >= self.spPass and not self.IsDebug
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end
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@ -233,12 +246,12 @@ end
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--检测是否有某被动类型
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function RoleLogic:CheckHavePassive(id)
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if self.passiveList then
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for index, value in ipairs(self.passiveList) do
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if value and value[1] and value[1]==id then
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return true
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end
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end
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return false
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for index, value in ipairs(self.passiveList) do
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if value and value[1] and value[1] == id then
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return true
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end
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end
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return false
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end
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return false
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end
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@ -246,12 +259,12 @@ end
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--检测是否有某被动
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function RoleLogic:CheckHavePassiveId(id)
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if self.passiveList then
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for index, value in ipairs(self.passiveList) do
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if value and value[3] and value[3]==id then
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return true
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end
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end
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return false
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for index, value in ipairs(self.passiveList) do
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if value and value[3] and value[3] == id then
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return true
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end
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end
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return false
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end
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return false
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end
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@ -270,7 +283,7 @@ function RoleLogic:AddSkillCD(value, type)
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local cdTotal = self.spPass
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local delta = 0
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if type == 1 then --加算
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if type == 1 then --加算
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delta = floor(value * BattleLogic.GameFrameRate)
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elseif type == 2 then --乘加算(百分比属性加算)
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delta = floor(value * cdTotal)
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@ -282,7 +295,7 @@ function RoleLogic:AddSkillCD(value, type)
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if delta > 0 then --加cd加cd最大值
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self.spPass = self.spPass + delta
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else --减cd减cd当前值
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else --减cd减cd当前值
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delta = -delta
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self.sp = min(self.sp + delta, self.spPass)
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end
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@ -291,7 +304,7 @@ end
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-- 改变怒气值
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function RoleLogic:AddRage(value, type)
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local delta = 0
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if type == 1 then --加算
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||||
if type == 1 then --加算
|
||||
delta = value
|
||||
elseif type == 2 then --乘加算(百分比属性加算)
