fight
parent
861c6a2ec5
commit
bd54aea85e
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@ -12,6 +12,9 @@ local curFrame
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local playerSkillUsable
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local enemySkillUsable
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local bMyAllDead
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local bEnemyAllDead
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BattleLogic.Type = 0 --1 故事副本 2 地图探索 3 竞技场 4 秘境boss 5 解锁秘境 6 公会战 7 血战 8 兽潮 9巅峰战
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BattleLogic.IsEnd = false
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BattleLogic.Result = -1
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@ -93,6 +96,9 @@ function BattleLogic.Init(maxTime, data, optionData)
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playerSkillUsable = true
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enemySkillUsable = true
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bMyAllDead = false
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bEnemyAllDead = false
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BattleLogic.Event:ClearEvent()
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BattleLogic.BuffMgr:Init()
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BattleLogic.IsEnd = false
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@ -132,7 +138,7 @@ function BattleLogic.StartOrder()
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for k = 2, #v do
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args[k-1] = v[k]
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end
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BattleUtil.Passivity[id](playerTeamDummyRole, args)
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BattleLogic.TakeTeamPassivity(playerTeamDummyRole, id, args)
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end
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end
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@ -155,7 +161,7 @@ function BattleLogic.StartOrder()
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for k = 2, #v do
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args[k-1] = v[k]
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end
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BattleUtil.Passivity[id](enemyTeamDummyRole, args)
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BattleLogic.TakeTeamPassivity(enemyTeamDummyRole, id, args)
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end
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end
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else
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@ -181,12 +187,20 @@ function BattleLogic.StartOrder()
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for k = 2, #v do
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args[k-1] = v[k]
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end
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BattleUtil.Passivity[id](enemyTeamDummyRole, args)
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BattleLogic.TakeTeamPassivity(enemyTeamDummyRole, id, args)
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end
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end
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end
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end
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function BattleLogic.TakeTeamPassivity(teamCaster, id, args)
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for i=1, objList.size do
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if objList.vList[i].camp == teamCaster.camp then
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BattleUtil.Passivity[id](objList.vList[i], args)
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end
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end
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end
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function BattleLogic.GetTeamSkill(camp, pos)
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if camp == 0 then
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return playerTeamSkillList[pos]
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@ -360,6 +374,18 @@ function BattleLogic.Update()
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BattleLogic.BattleEnd(0)
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return
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end
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if bMyAllDead then
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BattleLogic.BattleEnd(0)
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return
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end
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if bEnemyAllDead then
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if BattleLogic.CurOrder == BattleLogic.TotalOrder then
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BattleLogic.BattleEnd(1)
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else
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BattleLogic.Event:DispatchEvent(BattleEventName.BattleOrderChange, BattleLogic.CurOrder + 1)
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BattleLogic.StartOrder()
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end
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end
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curStageFrame = curStageFrame + 1
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@ -400,8 +426,8 @@ function BattleLogic.Update()
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BattleLogic.BuffMgr:Update()
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local bMyAllDead = true
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local bEnemyAllDead = true
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bMyAllDead = true
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bEnemyAllDead = true
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for i=1, objList.size do
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local tmpObj = objList.vList[i]
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if not tmpObj.isDead then
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@ -413,17 +439,8 @@ function BattleLogic.Update()
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end
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end
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end
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if bMyAllDead then
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BattleLogic.BattleEnd(0)
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return
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end
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if bEnemyAllDead then
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if BattleLogic.CurOrder == BattleLogic.TotalOrder then
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BattleLogic.BattleEnd(1)
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else
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BattleLogic.Event:DispatchEvent(BattleEventName.BattleOrderChange, BattleLogic.CurOrder + 1)
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BattleLogic.StartOrder()
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end
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if bEnemyAllDead and BattleLogic.CurOrder < BattleLogic.TotalOrder then
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BattleLogic.Event:DispatchEvent(BattleEventName.BattleOrderEnd, BattleLogic.CurOrder)
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end
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end
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@ -6,6 +6,7 @@ end
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BattleEventName = {
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BattleOrderChange = indexAdd(),
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BattleOrderEnd = indexAdd(),
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BattleStageChange = indexAdd(),
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BattleEnd = indexAdd(),
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AddRole = indexAdd(),
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