Merge branch 'master_xma_local' into master_develop

# Conflicts:
#	Assets/ManagedResources/EffectResSkill/Effect_c_swk_00015_s1/Prefab/Effect_c_swk_00015_s1_attack_PG_01.prefab
#	Assets/ManagedResources/EffectResSkill/Effect_c_swk_00015_s1/Prefab/Effect_c_swk_00015_s1_attack_PG_02.prefab
#	Assets/ManagedResources/EffectResSkill/Effect_c_swk_00015_s1/Prefab/Effect_c_swk_00015_s1_attack_PG_03.prefab
zhangqiang 2020-11-11 20:33:41 +08:00
commit e0c8ecfba8
16 changed files with 348 additions and 22 deletions

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@ -377,6 +377,8 @@ function SkillCaster:CheckSkillForoleEffect(combat, skill)
local sortingOrder
if self.owner.cam == 0 then
sortingOrder = self.owner.GameObject:GetComponent("Canvas").sortingOrder
else
sortingOrder = BattleManager.GetBattleSorting() + 20
end
go = BattleManager.LoadAsset(path, sortingOrder)
go.transform:SetParent(self.owner.GameObject.transform)
@ -413,12 +415,11 @@ end
-- 检测技能命中特效显示
function SkillCaster:CheckSkillHitEffect(checkType, combat, skill)
if not combat then return end
if checkType == "skill" then
-- 释放技能时检测,如果是范围命中效果
if combat.HitEffectType == 2 and combat.Hit then
local targets = skill:GetDirectTargets()
if not targets or not targets[1] or targets[1]:IsDead() then return end
if not targets or not targets[1] then return end -- or targets[1]:IsDead() 删除了死亡的判断,会偶现被击特效不显示的问题
local tv = self.owner.RootPanel.GetRoleView(targets[1])
if not tv then return end
@ -430,7 +431,7 @@ function SkillCaster:CheckSkillHitEffect(checkType, combat, skill)
-- 特效的偏移量
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 nil
local sortingOrder = tv.role.camp == 0 and tv.GameObject:GetComponent("Canvas").sortingOrder + 21 or BattleManager.GetBattleSorting() + 20
local go = BattleManager.LoadAsset(combat.Hit, sortingOrder)
go.transform:SetParent(self.effectRoot.transform)
-- 检测特效旋转
@ -448,7 +449,7 @@ function SkillCaster:CheckSkillHitEffect(checkType, combat, skill)
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 sortingOrder = self.owner.role.camp == 0 and self.owner.GameObject:GetComponent("Canvas").sortingOrder + 21 or nil
local sortingOrder = self.owner.role.camp == 0 and self.owner.GameObject:GetComponent("Canvas").sortingOrder + 21 or BattleManager.GetBattleSorting() + 20
local go2 = BattleManager.LoadAsset(combat.Hit, sortingOrder)
go2.transform:SetParent(self.owner.GameObject.transform.parent)
-- 检测特效旋转

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@ -199,6 +199,8 @@ function this.RunFakeBattle(fakeId)
end
-- 战斗数据
function this.RunBattleData(data, seed)
data = loadstring("return "..data)()
seed = tonumber(seed)
require("Modules.Main.BattleData1")
local fdata = (data and data ~= "") and data or testBattleData1
local fseed = (seed and seed ~= "") and seed or testBattleSeed