Merge branch 'master_develop' of http://60.1.1.230/gaoxin/JL_Client into master_develop
commit
228d2da247
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@ -1,29 +1,113 @@
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|
@ -182,8 +182,12 @@ public class MhtActivity extends IUnityPlayerActivity {
|
|||
// 调起登录
|
||||
public void Login() {
|
||||
|
||||
MhtActivity.this.runOnUiThread(new Runnable() {
|
||||
public void run() {
|
||||
PSDKUser.getInstance().login(MhtActivity.this);
|
||||
}
|
||||
});
|
||||
}
|
||||
public void SwitchLogin() {
|
||||
if (PSDKUser.getInstance().isSupport("switchLogin")) {
|
||||
PSDKUser.getInstance().switchLogin(MhtActivity.this);
|
||||
|
@ -248,6 +252,8 @@ public class MhtActivity extends IUnityPlayerActivity {
|
|||
final String extension){
|
||||
|
||||
|
||||
MhtActivity.this.runOnUiThread(new Runnable() {
|
||||
public void run() {
|
||||
Map<String, String> map2 = new HashMap<>();
|
||||
//必传
|
||||
// map2.put("consumerId", roleID);//用户ID
|
||||
|
@ -267,6 +273,9 @@ public class MhtActivity extends IUnityPlayerActivity {
|
|||
map2.put("goodsId", productId);//商品编号(三星必传)
|
||||
map2.put("ext", extension);//透传 传递给sdk sdk传递给后端
|
||||
PSDKPay.getInstance().pay(MhtActivity.this, map2);
|
||||
}
|
||||
});
|
||||
|
||||
|
||||
}
|
||||
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||||
|
|
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@ -311,7 +311,7 @@ MonoBehaviour:
|
|||
tokens:
|
||||
- appid: debug-appid
|
||||
serverUrl: http://thinkingdata.18183g.com
|
||||
mode: 2
|
||||
mode: 1
|
||||
timeZone: 0
|
||||
timeZoneId:
|
||||
--- !u!1 &3471622135844523394
|
||||
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|
Binary file not shown.
|
@ -6864,7 +6864,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 0
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m_IsActive: 1
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--- !u!224 &2911701139505363764
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RectTransform:
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m_ObjectHideFlags: 0
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@ -6882,7 +6882,7 @@ RectTransform:
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m_AnchorMin: {x: 0.5, y: 1}
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m_AnchorMax: {x: 0.5, y: 1}
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m_AnchoredPosition: {x: -274.2, y: -871.99994}
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m_SizeDelta: {x: 295.63, y: 84.151}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &2597305330074143555
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|
@ -13129,7 +13129,7 @@ ParticleSystem:
|
|||
--- !u!199 &1083645269967354099
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||||
ParticleSystemRenderer:
|
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serializedVersion: 6
