| Main/System/Battle/BattleConst.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/Battle/BattleUtility.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/Battle/Skill/SkillBase.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/Battle/UIComp/BattleHeroInfoBar.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/Battle/UIComp/BattleTips.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Main/System/Battle/BattleConst.cs
@@ -30,6 +30,13 @@ public const int BattleTotalRecoverType = 100002; // 总治疗类型ID public const int BattleComboAttack = 100003; // 连击 public const int BattleCounterAttack = 100004; // 反击 public const int BattleChaseAttack = 100005; // 追击 public const int BattleStun = 100006; // 击晕 // 1000~10000之间的战斗层级 // 需要考虑根据UI 特效 战斗角色三方的层级关系 @@ -56,7 +63,7 @@ { get { return UnactiveHeroBackSortingOrder - 1; return UnactiveHeroBackSortingOrder - 1; } } @@ -157,7 +164,7 @@ { get { return ActiveHeroSortingOrder + 2; return ActiveHeroSortingOrder + 10; } } @@ -167,7 +174,7 @@ { get { return ActiveHeroFrontSortingOrder - 1; return ActiveHeroFrontSortingOrder - 5; } } Main/System/Battle/BattleUtility.cs
@@ -127,7 +127,7 @@ return result; } static string ConvertToArtFont(DamageNumConfig config, float _num) public static string ConvertToArtFont(DamageNumConfig config, float _num) { var stringBuild = new System.Text.StringBuilder(); Main/System/Battle/Skill/SkillBase.cs
@@ -84,6 +84,29 @@ TeamHero teamHero = caster.teamHero; EventBroadcast.Instance.Broadcast<string, SkillConfig, TeamHero>(EventName.BATTLE_CAST_SKILL, guid, skillConfig, teamHero); if (caster != null) { // 战斗类型 0-常规;1-连击;2-反击;3-追击;4-子技能;5-被动触发的 DamageNumConfig hintConfig = null; if (tagUseSkillAttack.BattleType == 1) { hintConfig = DamageNumConfig.Get(BattleConst.BattleComboAttack); } else if (tagUseSkillAttack.BattleType == 2) { hintConfig = DamageNumConfig.Get(BattleConst.BattleCounterAttack); } else if (tagUseSkillAttack.BattleType == 3) { hintConfig = DamageNumConfig.Get(BattleConst.BattleChaseAttack); } if (hintConfig != null) { caster.heroInfoBar.ShowTips(((char)hintConfig.prefix).ToString(), true); } } // 高亮所有本次技能相关的目标 HighLightAllTargets(); Main/System/Battle/UIComp/BattleHeroInfoBar.cs
@@ -20,7 +20,7 @@ [SerializeField] public List<BattleBuffCell> buffCells = new List<BattleBuffCell>(); protected List<string> messages = new List<string>(); protected List<KeyValuePair<string, bool>> messages = new List<KeyValuePair<string, bool>>(); public BasicHeroInfoContainer heroInfoContainer; @@ -80,9 +80,9 @@ } tipsList.Clear(); } public void ShowTips(string message) public void ShowTips(string message, bool useArtText = false) { messages.Add(message); messages.Add(new KeyValuePair<string, bool>(message, useArtText)); } public void SetActive(bool active) @@ -90,7 +90,7 @@ gameObject.SetActive(active); } public void PopUpTipsDirectly(string message) public void PopUpTipsDirectly(string message, bool useArtText = false) { GameObject prefab = textTips.gameObject; @@ -98,7 +98,7 @@ BattleTips tips = go.GetComponent<BattleTips>(); tips.SetText(message); tips.SetText(message, useArtText); tips.OnFinish = () => { @@ -168,10 +168,10 @@ if (messages.Count > 0 && timer >= PopUpInterval) { // 播放飘字 string message = messages[0]; KeyValuePair<string, bool> message = messages[0]; messages.RemoveAt(0); PopUpTipsDirectly(message); PopUpTipsDirectly(message.Key, message.Value); timer = 0f; } Main/System/Battle/UIComp/BattleTips.cs
@@ -14,14 +14,28 @@ public Text tipText; public Text artText; public Action OnFinish; public void SetText(string text) public void SetText(string text, bool useArtText = false) { tipText.text = text; rectTransform.anchoredPosition = Vector2.zero; timer = 0f; gameObject.SetActive(true); if (useArtText) { artText.text = text; tipText.gameObject.SetActive(false); artText.gameObject.SetActive(true); } else { tipText.text = text; artText.gameObject.SetActive(false); tipText.gameObject.SetActive(true); } }