Merge branch 'master_xma_local' into gx/xma_local
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@ -1258,7 +1258,7 @@ function GetTimePass(timeValue)
|
||||||
tab.sec = 0
|
tab.sec = 0
|
||||||
|
|
||||||
local tab2 = os.date("*t", timeValue)
|
local tab2 = os.date("*t", timeValue)
|
||||||
tab2.hour = 5
|
tab2.hour = 0
|
||||||
tab2.min = 0
|
tab2.min = 0
|
||||||
tab2.sec = 0
|
tab2.sec = 0
|
||||||
local timeStartSum = os.time(tab2)
|
local timeStartSum = os.time(tab2)
|
||||||
|
|
|
@ -187,6 +187,7 @@ function this.GetMonsterData(monsterId)
|
||||||
skill = this.GetSkillData(monsterConfig.SkillList[1],monsterConfig.SkinId),
|
skill = this.GetSkillData(monsterConfig.SkillList[1],monsterConfig.SkinId),
|
||||||
superSkill = this.GetSkillData(monsterConfig.SkillList[2],monsterConfig.SkinId),
|
superSkill = this.GetSkillData(monsterConfig.SkillList[2],monsterConfig.SkinId),
|
||||||
element = monsterConfig.PropertyName,
|
element = monsterConfig.PropertyName,
|
||||||
|
job=HeroConfig[monsterConfig.MonsterId].Job,
|
||||||
passivity = this.GetPassivityData(monsterConfig.PassiveSkillList),
|
passivity = this.GetPassivityData(monsterConfig.PassiveSkillList),
|
||||||
property = {
|
property = {
|
||||||
monsterConfig.Level,
|
monsterConfig.Level,
|
||||||
|
@ -290,6 +291,7 @@ function this.GetBattleServerData(msg, isFightPlayer)
|
||||||
camp = 0,
|
camp = 0,
|
||||||
type = 1,
|
type = 1,
|
||||||
quality = 0,
|
quality = 0,
|
||||||
|
job=HeroConfig[rid].Job,
|
||||||
element = HeroConfig[rid].PropertyName,
|
element = HeroConfig[rid].PropertyName,
|
||||||
professionId = HeroConfig[rid].Profession,
|
professionId = HeroConfig[rid].Profession,
|
||||||
passivity = { },
|
passivity = { },
|
||||||
|
@ -371,6 +373,7 @@ function this.GetBattleServerData(msg, isFightPlayer)
|
||||||
position = position,
|
position = position,
|
||||||
star = star,
|
star = star,
|
||||||
skinId=skin,
|
skinId=skin,
|
||||||
|
job=HeroConfig[monsterConfig.MonsterId].Job,
|
||||||
camp = 1,
|
camp = 1,
|
||||||
type = monsterConfig.Type,
|
type = monsterConfig.Type,
|
||||||
quality = monsterConfig.Quality,
|
quality = monsterConfig.Quality,
|
||||||
|
@ -399,6 +402,7 @@ function this.GetBattleServerData(msg, isFightPlayer)
|
||||||
position = position,
|
position = position,
|
||||||
star = star,
|
star = star,
|
||||||
skinId=skin,
|
skinId=skin,
|
||||||
|
job=HeroConfig[rid].Job,
|
||||||
camp = 1,
|
camp = 1,
|
||||||
type = 1,
|
type = 1,
|
||||||
quality = 0,
|
quality = 0,
|
||||||
|
@ -544,6 +548,7 @@ function this.GetBattlePlayerData(fId)
|
||||||
camp = 0,
|
camp = 0,
|
||||||
type = 1,
|
type = 1,
|
||||||
quality = 0,
|
quality = 0,
|
||||||
|
job=HeroConfig[heroData.id].Job,
|
||||||
element = HeroConfig[heroData.id].PropertyName,
|
element = HeroConfig[heroData.id].PropertyName,
|
||||||
professionId = heroData.profession,
|
professionId = heroData.profession,
|
||||||
}
|
}
|
||||||
|
@ -844,6 +849,7 @@ function this.GetBattleSorting()
|
||||||
if UIManager.IsOpen(UIName.GuideBattlePanel) then
|
if UIManager.IsOpen(UIName.GuideBattlePanel) then
|
||||||
return GuideBattlePanel.sortingOrder
|
return GuideBattlePanel.sortingOrder
|
||||||
end
|
end
|
||||||
|
return 0
|
||||||
end
|
end
|
||||||
|
|
||||||
-- 判断是否是战斗测试
|
-- 判断是否是战斗测试
|
||||||
