| | |
| | | buffID = buff.GetBuffID()
|
| | | skillID = buff.GetSkillID()
|
| | | skillData = buff.GetSkillData()
|
| | | if skillData.GetLastTimeType() != ChConfig.BuffLastTimeType_BigTurn:
|
| | | lastType = skillData.GetLastTimeType()
|
| | | |
| | | if lastType not in [ChConfig.BuffLastTimeType_BigTurn, ChConfig.BuffLastTimeType_BigTurnLayer]:
|
| | | continue
|
| | | |
| | | if skillData.GetSkillType() in ChConfig.Def_LstBuff_List:
|
| | | #GameWorld.DebugLogEx(" 持续类buff由触发时机决定剩余时间! curID=%s,index=%s,skillID=%s,buffID=%s", curID, index, skillID, buffID)
|
| | | continue
|
| | | if skillData.GetSkillType() == ChConfig.Def_SkillType_Halo and buff.GetOwnerID() != curID:
|
| | | GameWorld.DebugLogEx(" 光环buff非光源不处理! curID=%s,index=%s,skillID=%s,buffID=%s", curID, index, skillID, buffID)
|
| | | continue
|
| | | remainTime = buff.GetRemainTime()
|
| | | if remainTime <= 0:
|
| | | continue
|
| | | remainTime -= 1
|
| | | GameWorld.DebugLogEx(" 更新buff回合: curID=%s,buffID=%s,skillID=%s,remainTime=%s", curID, buffID, skillID, remainTime)
|
| | | TurnBuff.SetBuffRemainTime(turnFight, batObj, buff, remainTime)
|
| | | |
| | | # 每大回合固定减1回合
|
| | | if lastType == ChConfig.BuffLastTimeType_BigTurn:
|
| | | remainTime = buff.GetRemainTime()
|
| | | if remainTime <= 0:
|
| | | continue
|
| | | remainTime -= 1
|
| | | GameWorld.DebugLogEx(" 更新buff回合: curID=%s,buffID=%s,skillID=%s,remainTime=%s", curID, buffID, skillID, remainTime)
|
| | | TurnBuff.SetBuffRemainTime(turnFight, batObj, buff, remainTime)
|
| | | |
| | | # 每大回合固定减1层
|
| | | elif skillData.GetLastTimeType() == ChConfig.BuffLastTimeType_BigTurnLayer:
|
| | | curLayer = buff.GetLayer()
|
| | | if curLayer <= 0:
|
| | | continue
|
| | | updLayer = curLayer - 1
|
| | | GameWorld.DebugLogEx(" 更新buff层级: curID=%s,buffID=%s,skillID=%s,updLayer=%s", curID, buffID, skillID, updLayer)
|
| | | TurnBuff.DoBuffLayerChange(turnFight, batObj, buff, updLayer)
|
| | | |
| | | return
|
| | |
|
| | | def RefreshObjBuffTime(turnFight, batObj):
|
| | |
| | | break
|
| | |
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, curBatObj, ChConfig.TriggerWay_HeroActionEnd)
|
| | | batObjMgr = BattleObj.GetBatObjMgr()
|
| | | for faction in [ChConfig.Def_FactionA, ChConfig.Def_FactionB]:
|
| | | batFaction = turnFight.getBatFaction(faction)
|
| | | for lineupNum in batFaction.lineupDict.keys():
|
| | | batLineup = batFaction.getBatlineup(lineupNum)
|
| | | for lineupObjID in batLineup.posObjIDDict.values():
|
| | | lineupObj = batObjMgr.getBatObj(lineupObjID)
|
| | | if not lineupObj.IsAlive():
|
| | | continue
|
| | | if lineupObj.GetFaction() != curBatObj.GetFaction():
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_EnemyAction, curBatObj)
|
| | | else:
|
| | | TurnPassive.OnTriggerPassiveEffect(turnFight, lineupObj, ChConfig.TriggerWay_FriendAction, curBatObj)
|
| | | return True
|
| | |
|
| | | def SetObjKilled(turnFight, gameObj, killer=None, useSkill=None):
|