|
||||
delta = floor(value * self.SuperSkillRage)
|
||||
|
|
@ -300,7 +313,7 @@ function RoleLogic:AddRage(value, type)
|
|||
elseif type == 4 then --乘减算(百分比属性减算)
|
||||
delta = -floor(value * self.SuperSkillRage)
|
||||
end
|
||||
self.Event:DispatchEvent(BattleEventName.RoleRageChange, delta,self.Rage)
|
||||
self.Event:DispatchEvent(BattleEventName.RoleRageChange, delta, self.Rage)
|
||||
--怒气值不可为负值
|
||||
self.Rage = max(self.Rage + delta, 0)
|
||||
|
||||
|
|
@ -309,12 +322,15 @@ end
|
|||
|
||||
function RoleLogic:GetRoleData(property)
|
||||
local tarPro = self.data:GetData(property)
|
||||
if property == 4 then
|
||||
LogError("bbbbbbbbbbbbbbbbbbb" .. tarPro)
|
||||
end
|
||||
local item
|
||||
for i=1, self.proTranList.size do
|
||||
for i = 1, self.proTranList.size do
|
||||
item = self.proTranList.buffer[i]
|
||||
if item.proName == property then
|
||||
local value
|
||||
if item.changeType == 1 then --加算
|
||||
if item.changeType == 1 then --加算
|
||||
value = item.tranFactor
|
||||
elseif item.changeType == 2 then --乘加算(百分比属性加算)
|
||||
value = BattleUtil.ErrorCorrection(self.data:GetData(item.tranProName) * item.tranFactor)
|
||||
|
|
@ -332,16 +348,17 @@ end
|
|||
--proA替换的属性,factor系数,proB被替换的属性, duration持续时间
|
||||
--读取proB属性时,得到的值为proB + proA * factor
|
||||
function RoleLogic:AddPropertyTransfer(proA, factor, proB, ct, duration)
|
||||
local proTran = {proName = proB, tranProName = proA, tranFactor = factor, changeType = ct}
|
||||
local proTran = { proName = proB, tranProName = proA, tranFactor = factor, changeType = ct }
|
||||
self.proTranList:Add(proTran)
|
||||
local index = self.proTranList.size
|
||||
if duration then
|
||||
BattleLogic.WaitForTrigger(duration, function ()
|
||||
BattleLogic.WaitForTrigger(duration, function()
|
||||
self:RemovePropertyTransfer(index, proTran)
|
||||
end)
|
||||
end
|
||||
return index, proTran
|
||||
end
|
||||
|
||||
-- 删除临时属性
|
||||
function RoleLogic:RemovePropertyTransfer(index, tran)
|
||||
if index <= self.proTranList.size and tran == self.proTranList.buffer[index] then
|
||||
|
|
@ -350,27 +367,26 @@ function RoleLogic:RemovePropertyTransfer(index, tran)
|
|||
end
|
||||
|
||||
-- 是否为指定id,指定星级的英雄 by:王振兴 2020/07/29
|
||||
function RoleLogic:IsAssignHeroAndHeroStar(id,star)
|
||||
if self.roleId==id and self.star==star then
|
||||
function RoleLogic:IsAssignHeroAndHeroStar(id, star)
|
||||
if self.roleId == id and self.star == star then
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
|
||||
function RoleLogic:AddBuff(buff,_ignorePro)
|
||||
function RoleLogic:AddBuff(buff, _ignorePro)
|
||||
if self:IsRealDead() then
|
||||
BattleLogic.BuffMgr:PutBuff(buff)
|
||||
return
|
||||
end
|
||||
local isBan=false
|
||||
local isBan = false
|
||||
local function banCallBack(_isBan)
|
||||
isBan=_isBan
|
||||
isBan = _isBan
|
||||
end
|
||||
BattleLogic.Event:DispatchEvent(BattleEventName.RoleAddBuffCheckBan,banCallBack,self,buff)
|
||||
BattleLogic.Event:DispatchEvent(BattleEventName.RoleAddBuffCheckBan, banCallBack, self, buff)
|
||||
if isBan then
|
||||
self.Event:DispatchEvent(BattleEventName.ShowHintText, BattleArtFontType.Blood)
|
||||
return
|
||||
return
|
||||
end
|
||||
-- buff的miss率
|
||||
local missF = 0
|
||||
|
|
@ -378,7 +394,7 @@ function RoleLogic:AddBuff(buff,_ignorePro)
|
|||
local cl = {}
|
||||
local function _CallBack(v, ct)
|
||||
if v then
|
||||
table.insert(cl, {v, ct})
|
||||
table.insert(cl, { v, ct })
|
||||
end
|
||||
end
|
||||
BattleLogic.Event:DispatchEvent(BattleEventName.RoleAddBuffMiss, _CallBack, self, buff)
|
||||
|
|
@ -389,31 +405,30 @@ function RoleLogic:AddBuff(buff,_ignorePro)
|
|||
"missF", missF)
|
||||
-- 如果概率为0 或者没有miss
|
||||
if missF == 0 or not BattleUtil.RandomAction(missF, function() BattleLogic.BuffMgr:PutBuff(buff) end) then
|
||||
|
||||
--概率忽略免疫
|
||||
local ignoreProb=0
|
||||
local ignoreProb = 0
|
||||
if _ignorePro then
|
||||
ignoreProb=_ignorePro
|
||||
ignoreProb = _ignorePro
|
||||
end
|
||||
local changeIgnore=function(v1,ct)
|
||||
ignoreProb=BattleUtil.CountValue(ignoreProb,v1,ct)
|
||||
local changeIgnore = function(v1, ct)
|
||||
ignoreProb = BattleUtil.CountValue(ignoreProb, v1, ct)
|
||||
end
|
||||
buff.caster.Event:DispatchEvent(BattleEventName.PassiveChangeIgnoreImmuneValue,changeIgnore,buff)
|
||||
local isIgnor=BattleUtil.RandomAction(ignoreProb,function()end)
|
||||
buff.caster.Event:DispatchEvent(BattleEventName.PassiveChangeIgnoreImmuneValue, changeIgnore, buff)
|
||||
local isIgnor = BattleUtil.RandomAction(ignoreProb, function() end)
|
||||
if not isIgnor then
|
||||
for i=1, self.buffFilter.size do
|
||||
local isImm,immCaster=self.buffFilter.buffer[i](buff,self)
