[战斗]====================放逐添加表现
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@ -11,12 +11,10 @@ end
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--初始化后调用一次
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function Exile:OnStart()
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self.target.isExile = true
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self.ownPassiveList = self.target.passiveList
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self.target.passiveList=nil
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if self.caster.exileTargets then
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table.insert(self.caster.exileTargets,self.target)
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end
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-- self.target.Event:SetIsTrigger(false)
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self.target.Event:DispatchEvent(BattleEventName.RoleBeExile, self)
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end
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--间隔N帧触发,返回true时表示继续触发,返回false立刻触发OnEnd
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@ -26,14 +24,12 @@ end
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--效果结束时调用一次
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function Exile:OnEnd()
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LogError("放逐结束")
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self.target.isExile = false
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--self.target.Event:SetIsTrigger(true)
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self.target.Event:DispatchEvent(BattleEventName.RoleExileEnd, self)
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end
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--只有当cover字段为true时触发,返回true则被新效果覆盖
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function Exile:OnCover(newBuff)
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return true
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end
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@ -164,6 +164,8 @@ BattleEventName = {
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RecordBuff = indexAdd(), -- buff
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RecordSecKill = indexAdd(), -- 斩杀
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DisposeRoleCtrl_noheal = indexAdd(),--处理角色禁疗
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RoleBeExile = indexAdd(),--角色被放逐
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RoleExileEnd = indexAdd(),--角色放逐结束
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}
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BattleMaxFrame = 1000000
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@ -133,7 +133,8 @@ function EnemyView:onCreate(go, role, position, root)
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role.Event:AddEvent(BattleEventName.BeSeckill, self.onBeSecKill, self)
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role.Event:AddEvent(BattleEventName.ShildTrigger, self.OnShieldTrigger, self)
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role.Event:AddEvent(BattleEventName.ShowHintText,self.OnShowHintText,self)
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role.Event:AddEvent(BattleEventName.RoleBeExile,self.OnRoleExile,self)
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role.Event:AddEvent(BattleEventName.RoleExileEnd,self.OnRoleExileEnd,self)
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if IsOpenBattleDebug then
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local URoleProperty = go:GetComponent(typeof(RoleProperty))
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@ -146,6 +147,7 @@ function EnemyView:onCreate(go, role, position, root)
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self.URoleProperty:AddProperty(name, value)
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end)
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end
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end
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--
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@ -227,7 +229,16 @@ function EnemyView:Update()
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end
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end
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--角色被放逐
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function EnemyView:OnRoleExile(role)
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local color = Color.New(1,1,1,0.4)
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Util.SetColor(self.RoleLiveGOGraphic, color)
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end
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--角色放逐结束
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function EnemyView:OnRoleExileEnd(role)
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local color = Color.New(1, 1, 1, 1)
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Util.SetColor(self.RoleLiveGOGraphic, color)
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end
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-- 缩放
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function EnemyView:DoScale(scale, dur, func)
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@ -276,7 +287,11 @@ function EnemyView:SetHighLight(isLight, eScale, dur, func)
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end
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self.hlTween3 = DoTween.To(DG.Tweening.Core.DOGetter_float( function () return sc end),
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DG.Tweening.Core.DOSetter_float(function (progress)
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local color = Color.New(progress, progress, progress, 1)
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local aaa=1
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if self.role.isExile then
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aaa=0.4
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end
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local color = Color.New(progress, progress, progress,aaa)
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Util.SetColor(self.GameObject, color)
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Util.SetColor(self.RoleLiveGOGraphic, color)
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end), ec, dur):SetEase(Ease.Linear)
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@ -155,7 +155,8 @@ function PlayerView:onCreate(go, role, position, root)
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role.Event:AddEvent(BattleEventName.BeSeckill, self.onBeSecKill, self)
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role.Event:AddEvent(BattleEventName.ShildTrigger, self.OnShieldTrigger, self)
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role.Event:AddEvent(BattleEventName.ShowHintText,self.OnShowHintText,self)
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role.Event:AddEvent(BattleEventName.RoleBeExile,self.OnRoleExile,self)
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role.Event:AddEvent(BattleEventName.RoleExileEnd,self.OnRoleExileEnd,self)
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if IsOpenBattleDebug then
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local URoleProperty = go:GetComponent(typeof(RoleProperty))
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if not URoleProperty then
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@ -270,7 +271,16 @@ function PlayerView:DoScale(scale, dur, func)
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end)
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end
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--角色被放逐
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function PlayerView:OnRoleExile(role)
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local color = Color.New(1, 1, 1, 0.4)
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Util.SetColor(self.liveRender, color)
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end
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--角色放逐结束
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function PlayerView:OnRoleExileEnd(role)
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local color = Color.New(1, 1, 1, 1)
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Util.SetColor(self.liveRender, color)
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end
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-- 设置高亮
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function PlayerView:SetHighLight(isLight, eScale, dur, func)
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-- 设置变灰
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