miduo_client/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/RoleView.lua

714 lines
29 KiB
Lua

local RoleConfig = ConfigManager.GetConfig(ConfigName.RoleConfig)
local HeroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
local SkillLogicConfig = ConfigManager.GetConfig(ConfigName.SkillLogicConfig)
local healEffect = "c_xy_0012_skeff_tapsk_healeff"
local rageEffect = "s_jieling_hs_3006_skeff_casting_buff_nuqi"
require "Modules.Battle.View.Unit.BattleUnit"
RoleView = BattleUnit.New()
function RoleView.New(go, role, position, root)
local o = BattleUnit.New(go, role, position, root)
setmetatable(o, RoleView)
RoleView.__index = RoleView
o:ctor(go, role, position, root)
return o
end
function RoleView:onCreate(go, role, position, root)
self.RootPanel = root
self.GameObject = go
self.role = role
self.camp = role.camp
self.spLoader = SpriteLoader.New()
role.Event:AddEvent(BattleEventName.BeHitMiss, self.OnBeHitMiss, self)
role.Event:AddEvent(BattleEventName.RoleBeDamaged, self.OnDamaged, self)
role.Event:AddEvent(BattleEventName.RoleBeTreated, self.OnTreated, self)
role.Event:AddEvent(BattleEventName.RoleBeHealed, self.OnHealed, self)
role.Event:AddEvent(BattleEventName.RoleDead, self.OnDead, self)
role.Event:AddEvent(BattleEventName.RoleRealDead, self.OnRealDead, self)
role.Event:AddEvent(BattleEventName.RoleRageChange, self.RoleRageChange, self)
role.Event:AddEvent(BattleEventName.RoleRelive, self.onRoleRelive, self)
role.Event:AddEvent(BattleEventName.AOE, self.OnAOE, self)
role.Event:AddEvent(BattleEventName.BeSeckill, self.onBeSecKill, self)
role.Event:AddEvent(BattleEventName.ShildTrigger, self.OnShieldTrigger, self)
role.Event:AddEvent(BattleEventName.ShowHintText,self.OnShowHintText,self)
self.Floater = FloatNode.New(self, self.RootPanel, self.GameObject)
self.BuffCtrl = BuffCtrl.New(self, Util.GetGameObject(go, "buff"))
self.hpCache = self.role:GetRoleData(RoleDataName.Hp) / self.role:GetRoleData(RoleDataName.MaxHp)
self.hpSlider = Util.GetGameObject(go, "hpProgress/hp"):GetComponent("Image")
self.hpPassSlider = Util.GetGameObject(go, "hpProgress/hpPass"):GetComponent("Image")
self.hpSlider.fillAmount = self.hpCache
self.hpPassSlider.fillAmount = self.hpCache
self.readingName = ""
if role.roleData.roleId > 10000 then
self.livePath = GetResourcePath(HeroConfig[role.roleData.roleId].Live)
self.play_liveScale = RoleConfig[role.roleData.roleId].play_liveScale
self.enemy_liveScale = RoleConfig[role.roleData.roleId].enemy_liveScale
self.offset = RoleConfig[role.roleData.roleId].offset
self.outOffset = RoleConfig[role.roleData.roleId].enemy_offset
self.spAtkTime = RoleConfig[role.roleData.roleId].CastingSkills/1000
self.atkSoundTime = RoleConfig[role.roleData.roleId].CastingAudio/1000
self.attackSound = RoleConfig[role.roleData.roleId].sond
if role.roleData.monsterId then --非战斗数据,仅用于显示怪物名称
self.readingName = GetLanguageStrById(MonsterConfig[role.roleData.monsterId].ReadingName)
else
self.readingName = GetLanguageStrById(HeroConfig[role.roleData.roleId].ReadingName)
end
else
self.livePath = GetResourcePath(MonsterViewConfig[role.roleData.roleId].Live)
self.enemy_liveScale = MonsterViewConfig[role.roleData.roleId].enemy_liveScale
self.offset = MonsterViewConfig[role.roleData.roleId].offset
self.spAtkTime = MonsterViewConfig[role.roleData.roleId].CastingSkills/1000
self.atkSoundTime = MonsterViewConfig[role.roleData.roleId].CastingAudio/1000
self.attackSound = MonsterViewConfig[role.roleData.roleId].sond