|
||||
for i = 1, self.buffFilter.size do
|
||||
local isImm, immCaster = self.buffFilter.buffer[i](buff, self)
|
||||
if isImm then
|
||||
BattleLogManager.Log(
|
||||
"Buff Filter",
|
||||
"camp", buff.caster.camp,
|
||||
"position", buff.caster.position,
|
||||
"id", buff.id,
|
||||
"camp", buff.caster.camp,
|
||||
"position", buff.caster.position,
|
||||
"id", buff.id,
|
||||
"type", buff.type)
|
||||
BattleLogic.BuffMgr:PutBuff(buff)
|
||||
self.Event:DispatchEvent(BattleEventName.ShowHintText, BattleArtFontType.Immune)
|
||||
BattleLogic.Event:DispatchEvent(BattleEventName.ImmuneDebuffSuccess,buff,self,immCaster)
|
||||
BattleLogic.Event:DispatchEvent(BattleEventName.RoleAddBuffFail,buff,self)
|
||||
BattleLogic.Event:DispatchEvent(BattleEventName.ImmuneDebuffSuccess, buff, self, immCaster)
|
||||
BattleLogic.Event:DispatchEvent(BattleEventName.RoleAddBuffFail, buff, self)
|
||||
return
|
||||
end
|
||||
end
|
||||
|
|
@ -422,29 +437,28 @@ function RoleLogic:AddBuff(buff,_ignorePro)
|
|||
BattleLogic.AddRoundTriggerTime()
|
||||
end
|
||||
end
|
||||
|
||||
function RoleLogic:Dispose()
|
||||
|
||||
end
|
||||
|
||||
function RoleLogic:Dispose()
|
||||
|
||||
end
|
||||
|
||||
-- 判断角色是否可以释放技能
|
||||
function RoleLogic:IsAvailable(skill)
|
||||
if skill and skill.effectCaster then
|
||||
--放技能前判断是否有目标,没有就不会放技能,直接执行技能回调 by 王振兴 2021/09/17
|
||||
--放技能前判断是否有目标,没有就不会放技能,直接执行技能回调 by 王振兴 2021/09/17
|
||||
--为解决攻击目标只剩被放逐的单位导致我方不放技能扣除怒气
|
||||
skill.effectCaster:ChooseTarget()
|
||||
local targets=BattleUtil.LengthOfTable(skill.effectCaster:GetDirectTargetsNoExile())
|
||||
if targets==0 then
|
||||
return false
|
||||
local targets = BattleUtil.LengthOfTable(skill.effectCaster:GetDirectTargetsNoExile())
|
||||
if targets == 0 then
|
||||
return false
|
||||
end
|
||||
end
|
||||
if self.isExile then
|
||||
return false
|
||||
return false
|
||||
end
|
||||
--角色没有真正死亡 在 被眩晕/沉默的 情况下 任然能释放死亡技能
|
||||
--(self.ctrl_dizzy or self.ctrl_slient) and
|
||||
if self:IsDead() and skill and skill.type==BattleSkillType.DeadSkill then
|
||||
if self:IsDead() and skill and skill.type == BattleSkillType.DeadSkill then
|
||||
return true
|
||||
end
|
||||
-- 眩晕 -- 死亡
|
||||
|
|
@ -467,23 +481,21 @@ end
|
|||
|
||||
-- 释放技能
|
||||
function RoleLogic:SkillCast(skill, func)
|
||||
|
||||
local _CastDone = function()
|
||||
if func then
|
||||
func()
|
||||
if func then
|
||||
func()
|
||||
end
|
||||
end
|
||||
|
||||
-- 角色不可用直接结束技能释放
|
||||
if not skill or not self:IsAvailable(skill) then
|
||||
self.Event:DispatchEvent(BattleEventName.ActionOperateAngerAfter,self)
|
||||
self.Event:DispatchEvent(BattleEventName.ActionOperateAngerAfter, self)
|
||||
_CastDone()
|
||||
return
|
||||
end
|
||||
self.Event:DispatchEvent(BattleEventName.ActionOperateAngerBefore,self)
|
||||
self.Event:DispatchEvent(BattleEventName.ActionOperateAngerBefore, self)
|
||||
-- 没有麻痹,释放普通攻击
|
||||
if (skill.type == BattleSkillType.Normal or skill.type ==BattleSkillType.ChaosNormal) and not self.ctrl_palsy then
|
||||
|
||||
if (skill.type == BattleSkillType.Normal or skill.type == BattleSkillType.ChaosNormal) and not self.ctrl_palsy then
|
||||
local function _CheckRage()
|
||||
-- 后成长怒气 判断普攻是否会回复怒气
|
||||
if skill.isRage and self.isNormalAttackAddRage then
|
||||
|
|
@ -493,23 +505,23 @@ function RoleLogic:SkillCast(skill, func)
|
|||
grow = finalGrow
|
||||
end
|
||||
self.Event:DispatchEvent(BattleEventName.RoleRageGrow, grow, _RageGrowPassivity)
|
||||
--
|
||||
--
|
||||
self.Rage = self.Rage + grow
|
||||
end
|
||||
-- 释放完成
|
||||
self.Event:DispatchEvent(BattleEventName.ActionOperateAngerAfter,self)
|
||||
self.Event:DispatchEvent(BattleEventName.ActionOperateAngerAfter, self)
|
||||
_CastDone()
|
||||
end
|
||||
-- 释放普技
|
||||
skill:Cast(_CheckRage)
|
||||
|
||||
-- 没有沉默,释放大技能
|
||||
elseif (skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra or skill.type==BattleSkillType.DeadSkill) and (not self.ctrl_slient or skill.type==BattleSkillType.DeadSkill) then
|
||||
-- 没有沉默,释放大技能
|
||||
elseif (skill.type == BattleSkillType.Special or skill.type == BattleSkillType.Extra or skill.type == BattleSkillType.DeadSkill) and (not self.ctrl_slient or skill.type == BattleSkillType.DeadSkill) then
|
||||
-- 先消耗怒气
|
||||
if skill.isRage then
|
||||
if self.Rage < self.SuperSkillRage then
|
||||
-- 怒气值不足不能释放技能
|
||||
self.Event:DispatchEvent(BattleEventName.ActionOperateAngerAfter,self)
|
||||
self.Event:DispatchEvent(BattleEventName.ActionOperateAngerAfter, self)
|
||||
_CastDone()
|
||||
return
|
||||
end
|
||||
|
|
@ -520,61 +532,59 @@ function RoleLogic:SkillCast(skill, func)
|
|||
noRageRate = noRageRate + rate
|
||||
costRage = costRage + cost
|
||||
end
|
||||
