修改战斗的代码,已经调整live2D

onepiece_demo_arena
xiejun 2023-06-28 15:58:29 +08:00
parent b47c16dcb7
commit f52a94841e
37 changed files with 29826 additions and 770 deletions

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@ -51,6 +51,9 @@ function this:OnOpen(heroTId, skinId, damageValue, allDamage, func,_func2)
toward=data.Toward
end
heroTData.Live = GetResourcePath(data.Live)
if heroTId==10016 then
heroTData.Live=GetResourcePath(data.Painting)
end
heroTData.Scale = data.Scale
heroTData.Position = data.Position
heroTData.Name = GetLanguageStrById(ConfigManager.GetConfigData(ConfigName.HeroConfig,heroTId).ReadingName)
@ -73,9 +76,10 @@ function this:OnOpen(heroTId, skinId, damageValue, allDamage, func,_func2)
SetHEeroLiveToward(this.liveNode,toward)
local SkeletonGraphic = this.liveNode:GetComponent("SkeletonGraphic")
local idle = function()
SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
SkeletonGraphic.AnimationState:SetAnimation(0, heroTId==10016 and "animation" or"idle", true)
end
SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
SkeletonGraphic.AnimationState:SetAnimation(0, heroTId==10016 and "animation" or"idle", true)
SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete + idle
poolManager:SetLiveClearCall(this.liveName, this.liveNode, function()
SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete - idle

View File

@ -499,7 +499,7 @@ function this.EnemyAppear(isStart)
local enemyLivePos = Util.GetTransform(this.EnemyPanel, "live_"..i)
local enemyPos = Util.GetTransform(this.EnemyPanel, tostring(i))
-- local scale = i > 3 and 0.5 or 0.6
local scale = i > 3 and 0.2 or 0.3
local scale = 0.6
-- enemyLivePos:DOScale(Vector3.one * scale * 1.1, 0.5):SetEase(Ease.OutExpo)
enemyLivePos:DOScale(Vector3.one * scale*1.1 , 0.5):SetEase(Ease.OutExpo)
enemyPos:DOScale(Vector3.one * 1.1, 0.5):SetEase(Ease.OutExpo):OnComplete(function ()
@ -738,7 +738,7 @@ function this.OnAddRole(data)
go.transform.localScale = Vector3.one
go.transform.localPosition = Vector3.zero
-- go.transform.position = Vector3.New(0,-160,0)
go.transform.anchoredPosition = Vector2.zero
go.transform.anchoredPosition = Vector2.New(0,-50)
go:SetActive(true)
end

View File

@ -59,11 +59,16 @@ function EnemyView:onCreate(go, role, position, root, isBoss,enemyId)
live=skin.Live
end
end
self.hpCache = self.role:GetRoleData(RoleDataName.Hp) / self.role:GetRoleData(RoleDataName.MaxHp)
self.hpSlider.fillAmount = self.hpCache
self.hpPassSlider.fillAmount = self.hpCache
self.yujiaSlider.fillAmount = 0
self.livePath = GetResourcePath(live)
self.livePath2 = GetResourcePath(live)
if role.roleData.roleId==10016 then
self.livePath2=GetResourcePath(HeroConfig[role.roleData.roleId].Painting)
end
self.play_liveScale = RoleConfig[roleId].play_liveScale
self.enemy_liveScale = RoleConfig[roleId].enemy_liveScale
self.offset = RoleConfig[roleId].offset
@ -104,10 +109,14 @@ function EnemyView:onCreate(go, role, position, root, isBoss,enemyId)
-- casting技能立绘
self.RoleLiveGO2 = poolManager:LoadLive(self.livePath, go.transform.parent, Vector3.one, Vector3.zero)
self.RoleLiveGO2 = poolManager:LoadLive(self.livePath2, go.transform.parent, Vector3.one, Vector3.zero)
self.RoleLiveGOGraphic2 = self.RoleLiveGO2:GetComponent("SkeletonGraphic")
self.RoleLiveGOTran2 = self.RoleLiveGO2:GetComponent("RectTransform")
self.RoleLiveGOGraphic2.AnimationState:SetAnimation(0, "idle", true)
if role.roleData.roleId==10016 then
self.RoleLiveGOGraphic2.AnimationState:SetAnimation(0, "animation", true)
else
self.RoleLiveGOGraphic2.AnimationState:SetAnimation(0, "idle", true)
end
self.RoleLiveGOTran2.sizeDelta = Vector2.New(1000, 1000)
self.RoleLiveGO2.transform:SetParent(self.RootPanel.enemySkillCastRoot.transform)
self.RoleLiveGO2:GetComponent("RectTransform").anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2] + 400)
@ -394,7 +403,7 @@ function EnemyView:SetHighLight(isLight, eScale, dur, func)
if self.isBoss then
eScale = 1
end
self:DoScale(eScale, dur, func)
self:DoScale(1, dur, func)
-- 颜色变灰
local sc = isLight and 0.3 or 1
local ec = isLight and 1 or 0.3
@ -458,7 +467,14 @@ end
function EnemyView:OnSkillCastingStart()
-- 提前进入下一阶段
self.RoleLiveGO2:SetActive(true)
self:PlaySpineAnim(self.RoleLiveGOGraphic2, 0, "touch", false)
local name="touch"
if self.role.roleData.roleId==10016 then
-- name="skill"
-- name="skill"
name="animation"
end
self:PlaySpineAnim(self.RoleLiveGOGraphic2, 0, name, false)
end