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m_ObjectHideFlags: 2
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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|
@ -19940,7 +19940,7 @@ RectTransform:
|
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
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m_AnchorMin: {x: 0.5, y: 1}
|
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m_AnchorMax: {x: 0.5, y: 1}
|
||||
m_AnchoredPosition: {x: 0, y: -872}
|
||||
m_AnchoredPosition: {x: 268.78, y: -872}
|
||||
m_SizeDelta: {x: 295.63, y: 84.151}
|
||||
m_Pivot: {x: 0.5, y: 0.5}
|
||||
--- !u!222 &3648998059851915409
|
||||
|
@ -26251,7 +26251,7 @@ ParticleSystem:
|
|||
--- !u!199 &8451515492985319499
|
||||
ParticleSystemRenderer:
|
||||
serializedVersion: 6
|
||||
m_ObjectHideFlags: 2
|
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
|
||||
|
@ -32511,7 +32511,7 @@ ParticleSystem:
|
|||
--- !u!199 &6598447891554960103
|
||||
ParticleSystemRenderer:
|
||||
serializedVersion: 6
|
||||
m_ObjectHideFlags: 2
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
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m_PrefabInstance: {fileID: 0}
|
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m_PrefabAsset: {fileID: 0}
|
||||
|
@ -43665,7 +43665,7 @@ ParticleSystem:
|
|||
--- !u!199 &5882379970318000206
|
||||
ParticleSystemRenderer:
|
||||
serializedVersion: 6
|
||||
m_ObjectHideFlags: 2
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
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m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
|
|
|
@ -1334,6 +1334,7 @@ HELP_TYPE = {
|
|||
TimeLimitedCall=57,-- 限时召唤
|
||||
TreasureOfHeaven=58,--天宫秘宝
|
||||
QianKunBox=59,--乾坤宝囊
|
||||
TreasureResolve=60, --宝物分解
|
||||
}
|
||||
|
||||
NumToComplexFont = {
|
||||
|
|
|
@ -83,6 +83,7 @@ FIGHTTEAMINFO_FIGHTUNITLIST_FIELD = protobuf.FieldDescriptor();
|
|||
FIGHTTEAMINFO_TEAMSKILLLIST_FIELD = protobuf.FieldDescriptor();
|
||||
FIGHTTEAMINFO_TEAMPASSIVELIST_FIELD = protobuf.FieldDescriptor();
|
||||
FIGHTTEAMINFO_SPECIALPASSIVE_FIELD = protobuf.FieldDescriptor();
|
||||
FIGHTTEAMINFO_FIRSTCAMP_FIELD = protobuf.FieldDescriptor();
|
||||
EVENTBEHAVIORVALUES = protobuf.Descriptor();
|
||||
EVENTBEHAVIORVALUES_BEHAVIORVALUES_FIELD = protobuf.FieldDescriptor();
|
||||
EVENTBEHAVIORCOMMON = protobuf.Descriptor();
|
||||
|
@ -1328,11 +1329,21 @@ FIGHTTEAMINFO_SPECIALPASSIVE_FIELD.default_value = ""
|
|||
FIGHTTEAMINFO_SPECIALPASSIVE_FIELD.type = 9
|
||||
FIGHTTEAMINFO_SPECIALPASSIVE_FIELD.cpp_type = 9
|
||||
|
||||
FIGHTTEAMINFO_FIRSTCAMP_FIELD.name = "firstCamp"
|
||||
FIGHTTEAMINFO_FIRSTCAMP_FIELD.full_name = ".com.ljsd.jieling.protocols.FightTeamInfo.firstCamp"
|
||||
FIGHTTEAMINFO_FIRSTCAMP_FIELD.number = 5
|
||||
FIGHTTEAMINFO_FIRSTCAMP_FIELD.index = 4
|
||||
FIGHTTEAMINFO_FIRSTCAMP_FIELD.label = 1
|
||||
FIGHTTEAMINFO_FIRSTCAMP_FIELD.has_default_value = false
|
||||
