[战斗]========battleutil 添加判断数组长度方法
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@ -104,7 +104,6 @@ end
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-- 检测先手阵营
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function BattleLogic.CheckFirstCamp()
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Log("检测先后手")
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-- 默认我方先手
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BattleLogic.FirstCamp = 0
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-- 数据不存在时,兼容老战斗数据
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@ -227,7 +226,6 @@ function BattleLogic.TurnRound(debugTurn)
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SkillManager.CheckMonsterSkill(function()
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CurRound = CurRound + 1
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CurCamp = BattleLogic.FirstCamp -- 判断先手阵营
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Log("BattleLogic.230:"..tostring(CurCamp))
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CurSkillPos[0] = 0
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CurSkillPos[1] = 0
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--
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@ -259,7 +257,6 @@ function BattleLogic.TurnRound(debugTurn)
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BattleLogic.WaitForTrigger(0.2,function()
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-- 切换阵营
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CurCamp = (CurCamp + 1) % 2
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Log("BattleLogic.260:"..tostring(CurCamp))
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BattleLogic.CheckBattleLogic()
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end)
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end)
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@ -931,7 +931,14 @@ function BattleUtil.CheckIsHit(atkRole, defRole,skill)
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end
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--获取table的长度
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function BattleUtil.LengthOfTable(table)
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local length = 0
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for i, v in pairs(table) do
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length = length + 1
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end
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return length
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end
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function BattleUtil.RandomAction(rand, action)
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if Random.Range01() <= rand and action then
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@ -66,7 +66,7 @@ function MSkill:Cast(func)
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--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 2021/03/26
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--为解决攻击目标只剩被放逐的单位导致技能播放异常
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self.effectCaster:ChooseTarget()
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local targets=LengthOfTable(self:GetDirectTargetsNoExile())
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local targets=BattleUtil.LengthOfTable(self:GetDirectTargetsNoExile())
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if targets==0 and self.castDoneFunc then
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self.castDoneFunc()
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return
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@ -84,7 +84,7 @@ function RoleLogic:Init(uid, data, position)
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self.type = BattleUnitType.Role
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self.passiveList = {}
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if data.passivity and #data.passivity > 0 then
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table.sort(data.passivity,function(a,b)return a[1] < b[1] end)
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table.sort(data.passivity,function(a,b)return a[1] < b[1] end)
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for i = 1, #data.passivity do
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local v = data.passivity[i]
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local passivityId=v[1]
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@ -67,7 +67,7 @@ function Skill:Cast(func)
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--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 2021/03/26
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--为解决攻击目标只剩被放逐的单位导致技能播放异常
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self.effectCaster:ChooseTarget()
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local targets=LengthOfTable(self:GetDirectTargetsNoExile())
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local targets=BattleUtil.LengthOfTable(self:GetDirectTargetsNoExile())
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if targets==0 and self.castDoneFunc then
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self.isRage=false
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self.castDoneFunc()
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