self.Event:DispatchEvent(BattleEventName.RoleRageCost, costRage, noRageRate, _RageCostPassivity,skill)
|
||||
self.Event:DispatchEvent(BattleEventName.RoleRageCost, costRage, noRageRate, _RageCostPassivity, skill)
|
||||
-- 计算消耗怒气的概率,并消耗怒气
|
||||
local costRate = 1 - noRageRate
|
||||
costRate = costRate > 1 and 1 or costRate
|
||||
costRate = costRate < 0 and 0 or costRate
|
||||
skill.costRage=0
|
||||
skill.costRage = 0
|
||||
BattleUtil.RandomAction(costRate, function()
|
||||
self.Rage = self.Rage - costRage
|
||||
self.Event:DispatchEvent(BattleEventName.SkillCastCostRageEnd,costRage)
|
||||
skill.costRage=costRage
|
||||
self.Event:DispatchEvent(BattleEventName.SkillCastCostRageEnd, costRage)
|
||||
skill.costRage = costRage
|
||||
end)
|
||||
end
|
||||
self.Event:DispatchEvent(BattleEventName.ActionOperateAngerAfter,self)
|
||||
|
||||
self.Event:DispatchEvent(BattleEventName.ActionOperateAngerAfter, self)
|
||||
|
||||
-- 释放绝技
|
||||
skill:Cast(_CastDone)
|
||||
|
||||
-- 没有符合条件的技能直接进入下一个技能检测
|
||||
-- 没有符合条件的技能直接进入下一个技能检测
|
||||
else
|
||||
self.Event:DispatchEvent(BattleEventName.ActionOperateAngerAfter,self)
|
||||
self.Event:DispatchEvent(BattleEventName.ActionOperateAngerAfter, self)
|
||||
_CastDone()
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
-- 加入一个技能
|
||||
-- type 加入的技能类型
|
||||
-- targets 指定目标
|
||||
-- isAdd 是否是追加技能
|
||||
-- isRage 是否正常操作怒气值
|
||||
function RoleLogic:AddSkill(type, isRage, isAdd, targets,isTrigger,isLoop)
|
||||
if not self.IsCanAddSkill and isAdd then return end
|
||||
function RoleLogic:AddSkill(type, isRage, isAdd, targets, isTrigger, isLoop)
|
||||
if not self.IsCanAddSkill and isAdd then return end
|
||||
local effectData = type == BattleSkillType.Normal and self.skill or self.superSkill
|
||||
--角色被混乱后
|
||||
local isTriggerJudge=true
|
||||
if isTrigger~=nil then
|
||||
isTriggerJudge=isTrigger
|
||||
local isTriggerJudge = true
|
||||
if isTrigger ~= nil then
|
||||
isTriggerJudge = isTrigger
|
||||
end
|
||||
if self.ctrl_chaos then
|
||||
type=BattleSkillType.ChaosNormal
|
||||
type = BattleSkillType.ChaosNormal
|
||||
--混乱普攻使用普攻特效
|
||||
effectData={self.skill[1],self.skill[2],self.skill[3],self.skill[4],{100001,{1,1,1}}}
|
||||
isTriggerJudge=false
|
||||
effectData = { self.skill[1], self.skill[2], self.skill[3], self.skill[4], { 100001, { 1, 1, 1 } } }
|
||||
isTriggerJudge = false
|
||||
end
|
||||
|
||||
if self.ctrl_lock then
|
||||
type=BattleSkillType.ChaosNormal
|
||||
type = BattleSkillType.ChaosNormal
|
||||
--嘲讽普攻使用普攻特效
|
||||
effectData={self.skill[1],self.skill[2],self.skill[3],self.skill[4],{200221,{1,1,1}}}
|
||||
isTriggerJudge=false
|
||||
effectData = { self.skill[1], self.skill[2], self.skill[3], self.skill[4], { 200221, { 1, 1, 1 } } }
|
||||
isTriggerJudge = false
|
||||
end
|
||||
|
||||
SkillManager.AddSkill(self, effectData, type, targets, isAdd, isRage,isTriggerJudge,isLoop)
|
||||
--
|
||||
SkillManager.AddSkill(self, effectData, type, targets, isAdd, isRage, isTriggerJudge, isLoop)
|
||||
--
|
||||
end
|
||||
|
||||
-- 加入一个技能
|
||||
|
|
@ -582,90 +592,89 @@ end
|
|||
-- targets 指定目标
|
||||
-- isAdd 是否是追加技能
|
||||
-- isRage 是否正常操作怒气值
|
||||
function RoleLogic:AddSuperSkill(isRage, isAdd, targets,isTrigger,isLoop,scale)
|
||||
if not self.IsCanAddSkill and isAdd then return end
|
||||
function RoleLogic:AddSuperSkill(isRage, isAdd, targets, isTrigger, isLoop, scale)
|
||||
if not self.IsCanAddSkill and isAdd then return end
|
||||
local effectData = self.superSkill
|
||||
--角色被混乱后
|
||||
local isTriggerJudge=true
|
||||
if isTrigger~=nil then
|
||||
isTriggerJudge=isTrigger
|
||||
local isTriggerJudge = true
|
||||
if isTrigger ~= nil then
|
||||
isTriggerJudge = isTrigger
|
||||
end
|
||||
local type=BattleSkillType.Special
|
||||
local type = BattleSkillType.Special
|
||||
if self.ctrl_chaos then
|
||||
type=BattleSkillType.ChaosNormal
|
||||
type = BattleSkillType.ChaosNormal
|
||||
--混乱普攻使用普攻特效
|
||||
effectData={self.skill[1],self.skill[2],self.skill[3],self.skill[4],{100001,{1,1,1}}}
|
||||
isTriggerJudge=false
|
||||
effectData = { self.skill[1], self.skill[2], self.skill[3], self.skill[4], { 100001, { 1, 1, 1 } } }
|
||||
isTriggerJudge = false
|
||||
end
|
||||
|
||||
if self.ctrl_lock then
|
||||
type=BattleSkillType.ChaosNormal
|
||||
type = BattleSkillType.ChaosNormal
|
||||
--嘲讽普攻使用普攻特效
|
||||
effectData={self.skill[1],self.skill[2],self.skill[3],self.skill[4],{200221,{1,1,1}}}
|
||||
isTriggerJudge=false
|
||||
effectData = { self.skill[1], self.skill[2], self.skill[3], self.skill[4], { 200221, { 1, 1, 1 } } }
|
||||
isTriggerJudge = false
|
||||
end
|
||||
local skill=SkillManager.AddSkill(self, effectData, type, targets, isAdd, isRage,isTriggerJudge,isLoop)
