战斗同步
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dffe1b81b9
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869b8400f0
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@ -311,6 +311,7 @@ function BuffManager:PassUpdate()
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and buff.caster.position == curPos
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and buff.caster.position == curPos
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and buff.roundDuration > 0 -- 不是无限存在的buff
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and buff.roundDuration > 0 -- 不是无限存在的buff
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and buff.caster.type~=BattleUnitType.Monster --灵兽的buff在这里处理
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and buff.caster.type~=BattleUnitType.Monster --灵兽的buff在这里处理
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and buff.type~=BuffName.NoDead
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then
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then
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-- 当前轮释放的buff不结算
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-- 当前轮释放的buff不结算
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if buff.startRound ~= BattleLogic.GetCurRound() then
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if buff.startRound ~= BattleLogic.GetCurRound() then
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@ -325,6 +326,33 @@ function BuffManager:PassUpdate()
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end
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end
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end
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end
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end
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end
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--只更新不灭buff
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function BuffManager:PassUpdateNoDead()
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local curCamp, curPos = BattleLogic.GetCurTurn()
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for i=1, self.buffDic.size do
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local buffList = self.buffDic.vList[i]
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if buffList.size > 0 then
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for index = 1, buffList.size do
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local buff = buffList.buffer[index]
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if not buff.disperse -- 没过期
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and buff.caster.camp == curCamp -- 释放者是当前轮到的人
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and buff.caster.position == curPos
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and buff.roundDuration > 0 -- 不是无限存在的buff
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and buff.caster.type~=BattleUnitType.Monster --灵兽的buff在这里处理
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and buff.type==BuffName.NoDead --不灭在这里处理
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then
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-- 当前轮释放的buff不结算
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buff.roundPass = buff.roundPass + 1
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if buff.roundPass >= buff.roundDuration then
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buff.disperse = true
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end
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buff.target.Event:DispatchEvent(BattleEventName.BuffRoundChange, buff)
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end
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end
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end
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end
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end
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--计算灵兽buff更新
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--计算灵兽buff更新
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function BuffManager:PassMonsterUpdate()
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function BuffManager:PassMonsterUpdate()
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local curCamp, curPos = BattleLogic.GetCurTurn()
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local curCamp, curPos = BattleLogic.GetCurTurn()
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