| | |
| | |
|
| | | # 优先处理afterLogic,可再预先汇总一些会触发被动的信息
|
| | | relatedSkillID = useSkill.GetSkillID()
|
| | | shieldBrokenList = [] # 记录盾破
|
| | | delBuffAfterEffList = [] # buff消失后要触发的被动,一般用于后置处理的逻辑
|
| | | afterLogicList = useSkill.GetAfterLogicList()
|
| | | for logicType, logicData in afterLogicList:
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| | | if logicType == ChConfig.AfterLogic_DelBuff:
|
| | | buffObjID, buff, tagObjID = logicData
|
| | | buffSkillData = buff.GetSkillData()
|
| | | buffSkillTypeID = buffSkillData.GetSkillTypeID()
|
| | | buffObjID, buff, tagObjID, afterTriggerData = logicData
|
| | | TurnBuff.DoBuffDelAfterLogicOver(turnFight, buffObjID, buff, useSkill)
|
| | | if SkillCommon.isDamageShieldSkill(buffSkillData):
|
| | | shieldBrokenList.append([buffObjID, tagObjID, buffSkillTypeID])
|
| | | if afterTriggerData:
|
| | | delBuffAfterEffList.append([buffObjID, buff, tagObjID, afterTriggerData])
|
| | |
|
| | | elif logicType == ChConfig.AfterLogic_AddBuff:
|
| | | batObj = logicData[0]
|
| | |
| | |
|
| | | # ========== 以下触发被动 ==========
|
| | |
|
| | | # 破盾时
|
| | | for buffObjID, tagObjID, buffSkillTypeID in shieldBrokenList:
|
| | | # buff消失后置处理的被动,优先处理,如破盾,区别于被动方式 ChConfig.TriggerWay_BuffDel(立即触发)
|
| | | for buffObjID, buff, tagObjID, afterTriggerData in delBuffAfterEffList:
|
| | | triggerWay, effInfoList = afterTriggerData
|
| | | buffObj = batObjMgr.getBatObj(buffObjID)
|
| | | tagObj = batObjMgr.getBatObj(tagObjID)
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, buffObj, ChConfig.TriggerWay_ShieldBroken, tagObj, connSkillTypeID=buffSkillTypeID)
|
| | | tagObj = batObjMgr.getBatObj(tagObjID) # 导致该buff消失的目标
|
| | | GameWorld.DebugLogEx("buff消失后置处理的被动: buffObjID=%s,tagObjID=%s,triggerWay=%s,%s", buffObjID, tagObjID, triggerWay, effInfoList)
|
| | | TurnPassive.OnTriggerPassiveEffList(turnFight, buffObj, triggerWay, tagObj, effInfoList, connSkill=useSkill, connBuff=buff)
|
| | |
|
| | | # 有击杀时
|
| | | for index, tagObj in enumerate(killObjList):
|
| | |
| | | shieldHurtValue -= decShieldValue # 承伤值
|
| | | if decShieldValue >= buffValue:
|
| | | GameWorld.DebugLogEx(" 删除盾: buffID=%s,剩余盾伤=%s", buffID, shieldHurtValue)
|
| | | TurnBuff.DoBuffDel(turnFight, defObj, buff, relatedSkill=curSkill, afterLogic=True, tagObj=atkObj)
|
| | | #盾破时buff会被删除,导致绑定在该buff上的被动效果同步被清除,后续就无法触发盾破后被动,固先取出来
|
| | | effInfoList = defObj.GetPassiveEffManager().GetPassiveEffByTrigger(ChConfig.TriggerWay_ShieldBroken, connSkillTypeID=buffSkillID)
|
| | | TurnBuff.DoBuffDel(turnFight, defObj, buff, relatedSkill=curSkill, afterLogic=True, tagObj=atkObj, afterTriggerData=[ChConfig.TriggerWay_ShieldBroken, effInfoList])
|
| | | else:
|
| | | updShieldValue = buffValue - decShieldValue
|
| | | GameWorld.DebugLogEx(" 更新盾: updShieldValue=%s,剩余盾伤=%s", updShieldValue, shieldHurtValue)
|