|
|
|
@ -2269,10 +2269,12 @@ local effectList = {
|
||||||
-- a[属性],b[float]
|
-- a[属性],b[float]
|
||||||
[118] = function(caster, target, args, interval, skill)
|
[118] = function(caster, target, args, interval, skill)
|
||||||
local pro = args[1]
|
local pro = args[1]
|
||||||
local f1 = args[2]
|
local f1 = args[2]
|
||||||
|
|
||||||
BattleLogic.WaitForTrigger(interval, function ()
|
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)
|
BattleUtil.FinalDamage(skill, caster, target, damage, nil, 0, nil, true)
|
||||||
end)
|
end)
|
||||||
end,
|
end,
|
||||||
|
@ -2328,6 +2330,30 @@ local effectList = {
|
||||||
end
|
end
|
||||||
BattleUtil.SeckillHP(skill,caster,target,pro)
|
BattleUtil.SeckillHP(skill,caster,target,pro)
|
||||||
end,
|
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,
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -177,6 +177,8 @@ BuffName = {
|
||||||
Immune = "Immune",
|
Immune = "Immune",
|
||||||
NoDead = "NoDead",
|
NoDead = "NoDead",
|
||||||
Curse = "Curse",
|
Curse = "Curse",
|
||||||
|
KylinMark = "KylinMark",
|
||||||
|
Exile = "Exile",
|
||||||
}
|
}
|
||||||
|
|
||||||
DotType = {
|
DotType = {
|
||||||
|
|
|
@ -46,13 +46,74 @@ local _ConditionConfig = {
|
||||||
return isRoundOk and isRandomOk
|
return isRoundOk and isRandomOk
|
||||||
end,
|
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 conId = condition[1]
|
||||||
local comType = condition[2]
|
local comType = condition[2]
|
||||||
local comValue = condition[3]
|
local comValue = condition[3]
|
||||||
-- 当前释放技能的单位的职业
|
-- 当前释放技能的单位的职业
|
||||||
local professionId = skill.owner.professionId
|
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,
|
end,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -90,7 +90,7 @@ local _TriggerConfig = {
|
||||||
triggerFunc = function(skill, ...)
|
triggerFunc = function(skill, ...)
|
||||||
local args = {...}
|
local args = {...}
|
||||||
local castSkill = args[1]
|
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
|
end
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
|
|
|
@ -33,6 +33,7 @@ function RoleLogic:Init(uid, data, position)
|
||||||
self.name = data.name
|
self.name = data.name
|
||||||
self.element = data.element
|
self.element = data.element
|
||||||
self.professionId = data.professionId
|
self.professionId = data.professionId
|
||||||
|
self.job=data.job
|
||||||
self.star = data.star or 1
|
self.star = data.star or 1
|
||||||
-- LogError("英雄uid".. self.roleId .." " .. self.star)
|
-- LogError("英雄uid".. self.roleId .." " .. self.star)
|
||||||
self.shield:Clear() --护盾列表
|
self.shield:Clear() --护盾列表
|
||||||
|
|
|
@ -157,15 +157,22 @@ function this.Update()
|
||||||
-- 检测一下轮转
|
-- 检测一下轮转
|
||||||
this.IsSkilling = false
|
this.IsSkilling = false
|
||||||
-- this.CheckTurnRound()
|
-- this.CheckTurnRound()
|
||||||
-- 检测一次灵兽技能
|
if this.MonsterCheckFunc then
|
||||||
this.CheckMonsterSkill(this.MonsterCheckFunc)
|
this.CheckMonsterSkill(this.MonsterCheckFunc)
|
||||||
|
else
|
||||||
|
this.CheckMonsterSkill(this.CheckTurnRound)
|
||||||
|
end
|
||||||
end)
|
end)
|
||||||
else
|
else
|
||||||
-- 检测一下轮转
|
-- 检测一下轮转
|
||||||
this.IsSkilling = false
|
this.IsSkilling = false
|
||||||
-- this.CheckTurnRound()
|
-- this.CheckTurnRound()
|
||||||
-- 检测一次灵兽技能
|
