diff --git a/Assets/ManagedResources/Atlas/DynamicActivityAtlas/TongQiangTieBi.meta b/Assets/ManagedResources/Atlas/DyAct_TongQiangTieBi.meta similarity index 100% rename from Assets/ManagedResources/Atlas/DynamicActivityAtlas/TongQiangTieBi.meta rename to Assets/ManagedResources/Atlas/DyAct_TongQiangTieBi.meta diff --git a/Assets/ManagedResources/Atlas/DynamicActivityAtlas/LingShouBaoGe/l_lingshou_jinwu.png b/Assets/ManagedResources/Atlas/DyAct_TongQiangTieBi/l_lingshou_jinwu.png similarity index 100% rename from Assets/ManagedResources/Atlas/DynamicActivityAtlas/LingShouBaoGe/l_lingshou_jinwu.png rename to Assets/ManagedResources/Atlas/DyAct_TongQiangTieBi/l_lingshou_jinwu.png diff --git a/Assets/ManagedResources/Atlas/DynamicActivityAtlas/LingShouBaoGe/l_lingshou_jinwu.png.meta b/Assets/ManagedResources/Atlas/DyAct_TongQiangTieBi/l_lingshou_jinwu.png.meta similarity index 97% rename from Assets/ManagedResources/Atlas/DynamicActivityAtlas/LingShouBaoGe/l_lingshou_jinwu.png.meta rename to Assets/ManagedResources/Atlas/DyAct_TongQiangTieBi/l_lingshou_jinwu.png.meta index a304af739a..7732104f24 100644 --- a/Assets/ManagedResources/Atlas/DynamicActivityAtlas/LingShouBaoGe/l_lingshou_jinwu.png.meta +++ b/Assets/ManagedResources/Atlas/DyAct_TongQiangTieBi/l_lingshou_jinwu.png.meta @@ -80,7 +80,7 @@ TextureImporter: indices: edges: [] weights: [] - 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spritePackingTag: DynamicActivityAtlas + spritePackingTag: DyAct_TongQiangTieBi pSDRemoveMatte: 0 pSDShowRemoveMatteOption: 0 userData: diff --git a/Assets/ManagedResources/Atlas/DynamicActivityAtlas/TongQiangTieBi/t_tongqiangtiebi_icon1.png b/Assets/ManagedResources/Atlas/DyAct_TongQiangTieBi/t_tongqiangtiebi_icon1.png similarity index 100% rename from Assets/ManagedResources/Atlas/DynamicActivityAtlas/TongQiangTieBi/t_tongqiangtiebi_icon1.png rename to Assets/ManagedResources/Atlas/DyAct_TongQiangTieBi/t_tongqiangtiebi_icon1.png diff --git a/Assets/ManagedResources/Atlas/DynamicActivityAtlas/TongQiangTieBi/t_tongqiangtiebi_icon1.png.meta b/Assets/ManagedResources/Atlas/DyAct_TongQiangTieBi/t_tongqiangtiebi_icon1.png.meta similarity index 97% rename from Assets/ManagedResources/Atlas/DynamicActivityAtlas/TongQiangTieBi/t_tongqiangtiebi_icon1.png.meta rename to Assets/ManagedResources/Atlas/DyAct_TongQiangTieBi/t_tongqiangtiebi_icon1.png.meta index be8abf420c..6f48d8ece2 100644 --- a/Assets/ManagedResources/Atlas/DynamicActivityAtlas/TongQiangTieBi/t_tongqiangtiebi_icon1.png.meta +++ b/Assets/ManagedResources/Atlas/DyAct_TongQiangTieBi/t_tongqiangtiebi_icon1.png.meta @@ -80,7 +80,7 @@ TextureImporter: indices: edges: [] weights: [] - 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spritePackingTag: DynamicActivityAtlas + spritePackingTag: DyAct_TongQiangTieBi pSDRemoveMatte: 0 pSDShowRemoveMatteOption: 0 userData: diff --git a/Assets/ManagedResources/Atlas/DynamicActivityAtlas/TongQiangTieBi/t_tongqiangtiebi_zi.png b/Assets/ManagedResources/Atlas/DyAct_TongQiangTieBi/t_tongqiangtiebi_zi.png similarity index 100% rename from Assets/ManagedResources/Atlas/DynamicActivityAtlas/TongQiangTieBi/t_tongqiangtiebi_zi.png rename to Assets/ManagedResources/Atlas/DyAct_TongQiangTieBi/t_tongqiangtiebi_zi.png diff --git a/Assets/ManagedResources/Atlas/DynamicActivityAtlas/TongQiangTieBi/t_tongqiangtiebi_zi.png.meta b/Assets/ManagedResources/Atlas/DyAct_TongQiangTieBi/t_tongqiangtiebi_zi.png.meta similarity index 97% rename from Assets/ManagedResources/Atlas/DynamicActivityAtlas/TongQiangTieBi/t_tongqiangtiebi_zi.png.meta rename