if role.roleData.monsterId then --非战斗数据,仅用于显示怪物名称
self.readingName = GetLanguageStrById(MonsterConfig[role.roleData.monsterId].ReadingName)
else
self.readingName = GetLanguageStrById(HeroConfig[role.roleData.roleId].ReadingName)
end
end
Util.GetGameObject(go, "Name/Text"):GetComponent("Text").text = self.readingName
Util.GetGameObject(go, "lv/Text"):GetComponent("Text").text = role:GetRoleData(RoleDataName.Level)
Util.GetGameObject(go, "Pro/Image"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(role.roleData.element))
Util.GetGameObject(go, "GameObject/name"):GetComponent("Text").text = self.readingName
Util.GetGameObject(go, "GameObject/pro"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(role.roleData.element))
-- 创建技能播放器
self.nameObj=Util.GetGameObject(go, "GameObject")
local castingEfectNode = self.role.camp == 0 and self.RootPanel.mySkillCast or self.RootPanel.enemySkillCast
local castingNameNode = Util.GetGameObject(castingEfectNode, self.role.camp == 0 and "TongYong_Casting_Xia/DongHua/MingZi2" or "TongYong_Casting_Shang/DongHua/MingZi2")
self.SkillCaster = SkillCaster.New(self, self.spAtkTime, self.atkSoundTime, self.attackSound, castingEfectNode, castingNameNode)
-- 卡牌立绘
if role.camp == 0 then
Util.GetGameObject(go, "Bg1"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetBattleHeroCardStarBg[role.roleData.star])
Util.GetGameObject(go, "Bg2"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetHeroCardStarFg[role.roleData.star])
local starGrid = Util.GetGameObject(go, "StarGrid")
SetCardStars(starGrid, role.roleData.star or 5)
local zs = Util.GetGameObject(go, "zs")
local zsName = GetHeroCardStarZs[role.roleData.star]
if zsName == "" then
zs:SetActive(false)
else
zs:SetActive(true)
zs:GetComponent("Image").sprite = self.spLoader:LoadSprite(zsName)
end
self.liveRender = Util.GetGameObject(go, "Mask/icon"):GetComponent("RawImage")
self.liveRender.texture, self.RoleLiveGO = CardRendererManager.GetSpineTexture(role.position, self.livePath, Vector3.one * self.play_liveScale, Vector3.New(self.offset[1], self.offset[2], 0), false) --self.spLoader:LoadSprite(heroData.painting)
self.liveRender.material = resMgr:LoadAsset("UI_AlphaMask "..position)
else
self.RoleLiveGO = poolManager:LoadLive(self.livePath, go.transform.parent, Vector3.one, Vector3.zero)
end
self.RoleLiveGOGraphic = self.RoleLiveGO:GetComponent("SkeletonGraphic")
self.RoleLiveGOTran = self.RoleLiveGO:GetComponent("RectTransform")
self.RoleLiveGOGraphic.AnimationState:SetAnimation(0, "idle", true)
self.RoleLiveGOTran.sizeDelta = Vector2.New(1000, 1000)
-- casting技能立绘
self.RoleLiveGO2 = poolManager:LoadLive(self.livePath, 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)
self.RoleLiveGOTran2.sizeDelta = Vector2.New(1000, 1000)
self.rageCache = nil
if role.camp == 0 then
self.liveRender.transform:SetParent(Util.GetGameObject(go, "Mask").transform)
self.liveRender.transform.localScale = Vector3.one --* self.play_liveScale * 2
self.liveRender.transform.anchoredPosition = Vector3.zero--Vector2.New(self.offset[1], self.offset[2])
self.liveRender.gameObject:SetActive(true)
self.liveRender.material:SetInt("_IsMask", 1)
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.RoleIconGO = Util.GetGameObject(go, "func")
-- self.icon = self.spLoader:LoadSprite(GetResourcePath(HeroConfig[role.roleData.roleId].Icon))
-- self.RoleIconImage = self.RoleIconGO:GetComponent("Image")
-- self.RoleIconImage.sprite = self.icon
-- self.RoleIconImage.color = Color.New(1,1,1,1)
