0312 战锤区增加开光表现;点击锤子增加预存攻击等待到下一次可释放(优化玩家不好掌控点击时机);区分主战场和其他战场的加速倍率
5个文件已修改
84 ■■■■ 已修改文件
Main/Component/UI/Effect/UIEffectPlayer.cs 9 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Battle/BattleField/BattleField.cs 7 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Battle/BattleField/OperationAgent/HandModeOperationAgent.cs 15 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Battle/BattleField/StoryBattleField.cs 26 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/System/Main/MainWin.cs 27 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Component/UI/Effect/UIEffectPlayer.cs
@@ -49,4 +49,13 @@
        return effectPlayer;
    }
    public void SetEnabled(bool isEnable)
    {
        if (spineComp == null)
        {
            return;
        }
        spineComp.enabled = isEnable;
    }
}
Main/System/Battle/BattleField/BattleField.cs
@@ -121,7 +121,14 @@
        battleRootNode.SetBackground(ResManager.Instance.LoadAsset<Texture>("Texture/FullScreenBg", "mainui_img_277"));
        SetBattleStartState();
        if (MapID == 1)
        {
            SetSpeedRatio(BattleManager.Instance.speedGear[AutoFightModel.Instance.fightSpeed - 1]);
        }
        else
        {
        SetSpeedRatio(BattleManager.Instance.speedGear[BattleManager.Instance.speedIndex]);
        }
        SetRootNodePosition();
    }
Main/System/Battle/BattleField/OperationAgent/HandModeOperationAgent.cs
@@ -5,6 +5,7 @@
public class HandModeOperationAgent : IOperationAgent
{
    protected StoryBattleField storyBattleField;
    bool autoNext = false;    //预存玩家的下一次攻击,让下一次自动执行,因为玩家点的时机不一定是刚好的可攻击状态
    public HandModeOperationAgent(BattleField battleField) : base(battleField)
    {
@@ -14,14 +15,24 @@
    public override void Run()
    {
        base.Run();
        if (autoNext)
        {
            if (storyBattleField.RequestFight())
            {
                //直到成功为止
                autoNext = false;
            }
        }
    }
    //    通过主界面的按钮推动(调用)DoNext
    public override void DoNext()
    {
        base.DoNext();
        storyBattleField.RequestFight();
        if (!storyBattleField.RequestFight())
        {
            autoNext = true;
        }
    }
Main/System/Battle/BattleField/StoryBattleField.cs
@@ -179,17 +179,19 @@
    }
    //请求单次战斗
    public void RequestFight()
    //请求单次战斗, 返回是否成功操作(预判下一次是可以继续的状态)
    public bool RequestFight()
    {
        if (IsPause)
        {
            //外部控制 IsPause
            //还需考虑其他不可战斗状况,主线的BOSS战斗也是另外一个场景且不能切出来 等跳过或者结束
            return;
            return true;
        }
        if (BattleManager.Instance.isWaitServerStory)
            return;
        {
            return true;
        }
        //    当前没有在播放战斗录像
        if (!recordPlayer.IsPlaying())
@@ -209,7 +211,7 @@
                        dropList.Add(item.gridIndex);
                    }
                    EquipModel.Instance.NotifyItemDrop(dropList, null);
                    return;
                    return false;
                }
                //    检查一下锤子的消耗
@@ -217,8 +219,10 @@
                {
                    //多次防范
                    if (GetBattleMode() != BattleMode.Stop)
                    {
                        HaveRest();
                    return;
                    }
                    return true;
                }
                // 请求下一个战斗包 或者检查战斗是否结束
@@ -245,7 +249,7 @@
                else
                {
                    BattleDebug.LogError("unknown battle state");
                    return;
                    return true;
                }
@@ -258,14 +262,22 @@
                {
                    BattleManager.Instance.MainFightRequest(4);
                }
                return true;
            }
            else
            {
            }
        }
        else
        {
            if (!AutoFightModel.Instance.isAutoAttack)
            {
                BattleDebug.LogError("action doesnt finish, wait a moment please");
        }
    }
        return false;
    }
    
    protected override void SetRootNodePosition()
    {
Main/System/Main/MainWin.cs
@@ -24,9 +24,10 @@
    [SerializeField] Image fightHeroImg; //战斗显示英雄
    [SerializeField] ScaleTween fightHeroScale; //战斗显示英雄缩放
    [SerializeField] UIEffectPlayer fightEffect;
    [SerializeField] UIEffectPlayer openCloseAnim;
    [SerializeField] FillTween cdTween;
    public bool isFirstOpen = true; //首次打开
    public Text hammerText;
    protected override void InitComponent()
@@ -77,6 +78,7 @@
            return;
        }
        ClickAnimation(index);
        // 更新当前选中的标签索引
        functionOrder = index;
@@ -87,6 +89,27 @@
        OpenSubUIByTabIndex();
    }
    void ClickAnimation(int index)
    {
        if (isFirstOpen || (functionOrder != 0 && index == 0))
        {
            openCloseAnim.onComplete = () =>
            {
                openCloseAnim.SetEnabled(true);
            };
            openCloseAnim.PlayByArrIndex(1);
            isFirstOpen = false;
        }
        else if (functionOrder == 0 && index != 0)
        {
            openCloseAnim.onComplete = () =>
            {
                openCloseAnim.SetEnabled(true);
            };
            openCloseAnim.PlayByArrIndex(0);
        }
    }
    /// <summary>
@@ -224,6 +247,7 @@
        {
            //主城界面
            fightOtherWinBG.SetActive(false);
            fightOtherWinWarnImg.SetActive(false);
            fightBG.SetActive(true);
@@ -259,6 +283,7 @@
    }
    void RefreshFightIng(bool isfighting = false)
    {
        if (isfighting)