fix bug
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59fe749817
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@ -1493,10 +1493,11 @@ function BattleUnitComp:onSkillTakeEffect(skill, isFinalBlock, validEffectIdx)
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end
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end
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end
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end
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if isFinalBlock and targetIsSelf then -- 死亡判定
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-- 有伤害才判断敌人是否死亡,防止给自己上buff导致对面先倒
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local otherSideTarget = self.battleController:getOtherSideMainUnit(self.side)
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-- if isFinalBlock and targetIsSelf then -- 死亡判定
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otherSideTarget:checkDeadStatus(target)
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-- local otherSideTarget = self.battleController:getOtherSideMainUnit(self.side)
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end
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-- otherSideTarget:checkDeadStatus(target)
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-- end
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if succ then
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if succ then
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if skill:getIsHurtType() then
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if skill:getIsHurtType() then
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@ -1505,8 +1506,18 @@ function BattleUnitComp:onSkillTakeEffect(skill, isFinalBlock, validEffectIdx)
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if isFinalBlock then
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if isFinalBlock then
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if skill:getIsNormalType() then -- 普攻攻击成功的话
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if skill:getIsNormalType() then -- 普攻攻击成功的话
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self:checkPassiveEvent(PASSIVE_EVENT.USE_NORMAL_SKILL, target)
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self:checkPassiveEvent(PASSIVE_EVENT.USE_NORMAL_SKILL, target)
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-- 有伤害才判断敌人是否死亡,防止给自己上buff导致对面先倒
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if isFinalBlock and targetIsSelf then -- 死亡判定
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local otherSideTarget = self.battleController:getOtherSideMainUnit(self.side)
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otherSideTarget:checkDeadStatus(target)
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end
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elseif skill:getIsActiveType() then
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elseif skill:getIsActiveType() then
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self:checkPassiveEvent(PASSIVE_EVENT.ACTIVE_SKILL_HIT, target)
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self:checkPassiveEvent(PASSIVE_EVENT.ACTIVE_SKILL_HIT, target)
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-- 有伤害才判断敌人是否死亡,防止给自己上buff导致对面先倒
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if isFinalBlock and targetIsSelf then -- 死亡判定
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local otherSideTarget = self.battleController:getOtherSideMainUnit(self.side)
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otherSideTarget:checkDeadStatus(target)
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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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@ -312,7 +312,7 @@ function HeroComp:onClickHero(cell, heroId)
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local targetPos = cell:getBaseObject():getTransform().position
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local targetPos = cell:getBaseObject():getTransform().position
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local sPoint = UIManager:getUICameraComponent():WorldToScreenPoint(targetPos)
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local sPoint = UIManager:getUICameraComponent():WorldToScreenPoint(targetPos)
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targetPos = CS.BF.Utils.RectTransformScreenPointToLocalPointInRectangle(self.content:getTransform(), sPoint.x, sPoint.y, UIManager:getUICameraComponent())
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targetPos = CS.BF.Utils.RectTransformScreenPointToLocalPointInRectangle(self.content:getTransform(), sPoint.x, sPoint.y, UIManager:getUICameraComponent())
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self.largeHeroCell:getBaseObject():setAnchoredPosition(targetPos.x, targetPos.y + 116)
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self.largeHeroCell:getBaseObject():setAnchoredPosition(targetPos.x, targetPos.y + 115)
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self.largeHeroCell:getBaseObject():getTransform():SetAsLastSibling()
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self.largeHeroCell:getBaseObject():getTransform():SetAsLastSibling()
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self.largeHeroCell:refresh(entity, not entity:isActived(), self.onClickUseFunc, self.battleType)
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self.largeHeroCell:refresh(entity, not entity:isActived(), self.onClickUseFunc, self.battleType)
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self.largeHeroCell:showCheck(self.curFormation[entity:getMatchType()] == heroId)
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self.largeHeroCell:showCheck(self.curFormation[entity:getMatchType()] == heroId)
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