diff --git a/Assets/ManagedResources/~Lua/Modules/Formation/FormationManager.lua b/Assets/ManagedResources/~Lua/Modules/Formation/FormationManager.lua index f3cf4324f1..bfdae8fa28 100644 --- a/Assets/ManagedResources/~Lua/Modules/Formation/FormationManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Formation/FormationManager.lua @@ -310,6 +310,13 @@ function this.GetFormationPower(formationId) ThinkingAnalyticsManager.SetSuperProperties({ fighting_capacity = power2, }) + + -- 刷新后端战斗力 + if power2 > PlayerManager.maxForce then + Log("发送队伍战力改变 ~~~~~~~~~~~~~~ ") + NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)--targetTeamId + PlayerManager.maxForce = power2 + end -- 编队战斗力刷新 Game.GlobalEvent:DispatchEvent(GameEvent.Formation.OnFormationPowerChange, power2) return power2 @@ -348,24 +355,9 @@ function this.CheckFormationHasId(formationId, heroId) return has end - +-- 重新算一遍战斗力 function this.UserPowerChanged() - - local maxPower, targetTeamId = 0 - -- for _, teamInfo in pairs(this.formationList) do - -- if #teamInfo.teamHeroInfos > 0 then - local curFormationWarPower = this.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)--teamInfo.teamId - if curFormationWarPower > maxPower then - maxPower = curFormationWarPower - -- targetTeamId = teamInfo.teamId - end - -- end - -- end - if maxPower > PlayerManager.maxForce then - Log("发送队伍战力改变 ~~~~~~~~~~~~~~ ") - NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)--targetTeamId - PlayerManager.maxForce = maxPower - end + this.GetFormationPower(FormationTypeDef.FORMATION_NORMAL) end -- 获取相应编队的血量数据