神兵属性,神兵羁绊,神兵分解提交
parent
feaeb268f5
commit
12e2cecaa1
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@ -978,6 +978,7 @@ RedPointType = {
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TianShuMiJuan = 799, --天书秘卷红点
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TianShuPokemon_Fetter = 800,--灵兽羁绊
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Equip_Fetter = 805, --装备羁绊
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Weapon_Fetter = 806, --神兵羁绊
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--跨服天梯
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JumpServer_MainCity = 820,--主界面跨服天梯
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@ -50,6 +50,16 @@ function CheckListIsContainValue1(_list,_value)
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return false
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end
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function CheckListIsContainValue2(_list,_value)
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if _list and _value then
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for key, value in pairs(_list) do
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if value[1] ==_value then
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return true
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end
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end
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end
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return false
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end
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--适配
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function screenAdapte(go)
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@ -1136,6 +1136,7 @@ function this.GetItemListFromTempBag(drop, isSave)
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itemdata.frame = GetHeroQuantityImageByquality(itemConfig.Quantity)
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itemdata.icon = GetResourcePath(itemConfig.ResourceID)
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itemdata.num = 1
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GodWeaponManager.AddHandBook(itemdata.sId)
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table.insert(itemDataList, itemdata)
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end
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end
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@ -83,6 +83,10 @@ function this.SingleItemDataShow(_go,_itemData)
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NetManager.RequestMagicSoldierLocation(_itemData.dynamicId,upPos,function()
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GodWeaponManager.SetWeaponUpZhen(_itemData.dynamicId,upPos)
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local godWeaponData=GodWeaponManager.GetSingleWeaponData(_itemData.dynamicId)
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local newWarPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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--飘战力
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PokemonManager.PiaoWarPowerChange(oldWarPower,newWarPower)
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FormationManager.CheckHeroIdExist()
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Game.GlobalEvent:DispatchEvent(GameEvent.GodWeapon.RefreshGodWeaponInfoPanel,godWeaponData)
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parent:ClosePanel()
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end)
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@ -114,6 +118,11 @@ function this.SingleItemDataShow(_go,_itemData)
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GodWeaponManager.SetWeaponUpZhen(_itemData.dynamicId,upZhenIndex)
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Game.GlobalEvent:DispatchEvent(GameEvent.Pokemon.PokemonUpZhenRefresh)
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this:OnShow(parent,nil,upZhenIndex)
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local newWarPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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--飘战力
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PokemonManager.PiaoWarPowerChange(oldWarPower,newWarPower)
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FormationManager.CheckHeroIdExist()
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parent:ClosePanel()
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end)
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end
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end)
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@ -12,7 +12,7 @@ end
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function this.InitAllGodWeaponData(msg)
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LogError("#msg.infos============"..#msg.infos)
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--LogError("#msg.infos============"..#msg.infos)
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for i = 1, #msg.infos do
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local GodWeapon={}
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GodWeapon.Did=msg.infos[i].id
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@ -30,16 +30,27 @@ function this.InitAllGodWeaponData(msg)
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GodWeapon.config=shenBingConfig[staticId]
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allGodWeapons[GodWeapon.Did]=GodWeapon
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if pos~=0 then
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LogError("pos============================="..pos)
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--LogError("pos============================="..pos)
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godWeaponTeamInfo[pos]=GodWeapon
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end
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LogError("static=="..staticId)