self.RoleIconTran = self.RoleIconGO:GetComponent("RectTransform")
self.RoleIconTran.anchoredPosition = Vector2.zero
Util.SetGray(self.RoleIconGO, false)
self.RoleIconGO:SetActive(true)
self.deadIconGO = Util.GetGameObject(self.RoleIconGO, "dead")
self.effect = Util.GetGameObject(self.RoleIconGO, "effect")
self.effect:SetActive(false)
self.deadIconGO:SetActive(false)
self.effect_dead = Util.GetGameObject(self.deadIconGO, "effect")
else
self.RoleLiveGO.transform:SetParent(Util.GetTransform(self.RootPanel.EnemyPanel, "live_"..position))
self.RoleLiveGO:GetComponent("RectTransform").anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2])-- * 0.5
self.RoleLiveGO.transform.localScale = Vector3.one * self.enemy_liveScale --* 0.75
self.RoleLiveGO:SetActive(true)
self.RoleLiveGO2.transform:SetParent(self.RootPanel.enemySkillCastRoot.transform)
self.RoleLiveGO2:GetComponent("RectTransform").anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2] + 400)
self.RoleLiveGO2.transform.localScale = Vector3.one * self.enemy_liveScale --* 2
self.RoleLiveGO2:SetActive(false)
self.shadow = Util.GetGameObject(self.RootPanel.EnemyPanel, "live_"..position.."/shadow")
self.shadow:SetActive(true)
self.effect_dead = Util.GetGameObject(go, "effect_Dead")
self.deadIconGO = Util.GetGameObject(go, "buttom/dead")
Util.GetGameObject(go, "buttom/pos"):GetComponent("Image").sprite = self.spLoader:LoadSprite("r_zhandou_difangweizhi_0"..role.position)
self.effect_dead:SetActive(false)
self.deadIconGO:SetActive(false)
end
-- self.RoleLiveGO.transform:SetAsFirstSibling()
-- self.RoleLiveGO2.transform:SetAsFirstSibling()
self.rageSlider = Util.GetGameObject(go, "rageProgress/rage"):GetComponent("Image")
self.rageText = Util.GetGameObject(go, "rageProgress/Text"):GetComponent("Text")
self.effect_rage = Util.GetGameObject(go, "rageProgress/effect")
self.effect_rage:SetActive(self.role.Rage >= 4)
self.rageSlider.fillAmount = self.role.Rage / 4
self.rageText.gameObject:SetActive(false)
self.rageText.text = ""
if IsOpenBattleDebug then
local URoleProperty = go:GetComponent(typeof(RoleProperty))
if not URoleProperty then
URoleProperty = go:AddComponent(typeof(RoleProperty))
end
self.URoleProperty = URoleProperty
self.URoleProperty.uid = role.uid
role.data:Foreach(function (name, value)
--self.URoleProperty:AddProperty(name, value)
end)
end
self.LastBuffFloatingTime = Time.realtimeSinceStartup
self.BuffFloatingCount = 0
if role.camp == 0 then
local battleSorting = BattleManager.GetBattleSorting()
self:ChangeCardSorting(battleSorting + position)
-- local c = go:GetComponent("Canvas")
-- c.sortingOrder = battleSorting + position
end
return self
end
--
function RoleView:OnSortingOrderChange(battleSorting)
if self.camp == 0 then
self:ChangeCardSorting(battleSorting + self.role.position)
-- self.GameObject:GetComponent("Canvas").sortingOrder = battleSorting + self.role.position
end
end
-- 改变卡牌层级
function RoleView:ChangeCardSorting(sortingOrder)
if not self.oSortingOrder then
self.oSortingOrder = BattleManager.GetBattleSorting()
end
self.GameObject:GetComponent("Canvas").sortingOrder = sortingOrder
self.effect_rage:GetComponent("Canvas").sortingOrder = sortingOrder
self.effect_dead:GetComponent("Canvas").sortingOrder = sortingOrder
Util.AddParticleSortLayer(self.effect_rage, sortingOrder - self.oSortingOrder)
Util.AddParticleSortLayer(self.effect_dead, sortingOrder - self.oSortingOrder)
self.oSortingOrder = sortingOrder
end
function RoleView:Update()
if self.role:IsRealDead() then
