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@ -44,6 +44,9 @@ BattleConst.ANIMATOR_HASH_NAME_NUMBER_BUFF = 1364146828
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BattleConst.ANIMATOR_HASH_NAME_BATTLE_COMBO_1 = 123402348
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BattleConst.ANIMATOR_HASH_NAME_BATTLE_COMBO_2 = -1638684202
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BattleConst.ANIMATOR_HASH_NAME_BATTLE_COMBO_3 = -380331712
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BattleConst.ANIMATOR_HASH_NAME_BATTLE_COMBO_1_l = 1120937928
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BattleConst.ANIMATOR_HASH_NAME_BATTLE_COMBO_2_l = 1083611537
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BattleConst.ANIMATOR_HASH_NAME_BATTLE_COMBO_3_l = 1096086438
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BattleConst.UNLOCK_SKILL_ROGUE_TYPE = 6
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BattleConst.RECOVER_HP_COUNT = 3
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BattleConst.RECOVER_HP_INTERVAL = 0.2
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@ -83,6 +83,7 @@ end
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function BattleBaseUI:initComboNode()
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self.comboNode = nil
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self.comboBg = nil
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self.comboBg1 = nil
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self.comboTx1 = nil
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self.comboTx2 = nil
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@ -836,11 +837,11 @@ function BattleBaseUI:showCombo(count, side)
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if side == SIDE_ATK then
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self.comboNode:setAnchorMin(1, 0.5)
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self.comboNode:setAnchorMax(1, 0.5)
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self.comboNode:setLocalEulerAngles(0, 0, 0)
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self.comboBg:setLocalEulerAngles(0, 0, 0)
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else
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self.comboNode:setAnchorMin(0, 0.5)
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self.comboNode:setAnchorMax(0, 0.5)
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self.comboNode:setLocalEulerAngles(0, 180, 0)
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self.comboBg:setLocalEulerAngles(0, 180, 0)
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end
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if count > 99 then
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@ -865,7 +866,11 @@ function BattleBaseUI:showCombo(count, side)
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self.comboTx1:setText(GConst.INT_TO_STRING[count], self.comboTxComp1)
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self.comboTx1:setAnchoredPositionX(0)
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self.comboTx2:setText(GConst.EMPTY_STRING, self.comboTxComp2)
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self.comboAnimator:Play(GConst.BattleConst.ANIMATOR_HASH_NAME_BATTLE_COMBO_1, -1, 0)
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if side == SIDE_ATK then
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self.comboAnimator:Play(GConst.BattleConst.ANIMATOR_HASH_NAME_BATTLE_COMBO_1, -1, 0)
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else
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self.comboAnimator:Play(GConst.BattleConst.ANIMATOR_HASH_NAME_BATTLE_COMBO_1_l, -1, 0)
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end
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elseif count <= 10 then
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if self.comboFxVisible1 then
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self.comboFxVisible1 = false
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@ -887,7 +892,11 @@ function BattleBaseUI:showCombo(count, side)
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self.comboTx1:setAnchoredPositionX(0)
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end
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self.comboTx2:setText(GConst.EMPTY_STRING, self.comboTxComp2)
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self.comboAnimator:Play(GConst.BattleConst.ANIMATOR_HASH_NAME_BATTLE_COMBO_2, -1, 0)
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if side == SIDE_ATK then
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self.comboAnimator:Play(GConst.BattleConst.ANIMATOR_HASH_NAME_BATTLE_COMBO_2, -1, 0)
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else
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self.comboAnimator:Play(GConst.BattleConst.ANIMATOR_HASH_NAME_BATTLE_COMBO_2_l, -1, 0)
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end
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else
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if not self.comboFxVisible1 then
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self.comboFxVisible1 = true
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@ -904,7 +913,11 @@ function BattleBaseUI:showCombo(count, side)
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self.comboBg1:setVisible(true)
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self.comboTx1:setText(GConst.EMPTY_STRING, self.comboTxComp1)
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self.comboTx2:setText(GConst.INT_TO_STRING[count], self.comboTxComp2)
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self.comboAnimator:Play(GConst.BattleConst.ANIMATOR_HASH_NAME_BATTLE_COMBO_3, -1, 0)
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if side == SIDE_ATK then
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self.comboAnimator:Play(GConst.BattleConst.ANIMATOR_HASH_NAME_BATTLE_COMBO_3, -1, 0)
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else
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self.comboAnimator:Play(GConst.BattleConst.ANIMATOR_HASH_NAME_BATTLE_COMBO_3_l, -1, 0)
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end
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end
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end
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@ -67,6 +67,7 @@ end
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function BattleUI:initComboNode()
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self.comboNode = self.uiMap["battle_ui.top_node.combo"]
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self.comboBg = self.uiMap["battle_ui.top_node.combo.bg"]
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self.comboBg1 = self.uiMap["battle_ui.top_node.combo.bg.bg_1"]
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self.comboTx1 = self.uiMap["battle_ui.top_node.combo.number.text.text_1"]
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self.comboTx2 = self.uiMap["battle_ui.top_node.combo.number.text.text_2"]
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@ -79,6 +79,7 @@ end
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function BattleUIPVP:initComboNode()
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self.comboNode = self.uiMap["battle_ui_pvp.battle_root.combo"]
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self.comboBg = self.uiMap["battle_ui_pvp.battle_root.combo.bg"]
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self.comboBg1 = self.uiMap["battle_ui_pvp.battle_root.combo.bg.bg_1"]
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self.comboTx1 = self.uiMap["battle_ui_pvp.battle_root.combo.number.text.text_1"]
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self.comboTx2 = self.uiMap["battle_ui_pvp.battle_root.combo.number.text.text_2"]
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