to Assets/ManagedResources/Atlas/DyAct_TongQiangTieBi/t_tongqiangtiebi_zi.png.meta index 2ea74d3b3e..c3fb64c7bf 100644 --- a/Assets/ManagedResources/Atlas/DynamicActivityAtlas/TongQiangTieBi/t_tongqiangtiebi_zi.png.meta +++ b/Assets/ManagedResources/Atlas/DyAct_TongQiangTieBi/t_tongqiangtiebi_zi.png.meta @@ -80,7 +80,7 @@ TextureImporter: indices: edges: [] weights: [] - spritePackingTag: DynamicActivityAtlas + spritePackingTag: DyAct_TongQiangTieBi pSDRemoveMatte: 0 pSDShowRemoveMatteOption: 0 userData: diff --git a/Assets/ManagedResources/~Lua/Common/functions.lua b/Assets/ManagedResources/~Lua/Common/functions.lua index 1be1e48d6b..dac8e61f71 100644 --- a/Assets/ManagedResources/~Lua/Common/functions.lua +++ b/Assets/ManagedResources/~Lua/Common/functions.lua @@ -1258,7 +1258,7 @@ function GetTimePass(timeValue) tab.sec = 0 local tab2 = os.date("*t", timeValue) - tab2.hour = 5 + tab2.hour = 0 tab2.min = 0 tab2.sec = 0 local timeStartSum = os.time(tab2) diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua b/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua index 3268a3a59e..0d66c526c1 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua @@ -187,6 +187,7 @@ function this.GetMonsterData(monsterId) skill = this.GetSkillData(monsterConfig.SkillList[1],monsterConfig.SkinId), superSkill = this.GetSkillData(monsterConfig.SkillList[2],monsterConfig.SkinId), element = monsterConfig.PropertyName, + job=HeroConfig[monsterConfig.MonsterId].Job, passivity = this.GetPassivityData(monsterConfig.PassiveSkillList), property = { monsterConfig.Level, @@ -290,6 +291,7 @@ function this.GetBattleServerData(msg, isFightPlayer) camp = 0, type = 1, quality = 0, + job=HeroConfig[rid].Job, element = HeroConfig[rid].PropertyName, professionId = HeroConfig[rid].Profession, passivity = { }, @@ -371,6 +373,7 @@ function this.GetBattleServerData(msg, isFightPlayer) position = position, star = star, skinId=skin, + job=HeroConfig[monsterConfig.MonsterId].Job, camp = 1, type = monsterConfig.Type, quality = monsterConfig.Quality, @@ -399,6 +402,7 @@ function this.GetBattleServerData(msg, isFightPlayer) position = position, star = star, skinId=skin, + job=HeroConfig[rid].Job, camp = 1, type = 1, quality = 0, @@ -544,6 +548,7 @@ function this.GetBattlePlayerData(fId) camp = 0, type = 1, quality = 0, + job=HeroConfig[heroData.id].Job, element = HeroConfig[heroData.id].PropertyName, professionId = heroData.profession, } @@ -844,6 +849,7 @@ function this.GetBattleSorting() if UIManager.IsOpen(UIName.GuideBattlePanel) then return GuideBattlePanel.sortingOrder end + return 0 end -- 判断是否是战斗测试 diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Effect.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Effect.lua index 354416f80e..79b2e2f3cd 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Effect.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Effect.lua @@ -2269,10 +2269,12 @@ local effectList = { -- a[属性],b[float] [118] = function(caster, target, args, interval, skill) local pro = args[1] - local f1 = args[2] - + local f1 = args[2] BattleLogic.WaitForTrigger(interval, function () - local damage = BattleUtil.ErrorCorrection(f1 * caster:GetRoleData(BattlePropList[pro])) + if (pro==12 or pro==13) and BattleUtil.CheckIsBoss(target) then + return + end + local damage = floor(BattleUtil.ErrorCorrection(f1 * caster:GetRoleData(BattlePropList[pro]))) BattleUtil.FinalDamage(skill, caster, target, damage, nil, 0, nil, true) end) end, @@ -2328,6 +2330,30 @@ local effectList = { end BattleUtil.SeckillHP(skill,caster,target,pro) end, + -- 