Merge branch 'master_develop' of http://60.1.1.230/gaoxin/JL_Client into master_develop

dev_chengFeng
ZhangBiao 2020-08-27 13:59:21 +08:00
commit 1243629056
21 changed files with 18327 additions and 18379 deletions

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@ -2364,8 +2364,8 @@
[12363] = "即可<color=#C94943>激活30天月卡</color>",
[12364] = "是否消耗<color=#0BE102>%s</color>%s购买一次挑战次数",
[12365] = "天宫秘宝",
[12366] = "<color=#95523B>解锁秘宝可以领取额外专属奖励并直接获得200积分</color>",
[12367] = "<color=#60A22C>解锁高阶战令,激活进阶</color><color=#95523B>专属奖励+直升15级</color>",
[12366] = "<color=#95523B>解锁秘宝可以领取额外专属奖励并直接获得200积分</color>,<color=#CC4325>可获取1980妖晶邮件领取</color>",
[12367] = "<color=#60A22C>解锁高阶战令,激活进阶</color><color=#95523B>专属奖励+直升15级,</color><color=#CC4325>可获取1980妖晶邮件领取</color>",
[12368] = "等级购买成功",
[12369] = "购买%s级升至%s级",
[12370] = "升至%s级可立即解锁%s件奖励",

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@ -61,7 +61,7 @@ function ExpeditionMainPanel:InitComponent()
--self.mask = Util.GetGameObject(self.parent, "mask")
--self.mask:SetActive(false)
npc = NameManager.roleSex == ROLE_SEX.BOY and "live2d_npc_map" or "live2d_npc_map_nv"
local scale = NameManager.roleSex == ROLE_SEX.BOY and Vector3.one * 0.26 or Vector3.one * 0.26
local scale = NameManager.roleSex == ROLE_SEX.BOY and Vector3.one * 0.26 or Vector3.one * 0.16
self.liveNode = poolManager:LoadLive(npc, Util.GetTransform(self.parent, "playerLive"), scale, Vector3.zero)
SkeletonGraphic = self.liveNode:GetComponent("SkeletonGraphic")
if SkeletonGraphic then

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@ -133,7 +133,7 @@ end
--设置单个上阵英雄信息
function this.SetCardSingleData(o,monsterId, _pos)
o.transform.parent:GetComponent("Image").sprite=Util.LoadSprite("t_biandui.xuanzhongkuang")
o.transform.parent:GetComponent("Image").sprite=Util.LoadSprite("bd_xinkapaifan")
local heroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, monsterId.heroTid)
local bg=Util.GetGameObject(o,"Bg1"):GetComponent("Image")
local fg=Util.GetGameObject(o,"Bg2"):GetComponent("Image")

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@ -206,7 +206,7 @@ function this:OnOpen(_panelType,...)
panelType = _panelType
if panelType == FORMATION_TYPE.EXPEDITION then
for k,v in pairs(bgListGo) do
v:GetComponent("Image").sprite = Util.LoadSprite("t_biandui.xuanzhongkuang")
v:GetComponent("Image").sprite = Util.LoadSprite("bd_xinkapaifan")
this.line:GetComponent("RectTransform").sizeDelta = Vector2.New(294.2,439.48)
end
else

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@ -61,6 +61,11 @@ function GuildCarDelayLootRecordPopup:OnShow()
table.insert(allLootRecordData,v)
end
table.sort(allLootRecordData, function(a,b)
if (a and #a > 0) and (b and #b > 0) then
return a[1].time > b[1].time
end
end)
for i = 1, #recordPerList do
if allLootRecordData[i] and #allLootRecordData[i] > 0 then
Util.GetGameObject(recordPerList[i], "titleImage/titleImage/titleText"):GetComponent("Text").text = this.TimeStampToDateString(allLootRecordData[i][1].time,2)

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@ -2,6 +2,7 @@
local this = GuildSkillManager
local guildTechnology = ConfigManager.GetConfig(ConfigName.GuildTechnology)
local allGuildSkillData = {}--后端所有数据 根据 Profession 存 二维数组
this.UpdataHeroProList = {}
function this.Initialize()
allGuildSkillData = {}
for _, configInfo in ConfigPairs(guildTechnology) do
@ -46,7 +47,8 @@ function this.SetSkillDataLv(_Profession,_id,_lv)
allGuildSkillData[_Profession][_id].level = _lv
allGuildSkillData[_Profession][_id].config = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.GuildTechnology,"Profession",_Profession,"TechId",_id,"Level",_lv)
--更新英雄战力属性
HeroManager.UpdateHeroPowerProfession(_Profession)--也许会卡
-- HeroManager.UpdateHeroPowerProfession(_Profession)--也许会卡
this.UpdataHeroProList[_Profession] = _Profession
end
end
--重置一种类型的公会技能数据