|
||||
skill.AttactScale=scale
|
||||
--
|
||||
local skill = SkillManager.AddSkill(self, effectData, type, targets, isAdd, isRage, isTriggerJudge, isLoop)
|
||||
skill.AttactScale = scale
|
||||
--
|
||||
end
|
||||
|
||||
--加入额外技能,用于额外释放技能 by:王振兴
|
||||
function RoleLogic:InsertExtraSkill(id,type)
|
||||
local effectData=BattleUtil.GetExtraSkillbyId(id)
|
||||
effectData[1]=self.superSkill[1]
|
||||
effectData[2]=self.superSkill[2]
|
||||
effectData[3]=self.superSkill[3]
|
||||
effectData[4]=self.superSkill[4]
|
||||
-- local effectData2={role.,role.superSkill[2],role.superSkill[3],role.superSkill[4],{targets,{1,f1,f2}}}
|
||||
function RoleLogic:InsertExtraSkill(id, type)
|
||||
local effectData = BattleUtil.GetExtraSkillbyId(id)
|
||||
effectData[1] = self.superSkill[1]
|
||||
effectData[2] = self.superSkill[2]
|
||||
effectData[3] = self.superSkill[3]
|
||||
effectData[4] = self.superSkill[4]
|
||||
-- local effectData2={role.,role.superSkill[2],role.superSkill[3],role.superSkill[4],{targets,{1,f1,f2}}}
|
||||
if effectData then
|
||||
local skillType=BattleSkillType.Extra
|
||||
local skillType = BattleSkillType.Extra
|
||||
--如果type为1则按绝技处理,不为1的话按额外技能处理(额外技能因为被动判断会判断是否是绝技类型,所以不会触发)
|
||||
local isTrigger=true
|
||||
if type==1 then
|
||||
skillType=BattleSkillType.Special
|
||||
local isTrigger = true
|
||||
if type == 1 then
|
||||
skillType = BattleSkillType.Special
|
||||
else
|
||||
isTrigger=false
|
||||
isTrigger = false
|
||||
end
|
||||
--和老史,佳琦确认果 附加技能算绝技 被沉默无法释放 可以套娃 递归触发 by:王振兴
|
||||
local insertSkill=SkillManager.InsertSkill(self, effectData, skillType, nil, true, false,isTrigger)
|
||||
local insertSkill = SkillManager.InsertSkill(self, effectData, skillType, nil, true, false, isTrigger)
|
||||
return insertSkill
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- 插入一个技能
|
||||
function RoleLogic:InsertSkill(type, isRage, isAdd, targets)
|
||||
if not self.IsCanAddSkill and isAdd then return end
|
||||
local effectData = type == BattleSkillType.Normal and self.skill or self.superSkill
|
||||
SkillManager.InsertSkill(self, effectData, type, targets, isAdd, isRage)
|
||||
end
|
||||
|
||||
-- 设置是否可以追加技能
|
||||
function RoleLogic:SetIsCanAddSkill(isCan)
|
||||
self.IsCanAddSkill = isCan
|
||||
end
|
||||
|
||||
|
||||
-- 正常触发技能
|
||||
function RoleLogic:CastSkill(func)
|
||||
function RoleLogic:CastSkill(func)
|
||||
-- 设置轮转方法
|
||||
-- SkillManager.SetTurnRoundFunc(func)
|
||||
if not self:IsAvailable() then
|
||||
return
|
||||
return
|
||||
end
|
||||
--如果当前怒气不足以释放绝技
|
||||
if self.Rage<self.SuperSkillRage then
|
||||
BattleLogic.Event:DispatchEvent(BattleEventName.RoleCastSkillBefore,self)
|
||||
end
|
||||
if self.Rage < self.SuperSkillRage then
|
||||
BattleLogic.Event:DispatchEvent(BattleEventName.RoleCastSkillBefore, self)
|
||||
end
|
||||
-- 没有沉默
|
||||
if not self.ctrl_slient and self.Rage >= self.SuperSkillRage then
|
||||
-- 释放大技能
|
||||
self:AddSkill(BattleSkillType.Special, true, false, nil)
|
||||
return
|
||||
return
|
||||
end
|
||||
-- 没有麻痹 释放普通技能
|
||||
if not self.ctrl_palsy then
|
||||
self:AddSkill(BattleSkillType.Normal, true, false, nil)
|
||||
return
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
|
|
@ -674,18 +683,17 @@ end
|
|||
-- targets 追加技能的目标 nil则自动选择目标
|
||||
-- func 追加技能释放完成回调
|
||||
function RoleLogic:ForceCastSkill(type, targets, func)
|
||||
|
||||
-- 清除技能控制
|
||||
self.ctrl_dizzy = false --眩晕 不能释放技能
|
||||
self.ctrl_slient = false --沉默 只能1技能
|
||||
self.ctrl_palsy = false --麻痹 只能2技能
|
||||
self.ctrl_dizzy = false --眩晕 不能释放技能
|
||||
self.ctrl_slient = false --沉默 只能1技能
|
||||
self.ctrl_palsy = false --麻痹 只能2技能
|
||||
|
||||
-- 设置轮转方法
|
||||
SkillManager.SetTurnRoundFunc(func)
|
||||
-- 释放技能
|
||||
if type == 1 and self.skill then
|
||||
self:AddSkill(BattleSkillType.Normal, true, false, nil)
|
||||
elseif type == 2 and self.superSkill then
|
||||
elseif type == 2 and self.superSkill then
|
||||
if self.Rage < self.SuperSkillRage then
|
||||
self.Rage = self.SuperSkillRage
|
||||
end
|
||||
|
|
@ -693,11 +701,10 @@ function RoleLogic:ForceCastSkill(type, targets, func)
|
|||
end
|
||||
end
|
||||
|
||||
|
||||
-- 判断是否可以去死了
|
||||
function RoleLogic:IsCanDead()
|
||||
-- 暂时不能死
|
||||
if not self.deadFilter then
|
||||
if not self.deadFilter then
|
||||
return false
|
||||
end
|
||||
-- 还有我的技能没有释放,不能死啊
|
||||
|
|
@ -709,10 +716,10 @@ end
|
|||
|
||||
-- 真的去死
|
||||
function RoleLogic:GoDead()
|
||||
if self:IsCanDead() then
|
||||
self.isRealDead = true
|
||||
if self:IsCanDead() then
|
||||
self.isRealDead = true
|
||||
self.Rage = 0
|
||||
self.curMainTarget=nil
|
||||
self.curMainTarget = nil
|
||||
