Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev
commit
0e15c3d812
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@ -754,6 +754,7 @@ function this.GetFakeBattleData(fakeId)
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battleData.enemyData[1].firstCamp = 1
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battleData.playerData.firstCamp = 0
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end
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battleData.enemyId=fakeId
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return battleData, fakeConfig.TimeSeed
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end
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@ -27,9 +27,9 @@ local SKIP_STATE = {
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}
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local UpdateBtnGMFunc = {
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[-1] = function()
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if not BattleManager.IsUnlockBattlePass() then
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return SKIP_STATE.LOCK, "25级或充值任意金额后解锁"
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end
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-- if not BattleManager.IsUnlockBattlePass() then
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-- return SKIP_STATE.LOCK, "25级或充值任意金额后解锁"
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-- end
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return SKIP_STATE.UNLOCK
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end,
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[BATTLE_TYPE.BACK]= function()
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@ -48,11 +48,26 @@ local UpdateBtnGMFunc = {
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-- return SKIP_STATE.NOUSE, "日常副本战斗无法跳过!"
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-- end,
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[BATTLE_TYPE.STORY_FIGHT] = function()
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if not BattleManager.IsUnlockBattlePass() then
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return SKIP_STATE.LOCK, "25级或充值任意金额后解锁"
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-- if not BattleManager.IsUnlockBattlePass() then
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-- return SKIP_STATE.LOCK, "25级或充值任意金额后解锁"
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-- end
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-- if FightPointPassManager.GetCurOpenFightIdIsBoss() then
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-- return SKIP_STATE.NOUSE, "首领关卡无法跳过!"
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-- end
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if this.curRound <= 3 then
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return SKIP_STATE.NOUSE, "跳过功能将在第三回合后解锁"
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end
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if FightPointPassManager.GetCurOpenFightIdIsBoss() then
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return SKIP_STATE.NOUSE, "首领关卡无法跳过!"
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return SKIP_STATE.UNLOCK
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end,
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[BATTLE_TYPE.DAILY_CHALLENGE] = function()
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-- if not BattleManager.IsUnlockBattlePass() then
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-- return SKIP_STATE.LOCK, "25级或充值任意金额后解锁"
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-- end
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-- if FightPointPassManager.GetCurOpenFightIdIsBoss() then
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-- return SKIP_STATE.NOUSE, "首领关卡无法跳过!"
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-- end
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if this.curRound <= 3 then
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return SKIP_STATE.NOUSE, "跳过功能将在第三回合后解锁"
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end
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return SKIP_STATE.UNLOCK
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end,
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@ -364,15 +379,21 @@ function this:InitOption()
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this.Option:SetActive(true)
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Util.GetGameObject(this.BtnTimeScale, "lock"):SetActive(not BattleManager.IsUnlockBattleSpeed())
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local state, tip = self:GetSkipState()
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this.jumpLock:SetActive(state == SKIP_STATE.LOCK)
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Util.SetColor(this.BtnJumpFight, state == SKIP_STATE.NOUSE and UIColor.DEEPGRAY or UIColor.WRITE)
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-- 设置跳过按钮的状态
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this.SetJumpBtnState()
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-- 初始化战斗时间,刷新前端显示
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BattleManager.InitTimeScale()
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this.SwitchTimeScale()
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end
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-- 设置跳过按钮的状态
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function this.SetJumpBtnState()
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local state, tip = this:GetSkipState()
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this.jumpLock:SetActive(state == SKIP_STATE.LOCK)
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Util.SetColor(this.BtnJumpFight, state == SKIP_STATE.NOUSE and UIColor.DEEPGRAY or UIColor.WRITE)
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end
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function this.SwitchTimeScale()
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local _scale = BattleManager.GetTimeScale()
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local child = this.BtnTimeScale.transform.childCount - 3 -- 3倍速时-2
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@ -717,6 +738,8 @@ function this.OnRoundChanged(round)
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end
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this.roundText.text = string.format(Language[10211], curRound, maxRound)
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-- 设置跳过按钮的状态
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this.SetJumpBtnState()
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end
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-- 角色轮转回调
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function this.RoleTurnChange(role)
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@ -666,7 +666,7 @@ function this.OnAddRole(data)
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if this.isBoss and data.position == 2 then
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isBoss = true
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end
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tbRole[data] = EnemyView.New(go, data, data.position, this, isBoss)
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tbRole[data] = EnemyView.New(go, data, data.position, this, isBoss,this.fightData.enemyId)
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end
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go.transform.localScale = Vector3.one
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go.transform.localPosition = Vector3.zero
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@ -6,11 +6,11 @@ function BattleUnit.New(go, role, position, root, isBoss)
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return o
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end
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function BattleUnit:ctor(go, role, position, root, isBoss)
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function BattleUnit:ctor(go, role, position, root, isBoss,enemyId)
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self._DelayFuncList = {}
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self._LoopFuncList = {}
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if self.onCreate then
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self:onCreate(go, role, position, root, isBoss)
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self:onCreate(go, role, position, root, isBoss,enemyId)
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end
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end
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@ -8,23 +8,23 @@ local reliveEffect1 = "fx_chongsheng_lianhua"
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local reliveEffect2 = "fx_chongsheng_lizhi"
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EnemyView = BattleUnit.New()
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function EnemyView.New(go, role, position, root, isBoss)
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function EnemyView.New(go, role, position, root, isBoss,enemysId)
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local o = BattleUnit.New(go, role, position, root)
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setmetatable(o, EnemyView)
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EnemyView.__index = EnemyView
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o:ctor(go, role, position, root, isBoss)
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o:ctor(go, role, position, root, isBoss,enemysId)
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return o
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end