FIGHTTEAMINFO_FIRSTCAMP_FIELD.default_value = 0
|
||||
FIGHTTEAMINFO_FIRSTCAMP_FIELD.type = 5
|
||||
FIGHTTEAMINFO_FIRSTCAMP_FIELD.cpp_type = 1
|
||||
|
||||
FIGHTTEAMINFO.name = "FightTeamInfo"
|
||||
FIGHTTEAMINFO.full_name = ".com.ljsd.jieling.protocols.FightTeamInfo"
|
||||
FIGHTTEAMINFO.nested_types = {}
|
||||
FIGHTTEAMINFO.enum_types = {}
|
||||
FIGHTTEAMINFO.fields = {FIGHTTEAMINFO_FIGHTUNITLIST_FIELD, FIGHTTEAMINFO_TEAMSKILLLIST_FIELD, FIGHTTEAMINFO_TEAMPASSIVELIST_FIELD, FIGHTTEAMINFO_SPECIALPASSIVE_FIELD}
|
||||
FIGHTTEAMINFO.fields = {FIGHTTEAMINFO_FIGHTUNITLIST_FIELD, FIGHTTEAMINFO_TEAMSKILLLIST_FIELD, FIGHTTEAMINFO_TEAMPASSIVELIST_FIELD, FIGHTTEAMINFO_SPECIALPASSIVE_FIELD, FIGHTTEAMINFO_FIRSTCAMP_FIELD}
|
||||
FIGHTTEAMINFO.is_extendable = false
|
||||
FIGHTTEAMINFO.extensions = {}
|
||||
EVENTBEHAVIORVALUES_BEHAVIORVALUES_FIELD.name = "behaviorValues"
|
||||
|
|
|
@ -214,10 +214,14 @@ end
|
|||
---参数2 isFightPlayer 0和怪物对战 1和玩家对战
|
||||
function this.GetBattleServerData(msg, isFightPlayer)
|
||||
local fightData = {
|
||||
playerData = { teamSkill = {}, teamPassive = {} },
|
||||
playerData = { teamSkill = {}, teamPassive = {}, firstCamp = 0, },
|
||||
enemyData = { },
|
||||
}
|
||||
isFightPlayer = isFightPlayer == 1
|
||||
|
||||
-- 判断是否先手
|
||||
fightData.playerData.firstCamp = msg.fightData.heroFightInfos.firstCamp or 0
|
||||
--
|
||||
local data = msg.fightData.heroFightInfos
|
||||
for i = 1, #data.fightUnitList do
|
||||
local rid = tonumber(data.fightUnitList[i].unitId)
|
||||
|
@ -277,10 +281,19 @@ function this.GetBattleServerData(msg, isFightPlayer)
|
|||
fightData.playerData.outData = data.specialPassive
|
||||
LogRed(Language[10221]..data.specialPassive)
|
||||
|
||||
|
||||
|
||||
-- 敌方
|
||||
|
||||
--
|
||||
for i = 1, #msg.fightData.monsterList do
|
||||
local data2 = msg.fightData.monsterList[i]
|
||||
fightData.enemyData[i] = { teamSkill = {}, teamPassive = {} }
|
||||
fightData.enemyData[i] = { teamSkill = {}, teamPassive = {} , firstCamp = 0, }
|
||||
|
||||
-- 判断是否先手
|
||||
fightData.enemyData[i].firstCamp = data2.firstCamp or 0
|
||||
|
||||
--
|
||||
for j = 1, #data2.fightUnitList do
|
||||
local skills, propertys, role
|
||||
if not isFightPlayer then
|
||||
|
|
|
@ -100,8 +100,25 @@ function this.WriteFile()
|
|||
os.date("%H"),
|
||||
os.date("%M"),
|
||||
os.date("%S"))
|
||||
local file = io.open("BattleRecord/log-"..time..".txt", "a")
|
||||
local file
|
||||
local platform
|
||||
-- linux
|
||||
if not file then
|
||||
file = io.open("../luafight/BattleRecord/log-"..time..".txt", "a")
|
||||
platform = "Linux"
|
||||
end
|
||||
-- local window server
|
||||
if not file then
|
||||
file = io.open("luafight/BattleRecord/log-"..time..".txt", "a")
|
||||
platform = "Local Windows Server"
|
||||
end
|
||||
-- local
|
||||
if not file then
|
||||
file = io.open("BattleRecord/log-"..time..".txt", "a")
|
||||
platform = "Local"
|
||||
end
|
||||
|
||||
