少年修仙传客户端代码仓库
client_Hale
2018-09-03 017016e8b50a63d8e5a276e8827dc2bf2147e6b1
1827 NPC血量显示错误
16个文件已修改
52 ■■■■ 已修改文件
Fight/Actor/AI/SampleAI.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/HeroBehaviour.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/Skill/AttackHandler.cs 6 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/State/SMB/STM_BaseAttack.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/GameActor/GA_Hero.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/GameActor/GA_NpcClientFightBoss.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/GameActor/GA_NpcClientFightNorm.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/GameActor/GA_NpcFightBoss.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/GameActor/GA_NpcFightNorm.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/GameActor/GA_NpcSummonFight.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/GameActor/GA_Pet.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/GameActor/GA_Player.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/GameActor/GA_PlayerClient.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/GameActor/GA_PlayerXMZZ.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/GameActor/GActorFight.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/GameActor/GActorInfo.cs 18 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Actor/AI/SampleAI.cs
@@ -85,7 +85,7 @@
    protected bool SearchActor = false;
    private void OnHpChange(uint value)
    private void OnHpChange(ulong value)
    {
        SearchActor = true;
    }
Fight/Actor/HeroBehaviour.cs
@@ -806,7 +806,7 @@
                {
                    if (_target.ActorInfo.RealHp < _hurtValue)
                    {
                        _hurtValue = _target.ActorInfo.RealHp - 10;
                        _hurtValue = (uint)(_target.ActorInfo.RealHp - 10);
                    }
                }
Fight/Actor/Skill/AttackHandler.cs
@@ -150,7 +150,7 @@
                    if (_pencent > 0.4f)
                    {
                        target.ActorInfo.ReduceHp((uint)_realHurt);
                        PlayerDatas.Instance.FightRefreshPlayerHp(target.ActorInfo.Hp);
                        PlayerDatas.Instance.FightRefreshPlayerHp((uint)target.ActorInfo.Hp);
                    }
                }
                else if (target is GA_NpcClientFightBoss)
@@ -184,7 +184,7 @@
                    if (target.ServerInstID == PlayerDatas.Instance.baseData.PlayerID)
                    {
                        PlayerDatas.Instance.FightRefreshPlayerHp(target.ActorInfo.RealHp);
                        PlayerDatas.Instance.FightRefreshPlayerHp((uint)target.ActorInfo.RealHp);
                    }
                }
@@ -1133,7 +1133,7 @@
        public uint clientInstID;
        public byte AttackType;
        public uint HurtHP;
        public uint CurHP;
        public ulong CurHP;
        public uint CurHPEx;
    }
}
Fight/Actor/State/SMB/STM_BaseAttack.cs
@@ -356,7 +356,7 @@
                // 主角血量扣除的补充
                if (_target.ServerInstID == PlayerDatas.Instance.PlayerId)
                {
                    PlayerDatas.Instance.FightRefreshPlayerHp(_target.ActorInfo.SyncServerHp);
                    PlayerDatas.Instance.FightRefreshPlayerHp((uint)_target.ActorInfo.SyncServerHp);
                }
            }
Fight/GameActor/GA_Hero.cs
@@ -376,7 +376,7 @@
        }
    }
    public sealed override void RefreshLifeBar(uint value) { }
    public sealed override void RefreshLifeBar(ulong value) { }
    public override void RequestName()
    {
Fight/GameActor/GA_NpcClientFightBoss.cs
@@ -69,7 +69,7 @@
        }
    }
    public override void RefreshLifeBar(uint value)
    public override void RefreshLifeBar(ulong value)
    {
        if (s_HpRefresh != null)
        {
Fight/GameActor/GA_NpcClientFightNorm.cs