BattleLogic.BuffMgr:ClearBuff(self)
|
||||
self.Event:DispatchEvent(BattleEventName.RoleRealDead, self)
|
||||
BattleLogic.Event:DispatchEvent(BattleEventName.RoleRealDead, self)
|
||||
|
|
@ -725,21 +732,23 @@ end
|
|||
function RoleLogic:SetDeadFilter(filter)
|
||||
self.deadFilter = filter
|
||||
end
|
||||
|
||||
-- 要死了
|
||||
function RoleLogic:SetDead(damage)
|
||||
function RoleLogic:SetDead(damage)
|
||||
self.isDead = true
|
||||
self.killDamage=damage
|
||||
self.deadRage=self.Rage
|
||||
RoleManager.AddDeadRole(self)
|
||||
self.killDamage = damage
|
||||
self.deadRage = self.Rage
|
||||
RoleManager.AddDeadRole(self)
|
||||
end
|
||||
|
||||
-- 判断是否死亡
|
||||
function RoleLogic:IsDead()
|
||||
return self.isDead
|
||||
end
|
||||
function RoleLogic:IsRealDead()
|
||||
return self.isRealDead
|
||||
end
|
||||
|
||||
function RoleLogic:IsRealDead()
|
||||
return self.isRealDead
|
||||
end
|
||||
|
||||
-- 是否可以复活
|
||||
function RoleLogic:IsCanRelive()
|
||||
|
|
@ -751,6 +760,7 @@ function RoleLogic:IsCanRelive()
|
|||
end
|
||||
return true
|
||||
end
|
||||
|
||||
-- 复活吧, 真的去世后才能复活
|
||||
function RoleLogic:Relive()
|
||||
if self:IsCanRelive() then
|
||||
|
|
@ -763,17 +773,19 @@ function RoleLogic:Relive()
|
|||
-- 发送复活事件
|
||||
self.Event:DispatchEvent(BattleEventName.RoleRelive, self)
|
||||
--BattleLogic.Event:DispatchEvent(BattleEventName.RoleRelive, self)
|
||||
self.reliveCaster.Event:DispatchEvent(BattleEventName.ReliveRole,self)
|
||||
self.reliveCaster.Event:DispatchEvent(BattleEventName.ReliveRole, self)
|
||||
-- 复活的血量算做加血
|
||||
BattleLogic.Event:DispatchEvent(BattleEventName.RecordTreat, self.reliveCaster or self, self, reHp)
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
-- 设置是否可以死亡
|
||||
function RoleLogic:SetReliveFilter(filter)
|
||||
self.reliveFilter = filter
|
||||
end
|
||||
|
||||
--,hpf 复活时拥有的血量的百分比
|
||||
function RoleLogic:SetRelive(hpf, caster)
|
||||
-- 判断是否可以复活
|
||||
|
|
@ -795,7 +807,6 @@ function RoleLogic:SetRelive(hpf, caster)
|
|||
return false
|
||||
end
|
||||
|
||||
|
||||
function RoleLogic:Update()
|
||||
|
||||
end
|
||||
end
|
||||
|
|
|
|||
|
|
@ -54,7 +54,12 @@ function this:InitComponent()
|
|||
this.btnAgeTip:SetActive(IsUserProtoActive)
|
||||
this.btnAgeTipPosition = this.btnAgeTip:GetComponent("RectTransform").localPosition
|
||||
this.btnNotice:SetActive(IsShowNotice)
|
||||
|
||||
--反馈邮箱
|
||||
this.fankui = Util.GetGameObject(this.loginPart, "fankui")
|
||||
if this.fankui then
|
||||
local fankuiText = this.fankui:GetComponent("Text")
|
||||
fankuiText.text = ServerConfigManager.GetSettingValue(ServerConfigManager.SettingConfig.SHOW_EMAIL_LOGIN) or ""
|
||||
end
|
||||
|
||||
---selectServerPart
|
||||
this.serverSelectPart = Util.GetGameObject(this.loginPart, "serverSelect")
|
||||
|
|
@ -180,7 +185,7 @@ function this:BindEvent()
|
|||
"complete_change_server",
|
||||
roleCreateTime = "server_name_after|" ..
|
||||
tostring(this.serverList[index].server_id ..
|
||||
"|server_name_before|" .. tostring(PlayerManager.serverInfo.server_id))
|
||||
"|server_name_before|" .. tostring(PlayerManager.serverInfo.server_id))
|
||||
})
|
||||
LogError("server_name_before:" .. PlayerManager.serverInfo.name)
|
||||
LogError("server_name_after:" .. tostring(this.serverList[index].name))
|
||||
|
|
@ -234,7 +239,7 @@ function this:BindEvent()
|
|||
end)
|
||||
|
||||
Util.AddClick(this.beianBtn, function()
|
||||
OpenWeb("https://beian.miit.gov.cn/#/home")
|
||||
OpenWeb("https://beian.miit.gov.cn/#/Integrated/index")
|
||||
end)
|
||||
Util.AddClick(this.ConfirmBtn, function()
|
||||
local confirm = PlayerPrefs.GetInt("IHaveConfirmProtos")
|
||||
|
|
@ -757,7 +762,8 @@ function this.ExecuteLoading()
|
|||
"|server_id|" .. tostring(PlayerManager.serverInfo
|
||||
.server_id)
|
||||
})
|
||||
LogError("**************************server_name|" ..tostring(PlayerManager.serverInfo.name) .."|server_id|" .. tostring(PlayerManager.serverInfo.server_id))
|
||||
LogError("**************************server_name|" ..
|
||||
tostring(PlayerManager.serverInfo.name) .. "|server_id|" .. tostring(PlayerManager.serverInfo.server_id))
|
||||
end, --太初密卷
|
||||
--[[[49] =]] function() NetManager.CrossYuXuLunDaoGetInfoRequest(2, LoadingPanel.OnStep) end, --玉虚论道红点
|
||||
--[[[50] =]] function() NetManager.GetLikeableDataRequest(LoadingPanel.OnStep) end, --好感度
|
||||
|
|
|
|||
|
|
@ -231,11 +231,14 @@ function GodsWayTowerPanel:OnShow()
|
|||
curId = ActivityGiftManager.GetActivityIdByType(ActivityTypeDef.godsWayTowerTreasure_two)
|
||||
this.becomeAGodText1.gameObject:SetActive(true)
|
||||
this.becomeAGodText.gameObject:SetActive(false)
|
||||
this.btnRank.gameObject:SetActive(true)
|
||||
