Merge branch 'dev' of http://git.juzugame.com/b6-client/b6-lua into dev
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commit
383c6ac0dc
@ -44,8 +44,6 @@ function Game:initBase()
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BF.exports.RenderManager = require "app/common/render_manager"
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AudioManager:init()
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-- 获取刘海屏数据
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CS.BF.BFMain.Instance.SDKMgr.DZSDKMgr:CSGetNotchScreenInfo()
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Logger.log("initBase")
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end
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@ -85,6 +85,10 @@ BattleConst.MIN_NODE_HEIGHT = {
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[3] = 34
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}
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BattleConst.BUFF_TYPE = {
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DIRECT_HURT = 3
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}
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BattleConst.SKILL_MOVE_TYPE = {
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MOVE = 1, -- 移动到目标跟前使用
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STAND = 2, -- 原地使用
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@ -1113,7 +1113,9 @@ function BattleUnitComp:onSkillTakeEffect(skill)
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end
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end
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if succ then
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self.team:addCombo()
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if skill:getIsHurtType() then
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self.team:addCombo()
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end
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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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elseif skill:getIsActiveType() then
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@ -938,7 +938,6 @@ function UIManager:showNotchScreen()
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self.notchScreen:setActive(true)
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else
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-- 创建一个刘海屏
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local width, height = GFunc.getScreenSize()
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local notchHeight = SafeAreaManager:getNotchScreenHeight()
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Logger.log("模拟刘海屏高度:%s", notchHeight)
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local notchScreen = CS.UnityEngine.GameObject("NotchScreen")
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@ -1,5 +1,8 @@
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local BattleConst = require "app/module/battle/battle_const"
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local BattleBuffEntity = class("BattleBuffEntity", BaseData)
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local BUFF_TYPE_DIRECT_HURT = BattleConst.BUFF_TYPE.DIRECT_HURT
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function BattleBuffEntity:ctor()
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end
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@ -38,6 +41,10 @@ function BattleBuffEntity:getBuffType()
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return self.buffType
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end
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function BattleBuffEntity:getIsHurtType()
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return self.buffType == BUFF_TYPE_DIRECT_HURT
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end
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function BattleBuffEntity:getEffectNum()
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return self.effectNum
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end
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@ -33,10 +33,14 @@ end
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function BattleSkillEntity:initSkillEffect()
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self.effectList = {}
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self.isHurtType = false
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if self.skillInfo.effect then
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for k, v in ipairs(self.skillInfo.effect) do
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local buffEntity = BattleBuffEntity:create()
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buffEntity:init(v, self.owner)
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if buffEntity:getIsHurtType() then
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self.isHurtType = true
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end
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table.insert(self.effectList, buffEntity)
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end
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end
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@ -223,4 +227,8 @@ function BattleSkillEntity:getSlowDownBulletTimeParams()
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return self.skillInfo.bullet_time
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end
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function BattleSkillEntity:getIsHurtType()
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return self.isHurtType
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end
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return BattleSkillEntity
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