Main/Core/NetworkPackage/CustomServerPack/CustomHB426CombinePack.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Main/Manager/UIManager.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Main/System/Battle/BattleField/BattleField.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Main/System/Battle/BattleField/RecordActions/DeathRecordAction.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Main/System/Battle/BattleHUDWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Main/System/Battle/BattleManager.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/Motion/MotionBase.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
Main/System/Battle/RecordPlayer/RecordPlayer.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/DamageLine.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Main/Core/NetworkPackage/CustomServerPack/CustomHB426CombinePack.cs
@@ -63,7 +63,7 @@ temp += " pack type is " + pack.GetType().Name + "\n"; } } BattleDebug.LogError(temp); // BattleDebug.LogError(temp); } public void AddPack(GameNetPackBasic pack) Main/Manager/UIManager.cs
@@ -586,7 +586,7 @@ // 设置UI的排序顺序 ui.SetSortingOrder(sortingOrder); // 更新当前最高排序顺序 currentHighestSortingOrder += ui.uiLayer == UILayer.Static ? 55/*这里是角色+特效之上的层级*/ : 10; currentHighestSortingOrder += ui.uiLayer == UILayer.Static ? 155/*这里是角色+特效之上的层级*/ : 10; // Debug.Log(ui.uiName + " order is " + sortingOrder + " " + currentHighestSortingOrder); } Main/System/Battle/BattleField/BattleField.cs
@@ -478,16 +478,16 @@ int winFaction = (int)turnFightStateData["winFaction"]; //获胜阵营: 一般为1或者2,当玩家发起的战斗时,如果获胜阵营不等于1代表玩家失败了 if (winFaction == 1) { Debug.LogError(guid + " : 战斗胜利"); // 战斗胜利 } else { // 战斗失败 Debug.LogError(guid + " : 战斗失败"); } // if (winFaction == 1) // { // Debug.LogError(guid + " : 战斗胜利"); // // 战斗胜利 // } // else // { // // 战斗失败 // Debug.LogError(guid + " : 战斗失败"); // } IsBattleFinish = true; Main/System/Battle/BattleField/RecordActions/DeathRecordAction.cs
@@ -15,6 +15,11 @@ public override void Run() { if (isFinish) { return; } base.Run(); if (!isRunOnce) @@ -63,6 +68,23 @@ } } public override void ForceFinish() { isFinish = true; // 直接结束 foreach (var deadPack in deadPackList) { BattleObject deadObj = battleField.battleObjMgr.GetBattleObject((int)deadPack.ObjID); if (null != deadObj) { OnDeathAnimationEnd(deadObj); } } base.ForceFinish(); } private void OnDeathAnimationEnd(BattleObject deadObj) { // 只有主线掉落物品 Main/System/Battle/BattleHUDWin.cs
@@ -54,9 +54,9 @@ ClearContent(guid); } private void ClearContent(string guid) private void ClearContent(string guid, bool force = false) { if (battleField.guid == guid) if ((battleField != null && battleField.guid == guid) || force) { for (int i = damageContentList.Count - 1; i >= 0; i--) { @@ -105,9 +105,6 @@ private void OnDamageTaken(BattleDmgInfo damageInfo) { if (battleField.IsBattleEnd()) return; GameObject damageContent = damagePrefabPool.Request(); DamageContent content = damageContent.GetComponent<DamageContent>(); damageContent.transform.SetParent(damageNode, false); @@ -141,9 +138,8 @@ if (battleField != null) { battleField.OnBattlePause -= OnBattlePause; ClearContent(battleField.guid); } ClearContent(string.Empty, true); battleField = _battleField; battleField.OnBattlePause += OnBattlePause; } Main/System/Battle/BattleManager.cs
@@ -261,7 +261,7 @@ { str += " " + list[i].GetType().Name + "\n"; } BattleDebug.LogError(str); // BattleDebug.LogError(str); return list; } Main/System/Battle/BattleUtility.cs
