diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua b/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua
index ad00846b42..46238437d5 100644
--- a/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua
@@ -754,6 +754,7 @@ function this.GetFakeBattleData(fakeId)
battleData.enemyData[1].firstCamp = 1
battleData.playerData.firstCamp = 0
end
+ battleData.enemyId=fakeId
return battleData, fakeConfig.TimeSeed
end
diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/BattlePanel.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/BattlePanel.lua
index 23aa5e5e5f..3d67d74fd4 100644
--- a/Assets/ManagedResources/~Lua/Modules/Battle/View/BattlePanel.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/BattlePanel.lua
@@ -27,9 +27,9 @@ local SKIP_STATE = {
}
local UpdateBtnGMFunc = {
[-1] = function()
- if not BattleManager.IsUnlockBattlePass() then
- return SKIP_STATE.LOCK, "25级或充值任意金额后解锁"
- end
+ -- if not BattleManager.IsUnlockBattlePass() then
+ -- return SKIP_STATE.LOCK, "25级或充值任意金额后解锁"
+ -- end
return SKIP_STATE.UNLOCK
end,
[BATTLE_TYPE.BACK]= function()
@@ -48,11 +48,26 @@ local UpdateBtnGMFunc = {
-- return SKIP_STATE.NOUSE, "日常副本战斗无法跳过!"
-- end,
[BATTLE_TYPE.STORY_FIGHT] = function()
- if not BattleManager.IsUnlockBattlePass() then
- return SKIP_STATE.LOCK, "25级或充值任意金额后解锁"
+ -- if not BattleManager.IsUnlockBattlePass() then
+ -- return SKIP_STATE.LOCK, "25级或充值任意金额后解锁"
+ -- end
+ -- if FightPointPassManager.GetCurOpenFightIdIsBoss() then
+ -- return SKIP_STATE.NOUSE, "首领关卡无法跳过!"
+ -- end
+ if this.curRound <= 3 then
+ return SKIP_STATE.NOUSE, "跳过功能将在第三回合后解锁"
end
- if FightPointPassManager.GetCurOpenFightIdIsBoss() then
- return SKIP_STATE.NOUSE, "首领关卡无法跳过!"
+ return SKIP_STATE.UNLOCK
+ end,
+ [BATTLE_TYPE.DAILY_CHALLENGE] = function()
+ -- if not BattleManager.IsUnlockBattlePass() then
+ -- return SKIP_STATE.LOCK, "25级或充值任意金额后解锁"
+ -- end
+ -- if FightPointPassManager.GetCurOpenFightIdIsBoss() then
+ -- return SKIP_STATE.NOUSE, "首领关卡无法跳过!"
+ -- end
+ if this.curRound <= 3 then
+ return SKIP_STATE.NOUSE, "跳过功能将在第三回合后解锁"
end
return SKIP_STATE.UNLOCK
end,
@@ -363,16 +378,22 @@ function this:InitOption()
this.Option:SetActive(true)
Util.GetGameObject(this.BtnTimeScale, "lock"):SetActive(not BattleManager.IsUnlockBattleSpeed())
-
- local state, tip = self:GetSkipState()
- this.jumpLock:SetActive(state == SKIP_STATE.LOCK)
- Util.SetColor(this.BtnJumpFight, state == SKIP_STATE.NOUSE and UIColor.DEEPGRAY or UIColor.WRITE)
+ -- 设置跳过按钮的状态
+ this.SetJumpBtnState()
-- 初始化战斗时间,刷新前端显示
BattleManager.InitTimeScale()
this.SwitchTimeScale()
end
+-- 设置跳过按钮的状态
+function this.SetJumpBtnState()
+ local state, tip = this:GetSkipState()
+ this.jumpLock:SetActive(state == SKIP_STATE.LOCK)
+ Util.SetColor(this.BtnJumpFight, state == SKIP_STATE.NOUSE and UIColor.DEEPGRAY or UIColor.WRITE)
+end
+
+
function this.SwitchTimeScale()
local _scale = BattleManager.GetTimeScale()
local child = this.BtnTimeScale.transform.childCount - 3 -- 3倍速时-2
@@ -717,6 +738,8 @@ function this.OnRoundChanged(round)
end
this.roundText.text = string.format(Language[10211], curRound, maxRound)
+ -- 设置跳过按钮的状态
+ this.SetJumpBtnState()
end
-- 角色轮转回调
function this.RoleTurnChange(role)
diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/BattleView.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/BattleView.lua
index c55c7944c7..f28e3bea2c 100644
--- a/Assets/ManagedResources/~Lua/Modules/Battle/View/BattleView.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/BattleView.lua
@@ -666,7 +666,7 @@ function this.OnAddRole(data)
if this.isBoss and data.position == 2 then
isBoss = true
end
- tbRole[data] = EnemyView.New(go, data, data.position, this, isBoss)
+ tbRole[data] = EnemyView.New(go, data, data.position, this, isBoss,this.fightData.enemyId)
end
go.transform.localScale = Vector3.one
go.transform.localPosition = Vector3.zero
diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/BattleUnit.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/BattleUnit.lua
index 980be8b4a1..d942d0ff7b 100644
--- a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/BattleUnit.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/BattleUnit.lua
@@ -6,11 +6,11 @@ function BattleUnit.New(go, role, position, root, isBoss)
return o
end
-function BattleUnit:ctor(go, role, position, root, isBoss)
+function BattleUnit:ctor(go, role, position, root, isBoss,enemyId)
self._DelayFuncList = {}
self._LoopFuncList = {}
if self.onCreate then
- self:onCreate(go, role, position, root, isBoss)
+ self:onCreate(go, role, position, root, isBoss,enemyId)
end
end
diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/EnemyView.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/EnemyView.lua
index 27ed58902c..3242b71337 100644
--- a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/EnemyView.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/EnemyView.lua
@@ -8,23 +8,23 @@ local reliveEffect1 = "fx_chongsheng_lianhua"
local reliveEffect2 = "fx_chongsheng_lizhi"
EnemyView = BattleUnit.New()
-function EnemyView.New(go, role, position, root, isBoss)
+function EnemyView.New(go, role, position, root, isBoss,enemysId)
local o = BattleUnit.New(go, role, position, root)
setmetatable(o, EnemyView)
EnemyView.__index = EnemyView
- o:ctor(go, role, position, root, isBoss)
+ o:ctor(go, role, position, root, isBoss,enemysId)
return o
end
-function EnemyView:onCreate(go, role, position, root, isBoss)
+function EnemyView:onCreate(go, role, position, root, isBoss,enemyId)
self.spLoader = SpriteLoader.New()
self.RootPanel = root
self.GameObject = go
self.role = role
self.camp = role.camp
self.isBoss = isBoss
-
+ self.enemysId=enemyId --剧情id,用于处理剧情特殊显示
-- 创建技能播放器
self.castingEfectNode = self.RootPanel.enemySkillCast
self.castingNameNode = Util.GetGameObject(self.castingEfectNode, "TongYong_Casting_Shang/DongHua/MingZi")
@@ -69,7 +69,10 @@ function EnemyView:onCreate(go, role, position, root, isBoss)
self.nameText.text = SubString2(self.readingName,9)
self.level.text = role:GetRoleData(RoleDataName.Level)
self.elementImg.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(role.roleData.element))
-
+ if self.enemysId and self.enemysId==1017 then
+ Util.GetGameObject(go, "Name"):GetComponent("RectTransform").anchoredPosition=Vector3.New(20,-180,0)
+ Util.GetGameObject(go, "Pro"):GetComponent("RectTransform").anchoredPosition=Vector3.New(-77,-180,0)
+ end
--
self.RoleLiveGO = poolManager:LoadLive(self.livePath, go.transform.parent, Vector3.one, Vector3.zero)
self.RoleLiveGOGraphic = self.RoleLiveGO:GetComponent("SkeletonGraphic")
diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/SkillCaster.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/SkillCaster.lua
index add78934de..0713573f27 100644
--- a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/SkillCaster.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/SkillCaster.lua
@@ -576,6 +576,7 @@ function SkillCaster:RoleViewBullet(combat, target)
if not bulletEffect or bulletEffect == "" or duration == 0 then return end
local go = BattleManager.LoadAsset(bulletEffect, self.effectRoot:GetComponent("Canvas").sortingOrder)
+ self:CheckRotate(go, combat.Orientation)
go.transform:SetParent(self.effectRoot.transform)
go.transform.localScale = Vector3.one
go.transform.position = self.owner.GameObject.transform.position
diff --git a/Assets/ManagedResources/~Lua/Modules/GeneralPanel/GeneralRankRewardPanel.lua b/Assets/ManagedResources/~Lua/Modules/GeneralPanel/GeneralRankRewardPanel.lua
index 6e374aaeb5..4c0adae007 100644
--- a/Assets/ManagedResources/~Lua/Modules/GeneralPanel/GeneralRankRewardPanel.lua
+++ b/Assets/ManagedResources/~Lua/Modules/GeneralPanel/GeneralRankRewardPanel.lua
@@ -223,6 +223,12 @@ function this.RefreshMyInfo()
sortNumTabs[i] = Util.GetGameObject(this.myInfo, "sortNum/sortNum ("..i..")")
