Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev
commit
1cd4afea50
|
@ -1666,6 +1666,7 @@ FUNCTION_OPEN_TYPE = {
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FIGHTLEVEL = 107,--山河社稷图
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LikeAbility = 114,--好感度
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PRACTICE = 108,--修行
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Treasure = 109,--宝物
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JumpServer_YuXu = 111, -- 玉虚论道
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QIJIESHILIAN = 112,--七界试炼
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FOURQUADRANT=113,--四象心法
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@ -2759,8 +2759,8 @@ GETCARCHALLENEGLISTRESPONSE_MYSCORE_FIELD.index = 2
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GETCARCHALLENEGLISTRESPONSE_MYSCORE_FIELD.label = 1
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GETCARCHALLENEGLISTRESPONSE_MYSCORE_FIELD.has_default_value = false
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GETCARCHALLENEGLISTRESPONSE_MYSCORE_FIELD.default_value = 0
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GETCARCHALLENEGLISTRESPONSE_MYSCORE_FIELD.type = 5
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GETCARCHALLENEGLISTRESPONSE_MYSCORE_FIELD.cpp_type = 1
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GETCARCHALLENEGLISTRESPONSE_MYSCORE_FIELD.type = 3
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GETCARCHALLENEGLISTRESPONSE_MYSCORE_FIELD.cpp_type = 2
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GETCARCHALLENEGLISTRESPONSE.name = "GetCarChallenegListResponse"
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GETCARCHALLENEGLISTRESPONSE.full_name = ".rpc.protocols.GetCarChallenegListResponse"
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@ -277,20 +277,35 @@ function this.PokemonUnitAdapter(pokemonUnit,camp,_teamDamage)
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property = {},
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}
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-- 技能
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local skills = string.split(pokemonUnit.unitSkillIds, "#")
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if pokemonUnit.position==100 then -- 特殊处理位置 100 是玩家技能数据
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for i = 1, #skills do
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if skills[i] and skills[i]~="" then
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local newSkill=this.PlayerSkillAdapter(tonumber(skills[i]))
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role.skill[i] = newSkill
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LogError(pokemonUnit.unitSkillIds)
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local skills = string.split(pokemonUnit.unitSkillIds, "|")
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if skills then
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if skills[1] then
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local actives=string.split(skills[1], "#")
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if pokemonUnit.position==100 then -- 特殊处理位置 100 是玩家技能数据
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for i = 1, #actives do
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if actives[i] and actives[i]~="" then
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local newSkill=this.PlayerSkillAdapter(tonumber(actives[i]))
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role.skill[i] = newSkill
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end
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end
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else
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for i = 1, #actives do
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role.skill[i]= this.MonsterSkillAdapter(tonumber(actives[i]))
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end
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end
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end
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else
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for i = 1, #skills do
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role.skill[i]= this.MonsterSkillAdapter(tonumber(skills[i]))
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end
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end
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if skills[2] then
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local passs=string.split(skills[2], "#")
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local passivityList = {}
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for j = 1, #passs do
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table.insert(passivityList, tonumber(passs[j]))
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end
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role.passivity = this.GetPassivityData(passivityList)
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end
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end
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-- 属性
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local propertys = string.split(pokemonUnit.property, "#")
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for j = 1, #propertys do
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@ -11039,6 +11039,83 @@ local passivityList = {
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time=time+1
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end)
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end,
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--每次释放技能,有[a]%的概率,使目标被控制概率改变[b][c]%,持续[d]回合
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--a[float],b[int],c[float],d[int]
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[429]=function(role, args,id,judge)
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local p1=args[1]
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local ct=args[2]
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local p2=args[3]
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local r1=args[4]
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local OnSkillCast=function(skill)
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if not skill then
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return
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end
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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local list = skill:GetDirectTargets()
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if list then
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for i = 1, #list do
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BattleUtil.RandomAction(p1,function()
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list[i]:AddBuff(Buff.Create(role, BuffName.BreakArmor,r1,4,ct,p2))
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end)
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end
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end
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end
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role.Event:AddEvent(BattleEventName.SkillCastEnd,OnSkillCast,nil,nil,role)
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end,
