Merge branch '0功能/本周版本优化内容' of http://60.1.1.230/gaoxin/JL_Client into 0功能/本周版本优化内容
commit
01f81cf6c3
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@ -574,22 +574,22 @@ end
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function this.GetMonsterPros(id, lv, star)
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local proList = PokemonManager.GetSinglePokemonAddProDataByLvAndStar(id, lv, star)
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local allProVal = {}
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table.insert(allProVal, 1, lv) --等级
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table.insert(allProVal, 2, proList[HeroProType.Hp]) --生命
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table.insert(allProVal, 3, proList[HeroProType.Hp]) --最大生命
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table.insert(allProVal, 4, proList[HeroProType.Attack]) --攻击力
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table.insert(allProVal, 5, proList[HeroProType.PhysicalDefence]) --护甲
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table.insert(allProVal, 6, proList[HeroProType.MagicDefence]) --魔抗
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table.insert(allProVal, 7, proList[HeroProType.Speed]) --速度
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table.insert(allProVal, 8, proList[HeroProType.DamageBocusFactor]) --伤害加成系数(%)
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table.insert(allProVal, 9, proList[HeroProType.DamageReduceFactor]) --伤害减免系数(%)
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table.insert(allProVal, 10, proList[HeroProType.Hit]) --命中率(%)
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table.insert(allProVal, 11, proList[HeroProType.Dodge]) --闪避率(%)
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table.insert(allProVal, 12, proList[HeroProType.CritFactor]) --暴击率(%)
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table.insert(allProVal, 13, proList[HeroProType.CritDamageFactor]) --暴击伤害系数(%)
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table.insert(allProVal, 14, proList[HeroProType.AntiCritDamageFactor]) --抗暴率(%)
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table.insert(allProVal, 15, proList[HeroProType.TreatFacter]) --治疗加成系数(%)
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table.insert(allProVal, 16, proList[HeroProType.CureFacter]) --受到治疗系数(%)
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table.insert(allProVal, 1, lv or 0) --等级
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table.insert(allProVal, 2, proList[HeroProType.Hp] or 0) --生命
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table.insert(allProVal, 3, proList[HeroProType.Hp] or 0) --最大生命
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table.insert(allProVal, 4, proList[HeroProType.Attack] or 0) --攻击力
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table.insert(allProVal, 5, proList[HeroProType.PhysicalDefence] or 0) --护甲
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table.insert(allProVal, 6, proList[HeroProType.MagicDefence] or 0) --魔抗
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table.insert(allProVal, 7, proList[HeroProType.Speed] or 0) --速度
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table.insert(allProVal, 8, proList[HeroProType.DamageBocusFactor] or 0) --伤害加成系数(%)
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table.insert(allProVal, 9, proList[HeroProType.DamageReduceFactor] or 0) --伤害减免系数(%)
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table.insert(allProVal, 10, proList[HeroProType.Hit] or 1) --命中率(%) 默认为1
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table.insert(allProVal, 11, proList[HeroProType.Dodge] or 0) --闪避率(%)
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table.insert(allProVal, 12, proList[HeroProType.CritFactor] or 0) --暴击率(%)
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table.insert(allProVal, 13, proList[HeroProType.CritDamageFactor] or 0) --暴击伤害系数(%)
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table.insert(allProVal, 14, proList[HeroProType.AntiCritDamageFactor] or 0) --抗暴率(%)
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table.insert(allProVal, 15, proList[HeroProType.TreatFacter] or 1) --治疗加成系数(%) 默认为1
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table.insert(allProVal, 16, proList[HeroProType.CureFacter] or 1) --受到治疗系数(%)默认为1
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table.insert(allProVal, 17, 0) --异妖伤害加成系数(%)
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table.insert(allProVal, 18, 0) --异妖减伤率(%)
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table.insert(allProVal, 19, 0) --火系伤害减免系数(%)
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@ -622,7 +622,7 @@ function this.GetMonsterDataFromGroup(gId, camp)
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star = star
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}
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local pros = this.GetMonsterPros(id, level, star)
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mUnit.propertys = pros
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mUnit.property = pros
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local mSkill = ConfigManager.GetConfigDataByDoubleKey(ConfigName.SpiritAnimalSkill, "SpiritAnimalMatch", id, "StarMatch", star)
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mUnit.unitSkillIds = mSkill.Id
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list[i] = this.PokemonUnitAdapter(mUnit, camp)
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@ -274,7 +274,7 @@ end
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-- 打开,重新打开时回调
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function DynamicActivityPanel:OnShow()
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local activiytId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.DynamicAct)
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if not activiytId and activiytId <= 0 then
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if not activiytId or activiytId <= 0 then
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self:ClosePanel()
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end
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this.btnBack:SetActive(true)
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@ -97,6 +97,8 @@ function LingShouBaoGe:BindEvent()
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end
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function LingShouBaoGe:OnShow(_sortingOrder,_parent)
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local actId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.LingShouBaoGe)
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if not actId or actId <= 0 then return end
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parent = _parent
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sortingOrder = _sortingOrder
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this.gameObject:SetActive(true)
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@ -105,7 +107,6 @@ function LingShouBaoGe:OnShow(_sortingOrder,_parent)
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end
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function LingShouBaoGe:Refresh()
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LogYellow("shuaxing !!!!!!!!!!!!!!")