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--LogError("static=="..staticId)
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end
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for i = 1, #msg.book do
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LogError("msg.book[i]====="..msg.book[i])
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--LogError("msg.book[i]====="..msg.book[i])
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handBook[msg.book[i]]=msg.book[i]
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end
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HeroPropManager.SetFuncPropDirty(Func_Prop_Type.Weapon)
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end
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function this.AddHandBook(id)
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handBook[id]=id
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end
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function this.GetAllHandData()
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return handBook
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end
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function this.GetAllWeapon()
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return allGodWeapons
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end
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@ -48,6 +59,30 @@ function this.GetAllTeamWeapon()
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return godWeaponTeamInfo
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end
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--移除多个灵兽数据
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function this.RemoveWeaponData(ids)
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if not ids then
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return
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end
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for i = 1,#ids do
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local id=ids[i]
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this.RemoveSingleWeaponData(id)
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end
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end
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--获取所有灵兽羁绊总和属性 (羁绊属性直接加在团队属性上)
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function this.GetAllWeaponFetterAddPros()
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return TianShuMiJuanManger.GetAllFetterAddProsBy(5)
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end
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--移除灵兽数据
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function this.RemoveSingleWeaponData(_did)
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if not _did then return end
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if allGodWeapons[_did] then
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allGodWeapons[_did] = nil
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end
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end
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function this.GetAllTeamWeaponId()
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local list={}
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for key, value in pairs(godWeaponTeamInfo) do
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@ -74,7 +109,7 @@ function this.InitSingleGodWeaponData(data)
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GodWeapon.config=shenBingConfig[staticId]
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allGodWeapons[GodWeapon.Did]=GodWeapon
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handBook[staticId]=staticId
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LogError("single static=="..staticId)
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--LogError("single static=="..staticId)
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end
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function this.GetSingleWeaponData(_id)
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@ -129,7 +164,7 @@ end
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function this.GetNoUpZhenWeapons()
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local list={}
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for i = 1, #allGodWeapons do
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LogError("allGodWeapons[i].point=="..allGodWeapons[i].point)
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--LogError("allGodWeapons[i].point=="..allGodWeapons[i].point)
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end
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for key, value in pairs(allGodWeapons) do
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@ -174,6 +209,7 @@ function this.SetWeaponUpZhen(id,pos)
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allGodWeapons[id].point=pos
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godWeaponTeamInfo[point1]=nil
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end
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HeroPropManager.SetFuncPropDirty(Func_Prop_Type.Weapon)
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end
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end
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@ -194,8 +230,10 @@ end
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--获取灵兽编队属性
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function this.GetPokemonFormationAddPro()
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local allPro = {}
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--LogError("获取神兵编对属性-----------------------")
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for key, value in pairs(godWeaponTeamInfo) do
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if key and allGodWeapons[value.Did] then
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--LogError("value.did=================="..value.Did)