造成目标[a]*[b]%的直接伤害(不会被分摊机制分摊) + -- a[属性],b[float] + [124] = function(caster, target, args, interval, skill) + local pro = args[1] + local f1 = args[2] + BattleLogic.WaitForTrigger(interval, function () + if (pro==12 or pro==13) and BattleUtil.CheckIsBoss(target) then + return + end + local damage = floor(BattleUtil.ErrorCorrection(f1 * target:GetRoleData(BattlePropList[pro]))) + BattleUtil.FinalDamage(skill, caster, target, damage, nil, 0, nil, true) + end) + end, + -- 目标[a]增加[b]%持续[c]回合,效果可叠加,[d]改变 + -- a[属性]b[float]c[int]d[改变类型] + [125] = function(caster, target, args, interval, skill) + local pro = args[1] + local f1 = args[2] + local i1 = args[3] + local ct = args[4] + BattleLogic.WaitForTrigger(interval, function () + target:AddBuff(Buff.Create(caster, BuffName.PropertyChange, i1, BattlePropList[pro], f1, ct)) + end) + end, } diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleDefine.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleDefine.lua index 6662ef4695..009d49625b 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleDefine.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Misc/BattleDefine.lua @@ -177,6 +177,8 @@ BuffName = { Immune = "Immune", NoDead = "NoDead", Curse = "Curse", + KylinMark = "KylinMark", + Exile = "Exile", } DotType = { diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Monster/MonsterSkill/MCondition.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Monster/MonsterSkill/MCondition.lua index 83f303108f..94a218c231 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Monster/MonsterSkill/MCondition.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Monster/MonsterSkill/MCondition.lua @@ -46,13 +46,74 @@ local _ConditionConfig = { return isRoundOk and isRandomOk end, - [4] = function(skill, condition) --4:行动单位的职业设定 【比较类型】 N + [4] = function(skill, condition) --4:场上燃烧目标的数量 【比较类型】 N local conId = condition[1] local comType = condition[2] local comValue = condition[3] -- 当前释放技能的单位的职业 local professionId = skill.owner.professionId - return professionId == comValue + + local list = RoleManager.Query(function(role) + return role.camp ~= skill.owner.camp + end) + if not list then + return false + end + local num=0 + for key, value in pairs(list) do + local isHave=BattleLogic.BuffMgr:HasBuff(value, BuffName.DOT, function(buff) return buff.damageType == 1 end) + if isHave then + num=num+1 + end + end + return BattleUtil.CompareValue(num, comValue, comType) + end, + [5] = function(skill, condition) --5:敌方上场神将数量 且概率(万分比) + local conId = condition[1] + local comType = condition[2] + local comValue = condition[3] + local rand = condition[4] + local roleList = RoleManager.Query(function(role) + return role.camp ~= skill.owner.camp + end) + local isEnough=BattleUtil.CompareValue(#roleList, comValue, comType) + local r = Random.Range01() + -- 判断概率 + if isEnough then + return r>rand/10000 + end + return false + end, + [6] = function(skill, condition) --6:敌方任意神将生命百分比 【比较类型】 N(万分比) + local conId = condition[1] + local comType = condition[2] + local comValue = condition[3] + local round = condition[4] + -- 获取该技能相同阵营人物 + local roleList = RoleManager.Query(function(role) + return role.camp ~= skill.owner.camp + end) + -- 判断 + local r = Random.Range01() + for _, role in ipairs(roleList) do + local hpf = role:GetRoleData(RoleDataName.Hp) / role:GetRoleData(RoleDataName.MaxHp) + if BattleUtil.CompareValue(hpf, comValue/10000, comType) then + return round/10000>r + end + end + return false + end, + [7] = function(skill, condition) --7:检测是否有可以放逐的目标 + local list=skill.owner.exileTargets + if list then + local roleList = RoleManager.Query(function(role) + return role.camp ~= skill.owner.camp and not BattleUtil.ChecklistIsContainValue(list,role) + end) + if roleList and #roleList>0 then + return true + end + end + return false end, } diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Monster/MonsterSkill/MTrigger.