yyl
9 小时以前 93aba7a5b556606bf7a31ccc3c199d63f4fff28b
Main/System/Battle/BattleObject/BattleObject.cs
@@ -195,33 +195,33 @@
        }
    }
    public void ObjPropertyRefreshView(HB418_tagSCObjPropertyRefreshView vNetData)
    {
        // 天子的挑战拦截血条,不拦截怒气
        BattleObject boss = battleField.FindBoss();
        if (boss != null && battleField.MapID == 30020 && boss.ObjID == vNetData.ObjID && vNetData.RefreshType != (ushort)PlayerDataType.XP)
            return;
        switch ((PlayerDataType)vNetData.RefreshType)
        {
            case PlayerDataType.HP:
                long toHp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
                heroInfoBar.UpdateHP(teamHero.curHp, toHp, teamHero.maxHp, false);
                teamHero.curHp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
                break;
            case PlayerDataType.MaxHP:
                teamHero.maxHp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
                heroInfoBar.UpdateHP(teamHero.curHp, teamHero.curHp, teamHero.maxHp, false);
                break;
            case PlayerDataType.XP:
                long toXp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
                heroInfoBar.UpdateXP(teamHero.rage, toXp, 100);
                teamHero.rage = (int)GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
                break;
            default:
                Debug.LogError("BattleObject.ObjPropertyRefreshView 出现意外类型 " + vNetData.RefreshType.ToString());
                break;
        }
    }
    // public void ObjPropertyRefreshView(HB418_tagSCObjPropertyRefreshView vNetData)
    // {
    //     // 天子的挑战拦截血条,不拦截怒气
    //     BattleObject boss = battleField.FindBoss();
    //     if (boss != null && battleField.MapID == 30020 && boss.ObjID == vNetData.ObjID && vNetData.RefreshType != (ushort)PlayerDataType.XP)
    //         return;
    //     switch ((PlayerDataType)vNetData.RefreshType)
    //     {
    //         case PlayerDataType.HP:
    //             long toHp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
    //             heroInfoBar.UpdateHP(teamHero.curHp, toHp, teamHero.maxHp, false);
    //             teamHero.curHp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
    //             break;
    //         case PlayerDataType.MaxHP:
    //             teamHero.maxHp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
    //             heroInfoBar.UpdateHP(teamHero.curHp, teamHero.curHp, teamHero.maxHp, false);
    //             break;
    //         case PlayerDataType.XP:
    //             long toXp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
    //             heroInfoBar.UpdateXP(teamHero.rage, toXp, 100);
    //             teamHero.rage = (int)GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
    //             break;
    //         default:
    //             Debug.LogError("BattleObject.ObjPropertyRefreshView 出现意外类型 " + vNetData.RefreshType.ToString());
    //             break;
    //     }
    // }
    //  眩晕
    public bool IsStunned()
@@ -513,6 +513,62 @@
        heroInfoBar.SetSpeedRatio(ratio);
    }
    public void OnObjPropertyRefreshView(HB418_tagSCObjPropertyRefreshView vNetData)
    {
        // 天子的挑战拦截血条,不拦截怒气
        BattleObject boss = battleField.FindBoss();
        if (boss != null && battleField.MapID == 30020 && boss.ObjID == vNetData.ObjID && vNetData.RefreshType != (ushort)PlayerDataType.XP)
            return;
        // public uint ObjID;
        // public ushort RefreshType;    // 同0418刷新类型,如血量、怒气
        // public uint AttackTypes;    // 飘字类型汇总,支持多种类型并存,如无视防御且暴击同时被格挡,二进制或运算最终值;0-失败;1-普通;2-回血;5-格挡;6-无视防御;7-暴击;9-闪避
        // public uint Value;    // 更新值
        // public uint ValueEx;    // 更新值,如果是大数值的此值为整除亿部分
        // public byte DiffType;    // 变化类型,0-减少;1-增加
        // public uint DiffValue;    // 变化值
        // public uint DiffValueEx;    // 变化值,如果是大数值的此值为整除亿部分
        // public uint SkillID;    // 使用的技能表ID
        // public uint RelatedSkillID;    // 关联的技能ID,一般是主技能ID,非主技能额外触发的为0
        long diffValue = GeneralDefine.GetFactValue(vNetData.DiffValue, vNetData.DiffValueEx);
        diffValue *= vNetData.DiffType == 0 ? -1 : 1;
        long newValue = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
        switch ((PlayerDataType)vNetData.RefreshType)
        {
            case PlayerDataType.HP:
                long toHp = GeneralDefine.GetFactValue(vNetData.Value, vNetData.ValueEx);
                heroInfoBar.UpdateHP(teamHero.curHp, toHp, teamHero.maxHp, true);
                teamHero.curHp = newValue;
                break;
            case PlayerDataType.MaxHP:
                teamHero.maxHp = newValue;
                heroInfoBar.UpdateHP(teamHero.curHp, teamHero.curHp, teamHero.maxHp, true);
                break;
            case PlayerDataType.XP:
                long toXp = newValue;
                heroInfoBar.UpdateXP(teamHero.rage, toXp, 100);
                teamHero.rage = (int)newValue;
                string message = BattleUtility.DisplayDamageNum(diffValue, ((int)DamageType.RageUp));
                heroInfoBar.ShowTips(new BattleHeroInfoBar.TipsInfo()
                {
                    message = message,
                    useArtText = true,
                    followCharacter = true,
                    isRage = true
                });
                break;
            default:
                Debug.LogError("BattleObject.ObjPropertyRefreshView 出现意外类型 " + vNetData.RefreshType.ToString());
                break;
        }
    }
#if UNITY_EDITOR_STOP_USING
    public void EditorRevive()