file:write(platform..":\n\n\n")
|
||||
for i = 1, #this.logList do
|
||||
file:write(this.logList[i].."\n")
|
||||
end
|
||||
|
|
|
@ -84,6 +84,20 @@ function BattleLogic.Init(data, optionData, maxRound)
|
|||
BattleLogManager.Init(fightData)
|
||||
end
|
||||
|
||||
-- 检测先手阵营
|
||||
function BattleLogic.CheckFirstCamp()
|
||||
-- 默认我方先手
|
||||
BattleLogic.FirstCamp = 0
|
||||
-- 数据不存在时,兼容老战斗数据
|
||||
if not fightData.playerData.firstCamp and not fightData.enemyData[BattleLogic.CurOrder].firstCamp then
|
||||
return
|
||||
end
|
||||
-- 敌方先手
|
||||
if fightData.playerData.firstCamp == 0 and fightData.enemyData[BattleLogic.CurOrder].firstCamp == 1 then
|
||||
BattleLogic.FirstCamp = 1
|
||||
end
|
||||
end
|
||||
|
||||
function BattleLogic.StartOrder()
|
||||
--
|
||||
BattleLogic.CurOrder = BattleLogic.CurOrder + 1
|
||||
|
@ -104,7 +118,8 @@ function BattleLogic.StartOrder()
|
|||
RoleManager.AddRole(orderList[i], orderList[i].position)
|
||||
end
|
||||
end
|
||||
|
||||
-- 检测先后手
|
||||
BattleLogic.CheckFirstCamp()
|
||||
-- 开始战斗,延时一帧执行,避免战斗还没开始就释放了技能
|
||||
BattleLogic.TurnRoundNextFrame()
|
||||
end
|
||||
|
@ -158,7 +173,7 @@ function BattleLogic.TurnRound(debugTurn)
|
|||
-- 第一次进入 或者 本轮结束 初始化流程状态
|
||||
if CurRound == 0 or (CurSkillPos[0] == 6 and CurSkillPos[1] == 6) then
|
||||
CurRound = CurRound + 1
|
||||
CurCamp = 0
|
||||
CurCamp = BattleLogic.FirstCamp -- 判断先手阵营
|
||||
CurSkillPos[0] = 0
|
||||
CurSkillPos[1] = 0
|
||||
LogGreen(Language[10228]..CurRound)
|
||||
|
|
|
@ -16,7 +16,6 @@ local curNeedEquip = {}
|
|||
local curSelectEquip = {}
|
||||
local curSelectGO
|
||||
local materidaIsCan = false
|
||||
local bagPosEquips = {}
|
||||
local tabs={}
|
||||
function this:InitComponent(gameObject)
|
||||
this.tabBox = Util.GetGameObject(gameObject, "CompoundPanel_Treasure/TabBox")
|
||||
|
@ -90,8 +89,6 @@ function this.TreasureBtnClick(_btn,_curIndex)
|
|||
end
|
||||
--显示当前阵营的宝物
|
||||
function this.ShowCurrPosTreasures()
|
||||
bagPosEquips = EquipManager.GetEquipCompoundDataByEquipPosition1(curIndex)
|
||||
--LogError("curIndex "..curIndex)
|
||||
local equipDatas = EquipTreasureManager.GetAllTabletTreasuresByRace(curIndex)
|
||||
if equipDatas and #equipDatas > 0 then
|
||||
curSelectEquip = equipDatas[1]
|
||||
|
@ -225,99 +222,107 @@ function this.Compound()
|
|||
end)
|
||||
end
|
||||
|
||||
--一种装备一种装备的循环检测 金币能合成的数量 与 背包装备能合成的数量 取最小值 然后扣除临时消耗道具
|
||||
--最后所有装备存在curPosEquips 与 之前背包 bagPosEquips 作比较 看合成了什么装备 删除了什么装备 和计算消耗材料
|
||||
function this.AutoCompound(_position)
|
||||
--表数据
|
||||
local curPosEquips = EquipTreasureManager.GetAllTabletTreasuresByRaceAndType(_position)--,curSelectEquip.equipType)
|
||||
local shengGoldNum = 0
|
||||
--实际数据
|
||||
local curPosEquipsData = EquipTreasureManager.GeEquipTreasureDatas(_position)
|
||||
|
||||
local totalGoldNum = 0
|
||||
--jwelConfig.RankupResourcess对应所有背包数据
|
||||
local bagNums = {}
|
||||
--消耗材料对应所有背包数据
|
||||
