【战斗力】一旦战斗力改变就让后端重新计算战斗力
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237767eb29
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04a1196586
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@ -310,6 +310,13 @@ function this.GetFormationPower(formationId)
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ThinkingAnalyticsManager.SetSuperProperties({
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ThinkingAnalyticsManager.SetSuperProperties({
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fighting_capacity = power2,
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fighting_capacity = power2,
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})
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})
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-- 刷新后端战斗力
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if power2 > PlayerManager.maxForce then
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Log("发送队伍战力改变 ~~~~~~~~~~~~~~ ")
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NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)--targetTeamId
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PlayerManager.maxForce = power2
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end
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-- 编队战斗力刷新
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-- 编队战斗力刷新
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Game.GlobalEvent:DispatchEvent(GameEvent.Formation.OnFormationPowerChange, power2)
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Game.GlobalEvent:DispatchEvent(GameEvent.Formation.OnFormationPowerChange, power2)
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return power2
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return power2
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@ -348,24 +355,9 @@ function this.CheckFormationHasId(formationId, heroId)
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return has
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return has
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end
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end
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-- 重新算一遍战斗力
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function this.UserPowerChanged()
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function this.UserPowerChanged()
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this.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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local maxPower, targetTeamId = 0
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-- for _, teamInfo in pairs(this.formationList) do
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-- if #teamInfo.teamHeroInfos > 0 then
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local curFormationWarPower = this.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)--teamInfo.teamId
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if curFormationWarPower > maxPower then
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maxPower = curFormationWarPower
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-- targetTeamId = teamInfo.teamId
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end
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-- end
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-- end
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if maxPower > PlayerManager.maxForce then
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Log("发送队伍战力改变 ~~~~~~~~~~~~~~ ")
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NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)--targetTeamId
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PlayerManager.maxForce = maxPower
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end
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end
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end
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-- 获取相应编队的血量数据
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-- 获取相应编队的血量数据
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