Merge branch 'dev' of git.juzugame.com:b6-client/b6-lua into dev
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commit
93d091c462
@ -16,7 +16,6 @@ local HURT_STATE_CRIT = BattleConst.HURT_STATE_CRIT
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local EFFECT_TYPE = BattleConst.EFFECT_TYPE
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local EFFECT_TYPE = BattleConst.EFFECT_TYPE
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local TIME_FACTOR = BattleConst.TIME_FACTOR
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local TIME_FACTOR = BattleConst.TIME_FACTOR
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local HURT_ANI_NAME_LIST = {SPINE_ANIMATION_NAME.HIT, SPINE_ANIMATION_NAME.HIT_2}
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local HURT_ANI_NAME_LIST = {SPINE_ANIMATION_NAME.HIT, SPINE_ANIMATION_NAME.HIT_2}
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local HURT_ANI_NAME_LIST_COUNT = 2
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function BattleUnitComp:ctor()
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function BattleUnitComp:ctor()
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end
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end
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@ -114,6 +113,19 @@ function BattleUnitComp:initWithEntity(modelId, entity, battleController, target
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self:initPosition()
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self:initPosition()
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self:initPassiveSkills()
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self:initPassiveSkills()
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self:playBorn()
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self:playBorn()
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self:initHitAniInfo()
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end
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function BattleUnitComp:initHitAniInfo()
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self.hurtAniNameList = {}
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self.hurtAniNameCount = 0
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for _, name in ipairs(HURT_ANI_NAME_LIST) do
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local duration = self:getAnimationDuration(name)
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if duration > 0 then
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table.insert(self.hurtAniNameList, name)
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self.hurtAniNameCount = self.hurtAniNameCount + 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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function BattleUnitComp:prepare()
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function BattleUnitComp:prepare()
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@ -692,7 +704,10 @@ end
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function BattleUnitComp:playHurt()
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function BattleUnitComp:playHurt()
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if self.currState == UNIT_STATE.IDLE or
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if self.currState == UNIT_STATE.IDLE or
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self.currState == UNIT_STATE.VERITGO then
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self.currState == UNIT_STATE.VERITGO then
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local name = HURT_ANI_NAME_LIST[math.random(1, HURT_ANI_NAME_LIST_COUNT)]
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if self.hurtAniNameCount <= 0 then
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return
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end
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local name = self.hurtAniNameList[math.random(1, self.hurtAniNameCount)]
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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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