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--释放技能时,有[a]%概率为目标增加[b]属性 改变[c][d]%的效果,持续[e]回合
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--a[float],b[int 属性],c[int],d[float],e[int]
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[430]=function(role, args,id,judge)
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local p1 = args[1]
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local pro = args[2]
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local ct = args[3]
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local v1 = args[4]
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local r1 = args[5]
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local OnSkillCast = function(skill)
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if not skill then
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return
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end
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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local arr=skill:GetDirectTargets()
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for i = 1, #arr do
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BattleUtil.RandomAction(p1,function()
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arr[i]:AddBuff(Buff.Create(role, BuffName.PropertyChange,r1, BattlePropList[pro], v1, ct))
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end)
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end
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end
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role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCast,nil,nil,role)
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end,
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--释放技能时,我方随机[a]个人,增加[b]%[c]属性的御甲
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--a[int],b[float],c[int 属性]
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[431]=function(role, args,id,judge)
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local v1 = args[1]
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local v2 = args[2]
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local pro = args[3]
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local OnSkillCast = function(skill)
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if not skill then
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return
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end
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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local list = RoleManager.QueryNoDead(function(v) return role.camp == v.camp end)
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if list then
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BattleUtil.RandomList(list)
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v1=min(v1,#list)
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for i = 1, v1 do
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local val = floor(BattleUtil.FP_Mul(v2, list[i]:GetRoleData(BattlePropList[pro])))
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--如果身上有御甲就添加御甲的值
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BattleUtil.AddBlood(list[i],val)
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end
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end
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end
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role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCast,nil,nil,role)
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end,
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}
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return passivityList
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@ -2,7 +2,9 @@ BreakArmor = Buff:New()
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--初始化Buff,通过传入一些自定义参数控制成长相关的数值
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function BreakArmor:SetData(...)
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self.signType=...
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self.signType,
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self.signValue1,
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self.signValue2=...
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-- 刷新排序等级
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self.sort = 4
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end
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@ -1074,7 +1074,7 @@ function BattleUtil.CalDamage(skill, atkRole, defRole, damageType, baseFactor, i
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-- 计算克制伤害系数
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local MieKangFactor = 1
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if atkRole.type == BattleUnitType.Role and defRole.type == BattleUnitType.Role then
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if BattleLogic.GetIsPvP() and atkRole.type == BattleUnitType.Role and defRole.type == BattleUnitType.Role then
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MieKangFactor=MieKangFactor + atkRole:GetRoleData(BattleMieProp[defRole.element]) - defRole:GetRoleData(BattleKangProp[atkRole.element])
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end
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@ -1359,6 +1359,12 @@ function BattleUtil.RandomControl(rand, ctrl, caster, target, round,skill)
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target.Event:DispatchEvent(BattleEventName.PassiveBeRandomControl, _CallBack, ctrl, target)
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BattleLogic.Event:DispatchEvent(BattleEventName.PassiveBeRandomControl, _CallBack, ctrl,caster,target)
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rand = BattleUtil.CountChangeList(rand, cl)
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local list=BattleLogic.BuffMgr:GetBuff(target,function(buff)
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return buff.type==BuffName.BreakArmor and buff.signType==4
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end)
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for key, value in pairs(list) do
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rand=BattleUtil.CountValue(rand,value.signValue2,value.signValue1)
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end
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local buff = Buff.Create(caster, BuffName.Control, round, ctrl)
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local isAdd=BattleUtil.RandomAction(rand, function()
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target:AddBuff(buff)
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@ -39,6 +39,32 @@ function Monster:Init(data)
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--LogError("monster skill id=="..data.skill[i])
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self.skillGroupList[i] = MSkillManager.CreateMSkillGroup(self, i, data.skill[i])
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end
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if data.passivity and #data.passivity > 0 then
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table.sort(data.passivity,function(a,b)
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return a[1] < b[1]
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end)