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local curPokemonAddPro = this.GetSinglePokemonAddProData(value.Did)
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HeroManager.DoubleTableCompound(allPro, curPokemonAddPro)
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end
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@ -203,6 +241,19 @@ function this.GetPokemonFormationAddPro()
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return allPro
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end
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--获取神兵编队属性 在编队中的团队属性加成 除以英雄编队人数
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function this.GetWeaponFormationTeamAddPro(heroFormationNum)
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local allPro = this.GetPokemonFormationAddPro()
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-- local formationHeros = FormationManager.GetWuJinFormationHeroIds(formationIndex)
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-- local heroFormationNum = #formationHeros
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for key, value in pairs(allPro) do
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--LogError("key====="..key.." value=="..value/heroFormationNum)
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allPro[key] = math.floor(value/heroFormationNum)
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end
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return allPro
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end
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--获取单个神兵属性 (灵兽属性/编队人数 神兵属性会平分给上阵的所有神将)
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function this.GetSinglePokemonAddProData(_did,_star,_lv)--_star 传值的话就用此星级计算属性
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-- LogPink("_did 1 ".._did)
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@ -1904,9 +1904,15 @@ function this.GetAllHeroTeamAddProVal(teamHeroInfos,curteamHeroDid)
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--灵兽编队加成
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local pokemonFormationAllHeroProVal = PokemonManager.GetPokemonFormationTeamAddPro(heroAllNum)
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this.DoubleTableCompound(teamProVal, pokemonFormationAllHeroProVal)
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--神兵编队加成
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local weaponFormationAllHeroProVal = GodWeaponManager.GetWeaponFormationTeamAddPro(heroAllNum)
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this.DoubleTableCompound(teamProVal, weaponFormationAllHeroProVal)
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--灵兽羁绊加成
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local pokemonFetterAddPro = PokemonManager.GetAllPokemonFetterAddPros()
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this.DoubleTableCompound(teamProVal, pokemonFetterAddPro)
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--神兵羁绊加成
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local weaponFetterAddPro = GodWeaponManager.GetAllWeaponFetterAddPros()
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this.DoubleTableCompound(teamProVal, weaponFetterAddPro)
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--神将羁绊加成
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local heroFetterAddPro = TianShuMiJuanManger.GetAllFetterAddProsBy(1)
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this.DoubleTableCompound(teamProVal, heroFetterAddPro)
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@ -2035,10 +2041,25 @@ function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upSt
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end
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LogRed_Prop("灵兽加成")
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LogRedTable_Prop(pokemonFormationAllHeroProVal)
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--神兵 现在只在编队战力中计算 因为单个英雄可以上多个编队
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local weaponFormationAllHeroProVal = {}
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if formationId then
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local formation = FormationManager.GetFormationByID(formationId)
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local formationHeroNum = #formation.teamHeroInfos
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if formationHeroNum and formationHeroNum > 0 then
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weaponFormationAllHeroProVal = GodWeaponManager.GetWeaponFormationTeamAddPro(formationHeroNum)
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end
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end
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LogRed_Prop("神兵加成")
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LogRedTable_Prop(weaponFormationAllHeroProVal)
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--灵兽羁绊
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local pokemonFetterAddPro = PokemonManager.GetAllPokemonFetterAddPros()
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LogRed_Prop("灵兽羁绊 最终 加成 ")
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LogRedTable_Prop(pokemonFetterAddPro)
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--神兵羁绊
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local weaponFetterAddPro=GodWeaponManager.GetAllWeaponFetterAddPros()
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LogRed_Prop("神兵羁绊 最终 加成 ")
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LogRedTable_Prop(weaponFetterAddPro)
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--神将羁绊
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local heroFetterAddPro = TianShuMiJuanManger.GetAllFetterAddProsBy(1)
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LogRed_Prop("神将羁绊 最终 加成 ")
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@ -2087,9 +2108,11 @@ function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upSt
