Merge branch 'dev' of git.juzugame.com:b6-client/b6-lua into dev
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commit
9ac84611b4
@ -230,7 +230,7 @@ function BattleUnitComp:stopRunAction()
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end
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end
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function BattleUnitComp:playAnimation(name, loop, forceRefresh)
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function BattleUnitComp:playAnimation(name, loop, forceRefresh)
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if name == SPINE_ANIMATION_NAME.HIT or name == SPINE_ANIMATION_NAME.BLOCK then
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if name == self.curHurtName or name == SPINE_ANIMATION_NAME.BLOCK then
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self.isPlayingSubAni = true
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self.isPlayingSubAni = true
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end
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end
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self.currAnimationName = name
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self.currAnimationName = name
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@ -294,6 +294,9 @@ function BattleUnitComp:beforeAttack(actionState)
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self.team:setCentralizedAttack(true)
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self.team:setCentralizedAttack(true)
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self.battleController:setIsPauseHpProgress(true)
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self.battleController:setIsPauseHpProgress(true)
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self.curAttackActionState = actionState
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self.curAttackActionState = actionState
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if actionState == BattleConst.ATTACK_ACTION_STATE.NORMAL then
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self:checkPassiveEvent(PASSIVE_EVENT.ON_UNI_ATTACK_START, self)
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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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@ -679,7 +682,7 @@ function BattleUnitComp:updateIdleSubAni(...)
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if not self.currAnimationName or not self.isPlayingSubAni then
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if not self.currAnimationName or not self.isPlayingSubAni 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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if self.currAnimationName == SPINE_ANIMATION_NAME.HIT then
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if self.currAnimationName == self.curHurtName then
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self:updateHurt(...)
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self:updateHurt(...)
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elseif self.currAnimationName == SPINE_ANIMATION_NAME.BLOCK then
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elseif self.currAnimationName == SPINE_ANIMATION_NAME.BLOCK then
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self:updateBlock(...)
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self:updateBlock(...)
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@ -1535,7 +1538,15 @@ function BattleUnitComp:takeDamageOrCure(atker, num, effectType, effectStatus, d
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end
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end
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end
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end
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elseif num > 0 then -- 治疗
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elseif num > 0 then -- 治疗
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self:showEffectNumber(BattleConst.EFFECT_COLOR_GREEN, BattleConst.EFFECT_TYPE_BUFF, "+" .. num, x, y, 0)
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local time = Time:getServerTime()
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if self.lastHealTime == time then
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self.lastSameTimeHealCount = self.lastSameTimeHealCount + 1
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else
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self.lastHealTime = time
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self.lastSameTimeHealCount = 0
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end
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local delayTime = self.lastSameTimeHealCount * 0.1
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self:showEffectNumber(BattleConst.EFFECT_COLOR_GREEN, BattleConst.EFFECT_TYPE_BUFF, "+" .. num, x, y, delayTime)
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end
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end
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local hpPercent = self.unitEntity:getHpPercent()
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local hpPercent = self.unitEntity:getHpPercent()
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self.battleController:refreshHp(self.side, hp, hpPercent)
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self.battleController:refreshHp(self.side, hp, hpPercent)
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