combo
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@ -41,7 +41,6 @@ BattleConst.ANIMATOR_HASH_NAME_NUMBER_BUFF = 1364146828
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BattleConst.ANIMATOR_HASH_NAME_BATTLE_COMBO_1 = 123402348
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BattleConst.ANIMATOR_HASH_NAME_BATTLE_COMBO_1 = 123402348
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BattleConst.ANIMATOR_HASH_NAME_BATTLE_COMBO_2 = -1638684202
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BattleConst.ANIMATOR_HASH_NAME_BATTLE_COMBO_2 = -1638684202
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BattleConst.ANIMATOR_HASH_NAME_BATTLE_COMBO_3 = -380331712
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BattleConst.ANIMATOR_HASH_NAME_BATTLE_COMBO_3 = -380331712
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BattleConst.ANIMATOR_HASH_NAME_BATTLE_COMBO_4 = 1999637731
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BattleConst.UNLOCK_SKILL_ROGUE_TYPE = 6
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BattleConst.UNLOCK_SKILL_ROGUE_TYPE = 6
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BattleConst.RECOVER_HP_COUNT = 3
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BattleConst.RECOVER_HP_COUNT = 3
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BattleConst.RECOVER_HP_INTERVAL = 0.2
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BattleConst.RECOVER_HP_INTERVAL = 0.2
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@ -435,7 +435,7 @@ function BattleUI:showCombo(count)
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end
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end
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self.comboNodeVisible = true
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self.comboNodeVisible = true
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self.comboNode:setVisible(true)
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self.comboNode:setVisible(true)
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if count == 1 then
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if count <= 5 then
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if self.comboFxVisible1 then
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if self.comboFxVisible1 then
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self.comboFxVisible1 = false
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self.comboFxVisible1 = false
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self.comboFx1:setActive(false)
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self.comboFx1:setActive(false)
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@ -453,24 +453,6 @@ function BattleUI:showCombo(count)
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self.comboTx1:setAnchoredPositionX(0)
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self.comboTx1:setAnchoredPositionX(0)
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self.comboTx2:setText(GConst.EMPTY_STRING, self.comboTxComp2)
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self.comboTx2:setText(GConst.EMPTY_STRING, self.comboTxComp2)
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self.comboAnimator:Play(GConst.BattleConst.ANIMATOR_HASH_NAME_BATTLE_COMBO_1, -1, 0)
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self.comboAnimator:Play(GConst.BattleConst.ANIMATOR_HASH_NAME_BATTLE_COMBO_1, -1, 0)
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elseif count <= 5 then
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if self.comboFxVisible1 then
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self.comboFxVisible1 = false
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self.comboFx1:setActive(false)
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end
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if self.comboFxVisible2 then
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self.comboFxVisible2 = false
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self.comboFx2:setActive(false)
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end
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if self.comboFxVisible3 then
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self.comboFxVisible3 = false
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self.comboFx3:setActive(false)
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end
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self.comboBg1:setVisible(false)
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self.comboTx1:setText(GConst.INT_TO_STRING[count], self.comboTxComp1)
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self.comboTx1:setAnchoredPositionX(0)
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self.comboTx2:setText(GConst.EMPTY_STRING, self.comboTxComp2)
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self.comboAnimator:Play(GConst.BattleConst.ANIMATOR_HASH_NAME_BATTLE_COMBO_2, -1, 0)
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elseif count <= 10 then
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elseif count <= 10 then
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if self.comboFxVisible1 then
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if self.comboFxVisible1 then
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self.comboFxVisible1 = false
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self.comboFxVisible1 = false
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@ -492,7 +474,7 @@ function BattleUI:showCombo(count)
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self.comboTx1:setAnchoredPositionX(0)
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self.comboTx1:setAnchoredPositionX(0)
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end
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end
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self.comboTx2:setText(GConst.EMPTY_STRING, self.comboTxComp2)
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self.comboTx2:setText(GConst.EMPTY_STRING, self.comboTxComp2)
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self.comboAnimator:Play(GConst.BattleConst.ANIMATOR_HASH_NAME_BATTLE_COMBO_3, -1, 0)
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self.comboAnimator:Play(GConst.BattleConst.ANIMATOR_HASH_NAME_BATTLE_COMBO_2, -1, 0)
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else
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else
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if not self.comboFxVisible1 then
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if not self.comboFxVisible1 then
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self.comboFxVisible1 = true
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self.comboFxVisible1 = true
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@ -509,7 +491,7 @@ function BattleUI:showCombo(count)
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self.comboBg1:setVisible(true)
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self.comboBg1:setVisible(true)
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self.comboTx1:setText(GConst.EMPTY_STRING, self.comboTxComp1)
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self.comboTx1:setText(GConst.EMPTY_STRING, self.comboTxComp1)
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self.comboTx2:setText(GConst.INT_TO_STRING[count], self.comboTxComp2)
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self.comboTx2:setText(GConst.INT_TO_STRING[count], self.comboTxComp2)
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self.comboAnimator:Play(GConst.BattleConst.ANIMATOR_HASH_NAME_BATTLE_COMBO_4, -1, 0)
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self.comboAnimator:Play(GConst.BattleConst.ANIMATOR_HASH_NAME_BATTLE_COMBO_3, -1, 0)
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end
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end
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end
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end
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