View File

@ -73,6 +73,10 @@ function PlayerView:onCreate(go, role, position, root)
end
end
self.livePath = GetResourcePath(live)
self.livePath2 = GetResourcePath(live)
if role.roleData.roleId==10016 then
self.livePath2=GetResourcePath(HeroConfig[role.roleData.roleId].Painting)
end
end
self.play_liveScale = RoleConfig[roleId].play_liveScale
self.enemy_liveScale = RoleConfig[roleId].enemy_liveScale
@ -140,7 +144,7 @@ function PlayerView:onCreate(go, role, position, root)
self.RoleLiveGOTran.localScale = Vector3.one * self.enemy_liveScale
self.RoleLiveGOTran.sizeDelta = Vector2.New(1000, 1000)
self.RoleLiveGOGraphic = self.RoleLiveGO:GetComponent("SkeletonGraphic")
--self.RoleLiveGOGraphic.AnimationState:SetAnimation(0, "idle", true)
self.RoleLiveGOGraphic.AnimationState:SetAnimation(0, "idle", true)
self.RoleLiveGO:SetActive(true)
-- 卡牌立绘显示
@ -154,14 +158,19 @@ function PlayerView:onCreate(go, role, position, root)
-- self.liveRender.gameObject:SetActive(true)
-- self.liveRender.material:SetInt("_IsMask", 1)
-- casting技能立绘
self.RoleLiveGO2 = poolManager:LoadLive(self.livePath, go.transform.parent, Vector3.one, Vector3.zero)
self.RoleLiveGO2 = poolManager:LoadLive(self.livePath2, go.transform.parent, Vector3.one, Vector3.zero)
self.RoleLiveGO2.transform:SetParent(self.RootPanel.mySkillCastRoot.transform)
self.RoleLiveGO2.transform.localScale = Vector3.one * self.enemy_liveScale -- * 0.75--* 1.5
self.RoleLiveGO2.transform.anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2] - 300)
self.RoleLiveGO2:SetActive(false)
self.RoleLiveGOGraphic2 = self.RoleLiveGO2:GetComponent("SkeletonGraphic")
self.RoleLiveGOTran2 = self.RoleLiveGO2:GetComponent("RectTransform")
-- self.RoleLiveGOGraphic2.AnimationState:SetAnimation(0, "idle", true)
if role.roleData.roleId==10016 then
self.RoleLiveGOGraphic2.AnimationState:SetAnimation(0, "animation", true)
else
self.RoleLiveGOGraphic2.AnimationState:SetAnimation(0, "idle", true)
end
self.RoleLiveGOTran2.sizeDelta = Vector2.New(1000, 1000)
local toward=0
if self.skinId~=0 then
@ -432,7 +441,7 @@ function PlayerView:SetHighLight(isLight, eScale, dur, func)
return
end
self:DoScale(eScale, dur, func)
self:DoScale(1, dur, func)
-- 颜色变灰
local sc = isLight and 0.3 or 1
local ec = isLight and 1 or 0.3
@ -505,6 +514,9 @@ function PlayerView:OnSkillPlay(type)
-- end
-- local cardRenderMat = self.liveRender.material
-- cardRenderMat:SetInt("_IsMask", 0)
-- if self.role.roleData.roleId==10016 then
-- type=1
-- end
local name="attack"
if type and type==1 then
name="skill"
@ -535,9 +547,18 @@ function PlayerView:OnSkillCastingStart(type)
self.RoleLiveGO2:SetActive(true)
self.lvHpObj:SetActive(false)
local name="touch"
-- if type and type~=0 then
-- name="skill"
-- end
LogError(type)
if self.role.roleData.roleId==10016 then
type=0
name="animation"
coroutine.start(function()
coroutine.wait(1.1)
end)
end
if type and type~=0 then
name="skill"
end
self:PlaySpineAnim(self.RoleLiveGOGraphic2, 0,name, false)
end