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ActData = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.LingShouBaoGe)
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activityId = ActData.activityId
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LSrewardData = ConfigManager.GetAllConfigsDataByKey(ConfigName.ActivityRewardConfig,"ActivityId",activityId)
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@ -99,6 +99,7 @@ function QianKunBox:OnShow(sortingOrder,_parent)
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Util.AddParticleSortLayer(self.effect, sortingOrder - orginLayer)
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orginLayer = sortingOrder
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activityId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.QianKunBox)
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if not activityId or activityId <= 0 then return end
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local array = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotterySetting,"ActivityId",activityId)
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singleRecruit = array[1]
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tenRecruit = array[2]
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@ -74,6 +74,7 @@ function ShengYiTianJiang:OnShow(_sortingOrder,_parent)
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end
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function ShengYiTianJiang:OnShowData()
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local activityId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.ShenYiTianJiang)
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if not activityId or activityId <= 0 then return end
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local activityConfig = ConfigManager.GetConfigData(ConfigName.GlobalActivity,activityId)
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rechargeConfigId = activityConfig.CanBuyRechargeId[1]
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allData = ConfigManager.GetConfigData(ConfigName.RechargeCommodityConfig,rechargeConfigId)
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@ -299,6 +299,7 @@ function TimeLimitedCall:OnShow(_sortingOrder,_parent)
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end
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activityId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.FindFairy)
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if not activityId or activityId <= 0 then return end
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LogBlue("限时招募 activityId:"..activityId)
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Util.GetGameObject(self.gameObject,activityType[activityId].bg):SetActive(true)
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Util.GetGameObject(self.gameObject,activityType[activityId].bg.."/Image (3)"):GetComponent("Image").sprite = Util.LoadSprite(activityType[activityId].title)
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@ -83,6 +83,8 @@ function XiangYaoDuoBao:BindEvent()
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end
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function XiangYaoDuoBao:OnShow(_sortingOrder,_parent)
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local actId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.XiangYaoDuoBao)
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if not actId or actId <= 0 then return end
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parent = _parent
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sortingOrder = _sortingOrder
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this.gameObject:SetActive(true)
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@ -124,6 +124,8 @@ end
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--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
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function XinJiangLaiXi:OnShow(_sortingOrder,_parent)
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local actId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.XinJiangLaiXi)
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if not actId or actId <= 0 then return end
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parent = _parent
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sortingOrder = _sortingOrder
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XinJiangLaiXi:Refresh()
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@ -204,6 +204,11 @@ function GuildInfoPopup:BindEvent()
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PopupTipPanel.ShowTip(Language[10917])
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return
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end
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Timer.New(function ()
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-- this.RefreshShow()
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this.OnTabChange(3)
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this.agreeRedpot:SetActive(false)
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end,0.3):Start()
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MyGuildManager.OperateApply(GUILD_APPLY_OPTYPE.ALL_AGREE)
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end)
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@ -205,6 +205,11 @@ end
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function RewardBoxPanel:OnBtnSureClick()
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if curId then
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local data = {itemData.id,curId,curNum}
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if curId <= 0 then
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-- body
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PopupTipPanel.ShowTip(Language[11796])
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return
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end
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if curNum <= 0 then
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PopupTipPanel.ShowTip("宝箱开启数量不能为0")
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return
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