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this.DoubleTableCompound(allHeroProVal, heroSkillAllHeroProVal)
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this.DoubleTableCompound(allHeroProVal, teamAddPro)
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this.DoubleTableCompound(allHeroProVal, pokemonFetterAddPro)
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this.DoubleTableCompound(allHeroProVal, weaponFetterAddPro)
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this.DoubleTableCompound(allHeroProVal, heroFetterAddPro)
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this.DoubleTableCompound(allHeroProVal, hunyinFetterAddPro)
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this.DoubleTableCompound(allHeroProVal, pokemonFormationAllHeroProVal)
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this.DoubleTableCompound(allHeroProVal, weaponFormationAllHeroProVal)
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this.DoubleTableCompound(allHeroProVal, practiceAddPro)
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end
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--4公式特殊(减乘)所有属性加成
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@ -18,6 +18,8 @@ Func_Prop_Type = {
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TailsManSou = 15, -- 法宝之魂
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Incarnation = 16, --身外化身
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Gem = 17, --命格
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Weapon =18, --神兵
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WeaponFetter=19, --神兵羁绊
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}
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-- 计算需要缓存数据的方法
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@ -114,6 +116,24 @@ Func_Prop_Func = {
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local allPro = GemManager.GetAllAttri()
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return allPro
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end,
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--神兵属性加成
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[Func_Prop_Type.Weapon] = function()
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--LogError("计算神兵属性+++++++++++++++++++++++++++++")
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local allPro = GodWeaponManager.GetPokemonFormationAddPro()
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for key, value in pairs(allPro) do
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allPro[key] = value
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end
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return allPro
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end,
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--神兵羁绊属性加成
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[Func_Prop_Type.WeaponFetter] = function()
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--LogError("计算神兵羁绊+++++++++++++++++++++++++++++")
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local allPro = GodWeaponManager.GetAllWeaponFetterAddPros()
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for key, value in pairs(allPro) do
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allPro[key] = value
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end
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return allPro
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end,
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}
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@ -195,4 +215,23 @@ Func_Prop_Filter = {
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[Func_Prop_Type.Gem] = function(funcData, heroData)
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return funcData
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end,
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--神兵属性加成
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[Func_Prop_Type.Weapon] = function(funcData, heroData,formationId)
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local heroFormationNum = FormationManager.GetCurIndexForMationNum(formationId)
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if heroFormationNum <= 0 then
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return {}
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end
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local allPro = {}
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for key, value in pairs(funcData) do
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if value > 0 then
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allPro[key] = math.floor(value/heroFormationNum)
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end
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end
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return allPro
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end,
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--神兵羁绊属性加成
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[Func_Prop_Type.WeaponFetter] = function(funcData, heroData)
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return funcData
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end,
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}
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@ -277,9 +277,11 @@ function this.AllBookEnableResponse(func)
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end
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-- 设置脏数据
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HeroPropManager.SetFuncPropDirty(Func_Prop_Type.PokemonFetter)
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HeroPropManager.SetFuncPropDirty(Func_Prop_Type.WeaponFetter)
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HeroPropManager.SetFuncPropDirty(Func_Prop_Type.HeroFetter)
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HeroPropManager.SetFuncPropDirty(Func_Prop_Type.HunYinFetter)