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Monster/MonsterSkill/MTrigger.lua index 3497ee39cb..6f0f2f02f8 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Monster/MonsterSkill/MTrigger.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Monster/MonsterSkill/MTrigger.lua @@ -90,7 +90,7 @@ local _TriggerConfig = { triggerFunc = function(skill, ...) local args = {...} local castSkill = args[1] - return castSkill.owner.camp == skill.owner.camp + return castSkill.owner.camp == skill.owner.camp and castSkill.owner.job==2 and (castSkill.type==BattleSkillType.DeadSkill or castSkill.type==BattleSkillType.Extra or castSkill.type==BattleSkillType.Special) end }, } diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/RoleLogic.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/RoleLogic.lua index 4a0e4a5c7f..a37870ce3e 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/RoleLogic.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Role/RoleLogic.lua @@ -33,6 +33,7 @@ function RoleLogic:Init(uid, data, position) self.name = data.name self.element = data.element self.professionId = data.professionId + self.job=data.job self.star = data.star or 1 -- LogError("英雄uid".. self.roleId .." " .. self.star) self.shield:Clear() --护盾列表 diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/SkillManager.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/SkillManager.lua index af41d3f524..fb240da41d 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/SkillManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/SkillManager.lua @@ -157,15 +157,22 @@ function this.Update() -- 检测一下轮转 this.IsSkilling = false -- this.CheckTurnRound() - -- 检测一次灵兽技能 - this.CheckMonsterSkill(this.MonsterCheckFunc) + if this.MonsterCheckFunc then + this.CheckMonsterSkill(this.MonsterCheckFunc) + else + this.CheckMonsterSkill(this.CheckTurnRound) + end end) else -- 检测一下轮转 this.IsSkilling = false -- this.CheckTurnRound() -- 检测一次灵兽技能 - this.CheckMonsterSkill(this.MonsterCheckFunc) + if this.MonsterCheckFunc then + this.CheckMonsterSkill(this.MonsterCheckFunc) + else + this.CheckMonsterSkill(this.CheckTurnRound) + end end return end diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Test/BattleTestPanel.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Test/BattleTestPanel.lua index cf493bdf6e..b2baf34cca 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Test/BattleTestPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Test/BattleTestPanel.lua @@ -308,6 +308,7 @@ function this.RefreshFightData(type) data.skinId=role.skinId LogError("skinId==="..role.skinId) data.type = 1 + data.job=roleData.Job local paskill = string.split(role.passivity, "#") data.passivity = BattleManager.GetPassivityData(paskill) or {} data.property = {} @@ -364,6 +365,7 @@ end function this.ApplyMonsterData(data) monsterTestData = data this.RefreshFightData(2) + return true end function this.ClearMonsterData(camp) if camp == 0 then diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/BuffCtrl.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/BuffCtrl.lua index 0b1c500910..465151fc15 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/BuffCtrl.