@@ -102,12 +102,54 @@ var numChar = (char)GetDamageNumKey(config, basePowerStr[i]); if (numChar > 0) { result += numChar; result += numChar; } } return result; } public static string DisplayDamageNum(BattleDmg damage) { var config = DamageNumConfig.Get(damage.attackType); string result = string.Empty; // 如果是闪避 则只显示闪避两个字 if (damage.IsType(DamageType.Dodge)) { result += (char)config.prefix; } else { result = ConvertToArtFont(config, damage.damage); } return result; } static string ConvertToArtFont(DamageNumConfig config, float _num) { var stringBuild = new System.Text.StringBuilder(); if (0 != config.plus) stringBuild.Append((char)config.plus); if (0 != config.prefix) stringBuild.Append((char)config.prefix); var chars = UIHelper.ReplaceLargeArtNum(_num); for (var i = 0; i < chars.Length; i++) { int numChar = GetDamageNumKey(config, (int)chars[i]); if (numChar > 0) { stringBuild.Append((char)numChar); } } return stringBuild.ToString(); } public static int GetMainTargetPositionNum(BattleObject caster, List<HB427_tagSCUseSkill.tagSCUseSkillHurt> targetList, SkillConfig skillConfig) { int returnIndex = 0; Main/System/Battle/Define/BattleDmgInfo.cs
@@ -4,8 +4,14 @@ { public long damage; public int attackType; public bool IsType(DamageType damageType) { return (attackType & (int)damageType) == (int)damageType; } } public class BattleDmgInfo { Main/System/Battle/Motion/MotionBase.cs
@@ -224,6 +224,13 @@ updateLocalHandler = () => { if (skillBase.IsFinished()) { isPlaySkillAnimation = false; RemoveRunAction(updateLocalHandler); return; } float frame = (skillTrackEntry.TrackTime * skillTrackEntry.TimeScale * (float)BattleConst.skillMotionFps); if (currentTrackEntry != skillTrackEntry) Main/System/Battle/RecordPlayer/RecordPlayer.cs
@@ -17,6 +17,8 @@ private float speedRatio = 1.5f; private bool isForceFinish = false; public void Init(BattleField _battleField) { Release(); @@ -33,6 +35,11 @@ public void PlayRecord(RecordAction recordAction) { BattleDebug.LogError("Enqueue record action " + recordAction.GetType()); if (isForceFinish) { recordAction.ForceFinish(); return; } recordActionQueue.Enqueue(recordAction); } @@ -46,6 +53,12 @@ public void InsertRecord(RecordAction recordAction) { if (isForceFinish) { recordAction.ForceFinish(); return; } BattleDebug.LogError("Insert record action " + recordAction.GetType()); if (currentRecordAction != null) { @@ -65,6 +78,11 @@ public void ImmediatelyPlay(RecordAction recordAction) { if (isForceFinish) { recordAction.ForceFinish(); return; } immediatelyActionList.Add(recordAction); } @@ -159,28 +177,28 @@ } public void HaveRest() { while (IsPlaying()) { ForceFinish(); } ForceFinish(); } public void ForceFinish() { for (int i = 0; i < immediatelyActionList.Count; i++) isForceFinish = true; for (int i = immediatelyActionList.Count - 1; i >= 0; i--) { immediatelyActionList[i].ForceFinish(); var action = immediatelyActionList[i]; action.ForceFinish(); immediatelyActionList.Remove(action); } immediatelyActionList.Clear(); if (currentRecordAction != null) while (currentRecordAction != null) { currentRecordAction.ForceFinish(); var temp = currentRecordAction; currentRecordAction = null; temp.ForceFinish(); } currentRecordAction = null; while (recordActionQueue.Count > 0) { @@ -197,6 +215,7 @@ currentRecordAction = null; recordActionQueue.Clear(); immediatelyActionList.Clear(); isForceFinish = false; } public void SetSpeedRatio(float ratio) Main/System/Battle/Skill/SkillBase.cs
@@ -686,6 +686,7 @@ otherSkillAction.ForceFinish(); otherSkillAction = null; } HandleDead(); isFinished = true; moveFinished = true; isPlay = true; Main/System/Battle/UIComp/DamageLine.cs
@@ -24,6 +24,6 @@ public void SetDamage(BattleDmg damage) { damageTypeLabel.SetActive(false); damageValueLabel.text = BattleUtility.DisplayDamageNum(damage.damage, damage.attackType); damageValueLabel.text = BattleUtility.DisplayDamageNum(damage); } }