elseif curType == 2 then
|
||||
curId = ActivityGiftManager.GetActivityIdByType(ActivityTypeDef.godsWayTowerTreasure_three)
|
||||
this.becomeAGodText1.gameObject:SetActive(true)
|
||||
this.becomeAGodText.gameObject:SetActive(false)
|
||||
this.btnRank.gameObject:SetActive(true)
|
||||
else
|
||||
this.btnRank.gameObject:SetActive(false)
|
||||
curId = 0
|
||||
this.becomeAGodText1.gameObject:SetActive(false)
|
||||
this.becomeAGodText.gameObject:SetActive(true)
|
||||
|
|
|
|||
|
|
@ -15,6 +15,12 @@ function SettingInfo:InitComponent(gameObject, rootPanel)
|
|||
this.head = Util.GetGameObject(gameObject, "playerInfo/head")
|
||||
this.headpos = Util.GetGameObject(gameObject, "playerInfo/head/pos")
|
||||
this.headRedpot = Util.GetGameObject(gameObject, "playerInfo/head/redpot")
|
||||
--反馈邮箱
|
||||
this.fankui = Util.GetGameObject(gameObject, "other/fankui")
|
||||
if this.fankui then
|
||||
local fankuiText = this.fankui:GetComponent("Text")
|
||||
fankuiText.text = ServerConfigManager.GetSettingValue(ServerConfigManager.SettingConfig.SHOW_EMAIL_SETTING) or ""
|
||||
end
|
||||
|
||||
this.name = Util.GetGameObject(gameObject, "playerInfo/name/Text")
|
||||
this.btnChangeName = Util.GetGameObject(gameObject, "playerInfo/name/Image/btn")
|
||||
|
|
|
|||
|
|
@ -36,6 +36,7 @@ function SettingPanel:InitComponent()
|
|||
|
||||
this.settingPlayerBg = Util.GetGameObject(self.transform, "layout/settingPlayerBgImage")
|
||||
this.settingPlayerBg:SetActive(true)
|
||||
|
||||
--预设赋值
|
||||
this.layout = Util.GetGameObject(self.transform, "layout")
|
||||
for i = 1, #this.contents do
|
||||
|
|
|
|||
|
|
@ -17,7 +17,7 @@ local lastLive2d
|
|||
this.boyRes = "live2d_npc_boy"
|
||||
|
||||
--- 女主立绘
|
||||
this.bitchRes = "live2d_npc_girl"
|
||||
this.bitchRes = "live2d_npc_girl"
|
||||
|
||||
|
||||
function this.Initialize()
|
||||
|
|
@ -32,7 +32,7 @@ function this.EventTrigger(eventId, callBack)
|
|||
return
|
||||
end
|
||||
|
||||
|
||||
|
||||
local showType = chapterDataConfig[eventId].ShowType
|
||||
local showValues = GetLanguageStrById(chapterDataConfig[eventId].ShowValues)
|
||||
local options = chapterDataConfig[eventId].Option
|
||||
|
|
@ -41,7 +41,7 @@ function this.EventTrigger(eventId, callBack)
|
|||
-- LogError("showtype "..showType.." showvalue "..showValues)
|
||||
-- 如果是第一次打开,则打开开幕界面
|
||||
if showType == 11 then -- 对话界面
|
||||
if callBack then
|
||||
if callBack then
|
||||
UIManager.OpenPanel(UIName.StoryDialoguePanel, eventId, false, callBack)
|
||||
else
|
||||
UIManager.OpenPanel(UIName.StoryDialoguePanel, eventId, false)
|
||||
|
|
@ -63,9 +63,6 @@ function this.EventTrigger(eventId, callBack)
|
|||
local panel = UIManager.OpenPanel(UIName.GuideBattlePanel, testFightData, function()
|
||||
StoryManager.StoryJumpType(options[3], nil, callBack)
|
||||
end, options[2])
|
||||
|
||||
|
||||
|
||||
elseif showType == 15 then -- 播放转场特效
|
||||
SwitchPanel.PlayTransEffect(function()
|
||||
this.StoryJumpType(options[1], nil, callBack)
|
||||
|
|
@ -86,10 +83,10 @@ function this.DialogueTrigger(eventId, callback)
|
|||
end
|
||||
|
||||
local showType = chapterDataConfig[eventId].ShowType
|
||||
|
||||
|
||||
--- 对话弹窗
|
||||
if showType == 13 then
|
||||
if callback then
|
||||
if showType == 13 then
|
||||
if callback then
|
||||
UIManager.OpenPanel(UIName.DialoguePopup, eventId, callback)
|
||||
else
|
||||
UIManager.OpenPanel(UIName.DialoguePopup, eventId)
|
||||
|
|
@ -102,14 +99,14 @@ end
|
|||
function this.StoryJumpType(optionId, panel, callBack)
|
||||
local jumpType = chapterOptionData[optionId].JumpType
|
||||
if jumpType then
|
||||
if jumpType == 4 then -- 关闭所有界面,结束对话
|
||||
if jumpType == 4 then -- 关闭所有界面,结束对话
|
||||
if panel then
|
||||
panel:ClosePanel()
|
||||
end
|
||||
if UIManager.IsOpen(UIName.StoryDialoguePanel) then
|
||||
UIManager.ClosePanel(UIName.StoryDialoguePanel)
|
||||
end
|
||||
--
|
||||
--
|
||||
if callBack then
|
||||
callBack()
|
||||
end
|
||||
|
|
@ -126,27 +123,25 @@ function this.StoryJumpType(optionId, panel, callBack)
|
|||
if UIManager.IsOpen(UIName.StoryDialoguePanel) then
|
||||
UIManager.ClosePanel(UIName.StoryDialoguePanel)
|
||||
end
|
||||
|
||||
elseif jumpType == 1 then -- 继续对话,往下跳转
|
||||
local nextEventId = chapterOptionData[optionId].JumpTypeValues
|
||||
local nextEventShowType = chapterDataConfig[nextEventId].ShowType
|
||||
if nextEventShowType ~= 13 then
|
||||
this.EventTrigger(nextEventId, callBack)
|
||||
else
|
||||
|
||||
this.DialogueTrigger(nextEventId,callBack)
|
||||
this.DialogueTrigger(nextEventId, callBack)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- 返回当前关卡的标题
|
||||
function this.GetTitle()
|
||||
local str = ""
|
||||