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HeroPropManager.SetFuncPropDirty(Func_Prop_Type.EquipFetter)
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HeroPropManager.SetFuncPropDirty(Func_Prop_Type.WeaponFetter)
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end)
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end
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@ -5009,6 +5011,7 @@ function this.PokemonBookEnableRequest(id,func)
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msg:ParseFromString(data)
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--设置战斗力脏数据
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HeroPropManager.SetFuncPropDirty(Func_Prop_Type.PokemonFetter)
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HeroPropManager.SetFuncPropDirty(Func_Prop_Type.WeaponFetter)
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HeroPropManager.SetFuncPropDirty(Func_Prop_Type.HeroFetter)
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HeroPropManager.SetFuncPropDirty(Func_Prop_Type.HunYinFetter)
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HeroPropManager.SetFuncPropDirty(Func_Prop_Type.EquipFetter)
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@ -7199,6 +7202,7 @@ function NetManager.RequestMagicSoldierStrong(_id,_type,_num,_costIds,_func)
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GodWeaponManager.SetGodWeaponUpStarCost(_costIds)
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end
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if _func then
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HeroPropManager.SetFuncPropDirty(Func_Prop_Type.Weapon)
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_func(msg)
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end
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end)
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@ -53,8 +53,10 @@ function this:OnShow(_parent,...)
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local type=args[3]
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if type==1 then
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this.infoTxt.text=Language[11576]
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this.titleText.text=Language[11573]
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else
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this.infoTxt.text="确认要分解所选的神兵或神兵碎片?"
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this.titleText.text="确认分解"
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end
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LogError("#args[1]====="..#args[1])
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ResetItemView(this.root,this.root.transform,itemList,10,1,sortingOrder,false,args[1])
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@ -23,7 +23,7 @@ function this:InitComponent(gameObject)
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this.helpPos=this.helpBtn:GetComponent("RectTransform").localPosition
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--回溯按钮
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this.confirmBtn=Util.GetGameObject(gameObject,"Content/Resolve_GodWeapon/ConfirmBtn")
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Util.GetGameObject(gameObject,"Content/Resolve_GodWeapon/ConfirmBtn/Image"):GetComponent("Image").sprite=this.spLoader:LoadSprite("lingshou_fangshenganniu_zh")
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Util.GetGameObject(gameObject,"Content/Resolve_GodWeapon/ConfirmBtn/Image"):GetComponent("Image").sprite=this.spLoader:LoadSprite("h_xianji_fenjieanniu_zh")
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this.shopBtn=Util.GetGameObject(gameObject,"Content/Resolve_GodWeapon/shopBtn")
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this.selectText = Util.GetGameObject(gameObject,"Content/Resolve_GodWeapon/selectNumText"):GetComponent("Text")
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this.selectBtn = Util.GetGameObject(gameObject,"Content/Resolve_GodWeapon/btns/selectBtn")
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@ -110,21 +110,33 @@ function this:BindEvent()
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for key, value in pairs(selectHeroData) do
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--升级消耗
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table.insert(pokemonIds,key)
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local lvConfig=ConfigManager.GetConfigDataByDoubleKey(ConfigName.SpiritAnimalLevel,"Level",value.lv,"Quality",value.quality)
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local lvConfig=ConfigManager.GetConfigDataByDoubleKey(ConfigName.ShenBingLevel,"Level",value.lv,"Quality",value.quality)
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if lvConfig then
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local matrs=lvConfig.SumConsume
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if matrs then
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for i = 1, #matrs do
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local mat=matrs[i]
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table.insert(allMaterials,{mat[1],mat[2]})
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end
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for i = 1, #matrs do
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local mat=matrs[i]
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if CheckListIsContainValue2(allMaterials,mat[1]) then
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--allMaterials[mat[1]]=allMaterials[mat[1]]+mat[2]
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for key, value in pairs(allMaterials) do
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if value[1]==mat[1] then
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value[2]=value[2]+mat[2]
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end
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end
