Merge branch 'dev' of http://git.juzugame.com/b6-client/b6-lua into dev
This commit is contained in:
commit
88b9067fc4
@ -102,6 +102,112 @@ BattleConst.EFFECT_TYPE = {
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HOT = 102,
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}
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local BUFF_NAME = {
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ATKP_ADD = "atkp_add",
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ATKP_COLOR_ADD = "atkp_color_add",
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ATKP_RED_ADD = "atkp_red_add",
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ATKP_YELLOW_ADD = "atkp_yellow_add",
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ATKP_GREEN_ADD = "atkp_green_add",
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ATKP_BLUE_ADD = "atkp_blue_add",
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ATKP_PURPLE_ADD = "atkp_purple_add",
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DEC_DMG_RED_ADD = "dec_dmg_red_add",
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DEC_DMG_YELLOW_ADD = "dec_dmg_yellow_add",
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DEC_DMG_GREEN_ADD = "dec_dmg_green_add",
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DEC_DMG_BLUE_ADD = "dec_dmg_blue_add",
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DEC_DMG_PURPLE_ADD = "dec_dmg_purple_add",
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DEC_DMG_ALL_ADD = "dec_dmg_all_add",
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WEAKNESS_RED_ADD = "weakness_red_add",
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WEAKNESS_YELLOW_ADD = "weakness_yellow_add",
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WEAKNESS_GREEN_ADD = "weakness_green_add",
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WEAKNESS_BLUE_ADD = "weakness_blue_add",
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WEAKNESS_PURPLE_ADD = "weakness_purple_add",
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WEAKNESS_ALL_ADD = "weakness_all_add",
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DMG_ADDITION_RED_ADD = "dmg_addition_red_add",
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DMG_ADDITION_YELLOW_ADD = "dmg_addition_yellow_add",
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DMG_ADDITION_GREEN_ADD = "dmg_addition_green_add",
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DMG_ADDITION_BLUE_ADD = "dmg_addition_blue_add",
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DMG_ADDITION_PURPLE_ADD = "dmg_addition_purple_add",
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DMG_ADDITION_ALL_ADD = "dmg_addition_all_add",
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STUN = "stun",
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NORMAL_ATTACK_DEC = "normal_attack_dec",
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NORMAL_ATTACK_ADD = "normal_attack_add",
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BLOCK = "block",
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HPP_ADD = "hpp_add",
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CRIT_ADD = "crit_add",
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CRIT_TIME_ADD = "crit_time_add",
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EXP_TIME_ADD = "exp_time_add",
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CURED_ADD = "cured_add",
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ADD_SKILL = "add_skill",
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}
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BattleConst.BUFF_NAME = BUFF_NAME
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local ATTR_NAME = {
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ATK = "atk",
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ATK_RED = "atk_red",
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ATK_YELLOW = "atk_yellow",
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ATK_GREEN = "atk_green",
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ATK_BLUE = "atk_blue",
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ATK_PURPLE = "atk_purple",
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DEC_DMG_RED = "dec_dmg_red",
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DEC_DMG_YELLOW = "dec_dmg_yellow",
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DEC_DMG_GREEN = "dec_dmg_green",
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DEC_DMG_BLUE = "dec_dmg_blue",
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DEC_DMG_PURPLE = "dec_dmg_purple",
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DEC_DMG_ALL = "dec_dmg_all",
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WEAKNESS_RED = "weakness_red",
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WEAKNESS_YELLOW = "weakness_yellow",
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WEAKNESS_GREEN = "weakness_green",
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WEAKNESS_BLUE = "weakness_blue",
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WEAKNESS_PURPLE = "weakness_purple",
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WEAKNESS_ALL = "weakness_all",
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DMG_ADDITION_RED = "dmg_addition_red",
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DMG_ADDITION_YELLOW = "dmg_addition_yellow",
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DMG_ADDITION_GREEN = "dmg_addition_green",