@@ -200,7 +200,7 @@
        m_LifeBar = LifeBar.RequireLifeBar(MP_Name, 0, CameraController.Instance.CameraObject);
    }
    public override void RefreshLifeBar(uint value)
    public override void RefreshLifeBar(ulong value)
    {
        if (m_LifeBar)
        {
Fight/GameActor/GA_NpcFightBoss.cs
@@ -76,7 +76,7 @@
        }
    }
    public override void RefreshLifeBar(uint value)
    public override void RefreshLifeBar(ulong value)
    {
        // 非选中状态下不刷新
        if (s_HpRefresh != null)
Fight/GameActor/GA_NpcFightNorm.cs
@@ -131,7 +131,7 @@
        m_LifeBar.Set(ActorInfo.RealHp, ActorInfo.RealMaxHp);
    }
    public override void RefreshLifeBar(uint value)
    public override void RefreshLifeBar(ulong value)
    {
        if (m_LifeBar)
        {
Fight/GameActor/GA_NpcSummonFight.cs
@@ -47,7 +47,7 @@
    public sealed override void RequestLifeBar() { }
    public sealed override void ReleaseLifeBar() { }
    public sealed override void RefreshLifeBar(uint value) { }
    public sealed override void RefreshLifeBar(ulong value) { }
    public sealed override void RequestName() { }
    public sealed override void ReleaseName() { }
Fight/GameActor/GA_Pet.cs
@@ -54,7 +54,7 @@
    public sealed override void RequestLifeBar() { }
    public sealed override void ReleaseLifeBar() { }
    public sealed override void RefreshLifeBar(uint value)
    public sealed override void RefreshLifeBar(ulong value)
    {
        //#if UNITY_EDITOR
        //        UnityEditor.EditorApplication.isPaused = true;
Fight/GameActor/GA_Player.cs
@@ -526,7 +526,7 @@
        base.SwitchYellowName(on);
    }
    public sealed override void RefreshLifeBar(uint value)
    public sealed override void RefreshLifeBar(ulong value)
    {
        GA_Hero _hero = PlayerDatas.Instance.hero;
        if (_hero != null && _hero.SelectTarget == this)
Fight/GameActor/GA_PlayerClient.cs
@@ -149,7 +149,7 @@
    {
    }
    public sealed override void RefreshLifeBar(uint value) { }
    public sealed override void RefreshLifeBar(ulong value) { }
    public sealed override void RequestName()
    {
Fight/GameActor/GA_PlayerXMZZ.cs
@@ -175,7 +175,7 @@
    {
    }
    public sealed override void RefreshLifeBar(uint value)
    public sealed override void RefreshLifeBar(ulong value)
    {
        GA_Hero _hero = PlayerDatas.Instance.hero;
        if (_hero != null && _hero.SelectTarget == this)
Fight/GameActor/GActorFight.cs
@@ -162,7 +162,7 @@
    public abstract bool CanAtked();
    public abstract bool CanAtkedRotate();
    public abstract void RefreshLifeBar(uint value);
    public abstract void RefreshLifeBar(ulong value);
    public void Die(uint killerServerInstID, int configID = 0)
    {
Fight/GameActor/GActorInfo.cs
@@ -10,9 +10,9 @@
    public class PropValEx
    {
        // 当前值
        public uint val;
        public ulong val;
        // 最大值
        public uint max;
        public ulong max;
        // 扩展值
        public uint valEx;
        // 最大值扩展值
@@ -50,14 +50,14 @@
    /// <summary>
    /// 血量改变事件
    /// </summary>
    public event UnityAction<uint> OnHpChange;
    public event UnityAction<ulong> OnHpChange;
    /// <summary>
    /// 血量
    /// </summary>
    private PropValEx pveHp = new PropValEx();
    private uint _synchp;
    public uint SyncServerHp
    private ulong _synchp;
    public ulong SyncServerHp
    {
        get { return _synchp; }
        set
@@ -84,7 +84,7 @@
        }
    }// 服务端血量Ex的校准值
    public uint Hp
    public ulong Hp
    {
        get
        {
@@ -109,7 +109,7 @@
        }
    }
    public uint MaxHp
    public ulong MaxHp
    {
        get
        {
@@ -134,7 +134,7 @@
        }
    }
    public uint RealHp
    public ulong RealHp
    {
        get
        {
@@ -142,7 +142,7 @@
        }
    }
    public uint RealMaxHp
    public ulong RealMaxHp
    {
        get
        {