战斗背景替换和战斗逻辑的修改
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@ -105,10 +105,12 @@ function Skill:Cast(func)
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-- if self.id==1282 then
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-- time=1
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-- end
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-- LogError("Pasue"..os.date())
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BattleLogic.WaitForTrigger(duration + time+((type(self.skillnumberTime[1][1]) == "userdata" or self.skillnumberTime[1][1]==0) and 0 or self.skillnumberTime[#self.skillnumberTime][2])/1000, function()
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self.owner.Event:DispatchEvent(BattleEventName.SkillCastEnd, self)
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BattleLogic.Event:DispatchEvent(BattleEventName.SkillCastEnd, self)
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-- LogError("End"..os.date())
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-- LogError("duration"..duration)
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-- 只对效果1的目标发送事件,效果1是技能的直接伤害目标
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self.effectCaster:ForeachTargets(function(role)
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role.Event:DispatchEvent(BattleEventName.BeSkillCastEnd, self)
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@ -42,6 +42,7 @@ function SkillCaster:OnSkillCast(skill)
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end
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local startPos=self.owner.RoleLiveGO.transform.position
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-- 高亮
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LogError("Start"..os.date())
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BattleManager.PauseBattle()
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-- 调用上层接口
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if self.owner.OnSkillCastStart then
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@ -139,10 +140,11 @@ function SkillCaster:OnSkillCast(skill)
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self.owner:DelayFunc(combat.KeyFrame/1000, function()
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self:CheckFullSceenSkill(combat, skill,skillduration)
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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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self.owner:DelayFunc(combat.ActionTime/1000+0+(combat.EffectType==8 and 0 or combat.BulletTime/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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-- 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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BattleManager.ResumeBattle()
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if combat.ShockScreen == 1 then
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@ -165,6 +167,7 @@ function SkillCaster:OnSkillCast(skill)
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end
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end)
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LogError("Time点3"..os.date())
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LogError("combat.AttackDisplaceBackTime"..combat.AttackDisplaceBackTime)
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end)
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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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