return
end
local hp = self.role:GetRoleData(RoleDataName.Hp) / self.role:GetRoleData(RoleDataName.MaxHp)
if self.hpCache ~= hp then
local f1 = self.hpCache
local f2 = hp
if f1 > f2 then
if self.hpTween then
self.hpTween:Kill()
end
self.hpSlider.fillAmount = hp
self.hpTween = DoTween.To(DG.Tweening.Core.DOGetter_float( function () return f1 end),
DG.Tweening.Core.DOSetter_float(function (progress)
self.hpPassSlider.fillAmount = progress
end), f2, 0.5):SetEase(Ease.Linear)
else
if self.hpPassTween then
self.hpPassTween:Kill()
end
self.hpPassSlider.fillAmount = hp
self.hpPassTween = DoTween.To(DG.Tweening.Core.DOGetter_float( function () return f1 end),
DG.Tweening.Core.DOSetter_float(function (progress)
self.hpSlider.fillAmount = progress
end), f2, 0.5):SetEase(Ease.Linear)
end
self.hpCache = hp
end
local rage = self.role.Rage / 4
if self.rageCache ~= rage then
-- 判断是否播放满怒动画
if (not self.rageCache or self.rageCache < 1) and rage >= 1 then
local go = BattleManager.LoadAsset(rageEffect)
go.transform:SetParent(self.GameObject.transform)
go.transform.localScale = Vector3.one
go.transform.localPosition = Vector3.zero
go:SetActive(true)
BattleManager.AddDelayRecycleRes(rageEffect, go, 3)
end
self.effect_rage:SetActive(rage >= 1)
self.rageCache = rage
self.rageSlider.fillAmount = self.rageCache
self.rageText.gameObject:SetActive(self.rageCache >= 1)
self.rageText.text = self.role.Rage
-- TODO: 战斗引导相关调整
if rage == 1 and self.camp == 0 then
Game.GlobalEvent:DispatchEvent(GameEvent.Guide.GuideBattleCDDone, self)
end
end
if self.BuffCtrl and self.BuffCtrl.Update then
self.BuffCtrl:Update()
end
if IsOpenBattleDebug then
self.role.data:Foreach(function (name, value)
--self.URoleProperty:SetValue(name, value)
end)
end
end
-- 缩放
function RoleView:DoScale(scale, dur, func)
if self.dsTween then
self.dsTween:Kill()
end
self.dsTween = self.GameObject.transform.parent:DOScale(Vector3.one * scale, dur)
:OnComplete(function ()
-- Log("DoScale = "..scale)
if func then
func()
end
end)
if self.camp == 1 then
if self.dsTween2 then
self.dsTween2:Kill()
end
local liveScale = self.role.position <= 3 and 0.6 or 0.5
self.dsTween2 = self.RoleLiveGO.transform.parent:DOScale(Vector3.one * liveScale * scale, dur)
end
end
-- 设置高亮
function RoleView:SetHighLight(isLight, eScale, dur, func)
-- 设置变灰
if self.isDead then
Util.SetGray(self.GameObject, true)
Util.SetSpineGray(self.RoleLiveGOGraphic, true)
Util.SetGray(self.deadIconGO, false)
local color = Color.New(75, 75, 75, 255)/255
Util.SetColor(self.GameObject, color)
Util.SetColor(self.RoleLiveGOGraphic, color)
Util.SetColor(self.deadIconGO, Color.New(1, 1, 1, 1))
self:DoScale(0.8, dur, func)
return
end
self:DoScale(eScale, dur, func)
-- 颜色变灰
local sc = isLight and 0.3 or 1
local ec = isLight and 1 or 0.3
if self.hlTween3 then
self.hlTween3:Kill()
end
self.hlTween3 = DoTween.To(DG.Tweening.Core.DOGetter_float( function () return sc end),
DG.Tweening.Core.DOSetter_float(function (progress)
local color = Color.New(progress, progress, progress, 1)
Util.SetColor(self.GameObject, color)
Util.SetColor(self.RoleLiveGOGraphic, color)
end), ec, dur):SetEase(Ease.Linear)
end
-- 播放动画
function RoleView:PlaySpineAnim(gog, time, name, isLoop)
if isLoop then
gog.AnimationState:SetAnimation(time, name, isLoop)
else
local _complete = nil
_complete = function(state)
gog.AnimationState.Complete = gog.AnimationState.Complete - _complete
gog.AnimationState:SetAnimation(0, "idle", true)
end
gog.AnimationState:ClearTracks() -- 清除上一个动画的影响(修复概率攻击动画播放错误的问题)