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/BuffCtrl.lua @@ -8,6 +8,8 @@ local BuffTypeToConfigType = { [BuffName.Shield] = 5, [BuffName.Immune] = 6, [BuffName.Curse] = 7, + [BuffName.KylinMark] = 8, + [BuffName.Exile] = 9, } local function _GetPropChangeBuffCType(pName) for cType, pn in ipairs(BattlePropList) do @@ -39,6 +41,10 @@ local function _GetBuffEffectConfig(buff) cType = buff.immuneType elseif bType == BuffName.Curse then cType = buff.curseType + elseif bType== BuffName.KylinMark then + cType = 1 + elseif bType== BuffName.Exile then + cType = 1 end local type = BuffTypeToConfigType[bType] diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/EnemyView.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/EnemyView.lua index d944e55df1..5f46b94c2d 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/EnemyView.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/EnemyView.lua @@ -460,6 +460,9 @@ end -- 怒气值改变 function EnemyView:RoleRageChange(deltaRage) + if self.role:IsRealDead() then + return + end if deltaRage ~= 0 then if deltaRage > 0 then self.Floater:ImageBuffFloating("z_zhandou_nuqijia", nil, deltaRage) diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/FloatNode.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/FloatNode.lua index a6d6993760..d17de66a98 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/FloatNode.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/FloatNode.lua @@ -2,7 +2,7 @@ local floatingEffect = "FloatingText" local buffFloatingEffect = "BuffFloatingText" - +local floor = math.floor -- 普通文字 TextFloatingColor = { Blue = 1, @@ -152,6 +152,7 @@ end function FloatNode:GetArtText(type, color, value) local text = "" + value=floor(value) if type == ArtFloatingType.CritDamage then text = text .. string.char(33) -- 暴击文字 text = text .. string.char((color*2)+110) -- 减号 diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/PlayerView.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/PlayerView.lua index 0fb2959604..b2259a5a1d 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/PlayerView.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/PlayerView.lua @@ -518,6 +518,9 @@ end -- 怒气值改变 function PlayerView:RoleRageChange(deltaRage) + if self.role:IsRealDead() then + return + end if deltaRage ~= 0 then if deltaRage > 0 then self.Floater:ImageBuffFloating("z_zhandou_nuqijia", nil, deltaRage) diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/SkillCaster.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/SkillCaster.lua index 073c8754dc..670ea3ea3d 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/SkillCaster.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/SkillCaster.lua @@ -119,7 +119,7 @@ function SkillCaster:PlaySkillCastingEffect(combat, skill, func) self.owner:OnSkillCastingStart() end - self.owner:DelayFunc(1, function() + self.owner:DelayFunc(2, function() self.castingEfectNode:SetActive(false) -- 调用上层接口 diff --git a/Assets/ManagedResources/~Lua/Modules/Guild/Aid/GuildAid_MyAid.lua b/Assets/ManagedResources/~Lua/Modules/Guild/Aid/GuildAid_MyAid.lua index fe303b4c93..a313e5750f 100644 --- a/Assets/ManagedResources/~Lua/Modules/Guild/Aid/GuildAid_MyAid.lua +++ b/Assets/ManagedResources/~Lua/Modules/Guild/Aid/GuildAid_MyAid.lua @@ -103,7 +103,7 @@ end --界面打开或者重新打开后,界面刷新时调用(用于子类重写) function this:OnShow() --this - this.refreshText.text = Language[11009] + this.refreshText.text = "每日凌晨0点重置求援次数" this.ShowPanelData() end function this.ShowPanelData() diff --git a/Assets/ManagedResources/~Lua/Modules/Guild/CarDelay/GuildCarDelayMainPanel.lua b/Assets/ManagedResources/~Lua/Modules/Guild/CarDelay/GuildCarDelayMainPanel.lua