hero
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@ -331,39 +331,39 @@ function BattleUnitComp:beforeAttack(actionState)
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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 BattleUnitComp:useAssistingSkill(count, delay, callback)
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-- function BattleUnitComp:useAssistingSkill(count, delay, callback)
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local skill = self.unitEntity:getAssistingSkill()
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-- local skill = self.unitEntity:getAssistingSkill()
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if skill == nil then
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-- if skill == nil then
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callback()
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-- callback()
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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 attrName = GConst.MATCH_ATTACK_NAME[self:getMatchType()]
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-- local attrName = GConst.MATCH_ATTACK_NAME[self:getMatchType()]
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self.assistingDmgAddition = count - 1
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-- self.assistingDmgAddition = count - 1
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if self.assistingDmgAddition <= 0 then
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-- if self.assistingDmgAddition <= 0 then
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self.assistingDmgAddition = 0
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-- self.assistingDmgAddition = 0
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self.assistingDmgAddCount = 0
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-- self.assistingDmgAddCount = 0
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else
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-- else
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self.assistingDmgAddCount = self.unitEntity:addAttr(attrName, self.assistingDmgAddition*DEFAULT_FACTOR, true)
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-- self.assistingDmgAddCount = self.unitEntity:addAttr(attrName, self.assistingDmgAddition*DEFAULT_FACTOR, true)
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end
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-- end
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self.actionOverCallback = callback
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-- self.actionOverCallback = callback
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if delay > 0 then
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-- if delay > 0 then
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self.waitTime = delay
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-- self.waitTime = delay
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self.waitingState = UNIT_STATE.ASSISTING_ATTACK
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-- self.waitingState = UNIT_STATE.ASSISTING_ATTACK
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if not self:changeState(UNIT_STATE.WAIT) then
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-- if not self:changeState(UNIT_STATE.WAIT) then
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if not self:changeState(UNIT_STATE.ASSISTING_ATTACK) then
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-- if not self:changeState(UNIT_STATE.ASSISTING_ATTACK) then
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self.actionOverCallback = nil
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-- self.actionOverCallback = nil
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self.unitEntity:addAttr(attrName, -self.assistingDmgAddCount, false)
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-- self.unitEntity:addAttr(attrName, -self.assistingDmgAddCount, false)
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callback()
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-- callback()
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end
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-- end
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end
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-- end
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else
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-- else
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if not self:changeState(UNIT_STATE.ASSISTING_ATTACK) then
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-- if not self:changeState(UNIT_STATE.ASSISTING_ATTACK) then
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self.actionOverCallback = nil
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-- self.actionOverCallback = nil
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self.unitEntity:addAttr(attrName, -self.assistingDmgAddCount, false)
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-- self.unitEntity:addAttr(attrName, -self.assistingDmgAddCount, false)
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callback()
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-- callback()
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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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-- end
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function BattleUnitComp:useSkill(index, count, callback)
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function BattleUnitComp:useSkill(index, count, callback)
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self.unitEntity:addActiveSkillReleaseCount(1)
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self.unitEntity:addActiveSkillReleaseCount(1)
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@ -2262,70 +2262,70 @@ function BattleBaseController:getRandomSkillList(getCount, onlyCommonSkill, excl
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self.randomSkillNewSkillPool = table.clearOrCreate(self.randomSkillNewSkillPool)
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self.randomSkillNewSkillPool = table.clearOrCreate(self.randomSkillNewSkillPool)
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self.randomSkillSkillWeight = table.clearOrCreate(self.randomSkillSkillWeight)
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self.randomSkillSkillWeight = table.clearOrCreate(self.randomSkillSkillWeight)
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local cfg = ConfigManager:getConfig("skill_rogue")