-- 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
|
end
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
|
@ -308,6 +308,7 @@ function this.RefreshFightData(type)
|
||||||
data.skinId=role.skinId
|
data.skinId=role.skinId
|
||||||
LogError("skinId==="..role.skinId)
|
LogError("skinId==="..role.skinId)
|
||||||
data.type = 1
|
data.type = 1
|
||||||
|
data.job=roleData.Job
|
||||||
local paskill = string.split(role.passivity, "#")
|
local paskill = string.split(role.passivity, "#")
|
||||||
data.passivity = BattleManager.GetPassivityData(paskill) or {}
|
data.passivity = BattleManager.GetPassivityData(paskill) or {}
|
||||||
data.property = {}
|
data.property = {}
|
||||||
|
@ -364,6 +365,7 @@ end
|
||||||
function this.ApplyMonsterData(data)
|
function this.ApplyMonsterData(data)
|
||||||
monsterTestData = data
|
monsterTestData = data
|
||||||
this.RefreshFightData(2)
|
this.RefreshFightData(2)
|
||||||
|
return true
|
||||||
end
|
end
|
||||||
function this.ClearMonsterData(camp)
|
function this.ClearMonsterData(camp)
|
||||||
if camp == 0 then
|
if camp == 0 then
|
||||||
|
|
|
@ -8,6 +8,8 @@ local BuffTypeToConfigType = {
|
||||||
[BuffName.Shield] = 5,
|
[BuffName.Shield] = 5,
|
||||||
[BuffName.Immune] = 6,
|
[BuffName.Immune] = 6,
|
||||||
[BuffName.Curse] = 7,
|
[BuffName.Curse] = 7,
|
||||||
|
[BuffName.KylinMark] = 8,
|
||||||
|
[BuffName.Exile] = 9,
|
||||||
}
|
}
|
||||||
local function _GetPropChangeBuffCType(pName)
|
local function _GetPropChangeBuffCType(pName)
|
||||||
for cType, pn in ipairs(BattlePropList) do
|
for cType, pn in ipairs(BattlePropList) do
|
||||||
|
@ -39,6 +41,10 @@ local function _GetBuffEffectConfig(buff)
|
||||||
cType = buff.immuneType
|
cType = buff.immuneType
|
||||||
elseif bType == BuffName.Curse then
|
elseif bType == BuffName.Curse then
|
||||||
cType = buff.curseType
|
cType = buff.curseType
|
||||||
|
elseif bType== BuffName.KylinMark then
|
||||||
|
cType = 1
|
||||||
|
elseif bType== BuffName.Exile then
|
||||||
|
cType = 1
|
||||||
end
|
end
|
||||||
|
|
||||||
local type = BuffTypeToConfigType[bType]
|
local type = BuffTypeToConfigType[bType]
|
||||||
|
|
|
@ -460,6 +460,9 @@ end
|
||||||
|
|
||||||
-- 怒气值改变
|
-- 怒气值改变
|
||||||
function EnemyView:RoleRageChange(deltaRage)
|
function EnemyView:RoleRageChange(deltaRage)
|
||||||
|
if self.role:IsRealDead() then
|
||||||
|
return
|
||||||
|
end
|
||||||
if deltaRage ~= 0 then
|
if deltaRage ~= 0 then
|
||||||
if deltaRage > 0 then
|
if deltaRage > 0 then
|
||||||
self.Floater:ImageBuffFloating("z_zhandou_nuqijia", nil, deltaRage)
|
self.Floater:ImageBuffFloating("z_zhandou_nuqijia", nil, deltaRage)
|
||||||
|
|
|
@ -2,7 +2,7 @@
|
||||||
|
|
||||||
local floatingEffect = "FloatingText"
|
local floatingEffect = "FloatingText"
|
||||||
local buffFloatingEffect = "BuffFloatingText"
|
local buffFloatingEffect = "BuffFloatingText"
|
||||||
|
local floor = math.floor
|
||||||
-- 普通文字
|
-- 普通文字
|
||||||
TextFloatingColor = {
|
TextFloatingColor = {
|
||||||
Blue = 1,
|
Blue = 1,
|
||||||
|
@ -152,6 +152,7 @@ end
|
||||||
|
|
||||||
function FloatNode:GetArtText(type, color, value)
|
function FloatNode:GetArtText(type, color, value)
|
||||||
local text = ""
|
local text = ""
|
||||||
|
value=floor(value)
|
||||||
if type == ArtFloatingType.CritDamage then
