parent
298570b3fe
commit
eed480f711
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@ -479,7 +479,7 @@ function EnemyView:PlaySpineAnim(gog, time, name, isLoop)
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local _complete = nil
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local _complete = nil
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_complete = function(state)
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_complete = function(state)
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gog.AnimationState.Complete = gog.AnimationState.Complete - _complete
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gog.AnimationState.Complete = gog.AnimationState.Complete - _complete
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if endWith(gog.gameObject.name, "skill") then
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if endWith(gog.gameObject.name, "skill") or endWith(gog.gameObject.name, "gx") then
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gog.gameObject:SetActive(false)
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gog.gameObject:SetActive(false)
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else
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else
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gog.AnimationState:SetAnimation(0, "idle", true)
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gog.AnimationState:SetAnimation(0, "idle", true)
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@ -722,8 +722,9 @@ function EnemyView:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotTyp
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--if self.isDead then return end
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--if self.isDead then return end
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if dotType then
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if dotType then
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if dotType == DotType.Poison then
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if dotType == DotType.Poison then
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self.Floater:ArtFloating(ArtFloatingType.PoisonDamage, ArtFloatingColor.Poison, dmg,
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--self.Floater:ArtFloating(ArtFloatingType.PoisonDamage, ArtFloatingColor.Poison, dmg,
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TextFloatingColor.DarkGreen, t, pos)
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--TextFloatingColor.DarkGreen, t, pos)
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self.Floater:ArtFloating(ArtFloatingType.PoisonDamage, ArtFloatingColor.Poison, dmg, t, pos)
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elseif dotType == DotType.Burn then
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elseif dotType == DotType.Burn then
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self.Floater:ArtFloating(ArtFloatingType.FireDamage, ArtFloatingColor.Fire, dmg, t, pos)
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self.Floater:ArtFloating(ArtFloatingType.FireDamage, ArtFloatingColor.Fire, dmg, t, pos)
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elseif dotType == DotType.Blooding then
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elseif dotType == DotType.Blooding then
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@ -533,7 +533,7 @@ function PlayerView:PlaySpineAnim(gog, time, name, isLoop)
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gog.AnimationState.Complete = gog.AnimationState.Complete - _complete
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gog.AnimationState.Complete = gog.AnimationState.Complete - _complete
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self.currAniName="idle"
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self.currAniName="idle"
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if endWith(gog.gameObject.name,"skill") then
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if endWith(gog.gameObject.name,"skill") or endWith(gog.gameObject.name,"gx") then
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gog.gameObject:SetActive(false)
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gog.gameObject:SetActive(false)
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else
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else
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gog.AnimationState:SetAnimation(0, "idle", true)
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gog.AnimationState:SetAnimation(0, "idle", true)
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@ -640,7 +640,7 @@ function PlayerView:OnSkillCastingStart(type)
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-- coroutine.start(function()
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-- coroutine.start(function()
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-- coroutine.wait(1.1)
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-- coroutine.wait(1.1)
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-- end)
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-- end)
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self:PlaySpineAnim(self.RoleLiveGOGraphic2, 0,name, false)
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self:PlaySpineAnim(self.RoleLiveGOGraphic2, 0,name, false)
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end
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end
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@ -1237,7 +1237,7 @@ function this.OnEndDrag(Pointgo,data)--结束拖动
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local heroObj=Util.GetGameObject(this.gameObject,"Hero".._j)
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local heroObj=Util.GetGameObject(this.gameObject,"Hero".._j)
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heroObj:GetComponent("Image").raycastTarget = true
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heroObj:GetComponent("Image").raycastTarget = true
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heroObj.transform:DOScale(Vector3.one * 1, 0.15)
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heroObj.transform:DOScale(Vector3.one * 1, 0.15)
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heroObj.transform:DOAnchorPos(Vector3.one,0)
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heroObj.transform:DOAnchorPos(Vector3.New(0,122,0),0)
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heroObj.transform:SetParent(bgListGo[_j].transform)
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heroObj.transform:SetParent(bgListGo[_j].transform)
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heroObj.transform:SetSiblingIndex(1)
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heroObj.transform:SetSiblingIndex(1)
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