大闹天宫背景 大闹天宫女例会比例 公会技能更新战力调整位置

zhangqiang 2020-08-29 16:15:41 +08:00
parent 8b27411fd8
commit 220a8f216e
6 changed files with 7 additions and 6 deletions

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

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

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

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@ -46,7 +46,7 @@ function this.SetSkillDataLv(_Profession,_id,_lv)
allGuildSkillData[_Profession][_id].level = _lv allGuildSkillData[_Profession][_id].level = _lv
allGuildSkillData[_Profession][_id].config = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.GuildTechnology,"Profession",_Profession,"TechId",_id,"Level",_lv) allGuildSkillData[_Profession][_id].config = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.GuildTechnology,"Profession",_Profession,"TechId",_id,"Level",_lv)
--更新英雄战力属性 --更新英雄战力属性
HeroManager.UpdateHeroPowerProfession(_Profession)--也许会卡 -- HeroManager.UpdateHeroPowerProfession(_Profession)--也许会卡
end end
end end
--重置一种类型的公会技能数据 --重置一种类型的公会技能数据

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@ -248,6 +248,7 @@ end
--界面关闭时调用(用于子类重写) --界面关闭时调用(用于子类重写)
function GuildSkillUpLvPopup:OnClose() function GuildSkillUpLvPopup:OnClose()
tabRedPotList = {} tabRedPotList = {}
HeroManager.UpdateHeroPowerProfession()--也许会卡
end end
--界面销毁时调用(用于子类重写) --界面销毁时调用(用于子类重写)

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@ -778,10 +778,10 @@ function this.UpdateHeroPower()
end end
function this.UpdateHeroPowerProfession(_Profession) function this.UpdateHeroPowerProfession(_Profession)
for _, v in pairs(heroDatas) do for _, v in pairs(heroDatas) do
if v.heroConfig.Profession == _Profession then -- if v.heroConfig.Profession == _Profession then
-- LogGreen("v.dynamicId "..v.dynamicId) -- LogGreen("v.dynamicId "..v.dynamicId)
v.warPower = this.CalculateHeroAllProValList(1, v.dynamicId, false)[HeroProType.WarPower] v.warPower = this.CalculateHeroAllProValList(1, v.dynamicId, false)[HeroProType.WarPower]
end -- end
end end
end end
--获取同一类型的技能 --获取同一类型的技能