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DMG_ADDITION_BLUE = "dmg_addition_blue",
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DMG_ADDITION_PURPLE = "dmg_addition_purple",
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DMG_ADDITION_ALL = "dmg_addition_all",
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NORMAL_ATTACK_COUNT = "normal_attack_count",
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BLOCK = "block",
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CRIT = "crit",
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CRIT_TIME = "crit_time",
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EXP_TIME = "exp_time",
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CURE_ADDITION = "cure_addition",
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}
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BattleConst.ATTR_NAME = ATTR_NAME
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-- buff->{属性名,是否按百分比乘法加成}
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BattleConst.BUFF_NAME_TO_ATTR = {
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[BUFF_NAME.ATKP_ADD] = {ATTR_NAME.ATK, true},
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[BUFF_NAME.ATKP_RED_ADD] = {ATTR_NAME.ATK_RED, true},
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[BUFF_NAME.ATKP_YELLOW_ADD] = {ATTR_NAME.ATK_YELLOW, true},
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[BUFF_NAME.ATKP_GREEN_ADD] = {ATTR_NAME.ATK_GREEN, true},
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[BUFF_NAME.ATKP_BLUE_ADD] = {ATTR_NAME.ATK_BLUE, true},
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[BUFF_NAME.ATKP_PURPLE_ADD] = {ATTR_NAME.ATK_PURPLE, true},
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[BUFF_NAME.DEC_DMG_RED_ADD] = {ATTR_NAME.DEC_DMG_RED, false},
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[BUFF_NAME.DEC_DMG_YELLOW_ADD] = {ATTR_NAME.DEC_DMG_YELLOW, false},
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[BUFF_NAME.DEC_DMG_GREEN_ADD] = {ATTR_NAME.DEC_DMG_GREEN, false},
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[BUFF_NAME.DEC_DMG_BLUE_ADD] = {ATTR_NAME.DEC_DMG_BLUE, false},
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[BUFF_NAME.DEC_DMG_PURPLE_ADD] = {ATTR_NAME.DEC_DMG_PURPLE, false},
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[BUFF_NAME.DEC_DMG_ALL_ADD] = {ATTR_NAME.DEC_DMG_ALL, false},
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[BUFF_NAME.WEAKNESS_RED_ADD] = {ATTR_NAME.WEAKNESS_RED, false},
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[BUFF_NAME.WEAKNESS_YELLOW_ADD] = {ATTR_NAME.WEAKNESS_YELLOW, false},
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[BUFF_NAME.WEAKNESS_GREEN_ADD] = {ATTR_NAME.WEAKNESS_GREEN, false},
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[BUFF_NAME.WEAKNESS_BLUE_ADD] = {ATTR_NAME.WEAKNESS_BLUE, false},
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[BUFF_NAME.WEAKNESS_PURPLE_ADD] = {ATTR_NAME.WEAKNESS_PURPLE, false},
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[BUFF_NAME.WEAKNESS_ALL_ADD] = {ATTR_NAME.WEAKNESS_ALL, false},
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[BUFF_NAME.DMG_ADDITION_RED_ADD] = {ATTR_NAME.DMG_ADDITION_RED, false},
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[BUFF_NAME.DMG_ADDITION_YELLOW_ADD] = {ATTR_NAME.DMG_ADDITION_YELLOW, false},
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[BUFF_NAME.DMG_ADDITION_GREEN_ADD] = {ATTR_NAME.DMG_ADDITION_GREEN, false},
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[BUFF_NAME.DMG_ADDITION_BLUE_ADD] = {ATTR_NAME.DMG_ADDITION_BLUE, false},
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[BUFF_NAME.DMG_ADDITION_PURPLE_ADD] = {ATTR_NAME.DMG_ADDITION_PURPLE, false},
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[BUFF_NAME.DMG_ADDITION_ALL_ADD] = {ATTR_NAME.DMG_ADDITION_ALL, false},
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[BUFF_NAME.BLOCK] = {ATTR_NAME.BLOCK, false},
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[BUFF_NAME.CRIT_ADD] = {ATTR_NAME.CRIT, false},
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[BUFF_NAME.CRIT_TIME_ADD] = {ATTR_NAME.CRIT_TIME, false},
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[BUFF_NAME.EXP_TIME_ADD] = {ATTR_NAME.EXP_TIME, false},
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[BUFF_NAME.CURED_ADD] = {ATTR_NAME.CURE_ADDITION, false},
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}
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---- 格子类型
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BattleConst.GRID_TYPE = {
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EMPTY = 0,
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@ -25,7 +25,7 @@ function BattleUnitComp:initPosition()
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end
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function BattleUnitComp:playBorn()
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self:playAnimation(SPINE_ANIMATION_NAME.IDLE, true, false)
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self:changeState(UNIT_STATE.IDLE)
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end
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function BattleUnitComp:_initBase()
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@ -37,6 +37,9 @@ function BattleUnitComp:_initBase()
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self.currAttackKeyTime = 0