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local cfg = ConfigManager:getConfig("skill_rogue")
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local skillPool = self:getSkillPool()
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-- local skillPool = self:getSkillPool()
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local count = 0
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local count = 0
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if not onlyCommonSkill then
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-- if not onlyCommonSkill then
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for elementType, list in pairs(skillPool) do -- 先遍历一下未解锁的技能
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-- for elementType, list in pairs(skillPool) do -- 先遍历一下未解锁的技能
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if not self:isUnlockedSkillElementType(elementType) then
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-- if not self:isUnlockedSkillElementType(elementType) then
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local skillEntity = self:getSkillEntityByElement(elementType)
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-- local skillEntity = self:getSkillEntityByElement(elementType)
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if skillEntity then
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-- if skillEntity then
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local skillId = skillEntity:getUnlockId()
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-- local skillId = skillEntity:getUnlockId()
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if skillId and not self.randomSkillMap[skillId] then
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-- if skillId and not self.randomSkillMap[skillId] then
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local skillCfg = cfg[skillId]
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-- local skillCfg = cfg[skillId]
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table.insert(self.randomSkillNewSkillPool, skillId)
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-- table.insert(self.randomSkillNewSkillPool, skillId)
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table.insert(self.randomSkillSkillWeight, skillCfg.weight)
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-- table.insert(self.randomSkillSkillWeight, skillCfg.weight)
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count = count + 1
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-- count = count + 1
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self.randomSkillMap[skillId] = true
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-- self.randomSkillMap[skillId] = true
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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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-- end
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end
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-- end
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if count >= 3 then -- 如果未解锁的技能大于等于3,则直接返回三个解锁技能
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-- if count >= 3 then -- 如果未解锁的技能大于等于3,则直接返回三个解锁技能
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for i = 1, 3 do
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-- for i = 1, 3 do
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local index = GFunc.getRandomIndex(self.randomSkillSkillWeight)
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-- local index = GFunc.getRandomIndex(self.randomSkillSkillWeight)
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local skillId = table.remove(self.randomSkillNewSkillPool, index)
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-- local skillId = table.remove(self.randomSkillNewSkillPool, index)
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table.remove(self.randomSkillSkillWeight, index)
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-- table.remove(self.randomSkillSkillWeight, index)
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count = count - 1
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-- count = count - 1
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table.insert(self.randomSkillList, skillId)
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-- table.insert(self.randomSkillList, skillId)
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end
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-- end
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return table.shuffle(self.randomSkillList)
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-- return table.shuffle(self.randomSkillList)
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end
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-- end
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if excludeMap then
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-- if excludeMap then
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for skillId, _ in pairs(excludeMap) do
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-- for skillId, _ in pairs(excludeMap) do
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self.randomSkillMap[skillId] = true
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-- self.randomSkillMap[skillId] = true
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end
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-- end
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end
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-- end
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for elementType, list in pairs(skillPool) do
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-- for elementType, list in pairs(skillPool) do
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if self:isUnlockedSkillElementType(elementType) then
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-- if self:isUnlockedSkillElementType(elementType) then
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for _, skillId in ipairs(list) do
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-- for _, skillId in ipairs(list) do
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local skillCfg = cfg[skillId]
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-- local skillCfg = cfg[skillId]
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if skillCfg and (not skillCfg.limit_times or self:getSkillCount(skillId) < skillCfg.limit_times) then