View File

@ -52,7 +52,7 @@ function SkillCaster:OnSkillCast(skill)
return
end
local type=0
if self.roleConfig and self.roleConfig.ReadyAction and self.roleConfig.ReadyAction>0 and (skill.type==BattleSkillType.Special or skill.type==BattleSkillType.Extra or skill.type==BattleSkillType.DeadSkill)then
if self.roleConfig and self.roleConfig.ReadyAction and (self.roleConfig.ReadyAction>0) and (skill.type==BattleSkillType.Special or skill.type==BattleSkillType.Extra or skill.type==BattleSkillType.DeadSkill)then
type=1
self.actionTime=self.roleConfig.ReadyAction/1000
end
@ -163,7 +163,7 @@ function SkillCaster:PlaySkillCastingEffect(combat, skill, func)
end
-- 调用上层接口
local type=0
if self.roleConfig and self.roleConfig.ReadyAction and self.roleConfig.ReadyAction>0 and (skill.type==BattleSkillType.Special or skill.type==BattleSkillType.Extra or skill.type==BattleSkillType.DeadSkill) then
if self.roleConfig and self.roleConfig.ReadyAction and (self.roleConfig.ReadyAction>0) and (skill.type==BattleSkillType.Special or skill.type==BattleSkillType.Extra or skill.type==BattleSkillType.DeadSkill) then
type=1
end
local _ExtraTime
@ -191,35 +191,35 @@ end
--横版需要改动
local FullEffectPosition = {
-- My_All = Vector3.New(0, -566, 0),
-- My_Front = Vector3.New(-120, -410, 0),
-- My_Behind = Vector3.New(20, -760, 0),
-- My_COL_1 = Vector3.New(-300, -566, 0),
-- My_COL_2 = Vector3.New(0, -566, 0),
-- My_COL_3 = Vector3.New(300, -566, 0),
-- Enemy_All = Vector3.New(0, 430, 0),
-- Enemy_Front = Vector3.New(-100, 340, 0),
-- Enemy_Behind = Vector3.New(50, 540, 0),
-- Enemy_COL_1 = Vector3.New(-300, 430, 0),
-- Enemy_COL_2 = Vector3.New(0, 430, 0),
-- Enemy_COL_3 = Vector3.New(300, 430, 0),
My_All = Vector3.New(-300, 0, 0),
My_Front = Vector3.New(-120, 0, 0),
My_Behind = Vector3.New(20, 0, 0),
My_All = Vector3.New(0, -566, 0),
My_Front = Vector3.New(-120, -410, 0),
My_Behind = Vector3.New(20, -760, 0),
My_COL_1 = Vector3.New(-300, -566, 0),
My_COL_2 = Vector3.New(0, -566, 0),
My_COL_3 = Vector3.New(300, -566, 0),
Enemy_All = Vector3.New(50, 0, 0),
Enemy_Front = Vector3.New(0, 0, 0),
Enemy_Behind = Vector3.New(150,0 , 0),
Enemy_COL_1 = Vector3.New(-50, 0, 0),
Enemy_COL_2 = Vector3.New(0, 0, 0),
Enemy_COL_3 = Vector3.New(50, 0, 0),
Enemy_All = Vector3.New(0, 430, 0),
Enemy_Front = Vector3.New(-100, 340, 0),
Enemy_Behind = Vector3.New(50, 540, 0),
Enemy_COL_1 = Vector3.New(-300, 430, 0),
Enemy_COL_2 = Vector3.New(0, 430, 0),
Enemy_COL_3 = Vector3.New(300, 430, 0),
-- My_All = Vector3.New(-300, 0, 0),
-- My_Front = Vector3.New(-120, 0, 0),
-- My_Behind = Vector3.New(20, 0, 0),
-- My_COL_1 = Vector3.New(-300, -566, 0),
-- My_COL_2 = Vector3.New(0, -566, 0),
-- My_COL_3 = Vector3.New(300, -566, 0),
-- Enemy_All = Vector3.New(50, 0, 0),
-- Enemy_Front = Vector3.New(0, 0, 0),
-- Enemy_Behind = Vector3.New(150,0 , 0),
-- Enemy_COL_1 = Vector3.New(-50, 0, 0),
-- Enemy_COL_2 = Vector3.New(0, 0, 0),
-- Enemy_COL_3 = Vector3.New(50, 0, 0),
}
function SkillCaster:GetEffectSPostion(skill)
local chooseId = skill:GetDirectChooseId()
@ -228,13 +228,13 @@ function SkillCaster:GetEffectSPostion(skill)
local targets = skill:GetDirectTargets()
local targetPos = targets[1].position
if chooseLimit == 3 then
local col = (targetPos-1) % 3 + 1
return self.owner.camp == 0 and FullEffectPosition["My_COL_"..col] or FullEffectPosition["Enemy_COL_"..col]
else
return self.owner.camp == 0 and FullEffectPosition.My_All or FullEffectPosition.Enemy_All
end
-- if chooseLimit == 3 then
-- local col = (targetPos-1) % 3 + 1
