| | |
| | |
|
| | | index = 0
|
| | | isPlayerTJG = (curObj.GetGameObjType() == IPY_GameWorld.gotPlayer and PlayerTJG.GetIsTJG(curObj))
|
| | | |
| | | skillIDListInDelBuff = [] # buff消失中需要处理添加buff,外层处理避免错乱
|
| | | |
| | | while index < buffState.GetBuffCount():
|
| | | curBuff = buffState.GetBuff( index )
|
| | | if not curBuff:
|
| | |
| | | buffState.DeleteBuffByIndex( index )
|
| | | SkillShell.ClearBuffEffectBySkillID(curObj, curSkill.GetSkillID(), ownerID, ownerType)
|
| | |
|
| | | addSkillID = curObj.GetDictByKey(ChConfig.Def_PlayerKey_SkillInDelBuff) |
| | | if addSkillID and addSkillID not in skillIDListInDelBuff:
|
| | | skillIDListInDelBuff.append(addSkillID)
|
| | | |
| | | OnSkillAfterBuffDisappear(curObj, skillIDListInDelBuff, tick)
|
| | | |
| | | #执行DoBuffDisApper中,标记的玩家处理要求
|
| | | __DoBuffDisApperByKey( curObj , tick )
|
| | |
|
| | | return isRefresh, delResult
|
| | |
|
| | |
|
| | | # DoBuffDisApper不能做Buff添加和删除逻辑!!!!!不然指针会错乱, 故在外层处理
|
| | | def OnSkillAfterBuffDisappear(curObj, skillIDListInDelBuff, tick):
|
| | | posX, posY = curObj.GetPosX(), curObj.GetPosY()
|
| | | for skillID in skillIDListInDelBuff:
|
| | | skillData = GameWorld.GetGameData().GetSkillBySkillID(skillID)
|
| | | if not skillData:
|
| | | continue
|
| | | |
| | | SkillShell.Trigger_UseSkill(curObj, curObj, skillData, tick, posX, posY)
|
| | | return
|
| | |
|
| | | #---------------------------------------------------------------------
|
| | | ## 执行buff消失触发逻辑
|
| | | # @param curObj 当前OBj
|