| | |
| | | changeLayer = True
|
| | |
|
| | | # Def_Buff_Replace_New和Def_Buff_Recharge 均可走到此逻辑
|
| | | __BuffCanRemain(buffState, curBuff, i, resultTime, plusValueList, buffOwner)
|
| | | # 此处考虑下plusValue变强是否刷属性
|
| | | #DoAddBuffOver(curObj, curSkill, addBuff, tick)
|
| | | __BuffCanRemain(curObj, buffState, curBuff, i, resultTime, plusValueList, buffOwner)
|
| | |
|
| | | return changeLayer
|
| | | else:
|
| | | if buffReplaceType == ChConfig.Def_Buff_Recharge:
|
| | | # 充能型
|
| | | __BuffCanRemain(buffState, curBuff, i, resultTime, plusValueList, buffOwner)
|
| | | __BuffCanRemain(curObj, buffState, curBuff, i, resultTime, plusValueList, buffOwner)
|
| | | return
|
| | |
|
| | | processInterval = curBuff.GetProcessInterval()
|
| | |
| | | # @param tick 当前时间
|
| | | # @return None
|
| | | # @remarks 函数详细说明.
|
| | | def __BuffCanRemain(buffState, curBuff, buffIndex, resultTime, plusValueList, buffOwner):
|
| | | def __BuffCanRemain(curObj, buffState, curBuff, buffIndex, resultTime, plusValueList, buffOwner):
|
| | | if resultTime != -1:
|
| | | curBuff.SetRemainTime(resultTime)
|
| | | #重置buff总值
|
| | | __SetBuffValue(curBuff , plusValueList , buffOwner)
|
| | |
|
| | | buffState.Sync_RefreshBuff(buffIndex, curBuff.GetRemainTime())
|
| | | |
| | | |
| | | DoAddBuffOver(curObj, curBuff.GetSkill(), curBuff, buffOwner, GameWorld.GetGameWorld().GetTick()) |
| | | return
|
| | |
|
| | | #---------------------------------------------------------------------
|