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-- if skillCfg and (not skillCfg.limit_times or self:getSkillCount(skillId) < skillCfg.limit_times) then
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if not self.randomSkillMap[skillId] and (not skillCfg.unlock or self:getSkillCount(skillCfg.unlock) > 0) then
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-- if not self.randomSkillMap[skillId] and (not skillCfg.unlock or self:getSkillCount(skillCfg.unlock) > 0) then
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table.insert(self.randomSkillNewSkillPool, skillId)
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-- table.insert(self.randomSkillNewSkillPool, skillId)
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table.insert(self.randomSkillSkillWeight, skillCfg.weight)
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-- table.insert(self.randomSkillSkillWeight, skillCfg.weight)
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count = count + 1
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-- count = count + 1
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self.randomSkillMap[skillId] = true
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-- self.randomSkillMap[skillId] = true
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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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-- 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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if count > 0 then
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-- if count > 0 then
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local index = GFunc.getRandomIndex(self.randomSkillSkillWeight)
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-- local index = GFunc.getRandomIndex(self.randomSkillSkillWeight)
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local skillId = table.remove(self.randomSkillNewSkillPool, index)
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-- local skillId = table.remove(self.randomSkillNewSkillPool, index)
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table.remove(self.randomSkillSkillWeight, index)
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-- table.remove(self.randomSkillSkillWeight, index)
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count = count - 1
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-- count = count - 1
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table.insert(self.randomSkillList, skillId)
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-- table.insert(self.randomSkillList, skillId)
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getCount = getCount - 1
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-- getCount = getCount - 1
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end
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-- end
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end
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-- end
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for skillId, info in pairs(cfg) do
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for skillId, info in pairs(cfg) do
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if not self:getNotInvolvedSkills()[skillId] then
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if not self:getNotInvolvedSkills()[skillId] then
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@ -2378,7 +2378,7 @@ function BattleBaseController:onSelectSkill(skillId, value, pos, side)
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BIReport:postFightSkillSelect(self.battleType, self.battleData, {skillId}, self.chapterId, self.totalDurationTime, self:getWaveIndex())
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BIReport:postFightSkillSelect(self.battleType, self.battleData, {skillId}, self.chapterId, self.totalDurationTime, self:getWaveIndex())
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local elementType = ModuleManager.HeroManager:getSkillRoguePosition(skillId)
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local elementType = ModuleManager.HeroManager:getSkillRoguePosition(skillId)
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if elementType then
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if elementType and pos then
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if self.battleUI then
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if self.battleUI then
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self.battleUI:gotOneSkillAni(skillId, elementType, function()
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self.battleUI:gotOneSkillAni(skillId, elementType, function()
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self:selectSKillNextToStep()
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self:selectSKillNextToStep()
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@ -3254,13 +3254,13 @@ local function _addCurRoundAttr(self, side, instruction, callback)
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callback()
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callback()
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end
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end
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local function _assisting(self, side, instruction, callback)
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-- local function _assisting(self, side, instruction, callback)
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local actionTeam = self.atkTeam
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-- local actionTeam = self.atkTeam
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if side == SIDE_DEF then
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-- if side == SIDE_DEF then
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actionTeam = self.defTeam
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-- actionTeam = self.defTeam
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end
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-- end
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actionTeam:useAssistingSkill(instruction.assistingList, #self.instructions == 0, callback)
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-- actionTeam:useAssistingSkill(instruction.assistingList, #self.instructions == 0, callback)
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end
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-- end
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local function _generalAttack(self, side, instruction, callback)