|
if type == ArtFloatingType.CritDamage then
|
||||||
text = text .. string.char(33) -- 暴击文字
|
text = text .. string.char(33) -- 暴击文字
|
||||||
text = text .. string.char((color*2)+110) -- 减号
|
text = text .. string.char((color*2)+110) -- 减号
|
||||||
|
|
|
@ -518,6 +518,9 @@ end
|
||||||
|
|
||||||
-- 怒气值改变
|
-- 怒气值改变
|
||||||
function PlayerView:RoleRageChange(deltaRage)
|
function PlayerView:RoleRageChange(deltaRage)
|
||||||
|
if self.role:IsRealDead() then
|
||||||
|
return
|
||||||
|
end
|
||||||
if deltaRage ~= 0 then
|
if deltaRage ~= 0 then
|
||||||
if deltaRage > 0 then
|
if deltaRage > 0 then
|
||||||
self.Floater:ImageBuffFloating("z_zhandou_nuqijia", nil, deltaRage)
|
self.Floater:ImageBuffFloating("z_zhandou_nuqijia", nil, deltaRage)
|
||||||
|
|
|
@ -119,7 +119,7 @@ function SkillCaster:PlaySkillCastingEffect(combat, skill, func)
|
||||||
self.owner:OnSkillCastingStart()
|
self.owner:OnSkillCastingStart()
|
||||||
end
|
end
|
||||||
|
|
||||||
self.owner:DelayFunc(1, function()
|
self.owner:DelayFunc(2, function()
|
||||||
self.castingEfectNode:SetActive(false)
|
self.castingEfectNode:SetActive(false)
|
||||||
|
|
||||||
-- 调用上层接口
|
-- 调用上层接口
|
||||||
|
|
|
@ -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)
|
--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()
|
function this:OnShow()
|
||||||
--this
|
--this
|
||||||
this.refreshText.text = Language[11009]
|
this.refreshText.text = "每日凌晨0点重置求援次数"
|
||||||
this.ShowPanelData()
|
this.ShowPanelData()
|
||||||
end
|
end
|
||||||
function this.ShowPanelData()
|
function this.ShowPanelData()
|
||||||
|
|
|
@ -17,6 +17,7 @@ this.timer = Timer.New()
|
||||||
local challengeNum = 0
|
local challengeNum = 0
|
||||||
local lootNum = 0
|
local lootNum = 0
|
||||||
local isPlayAnim = true
|
local isPlayAnim = true
|
||||||
|
local bossNum = 0
|
||||||
--初始化组件(用于子类重写)
|
--初始化组件(用于子类重写)
|
||||||
function GuildCarDelayMainPanel:InitComponent()
|
function GuildCarDelayMainPanel:InitComponent()
|
||||||
this.live2dRoot = Util.GetGameObject(self.gameObject, "live2dRoot")
|
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.RankListPre, nil, Vector2.New(-v2.x*2, -v2.y*2), 1, 1, Vector2.New(50,8))
|
||||||
this.ScrollView.moveTween.MomentumAmount = 1
|
this.ScrollView.moveTween.MomentumAmount = 1
|
||||||
this.ScrollView.moveTween.Strength = 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
|
end
|
||||||
|
|
||||||
--绑定事件(用于子类重写)
|
--绑定事件(用于子类重写)
|
||||||
|
@ -181,7 +188,9 @@ end
|
||||||
function this.ShowTitleAllData()
|
function this.ShowTitleAllData()
|
||||||
curMonsterId = GuildCarDelayManager.bossIndexId
|
curMonsterId = GuildCarDelayManager.bossIndexId
|
||||||
curMonsterIdConFig = ConfigManager.GetConfigData(ConfigName.WorldBossConfig,curMonsterId)
|
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.name.text = heroConfig[curMonsterIdConFig.Boss].ReadingName
|
||||||
this.proImage.sprite=Util.LoadSprite(GetProStrImageByProNum(heroConfig[curMonsterIdConFig.Boss].PropertyName))
|
this.proImage.sprite=Util.LoadSprite(GetProStrImageByProNum(heroConfig[curMonsterIdConFig.Boss].PropertyName))
|
||||||
curProgress = GuildCarDelayManager.progress
|
curProgress = GuildCarDelayManager.progress
|
||||||
|
@ -203,7 +212,7 @@ function this.ShowTitleAllData()
|
||||||