gog.AnimationState:SetAnimation(time, name, isLoop)
gog.AnimationState.Complete = gog.AnimationState.Complete + _complete
end
end
function RoleView:OnSkillPlay()
if self.camp == 0 then
local battleSorting = BattleManager.GetBattleSorting()
self:ChangeCardSorting(battleSorting + 20)
-- 立绘上移动画
-- if self.rlgTween then self.rlgTween:Kill() end
-- self.rlgTween = self.liveRender.transform:DOLocalMove(Vector3.New(0, 200, 0), 0.3, false):SetEase(Ease.OutSine)
-- 立绘缩小
if self.rlgTween2 then self.rlgTween2:Kill() end
self.rlgTween2 = self.RoleLiveGO.transform:DOScale(Vector3.one * self.play_liveScale * 0.7, 0.3):SetEase(Ease.OutSine)
-- 立绘位置剧中
if self.rlgTween3 then self.rlgTween3:Kill() end
self.rlgTween3 = self.RoleLiveGO.transform:DOLocalMove(Vector3.New(self.outOffset[1], self.outOffset[2] - 220, 0), 0.3, false):SetEase(Ease.OutSine)
if self.liveRender then
local mask2 = Util.GetGameObject(self.GameObject, "Mask2")
if mask2 then
self.liveRender.transform:SetParent(mask2.transform)
end
end
local cardRenderMat = self.liveRender.material
cardRenderMat:SetInt("_IsMask", 0)
end
self:PlaySpineAnim(self.RoleLiveGOGraphic, 0, "attack", false)
end
function RoleView:OnSkillEnd()
if self.camp == 0 then
-- body
local battleSorting = BattleManager.GetBattleSorting()
self:ChangeCardSorting(battleSorting + self.role.position)
self.liveRender.transform:SetParent(Util.GetGameObject(self.GameObject, "Mask").transform)
local cardRenderMat = self.liveRender.material
cardRenderMat:SetInt("_IsMask", 1)
self.RoleLiveGO.transform.localScale = Vector3.one * self.play_liveScale --Vector2.New(self.offset[1], self.offset[2])
self.RoleLiveGO.transform.localPosition = Vector3.New(self.offset[1], self.offset[2], 0) + Vector3(0, -120, 0)
self.liveRender.transform.anchoredPosition = Vector2.zero--Vector2.New(self.offset[1], self.offset[2])
end
end
function RoleView:OnSkillCastingStart()
-- 提前进入下一阶段
self.RoleLiveGO2:SetActive(true)
self:PlaySpineAnim(self.RoleLiveGOGraphic2, 0, "touch", false)
end
function RoleView:OnSkillCastingEnd()
self.RoleLiveGO2:SetActive(false)
end
-- 治疗
function RoleView:OnTreated(castRole, realTreat, treat)
self.Floater:ArtFloating(ArtFloatingType.Treat, ArtFloatingColor.Green, treat)
local sortingOrder = self.role.camp == 0 and self.GameObject:GetComponent("Canvas").sortingOrder + 21 or nil
local go = BattleManager.LoadAsset(healEffect, sortingOrder)
go.transform:SetParent(self.GameObject.transform)
go.transform.localScale = Vector3.one
go.transform.localPosition = Vector3.zero--self.GameObject.transform.localPosition
go:SetActive(true)
BattleManager.AddDelayRecycleRes(healEffect, go, 3)
end
-- 盾效果触发
function RoleView:OnShieldTrigger(shield,isImmuneAllReduceShield)
if shield.shieldType == ShieldTypeName.AllReduce then
if atkRole and not isImmuneAllReduceShield then
self.Floater:ImageBuffFloating("z_zhandou_wudizi_zh")
end
elseif shield.shieldType == ShieldTypeName.ThornsReduce then
elseif shield.shieldType == ShieldTypeName.ImmuneReduce then
-- body
else
self.Floater:ImageBuffFloating("z_zhandou_jianshang_zh")
end
end
-- 哈哈,没打着
function RoleView:OnBeHitMiss(atkRole, skill)
self.Floater:ImageBuffFloating("z_zhandou_weimingzhong_zh")
end
local DotTypeTip = {
[0] = Language[10241],
[1] = Language[10242],
[2] = Language[10243],
[3] = Language[10244],
}
--
function RoleView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill)
if skill and skill.continueTime > 0 and skill.attackCount > 1 then
local space = skill.continueTime / skill.attackCount
