79 lines
2.3 KiB
Lua
79 lines
2.3 KiB
Lua
Blood = Buff:New()
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--初始化Buff,通过传入一些自定义参数控制成长相关的数值
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function Blood:SetData(...)
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-- 刷新排序等级
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--self.bloodValue=...
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self.bloodValue=0
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self.sort = 4
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end
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function Blood:AddValue(value)
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local passiveChange=function(addValue)
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value=value+addValue
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end
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if self.target==nil then
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return
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end
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BattleLogic.Event:DispatchEvent(BattleEventName.BloodValuePassiveChange,passiveChange,self.target,self.caster,value)
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self.bloodValue=self.bloodValue+value
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self.target.Event:DispatchEvent(BattleEventName.BloodValueChange,self.bloodValue/self.target:GetRoleData(RoleDataName.MaxHp),1,value)
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end
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--初始化后调用一次
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function Blood:OnStart()
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--self.target.bloodShield = self
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-- local passiveChange=function(addValue)
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-- self.bloodValue=self.bloodValue+addValue
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-- end
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-- BattleLogic.Event:DispatchEvent(BattleEventName.BloodValuePassiveChange,passiveChange,self.target,self.caster,self.bloodValue)
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-- self.target.Event:DispatchEvent(BattleEventName.BloodValueChange,self.bloodValue/self.target:GetRoleData(RoleDataName.MaxHp),1,self.bloodValue)
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end
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function Blood:GetCurValue()
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return self.bloodValue
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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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function Blood:OnTrigger()
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return true
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end
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--效果结束时调用一次
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function Blood:OnEnd()
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self.target.Event:DispatchEvent(BattleEventName.BloodValueChange,0)
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self.target.bloodShield = nil
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self.bloodValue=0
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end
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--计算血甲
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function Blood:CountBloodValue(damage,atkRole)
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local finalDamage=0
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if self.target==nil then
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return damage
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end
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self.bloodValue=self.bloodValue-damage
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if self.bloodValue<=0 then
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self.disperse=true
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finalDamage=self.bloodValue
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end
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local value=0
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if self.bloodValue<=0 then
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value=0
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self.bloodValue=0
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self.target.Event:DispatchEvent(BattleEventName.BloodValueGetZero,self.bloodValue/self.target:GetRoleData(RoleDataName.MaxHp),atkRole)
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end
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self.target.Event:DispatchEvent(BattleEventName.BloodValueChange,self.bloodValue/self.target:GetRoleData(RoleDataName.MaxHp))
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return finalDamage
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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 Blood:OnCover(newBuff)
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return true
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end
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return Blood |