| Main/System/Battle/BattleObject/BattleObject.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/Battle/BattleObject/HeroBattleObject.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/Battle/BattleObject/MinggeBattleObject.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/Define/BattleDmgInfo.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/Battle/Define/DamageType.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/TianziBillborad/TianziBillboradManager.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Main/System/Battle/BattleObject/BattleObject.cs
@@ -305,7 +305,7 @@ public abstract DeathRecordAction Hurt(BattleHurtParam battleHurtParam, SkillRecordAction _parentSkillAction = null); public abstract void OnDodgeBegin(); public abstract void OnDodgeBegin(DamageType damageType); public abstract void OnDodgeEnd(Action _complete = null); Main/System/Battle/BattleObject/HeroBattleObject.cs
@@ -349,9 +349,10 @@ // ============ 应用目标的血量和护盾变化 ============ ApplyHurtToTarget(battleHurtParam, isLastHit); // 这里 if (dmgInfo.IsType(DamageType.Dodge) /*&& !buffMgr.isControled[BattleConst.HardControlGroup]*/)//如果被控制了还闪避了 要看看服务器怎么处理了 if (dmgInfo.IsType(DamageType.Dodge) || dmgInfo.IsType(DamageType.CompletelyDodge))//如果被控制了还闪避了 要看看服务器怎么处理了 { if (isLastHit) { @@ -365,7 +366,7 @@ if (firstHit) { OnDodgeBegin(); OnDodgeBegin(dmgInfo.IsType(DamageType.Dodge) ? DamageType.Dodge : DamageType.CompletelyDodge); } } @@ -422,7 +423,7 @@ const float pingpongTime = 0.4f; // 闪避开始 public override void OnDodgeBegin() public override void OnDodgeBegin(DamageType damageType) { RectTransform rectTrans = heroRectTrans; var tween = rectTrans.DOAnchorPos(new Vector3(-30, 0, 0), pingpongTime) @@ -430,7 +431,9 @@ motionBase.ShowIllusionShadow(true); DamageNumConfig damageNumConfig = DamageNumConfig.Get((int)DamageType.Dodge); int damageTypeInt = damageType == DamageType.Dodge ? (int)damageType : BattleConst.CompletelyDodge; DamageNumConfig damageNumConfig = DamageNumConfig.Get(damageTypeInt); string dodgeStr = ((char)damageNumConfig.prefix).ToString(); Main/System/Battle/BattleObject/MinggeBattleObject.cs
@@ -158,7 +158,7 @@ return null; } public override void OnDodgeBegin() public override void OnDodgeBegin(DamageType damageType) { // 命格不需要闪避 } Main/System/Battle/BattleUtility.cs
@@ -115,7 +115,7 @@ string result = string.Empty; // 如果是闪避或免疫 则只显示对应文字,不显示数字 if (damage.IsType(DamageType.Dodge) || damage.IsType(DamageType.Immune)) if (damage.IsType(DamageType.Dodge) || damage.IsType(DamageType.Immune) || damage.IsType(DamageType.CompletelyDodge)) { result += (char)config.prefix; } Main/System/Battle/Define/BattleDmgInfo.cs
@@ -160,6 +160,10 @@ case ServerDamageType.Dodge: convertedAttackTypes |= (int)DamageType.Dodge; break; case ServerDamageType.CompletelyDodge: convertedAttackTypes |= (int)DamageType.CompletelyDodge; break; case ServerDamageType.DamageReverse: convertedAttackTypes |= (int)DamageType.Damage; Main/System/Battle/Define/DamageType.cs
@@ -39,6 +39,7 @@ BreakArmor = 32768,//破甲伤害 (2^15 序号15) Parry = 65536,//招架 (2^16 序号16) CompletelyDodge = 131072, } public enum DamageType @@ -83,6 +84,6 @@ Parry = 65536,//招架 (2^16 序号16) CompletelyDodge = 131072,//极限闪避 } Main/System/TianziBillborad/TianziBillboradManager.cs
@@ -74,7 +74,7 @@ if (info == null) return; //闪避和回血类不算伤害 if (info.IsType(DamageType.Dodge) || info.IsType(DamageType.Recovery)) if (info.IsType(DamageType.Dodge) || info.IsType(DamageType.Recovery) || info.IsType(DamageType.CompletelyDodge)) return; var damages = info.damageList; for (int i = 0; i < damages.Count; i++)