-- return self.owner.camp == 0 and FullEffectPosition["My_COL_"..col] or FullEffectPosition["Enemy_COL_"..col]
-- else
-- return self.owner.camp == 0 and FullEffectPosition.My_All or FullEffectPosition.Enemy_All
-- end
return FullEffectPosition.My_All
end
function SkillCaster:GetEffectPosition(skill)
local chooseId = skill:GetDirectChooseId()
@ -245,18 +245,19 @@ function SkillCaster:GetEffectPosition(skill)
local targetPos = targets[1].position
if chooseLimit == 0 or chooseLimit == 4 or chooseLimit == 5 then
return targetCamp == 0 and FullEffectPosition.My_All or FullEffectPosition.Enemy_All
elseif chooseLimit == 1 or chooseLimit == 2 then
if targetCamp == 0 then
return targetPos <= 3 and FullEffectPosition.My_Front or FullEffectPosition.My_Behind
else
return targetPos <= 3 and FullEffectPosition.Enemy_Front or FullEffectPosition.Enemy_Behind
end
elseif chooseLimit == 3 then
local col = (targetPos-1) % 3 + 1
return targetCamp == 0 and FullEffectPosition["My_COL_"..col] or FullEffectPosition["Enemy_COL_"..col]
end
-- if chooseLimit == 0 or chooseLimit == 4 or chooseLimit == 5 then
-- return targetCamp == 0 and FullEffectPosition.My_All or FullEffectPosition.Enemy_All
-- elseif chooseLimit == 1 or chooseLimit == 2 then
-- if targetCamp == 0 then
-- return targetPos <= 3 and FullEffectPosition.My_Front or FullEffectPosition.My_Behind
-- else
-- return targetPos <= 3 and FullEffectPosition.Enemy_Front or FullEffectPosition.Enemy_Behind
-- end
-- elseif chooseLimit == 3 then
-- local col = (targetPos-1) % 3 + 1
-- return targetCamp == 0 and FullEffectPosition["My_COL_"..col] or FullEffectPosition["Enemy_COL_"..col]
-- end
return FullEffectPosition.My_All
end
-- 检测特效旋转
@ -318,11 +319,16 @@ function SkillCaster:CheckFullSceenSkill(combat, skill)
if self:CheckRotate(go, combat.Orientation) then
offset = -offset
end
go.transform:SetParent(self.effectRoot.transform)
go.transform.localScale = Vector3.one
go.transform.localPosition = pos + offset
go:SetActive(true)
BattleManager.AddDelayRecycleRes(path, go, 4)
if go ~=nil then
go.transform:SetParent(self.effectRoot.transform)
go.transform.localScale = Vector3.one
go.transform.localPosition = pos + offset
go:SetActive(true)
BattleManager.AddDelayRecycleRes(path, go, 4)
end
end
-- 全屏弹道特效
elseif combat.EffectType == 3 then
@ -338,19 +344,23 @@ function SkillCaster:CheckFullSceenSkill(combat, skill)
local duration = combat.BulletTime/1000
-- 特效的偏移量
local offset = combat.Offset and Vector3.New(combat.Offset[1], combat.Offset[2], 0) or Vector3.zero
local go = BattleManager.LoadAsset(path, self.effectRoot:GetComponent("Canvas").sortingOrder)
go.transform:SetParent(self.effectRoot.transform)
-- 检测特效旋转
if self:CheckRotate(go, combat.Orientation) then
offset = -offset
if go ~=nil then
go.transform:SetParent(self.effectRoot.transform)
-- 检测特效旋转
if self:CheckRotate(go, combat.Orientation) then
offset = -offset
end
go.transform.localPosition = spos + offset
go.transform.localScale = Vector3.one
go:SetActive(true)
BattleManager.AddDelayRecycleRes(path, go, duration)
if self.fullBulletTween then self.fullBulletTween:Kill() end
self.fullBulletTween = go.transform:DOLocalMove(tpos + offset, duration):SetEase(Ease.OutSine)
end
go.transform.localPosition = spos + offset
go.transform.localScale = Vector3.one
go:SetActive(true)
BattleManager.AddDelayRecycleRes(path, go, duration)
if self.fullBulletTween then self.fullBulletTween:Kill() end
self.fullBulletTween = go.transform:DOLocalMove(tpos + offset, duration):SetEase(Ease.OutSine)
-- :OnComplete(function()
-- go:SetActive(false)
-- end)

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