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local function _generalAttack(self, side, instruction, callback)
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local actionTeam = self.atkTeam
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local actionTeam = self.atkTeam
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@ -3280,7 +3280,7 @@ end
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BattleBaseController._doInstruction = {
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BattleBaseController._doInstruction = {
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[BattleConst.INSTRUCTION_NAME.ADD_CUR_ROUND_ATTR] = _addCurRoundAttr,
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[BattleConst.INSTRUCTION_NAME.ADD_CUR_ROUND_ATTR] = _addCurRoundAttr,
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[BattleConst.INSTRUCTION_NAME.ASSISTING] = _assisting,
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-- [BattleConst.INSTRUCTION_NAME.ASSISTING] = _assisting,
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[BattleConst.INSTRUCTION_NAME.GENERAL_ATTACK] = _generalAttack,
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[BattleConst.INSTRUCTION_NAME.GENERAL_ATTACK] = _generalAttack,
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[BattleConst.INSTRUCTION_NAME.PLAY_SKILL] = _playSkill,
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[BattleConst.INSTRUCTION_NAME.PLAY_SKILL] = _playSkill,
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}
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}
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@ -109,38 +109,38 @@ function BattleTeam:useSkill(matchType, count, isFinalAction, effectType, action
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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 BattleTeam:useAssistingSkill(assistingList, isFinalAction, callback)
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-- function BattleTeam:useAssistingSkill(assistingList, isFinalAction, callback)
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self.isFinalAction = isFinalAction
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-- self.isFinalAction = isFinalAction
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if self.mainUnit == nil then
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-- if self.mainUnit == nil then
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return callback()
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-- return callback()
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end
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-- end
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if self.mainUnit:getIsLimit() then
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-- if self.mainUnit:getIsLimit() then
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return callback()
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-- return callback()
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end
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-- end
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local count = #assistingList
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-- local count = #assistingList
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if count <= 0 then
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-- if count <= 0 then
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return callback()
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-- return callback()
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end
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-- end
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self:setCentralizedAttack(true)
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-- self:setCentralizedAttack(true)
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local function finish()
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-- local function finish()
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count = count - 1
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-- count = count - 1
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if count == 0 then
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-- if count == 0 then
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self:setCentralizedAttack(false)
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-- self:setCentralizedAttack(false)
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callback()
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-- callback()
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end
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-- end
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end
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-- end
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local delay = 0
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-- local delay = 0
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for _, v in ipairs(assistingList) do
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-- for _, v in ipairs(assistingList) do
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local unit = self.unitMap[v.skillMatch]
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-- local unit = self.unitMap[v.skillMatch]
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if unit then
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-- if unit then
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unit:resetBeforeAttack()
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-- unit:resetBeforeAttack()
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unit:useAssistingSkill(v.count, delay, finish)
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-- unit:useAssistingSkill(v.count, delay, finish)
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delay = delay + BattleHelper:getSupportInterval()
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-- delay = delay + BattleHelper:getSupportInterval()
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else
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-- else
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finish()
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-- finish()
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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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-- end
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function BattleTeam:mainUnitUseAllSkills(actionState, callback)