local count = skill.attackCount
local d = math.floor(dmg/count)
-- 如果平均伤害小于0 则
if d == 0 then
d = dmg
count = 1
end
if count ~= 1 then
-- 后续伤害延迟打出
self:LoopFunc(space, count - 1, function()
self:OnceDamaged(atkRole, d, bCrit, finalDmg, damageType, dotType, skill)
end)
-- 立刻打出第一次伤害
local fd = dmg - d *(count - 1)
self:OnceDamaged(atkRole, fd, bCrit, finalDmg, damageType, dotType, skill)
else
self:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill)
end
else
self:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill)
end
end
--
function RoleView:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill)
--王振兴注释,为了解决英雄死亡多段伤害显示不完整 2020/8/17
--if self.isDead then return end
if dotType then
if dotType == DotType.Poison then
self.Floater:ArtFloating(ArtFloatingType.PoisonDamage, ArtFloatingColor.Poison, dmg,TextFloatingColor.DarkGreen)
elseif dotType == DotType.Burn then
self.Floater:ArtFloating(ArtFloatingType.FireDamage, ArtFloatingColor.Fire, dmg)
else
self.Floater:TextBuffFloating(2, DotTypeTip[dotType]..dmg)
end
else
if bCrit then -- 暴击红色并显示暴击
self.Floater:ArtFloating(ArtFloatingType.CritDamage, ArtFloatingColor.Red, dmg)
else
if atkRole.isTeam then -- 异妖紫色
self.Floater:ArtFloating(ArtFloatingType.Damage, ArtFloatingColor.Purple, dmg)
else
if skill and skill.type == BattleSkillType.Special then -- 技能黄色
self.Floater:ArtFloating(ArtFloatingType.Damage, ArtFloatingColor.Yellow, dmg)
else -- 普攻白色
self.Floater:ArtFloating(ArtFloatingType.Damage, ArtFloatingColor.White, dmg)
end
end
end
end
if self.camp == 0 then
-- 卡面变红
DoTween.To(DG.Tweening.Core.DOGetter_float( function () return 1 end),
DG.Tweening.Core.DOSetter_float(function (progress)
local color = Color.New(1, progress, progress, 1)
Util.SetColor(self.GameObject, color)
Util.SetColor(self.RoleLiveGOGraphic, color)
end), 0, 0.3):SetEase(Ease.Linear):OnComplete(function()
DoTween.To(DG.Tweening.Core.DOGetter_float( function () return 0 end),
DG.Tweening.Core.DOSetter_float(function (progress)
local color = Color.New(1, progress, progress, 1)
Util.SetColor(self.GameObject, color)
Util.SetColor(self.RoleLiveGOGraphic, color)
end), 1, 0.1):SetEase(Ease.Linear)
end)
self.GameObject.transform.parent:DOShakeAnchorPos(0.3, Vector2.New(200, 100), 100, 50, false, true):OnComplete(function ()
self.GameObject.transform.parent.anchoredPosition = Vector2.New(self.role.position == 1 and -145 or 0, -221)
end)
else
self.RoleLiveGOTran:DOShakeAnchorPos(0.3, Vector2.New(200, 100), 100, 50, false, true):OnComplete(function ()
self.RoleLiveGO.transform.anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2] )
end)
self.RoleLiveGOGraphic:DOColor(Color.New(1,0,0,1), 0.3):OnComplete(function ()
self.RoleLiveGOGraphic:DOColor(Color.New(1,1,1,1), 0.1)
end)
end
-- 受击放大1.2倍
self:DoScale(1.2, 0.3, function()
self:DoScale(1, 0.1)
end)
-- 播放受击动画
self:PlaySpineAnim(self.RoleLiveGOGraphic, 0, "hit", false)
-- 播放受击特效
if skill then
local combatId = BattleManager.GetCombatIdBySkin(skill.id, atkRole.roleData.skinId)
local combat = BattleManager.GetSkillCombat(combatId)
self.SkillCaster:CheckSkillHitEffect("hit", combat, skill)
end
end
function RoleView:OnHealed(castRole)
local sortingOrder = self.role.camp == 0 and self.GameObject:GetComponent("Canvas").sortingOrder + 21 or nil
local go = BattleManager.LoadAsset(healEffect, sortingOrder)
go.transform:SetParent(self.GameObject.transform)
go.transform.localScale = Vector3.one
go.transform.localPosition = Vector3.zero--self.GameObject.transform.localPosition