--循环宝物的表消耗道具,得出对应的背包数据
|
||||
for i = 1, #curPosEquips do
|
||||
local equipData = curPosEquips[i]
|
||||
for j = 1, #equipData.costCoin do
|
||||
if not bagNums[equipData.costCoin[j][1]] then
|
||||
bagNums[equipData.costCoin[j][1]] = BagManager.GetItemCountById(equipData.costCoin[j][1])
|
||||
end
|
||||
end
|
||||
--一种装备一种装备的循环检测 金币能合成的数量 与 背包装备能合成的数量 取最小值 然后扣除临时消耗道具
|
||||
--最后所有装备存在curPosEquips 与 之前背包 bagPosEquips 作比较 看合成了什么装备 删除了什么装备 和计算消耗材料
|
||||
local curRewards = {}
|
||||
--上一个便利的宝物的id和可合成数量
|
||||
local lastEquipId=0
|
||||
local lastEquipNum=0
|
||||
--便利符合条件的静态宝物数据
|
||||
end
|
||||
|
||||
-- --LogGreen(LengthOfTable(bagNums))
|
||||
-- for n,m in pairs(bagNums) do
|
||||
-- --LogGreen("bagNums id:"..n.." num:"..m)
|
||||
-- end
|
||||
|
||||
--循环宝物的表数据,得到可以合成的宝物数量
|
||||
for i = 1, #curPosEquips do
|
||||
local materialEndNum = -1
|
||||
local materialNums = {}
|
||||
local equipData = curPosEquips[i]
|
||||
|
||||
--从表消耗道具得出可以合成的数量
|
||||
local materialEndNum = -1
|
||||
--循环宝物的表消耗数据,得出对应的消耗数据
|
||||
for j = 1, #equipData.costCoin do
|
||||
local itemId = equipData.costCoin[j][1]
|
||||
materialNums[itemId] = equipData.costCoin[j][2]
|
||||
local curItmeCompoundNums = math.floor(bagNums[itemId] / equipData.costCoin[j][2])
|
||||
--可以合成的宝物数量
|
||||
local config = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.JewelConfig,"Location",equipData.equipType,"Level",equipData.quantity-1,"Race",_position)
|
||||
local curItmeCompoundNums = math.floor(bagNums[config.RankupResources[j][1]] / config.RankupResources[j][2])
|
||||
if materialEndNum == -1 then
|
||||
materialEndNum = curItmeCompoundNums
|
||||
elseif materialEndNum > curItmeCompoundNums then
|
||||
materialEndNum = curItmeCompoundNums
|
||||
end
|
||||
end
|
||||
if i <= #curPosEquips and materialEndNum>0 then
|
||||
--可合成当前装备的数量
|
||||
local materialHaveNum= LengthOfTable(EquipTreasureManager.GetBagCompoundEquipDatasByequipSData(equipData))
|
||||
--获取可以合成几个装备
|
||||
local curQuEquipCompoundNum = math.floor(materialHaveNum/equipData.quaUpCount)
|
||||
--加上上一个品质合成的装备
|
||||
local nextCompoundNum=math.floor((materialHaveNum+lastEquipNum)/equipData.quaUpCount)
|
||||
--如果加上一个品质合成的宝物又能多合成x个,算出多合成宝物需要消耗几个之前合成的,减去
|
||||
if nextCompoundNum>curQuEquipCompoundNum then
|
||||
local costNum=math.abs(materialHaveNum-(nextCompoundNum*equipData.quaUpCount))
|
||||
if curRewards[lastEquipId] then
|
||||
local haveNum=curRewards[lastEquipId]
|
||||
if haveNum<=costNum then
|
||||
curRewards[lastEquipId]=nil
|
||||
else
|
||||
--现在拥有的数量-提升消耗的-本来就有的=最终增加的
|
||||
local num=haveNum-costNum-materialHaveNum
|
||||
if num>0 then
|
||||
curRewards[lastEquipId]=num
|
||||
else
|
||||
curRewards[lastEquipId]=nil
|
||||
end
|
||||
end
|
||||
end
|
||||
curQuEquipCompoundNum=nextCompoundNum
|
||||
end
|
||||
--LogGreen("materialEndNum:"..materialEndNum)
|
||||
|
||||
if materialEndNum > 0 then
|
||||
--可消耗宝物的数量 (没有强化,没有精炼,没有装备,同样的位置,品级-1)
|
