受击动画
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@ -732,7 +732,12 @@ function BattleUnitComp:playHurt()
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if self.hurtAniNameCount <= 0 then
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if self.hurtAniNameCount <= 0 then
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return
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return
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end
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end
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local name = self.hurtAniNameList[math.random(1, self.hurtAniNameCount)]
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local name = self.hurtNameList[1]
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if not name then
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name = self.hurtAniNameList[math.random(1, self.hurtAniNameCount)]
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else
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table.remove(self.hurtNameList, 1)
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end
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self.playSubAniTime = 0
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self.playSubAniTime = 0
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self.curHurtName = name
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self.curHurtName = name
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if self.playSubAniDuration[name] == nil then
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if self.playSubAniDuration[name] == nil then
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@ -1450,6 +1455,8 @@ function BattleUnitComp:onSkillTakeEffect(skill, isFinalBlock, validEffectIdx)
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if isConditionPass then
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if isConditionPass then
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self.team:addHurtComboTag(BattleConst.COMBO_DEFAULT_POSITION)
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self.team:addHurtComboTag(BattleConst.COMBO_DEFAULT_POSITION)
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end
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end
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-- 增加受击动画逻辑
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target:setHurtList(skill:getHitNameList())
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if self:takeEffect(effect, target, conditionResult) then
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if self:takeEffect(effect, target, conditionResult) then
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if isConditionPass and skill:getComboPosition() then
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if isConditionPass and skill:getComboPosition() then
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self.team:addHurtComboTag(skill:getComboPosition())
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self.team:addHurtComboTag(skill:getComboPosition())
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@ -2264,4 +2271,9 @@ function BattleUnitComp:recycle()
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BattleHelper:recycleBattleHeroModel(self.modelId, self.baseObject)
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BattleHelper:recycleBattleHeroModel(self.modelId, self.baseObject)
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end
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end
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-- region
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function BattleUnitComp:setHurtList(hurtNameList)
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self.hurtNameList = table.refCopy(hurtNameList)
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end
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-- endregion
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return BattleUnitComp
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return BattleUnitComp
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@ -461,4 +461,8 @@ function BattleSkillEntity:getIsHurtType()
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return self.isHurtType
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return self.isHurtType
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end
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end
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function BattleSkillEntity:getHitNameList()
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return self.skillInfo.name_hit or {}
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end
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return BattleSkillEntity
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return BattleSkillEntity
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