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@ -104,6 +104,7 @@ end
--界面打开时调用(用于子类重写)
function GuildSkillUpLvPopup:OnOpen(_curIndex)
GuildSkillManager.UpdataHeroProList = {}
curIndex = _curIndex or 1
tabRedPotList = {}
end
@ -248,6 +249,8 @@ end
--界面关闭时调用(用于子类重写)
function GuildSkillUpLvPopup:OnClose()
tabRedPotList = {}
HeroManager.UpdateHeroPowerProfession()--也许会卡
GuildSkillManager.UpdataHeroProList = {}
end
--界面销毁时调用(用于子类重写)

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@ -776,10 +776,10 @@ function this.UpdateHeroPower()
v.warPower = this.CalculateHeroAllProValList(1, v.dynamicId, false)[HeroProType.WarPower]
end
end
function this.UpdateHeroPowerProfession(_Profession)
function this.UpdateHeroPowerProfession()
for _, v in pairs(heroDatas) do
if v.heroConfig.Profession == _Profession then
-- LogGreen("v.dynamicId "..v.dynamicId)
if GuildSkillManager.UpdataHeroProList[v.heroConfig.Profession] then
LogGreen("v.dynamicId "..v.dynamicId)
v.warPower = this.CalculateHeroAllProValList(1, v.dynamicId, false)[HeroProType.WarPower]
end
end

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@ -236,7 +236,7 @@ function this:InitComponent()
this.btnWaiDi = Util.GetGameObject(this.gameObject, "scene/layer4/btnWaiDi")
this.btnColorfulWorld = Util.GetGameObject(this.gameObject, "scene/layer6/btnColorfulWorld")
this.btnWaiDi:SetActive(false)
this.btnCompoundHero = Util.GetGameObject(this.gameObject, "scene/layer4/btnCompoundHero")
this.btnCompoundHero = Util.GetGameObject(this.gameObject, "scene/layer3/btnCompoundHero")
this.operateIcon = {
[FUNCTION_OPEN_TYPE.SHOP] = this:AddFuncItem(this.btnShangdian, 50),
@ -823,7 +823,7 @@ function this:BindEvent()
-- 巅峰
Util.AddClick(this.topMatchBtn, function()
JumpManager.GoJump(57001)
UIManager.OpenPanel(UIName.ArenaTopMatchPanel)
end)
this.BindRedPoint()
end
@ -1409,7 +1409,8 @@ function this.TimeFormat()
SetTopMatchActive(false)
elseif baseInfo.battleStage == TOP_MATCH_STAGE.CLOSE then
SetTopMatchActive(true)
local tempTime = baseInfo.endTime - PlayerManager.serverTime
local startTime = ArenaTopMatchManager.GetTopMatchTime()
local tempTime = startTime - PlayerManager.serverTime
this.topMatchTime.text = "距开始\n"..TimeToHMS(tempTime)
else
SetTopMatchActive(true)

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@ -132,8 +132,14 @@ function this.TabAdapter(tab, index, status)
Util.GetGameObject(tab,"Image"):GetComponent("Image").sprite = Util.LoadSprite(_TabData[index][status])
tabLab:GetComponent("Text").text = _TabData[index].name
tabLab:GetComponent("Text").color = _TabFontColor[status]
if _TabData[index].type ~= -1 and not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.SUNLONG) then
tab.gameObject:SetActive(false)
if _TabData[index].type ~= -1 then
if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.SUNLONG) and ActivityGiftManager.GetActivityOpenStatus( _TabData[index].type) then
tab.gameObject:SetActive(true)
else
tab.gameObject:SetActive(false)
end
else
tab.gameObject:SetActive(true)
end
end

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@ -364,14 +364,17 @@ function this.SetInfoShow(go,data,rankType,Value0)
goldExper:GetComponent("Text").text = Language[12382]
end
elseif rankType == RANK_TYPE.ARENA_RANK then
-- if data.personInfo.score and data.personInfo.score > 0 then
arenaScore:SetActive(true)
local str = ""
if Value0 then
Value0:GetComponent("Text").text = "<size=40%>"..data.personInfo.name .."</size>"
Util.GetGameObject(go,"arenaScore"):GetComponent("Text").text = Language[12241] .. data.personInfo.score
Value0:GetComponent("Text").text = "<size=40%>"..data.userName .."</size>"
end
if data.rankInfo.param1 and data.rankInfo.param1 > 0 then
str = Language[12241] .. data.rankInfo.param1--data.param1
else
Util.GetGameObject(go,"arenaScore"):GetComponent("Text").text = Language[12241] .. data.score
str = ""
end
Util.GetGameObject(go,"arenaScore"):GetComponent("Text").text = str
-- end
end
end