sortNumTabs[i]:SetActive(false)
end
+ if not itemList2 then
+ itemList2 = {}
+ end
+ for i = 1, #itemList2 do
+ itemList2[i].gameObject:SetActive(false)
+ end
if myrank and myrank > 0 then
if myrank < 4 then
sortNumTabs[myrank]:SetActive(true)
@@ -231,13 +237,6 @@ function this.RefreshMyInfo()
Util.GetGameObject(sortNumTabs[4], "rankNumberText"):GetComponent("Text").text = myrank
end
- if not itemList2 then
- itemList2 = {}
- end
- for i = 1, #itemList2 do
- itemList2[i].gameObject:SetActive(false)
- end
-
--获取奖励
if curRankType == 3 then--竞技场
for k,value in ConfigPairs(ConfigList[curRankType]) do
diff --git a/Assets/ManagedResources/~Lua/Modules/Main/GMPanel.lua b/Assets/ManagedResources/~Lua/Modules/Main/GMPanel.lua
index f140600d4e..73f027c43c 100644
--- a/Assets/ManagedResources/~Lua/Modules/Main/GMPanel.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Main/GMPanel.lua
@@ -246,6 +246,17 @@ function this.GetManyItems(text)
end)
return
end
+ if text == "一键法宝之灵" then
+ local config = (ConfigManager.TryGetAllConfigsDataByKey(ConfigName.ItemConfig,"ItemType",ItemType.talismanSoulChip))
+ local cor = coroutine.start(function()
+ for k,v in ipairs(config) do
+ local str = "1#" .. v.Id .."#" .. 500
+ NetManager.GMEvent(str)
+ coroutine.wait(0.1)
+ end
+ end)
+ return
+ end
if text and text ~= "" then
local list = string.split(text, "|")
local cor = coroutine.start(function()
diff --git a/Assets/ManagedResources/~Lua/Modules/TailsManSoul/TailsManSouPanel.lua b/Assets/ManagedResources/~Lua/Modules/TailsManSoul/TailsManSouPanel.lua
index cc7ce38b45..84f14ab499 100644
--- a/Assets/ManagedResources/~Lua/Modules/TailsManSoul/TailsManSouPanel.lua
+++ b/Assets/ManagedResources/~Lua/Modules/TailsManSoul/TailsManSouPanel.lua
@@ -58,9 +58,16 @@ function TailsManSouPanel:BindEvent()
local s = function(data)
local lis1 = {}
for k,v in pairs(data) do
- table.insert(lis1,string.format("%s+%s",propertyConfig[k].Info,GetPropertyFormatStr(propertyConfig[k].Style,v)))
+ table.insert(lis1,{str = string.format("%s+%s",propertyConfig[k].Info,GetPropertyFormatStr(propertyConfig[k].Style,v)),sort = propertyConfig[k].SortId})
end
- return lis1
+ table.sort(lis1,function(a,b)
+ return a.sort < b.sort
+ end)
+ local list2 = {}
+ for i = 1,#lis1 do
+ table.insert(list2,lis1[i].str)
+ end
+ return list2
end
local data = {}
local singData = {}
diff --git a/Assets/ManagedResources/~Lua/Modules/TailsManSoul/TailsmanSoulMainPanel.lua b/Assets/ManagedResources/~Lua/Modules/TailsManSoul/TailsmanSoulMainPanel.lua
index 4f8f302cc5..42f222a333 100644
--- a/Assets/ManagedResources/~Lua/Modules/TailsManSoul/TailsmanSoulMainPanel.lua
+++ b/Assets/ManagedResources/~Lua/Modules/TailsManSoul/TailsmanSoulMainPanel.lua
@@ -178,9 +178,9 @@ function TailsmanSoulMainPanel:GetProData()
end
local str = ""
for i = 1,#curData do
- str = string.format("%s:%s",propertyConfig[curData[i][1]].Info,GetEquipPropertyFormatStr(propertyConfig[curData[i][1]].Style,curData[i][2]) )
+ str = string.format("%s:%s",propertyConfig[curData[i][1]].Info,GetPropertyFormatStr(propertyConfig[curData[i][1]].Style,curData[i][2]) )
if nextProData[curData[i][1]] then
- str = str..string.format("(+%s)",GetEquipPropertyFormatStr(propertyConfig[curData[i][1]].Style,nextProData[curData[i][1]] - curData[i][2]))
+ str = str..string.format("(+%s)",GetPropertyFormatStr(propertyConfig[curData[i][1]].Style,nextProData[curData[i][1]] - curData[i][2]))
end
table.insert(proData,str)
end