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self.isPlayHurt = 0
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self.attackDurationMap = {}
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self.buffList = {}
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self.sameBuffCount = {}
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self.shieldBuffList = {}
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self.currState = UNIT_STATE.INIT
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end
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@ -82,13 +85,20 @@ end
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function BattleUnitComp:useNormalSkill(count, callback)
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self.baseObject:getTransform():SetAsLastSibling()
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self.actionOverCallback = callback
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self.normalSkillCount = count
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self.normalSkillCount = count + self.unitEntity:getNormalAttackCount()
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if not self:changeState(UNIT_STATE.NORMAL_ATTACK) then
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self.actionOverCallback = nil
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callback()
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end
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end
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function BattleUnitComp:addShield(num, buffEffect)
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if buffEffect then
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table.insert(self.shieldBuffList, buffEffect)
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end
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self.unitEntity:addShield(num)
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end
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function BattleUnitComp:changeState(state)
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if self.currState == state and not self:repeatCurrState() then
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return false
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@ -267,6 +277,22 @@ function BattleUnitComp:updateNormalAttack(dt)
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end
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end
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function BattleUnitComp:addBuff(buffEffect)
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table.insert(self.buffList, buffEffect)
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self:updateBuffState(buffEffect.buff, 1)
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end
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function BattleUnitComp:updateBuffState(buff, num)
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local buffName = buff:getName()
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local buffNum = (self.sameBuffCount[buffName] or 0) + num
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self.sameBuffCount[buffName] = buffNum
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-- if buffNum > 0 and buffNum == num then
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-- self:showBuffFx(buffName, buff:getBuffFxId())
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-- elseif buffNum <= 0 then
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-- self:hideBuffFx(buffName)
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-- end
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end
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function BattleUnitComp:onSkillTakeEffect(skill)
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local effectList = skill:getEffectList()
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if effectList == nil then
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@ -308,7 +334,7 @@ function BattleUnitComp:takeEffect(buff, target)
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end
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local func = BattleBuffHandle.takeBuffEffect[buff:getBuffType()]
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if func then
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local result = func(self, buff, target)
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local result = func(self, buff, target, buffEffect)
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if buffEffect then
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buffEffect.result = result
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end
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@ -335,8 +361,7 @@ function BattleUnitComp:takeDamageOrCure(atker, buff, num, effectType, effectSta
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end
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local x, y, z = self.baseObject:fastGetLocalPosition()
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self:showEffectNumber(num, x, y)
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local hpPercent = self.unitEntity:getHpPercent()
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-- self.controlUnitComp:RefreshHpBar(hpPercent)
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self.battleController:refreshHp(self.side, self.unitEntity:getHp(), self.unitEntity:getHpPercent())