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function BattleTeam:mainUnitUseAllSkills(actionState, callback)
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self.isFinalAction = true
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self.isFinalAction = true
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@ -54,8 +54,8 @@ function BattleBaseData:init(params, snapInfo)
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BattleSkillEntity.sid = 0
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BattleSkillEntity.sid = 0
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self.atkTeam = self:initTeam(SIDE_ATK, params.atkFormation)
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self.atkTeam = self:initTeam(SIDE_ATK, params.atkFormation)
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self.defTeam = self:initTeam(SIDE_DEF, params.defFormation)
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self.defTeam = self:initTeam(SIDE_DEF, params.defFormation)
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self:initRogueSkills(SIDE_ATK, params.atkFormation)
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-- self:initRogueSkills(SIDE_ATK, params.atkFormation)
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self:initRogueSkills(SIDE_DEF, params.defFormation)
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-- self:initRogueSkills(SIDE_DEF, params.defFormation)
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self.atkFormation = params.atkFormation or {}
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self.atkFormation = params.atkFormation or {}
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self.defFormation = params.defFormation or {}
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self.defFormation = params.defFormation or {}
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self:setMaxBattleLv(nil)
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self:setMaxBattleLv(nil)
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@ -148,39 +148,32 @@ function BattleBaseData:setTimeSpeed(timeSpeed, timeScale)
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self.data.timeSpeed = timeSpeed
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self.data.timeSpeed = timeSpeed
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end
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end
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function BattleBaseData:initRogueSkills(side, formation)
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-- function BattleBaseData:initRogueSkills(side, formation)
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if not self.skillPool then
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-- self.skillPool = self.skillPool or {}
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self.skillPool = {}
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-- self.skillMap = self.skillMap or {}
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self.skillMap = {}
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-- self.skillPool[side] = self.skillPool[side] or {}
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end
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-- self.skillMap[side] = self.skillMap[side] or {}
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if not self.skillPool[side] then
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-- if not formation then
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self.skillPool[side] = {}
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-- return
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end
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-- end
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if not self.skillMap[side] then
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-- local skillmap = {}
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self.skillMap[side] = {}
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-- for matchType, heroEntity in pairs(formation) do
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end
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-- local skillId = heroEntity:getBaseSkill()
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-- local cfg = SKILL_CFG[skillId]
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if not formation then
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-- self.skillMap[side][cfg.position] = BATTLE_BOARD_SKILL_ENTITY:create(skillId, side)
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return
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-- self.skillMap[side][cfg.position]:addUpSkills(heroEntity:getRogueSkillList())
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end
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-- self.skillMap[side][cfg.position]:setUnlockId(heroEntity:getUnlockRogueId())
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local skillmap = {}
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-- for _, id in ipairs(heroEntity:getActiveRogueSkills()) do
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for matchType, heroEntity in pairs(formation) do
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-- if not skillmap[id] then
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local skillId = heroEntity:getBaseSkill()
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-- if not self.skillPool[side][cfg.position] then
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local cfg = SKILL_CFG[skillId]
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-- self.skillPool[side][cfg.position] = {}
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self.skillMap[side][cfg.position] = BATTLE_BOARD_SKILL_ENTITY:create(skillId, side)
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-- end
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self.skillMap[side][cfg.position]:addUpSkills(heroEntity:getRogueSkillList())
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-- table.insert(self.skillPool[side][cfg.position], id)
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self.skillMap[side][cfg.position]:setUnlockId(heroEntity:getUnlockRogueId())
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-- skillmap[id] = true
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for _, id in ipairs(heroEntity:getActiveRogueSkills()) do
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-- end
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if not skillmap[id] then
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-- end
