Merge branch 'master_xma_local' into master_xma_test

dev_chengFeng hotfix/xma/test/0.1.33
JieLing 2020-11-03 19:24:35 +08:00
commit 04e3f5adca
18 changed files with 883 additions and 74 deletions

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View File

@ -215,27 +215,30 @@ function BattleLogic.TurnRound(debugTurn)
-- 上一轮结束
BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoundEnd, CurRound)
end
CurRound = CurRound + 1
CurCamp = BattleLogic.FirstCamp -- 判断先手阵营
CurSkillPos[0] = 0
CurSkillPos[1] = 0
--
BattleLogManager.Log(
"Round Change",
"round", CurRound
)
-- 轮数变化
BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoundChange, CurRound)
-- 开始
BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoundStart, CurRound)
-- 检测一次灵兽技能
SkillManager.CheckMonsterSkill(function()
--轮数变化后延时0.2秒用于初始化监听回合数被动的初始化
BattleLogic.WaitForTrigger(0.2,function()
-- 进入新轮
BattleLogic.CheckBattleLogic()
CurRound = CurRound + 1
CurCamp = BattleLogic.FirstCamp -- 判断先手阵营
CurSkillPos[0] = 0
CurSkillPos[1] = 0
--
BattleLogManager.Log(
"Round Change",
"round", CurRound
)
-- 轮数变化
BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoundChange, CurRound)
-- 开始
BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoundStart, CurRound)
-- 检测一次灵兽技能
SkillManager.CheckMonsterSkill(function()
--轮数变化后延时0.2秒用于初始化监听回合数被动的初始化
BattleLogic.WaitForTrigger(0.2,function()
-- 进入新轮
BattleLogic.CheckBattleLogic()
end)
end)
end)
else

View File

@ -96,11 +96,15 @@ end
-- 检测是否需要等待灵兽技能
function this.CheckMonsterSkill(func)
this.MonsterCheckFunc = func
-- 判断是否可以向下执行
if not this.IsSkilling and (not this.MonsterSkillList or #this.MonsterSkillList == 0) then
--
if this.MonsterCheckFunc then
this.MonsterCheckFunc()
local func = this.MonsterCheckFunc
-- 置空方法放到回调之前,避免再会调中再次调用检测方法导致方法被删除
this.MonsterCheckFunc = nil
func()
end
this.MonsterCheckFunc = nil
end
end

View File

@ -42,7 +42,7 @@ function EnemyView:onCreate(go, role, position, root)
self.spAtkTime = RoleConfig[role.roleData.roleId].CastingSkills/1000
self.atkSoundTime = RoleConfig[role.roleData.roleId].CastingAudio/1000
self.attackSound = RoleConfig[role.roleData.roleId].sond
self.readingName = HeroConfig[role.roleData.roleId].readingName
self.readingName = HeroConfig[role.roleData.roleId].ReadingName
--
self.nameText.text = self.readingName

View File

@ -45,11 +45,11 @@ function PlayerView:onCreate(go, role, position, root)
self.spAtkTime = RoleConfig[role.roleData.roleId].CastingSkills/1000
self.atkSoundTime = RoleConfig[role.roleData.roleId].CastingAudio/1000
self.attackSound = RoleConfig[role.roleData.roleId].sond
self.readingName = HeroConfig[role.roleData.roleId].readingName
self.readingName = HeroConfig[role.roleData.roleId].ReadingName
self.nameText.text = self.readingName
self.level.text = role:GetRoleData(RoleDataName.Level)
self.sprite = Util.LoadSprite(GetProStrImageByProNum(role.roleData.element))
self.elementImg.sprite = Util.LoadSprite(GetProStrImageByProNum(role.roleData.element))
self.bg1.sprite = Util.LoadSprite(GetBattleHeroCardStarBg[role.roleData.star])
self.bg2.sprite = Util.LoadSprite(GetHeroCardStarFg[role.roleData.star])
local starGrid = Util.GetGameObject(go, "StarGrid")

View File

@ -177,7 +177,7 @@ function this.UpdateHeroUpStarData(_curUpStarData)
local go = needHeros[i + 1]
go:SetActive(true)
upStarConsumeMaterial[i]={}
upStarMaterialIsAll[i]=false
upStarMaterialIsAll[i]=2
local proImage = Util.GetGameObject(go.transform, "iconbg/proImage")
local iconDefault = Util.GetGameObject(go.transform,"iconDefault")
local icon = Util.GetGameObject(go.transform,"icon")