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-- local shieldHp = self.unitEntity:getShieldHp()
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-- if shieldHp and shieldHp.value > 0 then
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@ -165,6 +165,7 @@ function BattleController:initAtkUnits(callback)
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local function onloadFinished()
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count = count + 1
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if count == totalCount then
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self.battleUI:refreshAtkHp(atkTeam:getHp(), atkTeam:getHpPercent())
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callback()
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end
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end
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@ -187,6 +188,14 @@ function BattleController:initAtkUnits(callback)
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end
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end
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function BattleController:refreshHp(side, num, percent)
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if side == BattleConst.SIDE_ATK then
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self.battleUI:refreshAtkHp(num, percent)
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else
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self.battleUI:refreshDefHp(num, percent)
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end
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end
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function BattleController:getOtherSideMainUnit(side)
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if side == BattleConst.SIDE_ATK then
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return self.defMainUnit
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@ -23,6 +23,7 @@ function BattleControllerStage:initDefUnits(callback)
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self.defUnits[unitEntity:getMatchType()] = monsterComp
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table.insert(self.allUnits, monsterComp)
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self.defMainUnit = monsterComp
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self.battleUI:refreshDefHp(unitEntity:getHp(), unitEntity:getHpPercent())
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callback()
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end)
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end
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@ -9,6 +9,7 @@ local EFFECT_TYPE = BattleConst.EFFECT_TYPE
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local BUFF_NAME = BattleConst.BUFF_NAME
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local ATTR_NAME = BattleConst.ATTR_NAME
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local DEFAULT_FACTOR = BattleConst.DEFAULT_FACTOR
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local BUFF_NAME_TO_ATTR = BattleConst.BUFF_NAME_TO_ATTR
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local function _doDotWork(unitComp, buffEffect, buff)
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local damage, hurtStatus = BattleFormula:getDamageOrCureResult(buffEffect.sender, buff, unitComp)
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@ -49,9 +50,26 @@ function BattleBuffHandle.removeBuff(unitComp, buffEffect)
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end
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BattleBuffHandle.addAttribute = {
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[BUFF_NAME.ATKP_COLOR_ADD] = function(target, num)
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target.unitEntity:addAttr(ATTR_NAME.ATK, num, true)
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target.unitEntity:addAttr(ATTR_NAME.ATK_RED, num, true)
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target.unitEntity:addAttr(ATTR_NAME.ATK_YELLOW, num, true)
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target.unitEntity:addAttr(ATTR_NAME.ATK_GREEN, num, true)
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target.unitEntity:addAttr(ATTR_NAME.ATK_BLUE, num, true)
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target.unitEntity:addAttr(ATTR_NAME.ATK_PURPLE, num, true)
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end,
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[BUFF_NAME.NORMAL_ATTACK_DEC] = function(target, num)
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target.unitEntity:addAttr(ATTR_NAME.NORMAL_ATTACK_COUNT, -num, false)
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end,
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[BUFF_NAME.NORMAL_ATTACK_ADD] = function(target, num)
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target.unitEntity:addAttr(ATTR_NAME.NORMAL_ATTACK_COUNT, num, false)
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end,
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[BUFF_NAME.HPP_ADD] = function(target, num)
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target.unitEntity:addMaxHp(num)
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end,
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}
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local function _takeEffectDirectHurt(unitComp, buff, target)
