| Core/NetworkPackage/DTCFile/ServerPack/H06_PlayerVsNPC/DTC0614_tagUseSkillPos.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Core/NetworkPackage/DTCFile/ServerPack/HB4_Fight/DTCB401_tagMCSkillHurtList.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Fight/Actor/State/SMB/STM_BaseAttack.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Fight/Actor/Status/Status_Base.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Core/NetworkPackage/DTCFile/ServerPack/H06_PlayerVsNPC/DTC0614_tagUseSkillPos.cs
@@ -60,30 +60,44 @@ // 这里播放配置的技能特效 if (_skill.skillInfo.config.EffectName > 0) { if (_skill.warnPosList.Count > 1) bool _playEffect = true; if (vNetData.ObjID != PlayerDatas.Instance.PlayerId) { for (int i = 0; i < _skill.warnPosList.Count; ++i) if (!_attacker.ShowOrHide || SystemSetting.Instance.GetCurrentQualityLevel() == GameQuality.Low) { SFXPlayUtility.Instance.PlayBattleEffect(_skill.skillInfo.config.EffectName, _skill.warnPosList[i], Vector3.forward); _playEffect = false; } } else if (_playEffect) { if ((_skill.skillInfo.config.Tag % 10) == 0 || (_skill.skillInfo.config.Tag % 10) == 1 || _attacker is GActorNpcFight) if (_skill.warnPosList.Count > 1) { SFXPlayUtility.Instance.PlayBattleEffect(_skill.skillInfo.config.EffectName, _attacker); for (int i = 0; i < _skill.warnPosList.Count; ++i) { SFXPlayUtility.Instance.PlayBattleEffect(_skill.skillInfo.config.EffectName, _skill.warnPosList[i], Vector3.forward); } } else { Vector3 _pos = new Vector3((vNetData.PosX - GA_Hero.MapOffset.x) * .5f, _attacker.Pos.y, (vNetData.PosY - GA_Hero.MapOffset.z) * .5f); if ((_skill.skillInfo.config.Tag % 10) == 0 || (_skill.skillInfo.config.Tag % 10) == 1 || _attacker is GActorNpcFight) { SFXPlayUtility.Instance.PlayBattleEffect(_skill.skillInfo.config.EffectName, _attacker); } else { Vector3 _pos = new Vector3((vNetData.PosX - GA_Hero.MapOffset.x) * .5f, _attacker.Pos.y, (vNetData.PosY - GA_Hero.MapOffset.z) * .5f); Vector3 _dir = MathUtility.ForwardXZ(_pos, _attacker.Pos); Vector3 _dir = MathUtility.ForwardXZ(_pos, _attacker.Pos); SFXPlayUtility.Instance.PlayBattleEffect(_skill.skillInfo.config.EffectName, _pos, _dir); SFXPlayUtility.Instance.PlayBattleEffect(_skill.skillInfo.config.EffectName, _pos, _dir); } } } } Core/NetworkPackage/DTCFile/ServerPack/HB4_Fight/DTCB401_tagMCSkillHurtList.cs
@@ -43,7 +43,22 @@ if (_skill.skillInfo.config.EffectName != 0) { SFXPlayUtility.Instance.PlayBattleEffect(_skill.skillInfo.config.EffectName, _attacker); bool _playEffect = true; if (vNetData.ObjID != PlayerDatas.Instance.PlayerId) { if (!_attacker.ShowOrHide || SystemSetting.Instance.GetCurrentQualityLevel() == GameQuality.Low) { _playEffect = false; } } if (_playEffect) { SFXPlayUtility.Instance.PlayBattleEffect(_skill.skillInfo.config.EffectName, _attacker); } } GActorFight _cTarget = null; Fight/Actor/State/SMB/STM_BaseAttack.cs
@@ -927,6 +927,11 @@ { return; } if (SystemSetting.Instance.GetCurrentQualityLevel() == GameQuality.Low) { return; } } SFXController _controller = SFXPlayUtility.Instance.PlayBattleEffect(id, owner); Fight/Actor/Status/Status_Base.cs
@@ -41,10 +41,24 @@ SFXPlayUtility.Instance.Release(m_Effect); } m_Effect = SFXPlayUtility.Instance.PlayBattleEffect(m_SkillConfig.BuffEffectID, _target); if (m_Effect) bool _playEffect = true; if (h0605.ObjID != PlayerDatas.Instance.PlayerId) { m_Effect.m_OnFinished += OnEffectOver; if (!_target.ShowOrHide || SystemSetting.Instance.GetCurrentQualityLevel() == GameQuality.Low) { _playEffect = false; } } if (_playEffect) { m_Effect = SFXPlayUtility.Instance.PlayBattleEffect(m_SkillConfig.BuffEffectID, _target); if (m_Effect) { m_Effect.m_OnFinished += OnEffectOver; } } } }