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for i = 1, #data.passivity do
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local v = data.passivity[i]
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local passivityId = tonumber(v[1])
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local judge=v[2]
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local id = tonumber(v[3])
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local args = {}
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for j = 4, #v do
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args[j-3] = v[j]
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end
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if BattleUtil.Passivity[id] then
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BattleUtil.Passivity[id](self, args,passivityId,judge)
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BattleLogManager.Log(
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"Add Passive",
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"id", tostring(id),
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"camp", tostring(self.camp),
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"pos", tostring(self.position),
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"passivityId", tostring(passivityId),
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"judge", tostring(judge)
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)
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end
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end
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end
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end
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@ -2,20 +2,22 @@
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CompoundPanel = Inherit(BasePanel)
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local this = CompoundPanel
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local TabBox = require("Modules/Common/TabBox")
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local _TabData={ [1] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[10385] },
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local _TabData={ [1] = { default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002",select = "r_hero_xuanze_001", name = Language[10385] , funcType = FUNCTION_OPEN_TYPE.COMPOUND},
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--[2] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = "宝器锻造" },
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[2] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[10386] },
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[3] = { default = "r_hero_xuanze_002", select = "r_hero_xuanze_001", name = Language[10387] },
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[2] = { default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002",select = "r_hero_xuanze_001", name = Language[10387] , funcType = FUNCTION_OPEN_TYPE.hunyin},
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[3] = { default = "r_hero_xuanze_002", lock = "r_hero_xuanze_002",select = "r_hero_xuanze_001", name = Language[10386], funcType = FUNCTION_OPEN_TYPE.Treasure },
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}
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local _TabFontColor = { default = Color.New(130 / 255, 128 / 255, 120 / 255, 1),
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select = Color.New(243 / 255, 235 / 255, 202 / 255, 1)}
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select = Color.New(243 / 255, 235 / 255, 202 / 255, 1),
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lock = UIColor.GRAY,
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}
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local curIndex = 1
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this.contents = {
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[1] = {view = require("Modules/Compound/view/CompoundPanel_Equip"), panelName = "CompoundPanel_Equip"},
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--[2] = {view = require("Modules/Compound/view/CompoundPanel_Talisman"), panelName = "CompoundPanel_Talisman"},
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[2] = {view = require("Modules/Compound/view/CompoundPanel_Treasure"), panelName = "CompoundPanel_Treasure"},
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[3] = {view = require("Modules/Compound/view/CompoundPanel_SoulPrint"), panelName = "CompoundPanel_SoulPrint"},
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[2] = {view = require("Modules/Compound/view/CompoundPanel_SoulPrint"), panelName = "CompoundPanel_SoulPrint"},
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[3] = {view = require("Modules/Compound/view/CompoundPanel_Treasure"), panelName = "CompoundPanel_Treasure"},
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}
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--初始化组件(用于子类重写)
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function CompoundPanel:InitComponent()
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@ -90,6 +92,7 @@ function CompoundPanel:OnShow()
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this.TabCtrl = TabBox.New()
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this.TabCtrl:SetTabAdapter(this.TabAdapter)
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this.TabCtrl:SetChangeTabCallBack(this.SwitchView)
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this.TabCtrl:SetTabIsLockCheck(this.IsTabLock)
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this.TabCtrl:Init(this.tabBox, _TabData, curIndex)
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end
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@ -102,13 +105,26 @@ function CompoundPanel:OnSortingOrderChange()
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end
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end
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function this.IsTabLock(index)
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if _TabData[index].funcType and _TabData[index].funcType > 0 then
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if ActTimeCtrlManager.SingleFuncState(_TabData[index].funcType) then
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return false
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else
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return true, "【".._TabData[index].name.."】"..ActTimeCtrlManager.SystemOpenTip(_TabData[index].funcType)
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end
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else
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return false
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end
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end
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-- tab节点显示自定义
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function this.TabAdapter(tab, index, status)
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local tabLab = Util.GetGameObject(tab, "Text")
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Util.GetGameObject(tab,"Image"):GetComponent("Image").sprite = this.spLoader:LoadSprite(_TabData[index][status])
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tabLab:GetComponent("Text").text = _TabData[index].name
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tabLab:GetComponent("Text").color = _TabFontColor[status]