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local function _takeEffectDirectHurt(unitComp, buff, target, buffEffect)
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local damage, hurtStatus = BattleFormula:getDamageOrCureResult(unitComp, buff, target)
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if damage <= 0 then
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damage = -1
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@ -62,11 +80,11 @@ local function _takeEffectDirectHurt(unitComp, buff, target)
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return damage
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end
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local function _takeEffectDot(unitComp, buff, target)
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local function _takeEffectDot(unitComp, buff, target, buffEffect)
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return true
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end
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local function _takeEffectDirectCure(unitComp, buff, target)
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local function _takeEffectDirectCure(unitComp, buff, target, buffEffect)
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local cure, hurtStatus = BattleFormula:getDamageOrCureResult(unitComp, buff, target)
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if cure < 0 then -- 加血不能是负数
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cure = 0
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@ -75,26 +93,32 @@ local function _takeEffectDirectCure(unitComp, buff, target)
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return cure
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end
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local function _takeEffectHot(unitComp, buff, target)
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local function _takeEffectHot(unitComp, buff, target, buffEffect)
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return true
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end
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local function _takeEffectAttr(unitComp, buff, target)
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local function _takeEffectAttr(unitComp, buff, target, buffEffect)
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local buffName = buff:getName()
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local func = BattleBuffHandle.addAttribute[buffName]
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if func then
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func(target, buff:getEffectNum())
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return true
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local attr = BUFF_NAME_TO_ATTR[buffName]
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if attr then
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return target.unitEntity:addAttr(attr[1], buff:getEffectNum(), attr[2])
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else
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local func = BattleBuffHandle.addAttribute[buffName]
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if func then
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return func(target, buff:getEffectNum())
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end
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end
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return nil
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end
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local function _takeEffectControl(unitComp, buff, target)
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target:addLimit(buff:getName())
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local function _takeEffectControl(unitComp, buff, target, buffEffect)
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target.unitEntity:addLimit(buff:getName())
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return true
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end
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local function _takeEffectShield(unitComp, buff, target)
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local function _takeEffectShield(unitComp, buff, target, buffEffect)
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local shieldNum = target.unitEntity:getMaxHp() * buff:getEffectNum() // DEFAULT_FACTOR
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target:addShield(shieldNum, buffEffect)
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return true
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end
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@ -112,14 +136,23 @@ BattleBuffHandle.takeBuffEffect = {
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-- 还原改变的属性
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local function _removeEffectAttr(buffSender, target, buff, buffEffect)
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local func = BattleBuffHandle.addAttribute[buff:getName()]
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if func then
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func(target, -buff:getEffectNum())
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if buffEffect == nil then
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return
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end
|
