战斗加速的逻辑

This commit is contained in:
chenxi 2023-04-20 23:08:28 +08:00
parent 2e657ff39d
commit c068622521

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@ -618,7 +618,6 @@ function BattleUnitComp:enterAssistingAttackState()
self.currAttackDuration = self:getAnimationDuration(attackName) self.currAttackDuration = self:getAnimationDuration(attackName)
self.currAttackKeyTime = self:getAnimationKeyFrameTime(attackName) self.currAttackKeyTime = self:getAnimationKeyFrameTime(attackName)
self:playAnimation(attackName, false, false) self:playAnimation(attackName, false, false)
self:attackAndSpeedUp()
self:initPosition() self:initPosition()
end end
@ -674,13 +673,13 @@ function BattleUnitComp:enterSkillAttackState()
local attackName local attackName
if self.normalSkillCount > 0 then if self.normalSkillCount > 0 then
attackName = skill:getRandomNormalAttackName() attackName = skill:getRandomNormalAttackName()
self:attackAndSpeedUp()
else else
attackName = skill:getSkillAttackName() attackName = skill:getSkillAttackName()
end end
self.currAttackDuration = self:getAnimationDuration(attackName) self.currAttackDuration = self:getAnimationDuration(attackName)
self.currAttackKeyTime = self:getAnimationKeyFrameTime(attackName) self.currAttackKeyTime = self:getAnimationKeyFrameTime(attackName)
self:playAnimation(attackName, false, false) self:playAnimation(attackName, false, false)
self:attackAndSpeedUp()
end end
end end
@ -834,7 +833,7 @@ function BattleUnitComp:doNextSkillAttack()
self.currAttackDuration = self:getAnimationDuration(attackName) self.currAttackDuration = self:getAnimationDuration(attackName)
self.currAttackKeyTime = self:getAnimationKeyFrameTime(attackName) self.currAttackKeyTime = self:getAnimationKeyFrameTime(attackName)
self:playAnimation(attackName, false, false) self:playAnimation(attackName, false, false)
self:attackAndSpeedUp() DataManager.BattleData:resetTimeSpeed()
end end
function BattleUnitComp:doNextNormalAttack() function BattleUnitComp:doNextNormalAttack()
@ -853,14 +852,19 @@ function BattleUnitComp:doNextAttack()
if self.normalSkillCount > 0 then if self.normalSkillCount > 0 then
local skill = self.unitEntity:getNormalSkill() local skill = self.unitEntity:getNormalSkill()
attackName = skill:getRandomNormalAttackName() attackName = skill:getRandomNormalAttackName()
if attackName then
self:attackAndSpeedUp()
end
elseif self.currActiveSkill then elseif self.currActiveSkill then
attackName = self.currActiveSkill:getSkillAttackName() attackName = self.currActiveSkill:getSkillAttackName()
if attackName then
DataManager.BattleData:resetTimeSpeed()
end
end end
if attackName then if attackName then
self.currAttackDuration = self:getAnimationDuration(attackName) self.currAttackDuration = self:getAnimationDuration(attackName)
self.currAttackKeyTime = self:getAnimationKeyFrameTime(attackName) self.currAttackKeyTime = self:getAnimationKeyFrameTime(attackName)
self:playAnimation(attackName, false, false) self:playAnimation(attackName, false, false)
self:attackAndSpeedUp()
else -- 归位 else -- 归位
self:moveBackToInitPosition() self:moveBackToInitPosition()
end end