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