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local buffName = buff:getName()
|
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local attr = BUFF_NAME_TO_ATTR[buffName]
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if attr then
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target.unitEntity:addAttr(attr[1], -buffEffect.effectResult, false)
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else
|
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local func = BattleBuffHandle.addAttribute[buffName]
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if func then
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return func(target, -buff:getEffectNum())
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end
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end
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end
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|
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local function _removeEffectControl(buffSender, target, buff, buffEffect)
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target:removeLimit(buff:getName())
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target.unitEntity:removeLimit(buff:getName())
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end
|
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|
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-- buff移除时的效果
|
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|
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@ -3,19 +3,29 @@ local BattleConst = require "app/module/battle/battle_const"
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local BattleBuffSpecial = {}
|
||||
|
||||
local BUFF_NAME = BattleConst.BUFF_NAME
|
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local ATTR_NAME = BattleConst.ATTR_NAME
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local ATTR_NAME = BattleConst.ATTR_NAM
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local function _addSkillOn(unitComp, buff, target, buffEffect)
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return 1
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end
|
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|
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local function _addSkillOff(buffSender, target, buff, buffEffect)
|
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return 1
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end
|
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|
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local _handleOn = {
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[BUFF_NAME.ADD_SKILL] = _addSkillOn, -- 添加技能
|
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}
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|
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local _handleOff = {
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[BUFF_NAME.ADD_SKILL] = _addSkillOff, -- 添加技能
|
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}
|
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|
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-- 特殊buff添加时
|
||||
function BattleBuffSpecial.specialBuffOn(unitComp, buff, target)
|
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function BattleBuffSpecial.specialBuffOn(unitComp, buff, target, buffEffect)
|
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local func = _handleOn[buff:getName()]
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if func then
|
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return func(unitComp, buff, target)
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return func(unitComp, buff, target, buffEffect)
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end
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return 0
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end
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@ -31,6 +31,7 @@ function BattleUI:_display()
|
||||
self:initSkill()
|
||||
self:initBattlefield()
|
||||
self:initNumberNode()
|
||||
self:initHpNode()
|
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end
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||||
|
||||
function BattleUI:_addListeners()
|
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@ -86,6 +87,24 @@ function BattleUI:getBattleNumber()
|
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return self.battleNumber
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||||
end
|
||||
|
||||
function BattleUI:initHpNode()
|
||||
self.hpNode = self.uiMap["battle_ui.battle_hp_node"]
|
||||
self.hpProgressLeft = self.uiMap["battle_ui.battle_hp_node.progress_left"]:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER)
|
||||
self.hpProgressRight = self.uiMap["battle_ui.battle_hp_node.progress_right"]:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER)
|
||||
self.hpTextRight = self.uiMap["battle_ui.battle_hp_node.text_right"]
|
||||
self.hpTextLeft = self.uiMap["battle_ui.battle_hp_node.text_left"]
|
||||
end
|
||||
|
||||
function BattleUI:refreshAtkHp(num, percent)
|
||||
self.hpTextLeft:setText(GFunc.num2Str(num))
|
||||
self.hpProgressLeft.value = percent
|
||||
end
|
||||
|
||||
function BattleUI:refreshDefHp(num, percent)
|
||||
self.hpTextRight:setText(GFunc.num2Str(num))
|
||||
self.hpProgressRight.value = percent
|
||||
end
|
||||
|
||||
function BattleUI:refreshSkill(elementMap)
|
||||
if not self.skillNodeCells then
|
||||
return
|
||||
|
||||
@ -8,6 +8,9 @@ local MATCH_ATTACK_NAME = GConst.MATCH_ATTACK_NAME