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if not self.skillPool[side][cfg.position] then
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-- end
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self.skillPool[side][cfg.position] = {}
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-- end
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end
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table.insert(self.skillPool[side][cfg.position], id)
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skillmap[id] = true
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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 BattleBaseData:refreshBoard(board, boardEdge, blockIcon, snapshot)
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function BattleBaseData:refreshBoard(board, boardEdge, blockIcon, snapshot)
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local r = 1
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local r = 1
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@ -794,7 +787,7 @@ function BattleBaseData:initHeroData(formation)
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modelId = heroEntity:getModelId(),
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modelId = heroEntity:getModelId(),
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matchType = matchType,
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matchType = matchType,
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normalSkills = heroEntity:getHurtSkill(),
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normalSkills = heroEntity:getHurtSkill(),
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assistingSkill = heroEntity:getAssistingSkill(),
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rougeSkills = heroEntity:getActiveRogueSkills(),
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body = 2, -- 英雄默认是中体型
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body = 2, -- 英雄默认是中体型
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skin = heroEntity:getSkinId(),
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skin = heroEntity:getSkinId(),
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attr = {
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attr = {
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@ -895,7 +888,6 @@ function BattleBaseData:addMonster(monsterId, newTeam, battleController)
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normalSkillCount = monsterInfo.atk_times or 0,
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normalSkillCount = monsterInfo.atk_times or 0,
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activeSkills = monsterInfo.skill,
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activeSkills = monsterInfo.skill,
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passiveSkills = monsterInfo.passive_skill,
|
passiveSkills = monsterInfo.passive_skill,
|
||||||
assistingSkill = nil,
|
|
||||||
isBoss = monsterInfo.is_boss,
|
isBoss = monsterInfo.is_boss,
|
||||||
exp = monsterInfo.monster_exp or 0,
|
exp = monsterInfo.monster_exp or 0,
|
||||||
body = monsterInfo.body,
|
body = monsterInfo.body,
|
||||||
|
|||||||
@ -35,9 +35,6 @@ function BattleUnitEntity:initSkill()
|
|||||||
self.normalSkillCount = self.unitData.normalSkillCount or 0
|
self.normalSkillCount = self.unitData.normalSkillCount or 0
|
||||||
end
|
end
|
||||||
self.normalSkill = nil
|
self.normalSkill = nil
|
||||||
if self.unitData.assistingSkill then
|
|
||||||
self.assistingSkill = BattleSkillEntity:create(self.unitData.assistingSkill, GConst.BattleConst.SKILL_TYPE_ASSISTING, self)
|
|
||||||
end
|
|
||||||
if self.unitData.activeSkills then
|
if self.unitData.activeSkills then
|
||||||
for k, v in ipairs(self.unitData.activeSkills) do
|
for k, v in ipairs(self.unitData.activeSkills) do
|
||||||
local skillShow
|
local skillShow
|
||||||
@ -55,6 +52,12 @@ function BattleUnitEntity:initSkill()
|
|||||||
table.insert(self.passiveSkills, skill)
|
table.insert(self.passiveSkills, skill)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
if self.unitData.rougeSkills then
|
||||||
|
for i,v in ipairs(self.unitData.rougeSkills) do
|
||||||
|
ModuleManager.BattleManager:onSelectSkill(v)
|
||||||
|
end
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function BattleUnitEntity:getIsBoss()
|
function BattleUnitEntity:getIsBoss()
|
||||||
@ -159,10 +162,6 @@ function BattleUnitEntity:getNormalSkill(reRandom)
|
|||||||
return self.normalSkill
|
return self.normalSkill
|
||||||
end
|
end
|
||||||
|
|
||||||
function BattleUnitEntity:getAssistingSkill()
|
|
||||||
return self.assistingSkill
|
|
||||||
end
|
|
||||||
|
|
||||||
function BattleUnitEntity:getActiveSkillCount()
|
function BattleUnitEntity:getActiveSkillCount()
|
||||||
return #self.activeSkills
|
return #self.activeSkills
|
||||||
end
|
end
|
||||||
|
|||||||
@ -341,10 +341,6 @@ function HeroEntity:getBaseSkill()
|
|||||||
return self.config.base_skill
|
return self.config.base_skill
|
||||||
end
|
end
|
||||||
|
|
||||||
function HeroEntity:getAssistingSkill()
|
|
||||||
return self.config.support_skill
|
|
||||||
end
|
|
||||||
|
|
||||||
function HeroEntity:getHurtSkill()
|
function HeroEntity:getHurtSkill()
|
||||||
return self.config.hurt_skill
|
return self.config.hurt_skill
|
||||||
end
|
end
|
||||||
@ -386,7 +382,7 @@ function HeroEntity:getMatchType()
|
|||||||
end
|
end
|
||||||
|
|
||||||
function HeroEntity:getStarUpCostId()
|
function HeroEntity:getStarUpCostId()
|
||||||
return self.config.entry
|
return self.config.star_id
|
||||||
end
|
end
|
||||||
|
|
||||||
function HeroEntity:getStarAttrCfg()
|
function HeroEntity:getStarAttrCfg()
|
||||||
@ -445,15 +441,21 @@ end
|
|||||||
|
|
||||||
function HeroEntity:getActiveRogueSkills()
|
function HeroEntity:getActiveRogueSkills()
|
||||||
local list = {}
|
local list = {}
|
||||||
-- for i = 1, self:getActiveRogueCount() do
|
local count = 1
|
||||||
-- local id = self:getRogueSkillList()[i]
|
while true do
|
||||||
-- if id then
|
local ids = self.config["rouge_skill_" .. count]
|
||||||
-- table.insert(list, id)
|
if ids then
|
||||||
-- else
|
for i = #ids, 1, -1 do
|
||||||
-- break
|
if self.data.lv >= ids[i][1] then
|
||||||
-- end
|
table.insert(list, ids[i][2])
|
||||||
-- end
|
break
|
||||||
|
end
|
||||||
|
end
|
||||||
|
else
|
||||||
|
break
|
||||||
|
end
|
||||||
|
count = count + 1
|
||||||
|
end
|
||||||
return list
|
return list
|
||||||
end
|
end
|
||||||
-- endregion
|
-- endregion
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user