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@ -73,6 +73,7 @@ end
function this.OnShowData()
--获取穿戴宝物强化/精炼的最小等级
local minLv--最小等级
local maxlv --最大等级
for i = 1, #curHeroData.jewels do
local curEquipTreasureData = EquipTreasureManager.GetSingleEquipTreasreData(curHeroData.jewels[i])
if curTabIndex == 1 then
@ -83,6 +84,13 @@ function this.OnShowData()
else
minLv = curEquipTreasureData.lv
end
if maxlv then
if curEquipTreasureData.maxLv < maxlv then
maxlv = curEquipTreasureData.maxLv
end
else
maxlv = curEquipTreasureData.maxLv
end
this.hintInfo.text=Language[11799]
elseif curTabIndex == 2 then
if minLv then
@ -92,10 +100,18 @@ function this.OnShowData()
else
minLv = curEquipTreasureData.refineLv
end
if maxlv then
if curEquipTreasureData.maxRefineLv < maxlv then
maxlv = curEquipTreasureData.maxRefineLv
end
else
maxlv = curEquipTreasureData.maxRefineLv
end
this.hintInfo.text=Language[11800]
end
end
LogBlue("minLv:"..minLv)
LogBlue("maxlv:"..maxlv)
curJewelResonanceConfig = nil
nextJewelResonanceConfig = nil
local allCurTypeJewelResonanceConfig = ConfigManager.GetAllConfigsDataByKey(ConfigName.JewelResonanceConfig,"Type",curTabIndex)
@ -115,7 +131,7 @@ function this.OnShowData()
end
end
--获取下一级强化/精炼 大师等级数据
if allCurTypeJewelResonanceConfig[i].Level > minLv then
if allCurTypeJewelResonanceConfig[i].Level > minLv and allCurTypeJewelResonanceConfig[i].Level <= maxlv then
if curJewelResonanceConfig then
if nextJewelResonanceConfig==nil then
if allCurTypeJewelResonanceConfig[i].SortId == curJewelResonanceConfig.SortId+1 then
@ -152,9 +168,15 @@ function this.OnShowSingleEquipTreasure(go,equipTreasureDid)
Util.GetGameObject(go.transform,"progress"):GetComponent("Text").text = curEquipTreasureData.lv.."/"..nextJewelResonanceConfig.Level
Util.GetGameObject(go.transform,"equip/proBar"):GetComponent("Image").fillAmount = curEquipTreasureData.lv/nextJewelResonanceConfig.Level
else
Util.GetGameObject(go.transform,"progress"):GetComponent("Text").text = Language[11802]
Util.GetGameObject(go.transform,"btn/Text"):GetComponent("Text").text = Language[11089]
Util.GetGameObject(go.transform,"equip/proBar"):GetComponent("Image").fillAmount =1
if curEquipTreasureData.lv >= curEquipTreasureData.maxLv then
Util.GetGameObject(go.transform,"progress"):GetComponent("Text").text = Language[11802]
Util.GetGameObject(go.transform,"btn/Text"):GetComponent("Text").text = Language[11089]
Util.GetGameObject(go.transform,"equip/proBar"):GetComponent("Image").fillAmount =1
else
Util.GetGameObject(go.transform,"btn/Text"):GetComponent("Text").text = Language[11801]
Util.GetGameObject(go.transform,"progress"):GetComponent("Text").text = curEquipTreasureData.lv.."/"..curJewelResonanceConfig.Level
Util.GetGameObject(go.transform,"equip/proBar"):GetComponent("Image").fillAmount = curEquipTreasureData.lv/curJewelResonanceConfig.Level
end
end
--点击强化按钮
@ -175,8 +197,14 @@ function this.OnShowSingleEquipTreasure(go,equipTreasureDid)
Util.GetGameObject(go.transform,"progress"):GetComponent("Text").text = curEquipTreasureData.refineLv.."/"..nextJewelResonanceConfig.Level
Util.GetGameObject(go.transform,"equip/proBar"):GetComponent("Image").fillAmount = curEquipTreasureData.refineLv/nextJewelResonanceConfig.Level
else
if curEquipTreasureData.refineLv>=curEquipTreasureData.maxRefineLv then
Util.GetGameObject(go.transform,"progress"):GetComponent("Text").text = Language[11802]
Util.GetGameObject(go.transform,"btn/Text"):GetComponent("Text").text = Language[11089]
else
Util.GetGameObject(go.transform,"btn/Text"):GetComponent("Text").text = Language[11804]
Util.GetGameObject(go.transform,"progress"):GetComponent("Text").text = curEquipTreasureData.refineLv.."/"..curJewelResonanceConfig.Level
Util.GetGameObject(go.transform,"equip/proBar"):GetComponent("Image").fillAmount = curEquipTreasureData.refineLv/curJewelResonanceConfig.Level
end
end
--点击精炼按钮
Util.AddOnceClick(Util.GetGameObject(go.transform,"btn"), function()

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@ -131,8 +131,8 @@ function this.SetLive2dState(setData, isNeedLoad, resPath, live2dRoot, effectRoo
position = Vector3(setData.Position[1], setData.Position[2], 0)
if resPath == this.bitchRes then
position = position + Vector3.New(97, 272, 0)
scale = 1
position = Vector3.New(0, -250, 0)
scale = 0.5
end
-- 设置立绘最终大小位置