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else
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table.insert(allMaterials,{mat[1],mat[2]})
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end
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end
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end
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end
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--升星消耗
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local lingshouConfig=ConfigManager.GetConfigData(ConfigName.SpiritAnimal,value.id)
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local lingshouConfig=ConfigManager.GetConfigData(ConfigName.ShenBing,value.id)
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local haveNum=0
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if value.star>0 then
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local starConfig=ConfigManager.GetConfigDataByDoubleKey(ConfigName.SpiritAnimalStar,"Star",value.star,"Quality",value.quality)
|
||||
if value.star>=0 then
|
||||
LogError("value.star====="..value.star)
|
||||
local starConfig=ConfigManager.GetConfigDataByDoubleKey(ConfigName.ShenbingStar,"Star",value.star,"Quality",value.quality)
|
||||
if starConfig then
|
||||
haveNum=starConfig.SumItemNum
|
||||
local starMatrs=starConfig.SumConsume
|
||||
|
|
@ -136,12 +148,14 @@ function this:BindEvent()
|
|||
end
|
||||
end
|
||||
end
|
||||
--消耗本体数量,分解成碎片
|
||||
LogError("havenum==="..haveNum)
|
||||
allCoin=allCoin+starConfig.CoinReturn[2]
|
||||
end
|
||||
--消耗本体数量,分解成碎片
|
||||
allCoin=allCoin+lingshouConfig.CoinReturn[2]*(haveNum+1)
|
||||
|
||||
end
|
||||
--加上所有的分解币
|
||||
table.insert(allMaterials,{1205,allCoin})
|
||||
table.insert(allMaterials,{22302,allCoin})
|
||||
else--灵兽碎片
|
||||
local itemConfig=ConfigManager.GetConfigData(ConfigName.ItemConfig,selectChipId)
|
||||
if itemConfig then
|
||||
|
|
@ -162,10 +176,10 @@ function this:BindEvent()
|
|||
LogError("灵兽长度 "..#pokemonIds.."碎片id "..selectChipId.." num"..selectChipNum)
|
||||
|
||||
if isPokemon then
|
||||
NetManager.PokemonFreeRequest(pokemonIds,selectChipId,selectChipNum,function(msg)
|
||||
NetManager.RequestMagicSoldierSpilt(pokemonIds,function(msg)
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1)
|
||||
if pokemonIds and #pokemonIds>0 then
|
||||
PokemonManager.RemovePokemonData(pokemonIds)
|
||||
GodWeaponManager.RemoveWeaponData(pokemonIds)
|
||||
end
|
||||
selectChipId = 0
|
||||
oldChoosed = nil
|
||||
|
|
@ -181,9 +195,6 @@ function this:BindEvent()
|
|||
UIManager.OpenPanel(UIName.RewardItemPopup,drop)
|
||||
end)
|
||||
end
|
||||
|
||||
|
||||
|
||||
end,2)
|
||||
end)
|
||||
end
|
||||
|
|
|
|||
|
|
@ -25,7 +25,7 @@ local tabs = {
|
|||
-- },
|
||||
[5] = { --神兵
|
||||
default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002", select = "r_hero_xuanze_001",tabName = "神兵篇",
|
||||
rpType = RedPointType.Equip_Fetter,funcType = FUNCTION_OPEN_TYPE.COMPOUND,bg = "t_tianshumijuan_shengjiangditu",zi = "GodWeaponAtlas_handbook_title_zh",
|
||||
rpType = RedPointType.Weapon_Fetter,funcType = FUNCTION_OPEN_TYPE.POKEMON,bg = "t_tianshumijuan_shengjiangditu",zi = "GodWeaponAtlas_handbook_title_zh",
|
||||
},
|
||||
}
|
||||
local status = {
|
||||
|
|
|
|||
|
|
@ -24,6 +24,7 @@ function this.OnLevelChange()
|
|||
this.CheckFetterStatus(2)
|
||||
this.CheckFetterStatus(3)
|
||||
this.CheckFetterStatus(4)
|
||||
this.CheckFetterStatus(5)
|
||||
end
|
||||
|
||||
function this.CheckRedPointType(redType)
|
||||
|
|
@ -35,6 +36,8 @@ function this.CheckRedPointType(redType)
|
|||
return this.CheckRedPoint(3)
|
||||
elseif redType == RedPointType.Equip_Fetter then
|
||||
return this.CheckRedPoint(4)
|
||||
elseif redType == RedPointType.Weapon_Fetter then
|
||||
return this.CheckRedPoint(5)
|
||||
end
|
||||
end
|
||||
|
||||
|
|
@ -73,6 +76,7 @@ function this.UpdateFetterId(ids)
|
|||
this.CheckFetterStatus(2)
|
||||
this.CheckFetterStatus(3)
|
||||
this.CheckFetterStatus(4)
|
||||
this.CheckFetterStatus(5)
|
||||
end
|
||||
|
||||
--检测条件变化,判断羁绊是否可激活
|
||||
|
|
@ -94,6 +98,10 @@ function this.CheckFetterStatus(fetterType)
|
|||
local curPokemonSidList = EquipManager.GetHaveEquipDatas()
|
||||
this.GetAllPokemonFetterDatas(fetterType,curPokemonSidList)
|
||||
CheckRedPointStatus(RedPointType.Equip_Fetter)
|
||||
elseif fetterType ==5 then
|
||||
local curPokemonSidList = GodWeaponManager.GetAllHandData()
|
||||
this.GetAllPokemonFetterDatas(fetterType,curPokemonSidList)
|
||||
CheckRedPointStatus(RedPointType.Weapon_Fetter)
|
||||
end
|
||||
end
|
||||
|
||||
|
|
@ -101,6 +109,7 @@ end
|
|||
function this.GetAllPokemonFetterDatas(fetterType,curPokemonSidList)
|
||||
local SpiritAnimalBookList = {}
|
||||
for k,v in pairs(this.fetterData) do
|
||||
--LogError("fetterType=="..fetterType.." v.fettertype=="..v.fetterType)
|
||||
if v.fetterType == fetterType and v.enabled == -1 then
|
||||
if this.IsCompound(v.teamers,curPokemonSidList,v.fetterType) then
|
||||
v.enabled = 0
|
||||
|
|
@ -154,6 +163,7 @@ end
|
|||
--根据type获取羁绊数据
|
||||
function this.GetFetterDataByFetterType(fetterType)
|
||||
local data = {}
|
||||
--LogError("fetterType===="..fetterType)
|
||||
for k,v in pairs(this.fetterData) do
|
||||
if v.fetterType == fetterType and v.enabled ~= -2 then
|
||||
-- 神将篇判断神将是否加入版本,有一个不在版本内就不显示
|
||||
|
|
@ -170,6 +180,7 @@ function this.GetFetterDataByFetterType(fetterType)
|
|||
table.insert(data,v)
|
||||
end
|
||||
else
|
||||
--LogError("+++++++++++++++++++++++")
|
||||
table.insert(data,v)
|
||||
end
|
||||
end
|
||||
|
|
@ -227,6 +238,8 @@ function this.IsHaveItem(fetterType,id,num)
|
|||
data = PokemonManager.GetAllPokemonGetDatas()
|
||||
elseif fetterType == 4 then
|
||||
data = EquipManager.GetHaveEquipDatas()
|
||||
elseif fetterType ==5 then
|
||||
data = GodWeaponManager.GetAllHandData()
|
||||
end
|
||||
if fetterType == 4 then
|
||||
if data[id] and data[id] >= num then
|
||||
|
|
|
|||
Loading…
Reference in New Issue