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this.SetBottomBarIsActive(tab, index)
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Util.GetGameObject(tab,"LockImage"):SetActive(status == "lock")
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-- this.SetBottomBarIsActive(tab, index)
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end
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--特殊的开启条件
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@ -116,14 +132,14 @@ function this.SetBottomBarIsActive(tab, index)
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local ConfigData = ConfigManager.GetConfig(ConfigName.SpecialConfig)
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if index == 2 then
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local string = ConfigData[89].Value
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tab:SetActive(PlayerManager.level >= tonumber(string))
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end
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if index == 3 then
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local string = ConfigData[40].Value
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local num = string.split(string.split(string,"|")[1],"#")[2]
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tab:SetActive(PlayerManager.level >= tonumber(num))
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end
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if index == 3 then
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local string = ConfigData[89].Value
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tab:SetActive(PlayerManager.level >= tonumber(string))
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end
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end
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--切换视图
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|
|
|
@ -495,18 +495,18 @@ local jumpDic = {
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if data then index = data[2] end
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local ConfigData = ConfigManager.GetConfig(ConfigName.SpecialConfig)
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if index == 2 then
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local string = ConfigData[40].Value
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local num = string.split(string.split(string,"|")[1],"#")[2]
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if PlayerManager.level < tonumber(num) then
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PopupTipPanel.ShowTip(string.format(Language[10770],num))
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local string = ConfigData[89].Value
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if PlayerManager.level < tonumber(string) then
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PopupTipPanel.ShowTip(string.format(Language[10770],string))
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this.isOpen = false
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return
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end
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end
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if index == 3 then
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local string = ConfigData[89].Value
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if PlayerManager.level < tonumber(string) then
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PopupTipPanel.ShowTip(string.format(Language[10770],string))
|
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local string = ConfigData[40].Value
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local num = string.split(string.split(string,"|")[1],"#")[2]
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if PlayerManager.level < tonumber(num) then
|
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PopupTipPanel.ShowTip(string.format(Language[10770],num))
|
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this.isOpen = false
|
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return
|
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end
|
||||
|
|
|
@ -63,6 +63,9 @@ function this.CheckPlayerSkillRed(redType)
|
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end
|
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local id=redType-5000
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local lv=this.playerSkillList[id]
|
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if id~=100 and lv>=this.playerSkillList[100] then
|
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return false
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end
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local openId=PlayerPrefs.GetInt(PlayerManager.uid.."playerSkillRed")
|
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if openId==id then
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return true
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|
|
|
@ -273,6 +273,7 @@ function Practice:SetSkillInfo()
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Util.GetGameObject(item, "Text"):SetActive(false)
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end
|
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Util.AddClick(item,function()
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LogError("i=="..i.." list[i]=="..list[i])
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UIManager.OpenPanel(UIName.PracticeSkillInfoPanel,i,list[i])
|
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end)
|
||||
index=index+1
|
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|
|
|
@ -41,6 +41,9 @@ function PracticeSkillInfoPanel:BindEvent()
|
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PracticeManager.SetPlayerSkill(skillId,skillLv)
|
||||
end
|
||||
end)
|
||||
elseif btnState==5 then
|
||||
PopupTipPanel.ShowTip("不能超过主动技能等级")
|
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return
|
||||
end
|
||||
end)
|
||||
|
||||
|
@ -70,6 +73,7 @@ function PracticeSkillInfoPanel:RefreshShow(id,lv)
|
|||
else
|
||||
currLv=lv
|
||||
end
|
||||
local list=PracticeManager.GetSkillInfo()
|
||||
LogError("level====="..lv)
|
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skillLv=lv
|
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skillId=id
|
||||
|
@ -125,8 +129,17 @@ function PracticeSkillInfoPanel:RefreshShow(id,lv)
|
|||
self.costImg.sprite=icon
|
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if BagManager.GetItemCountById(currData.LvupCost[1][1])>=currData.LvupCost[1][2] then
|
||||
self.costNum.color=UIColor.WRITE
|
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btnState=3 --可以点击
|
||||
self.redPoint:SetActive(true)
|
||||
if skillId~=100 and list[skillId] and currLv>=list[100] then
|
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btnState=5
|
||||
self.hintInfo.gameObject:SetActive(true)
|
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self.costImg.gameObject:SetActive(false)
|
||||
self.hintInfo.text="不能超过主动技能等级"
|
||||
Util.SetGray(self.btn_up,true)
|
||||
else
|
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btnState=3 --可以点击
|
||||
Util.SetGray(self.btn_up,false)
|
||||
end
|
||||
|
||||
else
|
||||
self.costNum.color=UIColor.RED
|
||||
btnState=4 --货币不足
|
||||
|
|
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