go:SetActive(true)
BattleManager.AddDelayRecycleRes(healEffect, go, 3)
end
-- 怒气值改变
function RoleView:RoleRageChange(deltaRage)
if deltaRage ~= 0 then
if deltaRage > 0 then
self.Floater:ImageBuffFloating("z_zhandou_nuqijia_zh", nil, deltaRage)
else
self.Floater:ImageBuffFloating("z_zhandou_nuqijian_zh", nil, deltaRage,0,1)
end
end
end
function RoleView:OnDead()
if self.hpTween then
self.hpTween:Kill()
end
if self.hpPassTween then
self.hpPassTween:Kill()
end
self.hpSlider.fillAmount = 0
self.hpPassSlider.fillAmount = 0
self.rageSlider.fillAmount = 0
self.rageText.text = ""
end
-- 暴毙
function RoleView:onBeSecKill()
self.Floater:ImageBuffFloating("z_zhandou_baobi_zh")
end
function RoleView:OnRealDead()
if self.camp == 0 then
Util.SetGray(self.RoleIconGO, true)
self.effect_dead:SetActive(true)
self.effect_rage:SetActive(false)
else
self.effect_rage:SetActive(false)
self.effect_dead:SetActive(true)
self.RoleLiveGO:SetActive(true)
local order = BattleLogic.CurOrder
BattleManager.PauseBattle()
self.RoleLiveGOGraphic:DOFade(1, 0):OnComplete(function ()
self.RoleLiveGOGraphic:DOFade(0, 1):OnComplete(function ()
BattleManager.ResumeBattle()
self.RoleLiveGOGraphic.color = Color.New(1,1,1,1)
if order ~= BattleLogic.CurOrder then return end
self.GameObject:SetActive(false)
self.RoleLiveGO:SetActive(false)
self.effect_dead:SetActive(false)
if self.shadow then
self.shadow:SetActive(false)
end
end)
end)
end
self.deadIconGO:SetActive(true)
-- Util.SetGray(self.GameObject, true)
-- Util.SetSpineGray(self.RoleLiveGOGraphic, true)
local color = Color.New(75, 75, 75, 255)/255
Util.SetColor(self.GameObject, color)
Util.SetColor(self.RoleLiveGOGraphic, color)
Util.SetGray(self.deadIconGO, false)
-- if self.hlTween then
-- self.hlTween:Kill()
-- end
-- self.hlTween = self.GameObject.transform.parent:DOScale(Vector3.one * 0.8, 0.2)
self.BuffCtrl:Dispose()
self.RoleLiveGOGraphic.freeze = true
self.RoleLiveGOGraphic2.freeze = true
self.isDead = true
end
function RoleView:onRoleRelive()
if self.camp == 0 then
Util.SetGray(self.RoleIconGO, false)
else
self.effect_dead:SetActive(false)
self.GameObject:SetActive(true)
self.RoleLiveGO:SetActive(true)
if self.shadow then
self.shadow:SetActive(true)
end
end
self.deadIconGO:SetActive(false)
local color = Color.New(1, 1, 1, 1)
Util.SetColor(self.GameObject, color)
Util.SetColor(self.RoleLiveGOGraphic, color)
Util.SetGray(self.GameObject, false)
Util.SetSpineGray(self.RoleLiveGOGraphic, false)
self:DoScale(1, 0)
self.RoleLiveGOGraphic.freeze = false
self.RoleLiveGOGraphic2.freeze = false
self.isDead = false
self.hpSlider.fillAmount=self.role:GetRoleData(RoleDataName.Hp) / self.role:GetRoleData(RoleDataName.MaxHp)
--
self.Floater:ImageBuffFloating("z_zhandou_fuhuo_zh")
end
function RoleView:onDispose()
self.GameObject.transform.parent.localScale = Vector3.one
self.spLoader:Destroy()
self.Floater:Dispose()
self.BuffCtrl:Dispose()
--
Util.SetSpineGray(self.RoleLiveGOGraphic, false)
Util.SetSpineGray(self.RoleLiveGOGraphic2, false)
Util.SetColor(self.RoleLiveGOGraphic, Color.New(1, 1, 1, 1))
Util.SetColor(self.RoleLiveGOGraphic2, Color.New(1, 1, 1, 1))
self.RoleLiveGOGraphic.freeze = false
self.RoleLiveGOGraphic2.freeze = false
if self.camp == 1 then
poolManager:UnLoadLive(self.livePath, self.RoleLiveGO)
end
poolManager:UnLoadLive(self.livePath, self.RoleLiveGO2)
-- 回收本节点
BattlePool.RecycleItem(self.GameObject, self.camp == 0 and BATTLE_POOL_TYPE.MY_ROLE or BATTLE_POOL_TYPE.ENEMY_ROLE)
end