index 3c9f072f01..add02d5ca2 100644 --- a/Assets/ManagedResources/~Lua/Modules/Guild/CarDelay/GuildCarDelayMainPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Guild/CarDelay/GuildCarDelayMainPanel.lua @@ -17,6 +17,7 @@ this.timer = Timer.New() local challengeNum = 0 local lootNum = 0 local isPlayAnim = true +local bossNum = 0 --初始化组件(用于子类重写) function GuildCarDelayMainPanel:InitComponent() this.live2dRoot = Util.GetGameObject(self.gameObject, "live2dRoot") @@ -54,6 +55,12 @@ function GuildCarDelayMainPanel:InitComponent() this.RankListPre, nil, Vector2.New(-v2.x*2, -v2.y*2), 1, 1, Vector2.New(50,8)) this.ScrollView.moveTween.MomentumAmount = 1 this.ScrollView.moveTween.Strength = 1 + + for i, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.WorldBossConfig)) do + if v.Id > 0 then + bossNum = bossNum + 1 + end + end end --绑定事件(用于子类重写) @@ -181,7 +188,9 @@ end function this.ShowTitleAllData() curMonsterId = GuildCarDelayManager.bossIndexId curMonsterIdConFig = ConfigManager.GetConfigData(ConfigName.WorldBossConfig,curMonsterId) - Log("BossId:"..curMonsterIdConFig.Boss) + --获取上一个boss数据 + local lastMonsterId,lastMonsterIdConFig = this.GetLastBoss(curMonsterId) + Log("curMonsterId:"..curMonsterIdConFig.Boss.." lastMonsterId:"..lastMonsterIdConFig.Boss) this.name.text = heroConfig[curMonsterIdConFig.Boss].ReadingName this.proImage.sprite=Util.LoadSprite(GetProStrImageByProNum(heroConfig[curMonsterIdConFig.Boss].PropertyName)) curProgress = GuildCarDelayManager.progress @@ -203,7 +212,7 @@ function this.ShowTitleAllData() this.timer = nil end this.timeTextGo:SetActive(true) - this.timeText2.text = Language[11040] + this.timeText2.text = "车迟斗法将于次日0点重置。" --else elseif curProgress == -1 then timeText = Language[11041] @@ -219,20 +228,32 @@ function this.ShowTitleAllData() timeText = Language[11044] this.RemainTimeDown(this.timeTextGo,this.timeText,this.timeNumText,GuildCarDelayManager.endTime - GetTimeStamp(),timeText) end - if testLiveGO then - poolManager:UnLoadLive(GetResourcePath(heroConfig[curMonsterIdConFig.Boss].Live), testLiveGO) - end - local pos = heroConfig[curMonsterIdConFig.Boss].Position - testLiveGO = poolManager:LoadLive(GetResourcePath(heroConfig[curMonsterIdConFig.Boss].Live), this.live2dRoot.transform, Vector3.one*heroConfig[curMonsterIdConFig.Boss].Scale, Vector3.New(pos[1], pos[2], 0)) - LogYellow("############") - this.live2dRoot.transform.localScale = Vector3.one*0.8 - if curMonsterIdConFig.Boss == 10023 then--孙悟空太大了特殊处理了 - this.live2dRoot.transform.localPosition = Vector3.New(0,80,0) - else - this.live2dRoot.transform.localPosition = Vector3.New(0,170,0) - end - this.RefrePanelRedPoint() + if testLiveGO then + poolManager:UnLoadLive(GetResourcePath(heroConfig[lastMonsterIdConFig.Boss].Live), testLiveGO) + poolManager:UnLoadLive(GetResourcePath(heroConfig[curMonsterIdConFig.Boss].Live), testLiveGO) end + local pos = heroConfig[curMonsterIdConFig.Boss].Position + testLiveGO = poolManager:LoadLive(GetResourcePath(heroConfig[curMonsterIdConFig.Boss].Live), this.live2dRoot.transform, Vector3.one*heroConfig[curMonsterIdConFig.Boss].Scale, Vector3.New(pos[1], pos[2], 0)) + this.live2dRoot.transform.localScale = Vector3.one*0.8 + if curMonsterIdConFig.Boss == 10023 then--孙悟空太大了特殊处理了 + this.live2dRoot.transform.localPosition = Vector3.New(0,80,0) + else + this.live2dRoot.transform.localPosition = Vector3.New(0,170,0) + end + this.RefrePanelRedPoint() +end + +function this.GetLastBoss(curBossId) + local lastIndex = 0 + if curBossId == 1 then + lastIndex = bossNum + else + lastIndex = curBossId - 1 + end + local lastMonsterIdConFig = ConfigManager.GetConfigData(ConfigName.WorldBossConfig,lastIndex) + return lastMonsterIdConFig.Boss,lastMonsterIdConFig +end + -- tab节点显示自定义 function this.TabAdapter(tab, index, status) local tabLab = Util.GetGameObject(tab, "Text") diff --git a/Assets/ManagedResources/~Lua/Modules/Guild/RedPacketView/RedPacket_RankView.lua b/Assets/ManagedResources/~Lua/Modules/Guild/RedPacketView/RedPacket_RankView.lua index 0e5793afbf..555abae191 100644 --- a/Assets/ManagedResources/~Lua/Modules/Guild/RedPacketView/RedPacket_RankView.lua +++ b/Assets/ManagedResources/~Lua/Modules/Guild/RedPacketView/RedPacket_RankView.lua @@ -70,9 +70,10 @@ function this:InitRankView() if #msg.ranks==0 then this.firstPlayerName.text=Language[11073] end this.scrollView:SetData(msg.ranks,function(index, root) + if index==1 then + this:SetFirstShow(msg.ranks[index]) + end this:SetShow(root, msg.ranks[index],msg.myRankInfo.rank) - if index>1 then return end - this:SetFirstShow(msg.ranks[index]) end) end) end diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/BattleFailPopup.lua b/Assets/ManagedResources/~Lua/Modules/Popup/BattleFailPopup.lua index 3071eae7d6..0a70542370 100644 --- a/Assets/ManagedResources/~Lua/Modules/Popup/BattleFailPopup.lua +++ b/Assets/ManagedResources/~Lua/Modules/Popup/BattleFailPopup.lua @@ -89,7 +89,7 @@ function BattleFailPopup:OnOpen(battlePanel, showRecord, backPanel,_fightType) FightPointPassManager.FightBattleEnd() Util.GetGameObject(this.btnClose, "record"):SetActive(m_showRecord) Util.GetGameObject(this.btnClose,"tip"):SetActive(not fightType ==12)--副本内无法点击招募 - if fightType == BATTLE_TYPE.MAP_FIGHT then--地图 + if fightType == BATTLE_TYPE.MAP_FIGHT or GuideManager.IsInMainGuide then--地图 this.btnBattleBack:SetActive(false) else this.btnBattleBack:SetActive(true) diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/RewardItemPopup.lua b/Assets/ManagedResources/~Lua/Modules/Popup/RewardItemPopup.lua index 44d25d7641..3adcffac9d 100644 --- a/Assets/ManagedResources/~Lua/Modules/Popup/RewardItemPopup.lua +++ b/Assets/ManagedResources/~Lua/Modules/Popup/RewardItemPopup.lua @@ -145,7 +145,7 @@ function RewardItemPopup:OnOpen(...) end local haveRecord = BattleRecordManager.isHaveRecord() this.btnResult:SetActive(haveRecord and args[5]) - this.btnBattleBack:SetActive(haveRecord and args[5] and BattleManager.GetLastBattleType() ~= BATTLE_TYPE.MAP_FIGHT) + this.btnBattleBack:SetActive(haveRecord and args[5] and BattleManager.GetLastBattleType() ~= BATTLE_TYPE.MAP_FIGHT and not GuideManager.IsInMainGuide) this.btnResultMax:SetActive(haveRecord and args[5]) -- 设置背景遮罩的显隐 local isHideBG = args[6] diff --git a/Assets/ManagedResources/~Lua/View/BtView.lua b/Assets/ManagedResources/~Lua/View/BtView.lua index afe5a8791c..c933bb1d1f 100644 --- a/Assets/ManagedResources/~Lua/View/BtView.lua +++ b/Assets/ManagedResources/~Lua/View/BtView.lua @@ -147,6 +147,24 @@ function this:RefreshBtnState() self:InitNewOpenShow() self:CheckMainCityNew() self:SetAnimState() + self:RedPointTimer() +end + +function this:RedPointTimer() + if this.timer then + this.timer:Stop() + this.timer = nil + end + local t = 0 + this.timer = Timer.New(function () + t = t + 1 + if t%5 == 1 then + if (PrivilegeManager.GetPrivilegeRemainValue(PRIVILEGE_TYPE.GUILD_CAR_DELEAY_CHALLENGE) > 0 or PrivilegeManager.GetPrivilegeRemainValue(PRIVILEGE_TYPE.GUILD_CAR_DELEAY_LOOT) > 0) then--车迟的红点 + CheckRedPointStatus(RedPointType.LegendExplore) + end + end + end,1,-1,true) + this.timer:Start() end -- 检测是否开启