View File

@ -167,6 +167,10 @@ function PrivilegeManager.GetPrivilegeRemainValue(privilegeType)
local usedTimes = this.GetPrivilegeUsedTimes(privilegeType)
-- LogBlue(string.format("originalValue:%s, usedTimes:%s",tostring(originalValue),tostring(usedTimes)))
local remainNum = originalValue - usedTimes
-- 剩余次数不会小于0修正
if remainNum < 0 then
remainNum = 0
end
return remainNum
end

View File

@ -111,7 +111,7 @@ function PokemonSummonOneResultPanel:OnOpen(...)
if isFree then
this.itemNum3.gameObject:SetActive(false)
this.itemIcon3.gameObject:SetActive(false)
this.itemInfo3.text=Language[12399]
this.itemInfo3.text="免费召唤"
this.tipText.gameObject:SetActive(false)
else
this.itemNum3.gameObject:SetActive(true)

View File

@ -129,7 +129,7 @@ function PokemonSummonPanel:refreshBtnShow()
end
local d = RecruitManager.GetExpendData(type)
if isFree then
info.text=Language[11759]
info.text=" "..Language[11759]
else
itemId = d[1]
itemNum = d[2]

View File

@ -612,11 +612,13 @@ function GiftView:SetTipShow(tipRoot, data, buyType, DataTypeIndex)
local tip3 = Util.GetGameObject(tipRoot,"tip3")
local tip4 = Util.GetGameObject(tipRoot,"tip4")
local tip5 = Util.GetGameObject(tipRoot,"tip5")
local tip6 = Util.GetGameObject(tipRoot,"tip6")
tip1:SetActive(false)
tip2:SetActive(false)
tip3:SetActive(false)
tip4:SetActive(false)
tip5:SetActive(false)
tip6:SetActive(false)
if DataTypeIndex == DataType.Shop then
if data.id == 20091 then
tip1:SetActive(true)
@ -630,6 +632,8 @@ function GiftView:SetTipShow(tipRoot, data, buyType, DataTypeIndex)
tip4:SetActive(true)
elseif data.goodsId == 4003 then
tip5:SetActive(true)
elseif data.goodsId == 7105 then
tip6:SetActive(true)
end
end
end
@ -729,6 +733,8 @@ function GiftView:SpecialTime(t)
else
if _min>=1 then
return string.format(Language[11752], _min), _min
else
return "0分"
end
end
end

View File

@ -141,10 +141,15 @@ function this.InitPreData()
--判断品质
if itemConfig[a.Reward[1]].Quantity == itemConfig[b.Reward[1]].Quantity then
--判断类型
if itemConfig[a.Reward[1]].ItemType<itemConfig[b.Reward[1]].Quantity then
return a.Reward[1] > b.Reward[1]
if itemConfig[a.Reward[1]].ItemType==itemConfig[b.Reward[1]].ItemType then
--判断id
if a.Reward[1] == b.Reward[1] then
return a.Reward[2] < b.Reward[2]
else
return a.Reward[1] < b.Reward[1]
end
else
return a.Reward[1] < b.Reward[1]
return itemConfig[a.Reward[1]].ItemType<itemConfig[b.Reward[1]].ItemType
end
else
return itemConfig[a.Reward[1]].Quantity > itemConfig[b.Reward[1]].Quantity

View File

@ -370,7 +370,7 @@ end
-- 刷新商店物品列表排序
function this.SortItemList(shopType)
-- 试炼副本商店不按sort字段排序
-- if shopType == SHOP_TYPE.TRIAL_SHOP then return end--森罗商店上来就被🈲了,但是现在对森罗商店有了处理
-- if shopType == SHOP_TYPE.TRIAL_SHOP then return end--森罗商店上来就被了,但是现在对森罗商店有了处理
-- 排序
local shopData = nil
for _, v in ipairs(this.allShopData) do
@ -1152,4 +1152,19 @@ function this.CheckNoviceGiftData()
end
-- 检测商店物品
function this.CheckShopItemList(list)
local itemList = {}
for _, item in ipairs(list) do
local info = this.GetShopItemInfo(item.id)
if info.OpenLv and
info.OpenLv[1] and info.OpenLv[1] <= PlayerManager.level then
-- info.OpenLv[2] and info.OpenLv[2] >= PlayerManager.level then
table.insert(itemList, item)
end
end
return itemList
end
return this

View File

@ -402,7 +402,7 @@ function this:RefreshItemList(isTop)
-- 重置列表
self.RechargeScrollView.gameObject:SetActive(false)
self.ScrollView.gameObject:SetActive(true)
local itemlist = self.ShopData.storeItem
local itemlist = ShopManager.CheckShopItemList(self.ShopData.storeItem)
self.ScrollView:SetData(itemlist, function(index, shopItem)
local itemData = itemlist[index]
self:ShopItemAdapter(shopItem, itemData)