|
||||
local MATCH_DMG_ADDITION_NAME = BattleConst.MATCH_DMG_ADDITION_NAME
|
||||
local MATCH_DMG_DEC_NAME = BattleConst.MATCH_DMG_DEC_NAME
|
||||
local MATCH_WEAKNESS_NAME = BattleConst.MATCH_WEAKNESS_NAME
|
||||
local DEFAULT_FACTOR = BattleConst.DEFAULT_FACTOR
|
||||
local BUFF_NAME = BattleConst.BUFF_NAME
|
||||
local ATTR_NAME = BattleConst.ATTR_NAME
|
||||
|
||||
function BattleTeamEntity:ctor()
|
||||
self.members = {}
|
||||
@ -19,6 +22,9 @@ function BattleTeamEntity:init(side, data)
|
||||
self.baseAttr = {}
|
||||
self.attr = {}
|
||||
self.isDead = false
|
||||
self.stunCount = 0
|
||||
self.limitAll = 0
|
||||
self.shieldHp = 0
|
||||
if data then
|
||||
table.sort(data.units, function(a, b)
|
||||
if a.level == b.level then
|
||||
@ -66,6 +72,39 @@ function BattleTeamEntity:addBaseAttr(unitAttr)
|
||||
end
|
||||
end
|
||||
|
||||
function BattleTeamEntity:addAttr(name, num, isPercent)
|
||||
local addNum = 0
|
||||
if isPercent then
|
||||
if self.attr[name] then
|
||||
-- 百分比加减属性的时候如果是减少属性,则先取正数做计算,在减去此结果, 否则在做整除运算的时候,正数和负数整除后的绝对值会不一致
|
||||
-- 例如150 // 100 = 1, -150 // 100 = -2, 导致添加和移除的时候计算的属性值不一样
|
||||
if num < 0 then
|
||||
if self.baseAttr[name] then
|
||||
addNum = self.baseAttr[name] * -num // DEFAULT_FACTOR
|
||||
self.attr[name] = self.attr[name] - addNum
|
||||
else
|
||||
addNum = self.attr[name] * -num // DEFAULT_FACTOR
|
||||
self.attr[name] = self.attr[name] - addNum
|
||||
end
|
||||
addNum = -addNum
|
||||
else
|
||||
if self.baseAttr[name] then
|
||||
addNum = self.baseAttr[name] * num // DEFAULT_FACTOR
|
||||
self.attr[name] = self.attr[name] + addNum
|
||||
else
|
||||
addNum = self.attr[name] * num // DEFAULT_FACTOR
|
||||
self.attr[name] = self.attr[name] + addNum
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
addNum = num
|
||||
local currNum = self.attr[name] or 0
|
||||
self.attr[name] = currNum + num
|
||||
end
|
||||
return addNum
|
||||
end
|
||||
|
||||
function BattleTeamEntity:getAllMembers()
|
||||
return self.members
|
||||
end
|
||||
@ -74,6 +113,10 @@ function BattleTeamEntity:getMembersCount()
|
||||
return self.membersCount
|
||||
end
|
||||
|
||||
function BattleTeamEntity:getHp()
|
||||
return self.attr.hp
|
||||
end
|
||||
|
||||
function BattleTeamEntity:getHpPercent()
|
||||
return self.attr.hp / self.attr.max_hp
|
||||
end
|
||||
@ -106,7 +149,36 @@ function BattleTeamEntity:getCureAddition()
|
||||
return self.attr.cure_addition or 0
|
||||
end
|
||||
|
||||
function BattleTeamEntity:getNormalAttackCount()
|
||||
return self.attr[ATTR_NAME.NORMAL_ATTACK_COUNT] or 0
|
||||
end
|
||||
|
||||
function BattleTeamEntity:addMaxHp(num)
|
||||
self.attr.max_hp = self.attr.max_hp + self.baseAttr.max_hp * num // DEFAULT_FACTOR
|
||||
end
|
||||
|
||||
function BattleTeamEntity:addLimit(name)
|
||||
if name == BUFF_NAME.STUN then
|
||||
self.stunCount = self.stunCount + 1
|
||||
end
|
||||
self.limitAll = self.limitAll + 1
|
||||
end
|
||||
|
||||
function BattleTeamEntity:removeLimit(name)
|
||||
if name == BUFF_NAME.STUN then
|
||||
self.stunCount = self.stunCount - 1
|
||||
end
|
||||
self.limitAll = self.limitAll - 1
|
||||
end
|
||||
|
||||
function BattleTeamEntity:addShield(num)
|
||||
self.shieldHp = self.shieldHp + num
|
||||
end
|
||||
|
||||
function BattleTeamEntity:takeDamageOrCure(num)
|
||||
if self.isDead then
|
||||
return 0
|
||||
end
|
||||
if num < 0 then -- 是伤害的话处理一下护盾
|
||||
num = self:handleShield(num)
|
||||
if num >= 0 then -- 这次伤害被抵消了
|
||||
@ -118,6 +190,7 @@ function BattleTeamEntity:takeDamageOrCure(num)
|
||||
local hurtEventNum = 0
|
||||
if self.attr.hp <= 0 then -- 死了
|
||||
hurtEventNum = -hpBefore
|
||||
self.attr.hp = 0
|
||||
self:die()
|
||||
elseif self.attr.hp < self.attr.max_hp then
|
||||
hurtEventNum = num
|
||||
@ -130,9 +203,6 @@ function BattleTeamEntity:takeDamageOrCure(num)
|
||||
end
|
||||
|
||||
function BattleTeamEntity:handleShield(damageNum)
|
||||
if self.shieldHp == nil then
|
||||
return damageNum
|
||||
end
|
||||
self.shieldHp = self.shieldHp + damageNum
|
||||
if self.shieldHp >= 0 then
|
||||
return 0
|
||||
|
||||
@ -25,6 +25,10 @@ function BattleUnitEntity:initSkill()
|
||||
end
|
||||
end
|
||||
|
||||
function BattleUnitEntity:addAttr(name, num, isPercent)
|
||||
return self.team:addAttr(name, num, isPercent)
|
||||
end
|
||||
|
||||
function BattleUnitEntity:getModelId()
|
||||
return self.unitData.modelId
|
||||
end
|
||||
@ -53,6 +57,10 @@ function BattleUnitEntity:takeDamageOrCure(num)
|
||||
return self.team:takeDamageOrCure(num)
|
||||
end
|
||||
|
||||
function BattleUnitEntity:getHp()
|
||||
return self.team:getHp()
|
||||
end
|
||||
|
||||
function BattleUnitEntity:getHpPercent()
|
||||
return self.team:getHpPercent()
|
||||
end
|
||||
@ -85,4 +93,24 @@ function BattleUnitEntity:getCureAddition()
|
||||
return self.team:getCureAddition()
|
||||
end
|
||||
|
||||
function BattleUnitEntity:getNormalAttackCount()
|
||||
return self.team:getNormalAttackCount()
|
||||
end
|
||||
|
||||
function BattleUnitEntity:addLimit(name)
|
||||
self.team:addLimit(name)
|
||||
end
|
||||
|
||||
function BattleUnitEntity:removeLimit(name)
|
||||
self.team:removeLimit(name)
|
||||
end
|
||||
|
||||
function BattleUnitEntity:addShield(num)
|
||||
self.team:addShield(num)
|
||||
end
|
||||
|
||||
function BattleUnitEntity:addMaxHp(num)
|
||||
self.team:addMaxHp(num)
|
||||
end
|
||||
|
||||
return BattleUnitEntity
|
||||
Loading…
x
Reference in New Issue
Block a user