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resName: r_zjm_huodongicon-shijuezhen + extension: .png + resPathIndex: 43 + resAbNameIndex: 21 - resName: r_zjm_huodongicon-shouchong2 extension: .png resPathIndex: 43 @@ -7652,6 +7656,10 @@ MonoBehaviour: extension: .png resPathIndex: 43 resAbNameIndex: 21 + - resName: r_zjm_huodongicon-zhushengzhidian + extension: .png + resPathIndex: 43 + resAbNameIndex: 21 - resName: r_zjm_icon-baibaozai extension: .png resPathIndex: 43 diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/BattleLogic.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/BattleLogic.lua index 55b8c08afe..07f51ec900 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/BattleLogic.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/BattleLogic.lua @@ -185,6 +185,12 @@ function BattleLogic.TurnRound(debugTurn) CurCamp = (CurCamp + 1) % 2 end + -- 这里再检测一次战斗结束 + if CurRound > MaxRound then + return + end + + LogGreen(Language[10229]..CurCamp) -- BattleLogManager.Log( diff --git a/Assets/ManagedResources/~Lua/Modules/CompoundHero/view/CompoundHero_Compound.lua b/Assets/ManagedResources/~Lua/Modules/CompoundHero/view/CompoundHero_Compound.lua index eee4d49e2f..51c4f05b82 100644 --- a/Assets/ManagedResources/~Lua/Modules/CompoundHero/view/CompoundHero_Compound.lua +++ b/Assets/ManagedResources/~Lua/Modules/CompoundHero/view/CompoundHero_Compound.lua @@ -84,6 +84,7 @@ end function this.HeroCompoundBtnClick(_btn,_curIndex) curIndex = _curIndex this.SetBtnSelect(_btn) + curSelectHeroConfig = nil this.ShowCurrPosHeroCompound() end --显示当前阵营的英雄 @@ -270,6 +271,7 @@ function this.SetShowHeroListData(upStarConsumeMaterial,curHeroList,isFirstPos)- end return curList end + --升星选择祭品后刷新界面 function this.AutoSelectUpStarHeroList(_curUpStarData) local curUpStarData= _curUpStarData.upStarMaterialsData @@ -570,7 +572,7 @@ function this.GetAllHeroCompoundData(index) if curSelectHeroConfig and curSelectHeroConfig.config and curSelectHeroConfig.config.Id == curHeroCompoundData.config.Id then curSelectHeroConfig = curHeroCompoundData end - LogGreen("curHeroCompoundData.needNum "..curHeroCompoundData.needNum.." "..LengthOfTable(curHeroCompoundData.haveHeroList2)) + -- LogGreen("curHeroCompoundData.needNum "..curHeroCompoundData.needNum.." "..LengthOfTable(curHeroCompoundData.haveHeroList2)) table.insert(allCompoundHeroConFigData,curHeroCompoundData) end end diff --git a/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua b/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua index 097eb5383c..d0ca216018 100644 --- a/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua @@ -1523,27 +1523,27 @@ function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upSt heroSkillSingleHeroProVal, heroSkillLvProVal, heroSkillAllHeroProVal, heroSkillSpecialProVal = CalculateHeroPassiveSkillProAddVal(_type, curHeroData.dynamicId, _breakId, _upStarId) end - --if heroSkillSingleHeroProVal and LengthOfTable(heroSkillSingleHeroProVal) > 0 then + -- if heroSkillSingleHeroProVal and LengthOfTable(heroSkillSingleHeroProVal) > 0 then -- for i, v in pairs(heroSkillSingleHeroProVal) do -- if v > 0 then -- LogError("英雄被动技的单体属性加成 "..i.." "..v) -- end -- end - --end - --if heroSkillLvProVal and LengthOfTable(heroSkillLvProVal) > 0 then + -- end + -- if heroSkillLvProVal and LengthOfTable(heroSkillLvProVal) > 0 then -- for i, v in pairs(heroSkillLvProVal) do -- if v > 0 then -- LogError("英雄被动技的等极限值属性加成 "..i.." "..v) -- end -- end - --end - --if heroSkillAllHeroProVal and LengthOfTable(heroSkillAllHeroProVal) > 0 then + -- end + -- if heroSkillAllHeroProVal and LengthOfTable(heroSkillAllHeroProVal) > 0 then -- for i, v in pairs(heroSkillAllHeroProVal) do -- if v > 0 then -- LogError("英雄被动技的团体属性加成 "..i.." "..v) -- end -- end - --end + -- end --法宝的属性加成 falismanProAdd local falismanSingleHeroProVal, falismanLvProVal, falismanAllHeroProVal, falismanSpecialProVal = {}, {}, {}, {} if _type == 1 then @@ -2904,7 +2904,13 @@ function this.ByCompoundHeroGetAllHeros() local downSoryHeroList = {} for i, v in pairs(heroDatas) do if v.star == 4 or v.star == 5 or v.star == 3 then--四星 五星 才能加 3星 是狗粮 - v.isFormation = "" + if #v.formationList ~= 0 then + local text = "" + for index, value in ipairs(v.formationList) do + text = HeroManager.GetHeroFormationStr(index) + end + v.isFormation = text + end table.insert(upSortHeroList,v) table.insert(downSoryHeroList,v) end diff --git a/Assets/ManagedResources/~Lua/Modules/Recharge/View/GiftView.lua b/Assets/ManagedResources/~Lua/Modules/Recharge/View/GiftView.lua index da0ed079ed..be8951945c 100644 --- a/Assets/ManagedResources/~Lua/Modules/Recharge/View/GiftView.lua +++ b/Assets/ManagedResources/~Lua/Modules/Recharge/View/GiftView.lua @@ -323,7 +323,7 @@ end --根据数字位数计算艺术字体后面的文字位置 function GiftView:SetTextPos(num1) - local x = (string.len(tostring(num1))-1)*18 - 50 + local x = (string.len(tostring(num1))-1)*18 - 60 return x end