this.timer = nil
|
this.timer = nil
|
||||||
end
|
end
|
||||||
this.timeTextGo:SetActive(true)
|
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
|
--else
|
||||||
elseif curProgress == -1 then
|
elseif curProgress == -1 then
|
||||||
timeText = Language[11041]
|
timeText = Language[11041]
|
||||||
|
@ -219,20 +228,32 @@ function this.ShowTitleAllData()
|
||||||
timeText = Language[11044]
|
timeText = Language[11044]
|
||||||
this.RemainTimeDown(this.timeTextGo,this.timeText,this.timeNumText,GuildCarDelayManager.endTime - GetTimeStamp(),timeText)
|
this.RemainTimeDown(this.timeTextGo,this.timeText,this.timeNumText,GuildCarDelayManager.endTime - GetTimeStamp(),timeText)
|
||||||
end
|
end
|
||||||
if testLiveGO then
|
if testLiveGO then
|
||||||
poolManager:UnLoadLive(GetResourcePath(heroConfig[curMonsterIdConFig.Boss].Live), testLiveGO)
|
poolManager:UnLoadLive(GetResourcePath(heroConfig[lastMonsterIdConFig.Boss].Live), testLiveGO)
|
||||||
end
|
poolManager:UnLoadLive(GetResourcePath(heroConfig[curMonsterIdConFig.Boss].Live), testLiveGO)
|
||||||
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()
|
|
||||||
end
|
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
|
-- tab节点显示自定义
|
||||||
function this.TabAdapter(tab, index, status)
|
function this.TabAdapter(tab, index, status)
|
||||||
local tabLab = Util.GetGameObject(tab, "Text")
|
local tabLab = Util.GetGameObject(tab, "Text")
|
||||||
|
|
|
@ -70,9 +70,10 @@ function this:InitRankView()
|
||||||
if #msg.ranks==0 then this.firstPlayerName.text=Language[11073] end
|
if #msg.ranks==0 then this.firstPlayerName.text=Language[11073] end
|
||||||
|
|
||||||
this.scrollView:SetData(msg.ranks,function(index, root)
|
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)
|
this:SetShow(root, msg.ranks[index],msg.myRankInfo.rank)
|
||||||
if index>1 then return end
|
|
||||||
this:SetFirstShow(msg.ranks[index])
|
|
||||||
end)
|
end)
|
||||||
end)
|
end)
|
||||||
end
|
end
|
||||||
|
|
|
@ -89,7 +89,7 @@ function BattleFailPopup:OnOpen(battlePanel, showRecord, backPanel,_fightType)
|
||||||
FightPointPassManager.FightBattleEnd()
|
FightPointPassManager.FightBattleEnd()
|
||||||
Util.GetGameObject(this.btnClose, "record"):SetActive(m_showRecord)
|
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
|
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)
|
this.btnBattleBack:SetActive(false)
|
||||||
else
|
else
|
||||||
this.btnBattleBack:SetActive(true)
|
this.btnBattleBack:SetActive(true)
|
||||||
|
|
|
@ -145,7 +145,7 @@ function RewardItemPopup:OnOpen(...)
|
||||||
end
|
end
|
||||||
local haveRecord = BattleRecordManager.isHaveRecord()
|
local haveRecord = BattleRecordManager.isHaveRecord()
|
||||||
this.btnResult:SetActive(haveRecord and args[5])
|
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])
|
this.btnResultMax:SetActive(haveRecord and args[5])
|
||||||
-- 设置背景遮罩的显隐
|
-- 设置背景遮罩的显隐
|
||||||
local isHideBG = args[6]
|
local isHideBG = args[6]
|
||||||
|
|
|
@ -147,6 +147,24 @@ function this:RefreshBtnState()
|
||||||
self:InitNewOpenShow()
|
self:InitNewOpenShow()
|
||||||
self:CheckMainCityNew()
|
self:CheckMainCityNew()
|
||||||
self:SetAnimState()
|
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
|
end
|
||||||
|
|
||||||
-- 检测是否开启
|
-- 检测是否开启
|
||||||
|
|