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function EnemyView:onCreate(go, role, position, root, isBoss)
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function EnemyView:onCreate(go, role, position, root, isBoss,enemyId)
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self.spLoader = SpriteLoader.New()
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self.RootPanel = root
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self.GameObject = go
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self.role = role
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self.camp = role.camp
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self.isBoss = isBoss
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self.enemysId=enemyId --剧情id,用于处理剧情特殊显示
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-- 创建技能播放器
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self.castingEfectNode = self.RootPanel.enemySkillCast
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self.castingNameNode = Util.GetGameObject(self.castingEfectNode, "TongYong_Casting_Shang/DongHua/MingZi")
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@ -69,7 +69,10 @@ function EnemyView:onCreate(go, role, position, root, isBoss)
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self.nameText.text = SubString2(self.readingName,9)
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self.level.text = role:GetRoleData(RoleDataName.Level)
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self.elementImg.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(role.roleData.element))
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if self.enemysId and self.enemysId==1017 then
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Util.GetGameObject(go, "Name"):GetComponent("RectTransform").anchoredPosition=Vector3.New(20,-180,0)
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Util.GetGameObject(go, "Pro"):GetComponent("RectTransform").anchoredPosition=Vector3.New(-77,-180,0)
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end
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--
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self.RoleLiveGO = poolManager:LoadLive(self.livePath, go.transform.parent, Vector3.one, Vector3.zero)
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self.RoleLiveGOGraphic = self.RoleLiveGO:GetComponent("SkeletonGraphic")
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@ -576,6 +576,7 @@ function SkillCaster:RoleViewBullet(combat, target)
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if not bulletEffect or bulletEffect == "" or duration == 0 then return end
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local go = BattleManager.LoadAsset(bulletEffect, self.effectRoot:GetComponent("Canvas").sortingOrder)
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self:CheckRotate(go, combat.Orientation)
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go.transform:SetParent(self.effectRoot.transform)
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go.transform.localScale = Vector3.one
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go.transform.position = self.owner.GameObject.transform.position
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@ -223,6 +223,12 @@ function this.RefreshMyInfo()
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sortNumTabs[i] = Util.GetGameObject(this.myInfo, "sortNum/sortNum ("..i..")")
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sortNumTabs[i]:SetActive(false)
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end
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if not itemList2 then
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itemList2 = {}
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end
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for i = 1, #itemList2 do
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itemList2[i].gameObject:SetActive(false)
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end
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if myrank and myrank > 0 then
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if myrank < 4 then
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sortNumTabs[myrank]:SetActive(true)
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@ -231,13 +237,6 @@ function this.RefreshMyInfo()
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Util.GetGameObject(sortNumTabs[4], "rankNumberText"):GetComponent("Text").text = myrank
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end
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if not itemList2 then
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itemList2 = {}
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end
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for i = 1, #itemList2 do
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itemList2[i].gameObject:SetActive(false)
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end
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--获取奖励
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if curRankType == 3 then--竞技场
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for k,value in ConfigPairs(ConfigList[curRankType]) do
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@ -246,6 +246,17 @@ function this.GetManyItems(text)
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end)
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return
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end
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if text == "一键法宝之灵" then
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local config = (ConfigManager.TryGetAllConfigsDataByKey(ConfigName.ItemConfig,"ItemType",ItemType.talismanSoulChip))
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local cor = coroutine.start(function()
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for k,v in ipairs(config) do
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local str = "1#" .. v.Id .."#" .. 500
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NetManager.GMEvent(str)
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coroutine.wait(0.1)
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end
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end)
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return
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end
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if text and text ~= "" then
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local list = string.split(text, "|")
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local cor = coroutine.start(function()
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@ -58,9 +58,16 @@ function TailsManSouPanel:BindEvent()
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local s = function(data)
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local lis1 = {}
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for k,v in pairs(data) do
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table.insert(lis1,string.format("<color=#00FF00>%s+%s</color>",propertyConfig[k].Info,GetPropertyFormatStr(propertyConfig[k].Style,v)))
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table.insert(lis1,{str = string.format("<color=#00FF00>%s+%s</color>",propertyConfig[k].Info,GetPropertyFormatStr(propertyConfig[k].Style,v)),sort = propertyConfig[k].SortId})
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end
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return lis1
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table.sort(lis1,function(a,b)
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return a.sort < b.sort
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end)
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local list2 = {}
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for i = 1,#lis1 do
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table.insert(list2,lis1[i].str)
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end
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return list2
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end
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local data = {}
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local singData = {}
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@ -178,9 +178,9 @@ function TailsmanSoulMainPanel:GetProData()
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end
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local str = ""
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for i = 1,#curData do
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str = string.format("<color=#ecdfc8>%s:%s</color>",propertyConfig[curData[i][1]].Info,GetEquipPropertyFormatStr(propertyConfig[curData[i][1]].Style,curData[i][2]) )
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str = string.format("<color=#ecdfc8>%s:%s</color>",propertyConfig[curData[i][1]].Info,GetPropertyFormatStr(propertyConfig[curData[i][1]].Style,curData[i][2]) )
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if nextProData[curData[i][1]] then
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str = str..string.format("<color=#00FF00>(+%s)</color>",GetEquipPropertyFormatStr(propertyConfig[curData[i][1]].Style,nextProData[curData[i][1]] - curData[i][2]))
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str = str..string.format("<color=#00FF00>(+%s)</color>",GetPropertyFormatStr(propertyConfig[curData[i][1]].Style,nextProData[curData[i][1]] - curData[i][2]))
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end
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table.insert(proData,str)
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end
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