str = chapterTitleData[this.curAreaID].Title
|
||||
return str
|
||||
end
|
||||
|
||||
-- ============================= 人物对话控制 =================================== --
|
||||
-- 加载人物立绘并设置初始状态, 是否需要加载一次立绘
|
||||
function this.InitLive2dState(setId, resPath, live2dRoot, effectRoot, isNeedLoad, dialoguePanel)
|
||||
|
|
@ -163,27 +158,33 @@ function this.SetLive2dState(setData, isNeedLoad, resPath, live2dRoot, effectRoo
|
|||
ClearChild(live2dRoot)
|
||||
-- 立绘的位置大小
|
||||
local scale = 0
|
||||
local position = Vector3.New(0,0,0)
|
||||
local position = Vector3.New(0, 0, 0)
|
||||
|
||||
if resPath == this.bitchRes then
|
||||
if resPath == this.bitchRes then
|
||||
setData = dialogueSetData[5402]
|
||||
-- position = Vector3.New(0, -250, 0)
|
||||
-- position = Vector3.New(0, -250, 0)
|
||||
-- scale = 0.5
|
||||
end
|
||||
if not setData then return end
|
||||
scale = setData.Scale
|
||||
position = Vector3(setData.Position[1], setData.Position[2], 0)
|
||||
position = Vector3(setData.Position[1], setData.Position[2], 0)
|
||||
|
||||
-- 设置立绘最终大小位置
|
||||
local go
|
||||
if not resPath or resPath == "" then Log(Language[12880]) return end
|
||||
if not resPath or resPath == "" then
|
||||
Log(Language[12880])
|
||||
return
|
||||
end
|
||||
go = poolManager:LoadLive(resPath, live2dRoot.transform, Vector3.one * scale, position)
|
||||
if not go then Log(Language[12881]) return end
|
||||
if not go then
|
||||
Log(Language[12881])
|
||||
return
|
||||
end
|
||||
lastLive2d = go
|
||||
|
||||
-- 是否播放入场动画
|
||||
local isPlay = true
|
||||
if isNeedLoad then
|
||||
if isNeedLoad then
|
||||
isPlay = setData.isSkipShow == 1
|
||||
local shakeTime = setData.ShakeTime
|
||||
local shakeDis = setData.ShakeScale
|
||||
|
|
@ -192,20 +193,20 @@ function this.SetLive2dState(setData, isNeedLoad, resPath, live2dRoot, effectRoo
|
|||
|
||||
this.InitAnim(go)
|
||||
|
||||
if isPlay and isNeedShake then -- 震动,入场动画
|
||||
PlayUIAnim(live2dRoot, function ()
|
||||
this.SetShake(go, shakeTime, shakeDis[1], shakeDis[2], function ()
|
||||
if isPlay and isNeedShake then -- 震动,入场动画
|
||||
PlayUIAnim(live2dRoot, function()
|
||||
this.SetShake(go, shakeTime, shakeDis[1], shakeDis[2], function()
|
||||
this.SetLive2dAnim(go, ainIndex, 0, setData, effectRoot, dialoguePanel)
|
||||
Log("振动入场动画")
|
||||
end)
|
||||
end)
|
||||
elseif isPlay and not isNeedShake then -- 入场动画无震动
|
||||
PlayUIAnim(live2dRoot, function ()
|
||||
PlayUIAnim(live2dRoot, function()
|
||||
this.SetLive2dAnim(go, ainIndex, 0, setData, effectRoot, dialoguePanel)
|
||||
Log("入场动画")
|
||||
end)
|
||||
elseif not isPlay and isNeedShake then -- 震动无入场动画
|
||||
this.SetShake(go, shakeTime, shakeDis[1], shakeDis[2], function ()
|
||||
this.SetShake(go, shakeTime, shakeDis[1], shakeDis[2], function()
|
||||
this.SetLive2dAnim(go, ainIndex, 0, setData, effectRoot, dialoguePanel)
|
||||
Log("振动")
|
||||
end)
|
||||
|
|
@ -272,10 +273,9 @@ function this.PlayEffect(setData, effectRoot, dialoguePanel)
|
|||
local img = Util.GetGameObject(effect, "kuang")
|
||||
img.transform.localRotation = Vector4.New(0, dir, 0, 1)
|
||||
else
|
||||
|
||||
effect.transform.localRotation = Vector4.New(0, dir, 0, 1)
|
||||
end
|
||||
effect:GetComponent("RectTransform").anchoredPosition = pos
|
||||
effect:GetComponent("RectTransform").anchoredPosition = pos
|
||||
|
||||
-- 设置特效层级
|
||||
Util.AddParticleSortLayer(effectRoot, dialoguePanel.sortingOrder + preLayer)
|
||||
|
|
@ -293,12 +293,11 @@ function this.SetShake(object, timeScale, dx, dy, callBack)
|
|||
dy = 10
|
||||
end
|
||||
object:GetComponent("RectTransform"):DOShakeAnchorPos(timeScale, Vector2.New(dx, dy),
|
||||
500, 90, true, true):OnComplete(function ()
|
||||
500, 90, true, true):OnComplete(function()
|
||||
if callBack then callBack() end
|
||||
end)
|
||||
end
|
||||
|
||||
|
||||
-- 设置立绘动作
|
||||
function this.SetLive2dAnim(object, ainIndex, delayTime, setData, effectRoot, dialoguePanel)
|
||||
-- 木有立绘资源
|
||||
|
|
@ -312,7 +311,10 @@ function this.SetLive2dAnim(object, ainIndex, delayTime, setData, effectRoot, di
|
|||
[4] = "touch",
|
||||
}
|
||||
if not delayTime then delayTime = 0 end
|
||||
if not skeletonAnim then Log(Language[12882]) return end
|
||||
if not skeletonAnim then
|
||||
Log(Language[12882])
|
||||
return
|
||||
end
|
||||
|
||||
if animName[ainIndex] and ainIndex > 1 then -- idel状态不做处理
|
||||
skeletonAnim.AnimationState:SetAnimation(delayTime, animName[ainIndex], false)
|
||||
|
|
@ -345,4 +347,4 @@ function this.UnLoadEffect(resName, res)
|
|||
poolManager:UnLoadAsset(resName, res, PoolManager.AssetType.GameObject)
|
||||
end
|
||||
|
||||
return this
|
||||
return this
|
||||
|
|
|
|||
Loading…
Reference in New Issue