||||
local materialHaveNum= curPosEquipsData[equipData.equipType][equipData.quantity-1]
|
||||
--LogGreen("equipData.quantity-1:".. equipData.quantity - 1 .."num:".. materialHaveNum)
|
||||
--可以合成的
|
||||
local nextCompoundNum = math.floor(materialHaveNum / equipData.quaUpCount)
|
||||
--LogGreen("可以合成:".. nextCompoundNum .."个品质为"..equipData.quantity.."的宝器")
|
||||
|
||||
--消耗物品可以合成的和材料合成的作比较,取最小值
|
||||
local endCompoundNum = materialEndNum > curQuEquipCompoundNum and curQuEquipCompoundNum or materialEndNum
|
||||
--LogError("endCompoundNum "..endCompoundNum)
|
||||
for itemId, num in pairs(materialNums) do
|
||||
bagNums[itemId] = bagNums[itemId] - endCompoundNum * num
|
||||
shengGoldNum = shengGoldNum + endCompoundNum * num
|
||||
end
|
||||
local endCompoundNum = materialEndNum > nextCompoundNum and nextCompoundNum or materialEndNum
|
||||
--LogGreen("结合材料可以合成:".. endCompoundNum .."个品质为"..equipData.quantity.."的宝器")
|
||||
|
||||
--如果当前品质宝物可以合成,就把当前品质的id及合成的数量储存,判断下一个品质加上当前合成的是否能多合成
|
||||
if endCompoundNum > 0 then
|
||||
lastEquipId=equipData.Id
|
||||
lastEquipNum=endCompoundNum
|
||||
--table.insert(curRewards,{equipData.Id,endCompoundNum})
|
||||
curRewards[equipData.Id]=endCompoundNum
|
||||
local config = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.JewelConfig,"Location",equipData.equipType,"Level",equipData.quantity-1,"Race",_position)
|
||||
if not config then
|
||||
LogRed("Location:".. equipData.equipType .." Level".. equipData.quantity-1 .." Race".. _position)
|
||||
else
|
||||
lastEquipId=0
|
||||
lastEquipNum=0
|
||||
for j = 1, #config.RankupResources do
|
||||
bagNums[config.RankupResources[j][1]] =
|
||||
bagNums[config.RankupResources[j][1]] - endCompoundNum * config.RankupResources[j][2]
|
||||
totalGoldNum = totalGoldNum + endCompoundNum * config.RankupResources[j][2]
|
||||
--LogGreen("合成:".. endCompoundNum .."个品质为"..equipData.quantity.."的宝器需要消耗"..config.RankupResources[j][1].." "..endCompoundNum * config.RankupResources[j][2])
|
||||
--LogGreen("bagNums[config.RankupResources[j][1]]:"..bagNums[config.RankupResources[j][1]])
|
||||
end
|
||||
--消耗之后剩余的数量
|
||||
--LogGreen("消耗curPosEquipsData[equipData.equipType][equipData.quantity - 1]之前:"..curPosEquipsData[equipData.equipType][equipData.quantity - 1])
|
||||
curPosEquipsData[equipData.equipType][equipData.quantity - 1] = materialHaveNum - (endCompoundNum * equipData.quaUpCount)
|
||||
--LogGreen("合成:".. endCompoundNum .."个品质为"..equipData.quantity.."的宝器需要消耗".. equipData.quantity - 1 .." "..endCompoundNum * equipData.quaUpCount)
|
||||
--LogGreen("消耗curPosEquipsData[equipData.equipType][equipData.quantity - 1]之后:"..curPosEquipsData[equipData.equipType][equipData.quantity - 1])
|
||||
--LogGreen("合成curPosEquipsData[equipData.equipType][equipData.quantity]之前:"..curPosEquipsData[equipData.equipType][equipData.quantity])
|
||||
curPosEquipsData[equipData.equipType][equipData.quantity] = curPosEquipsData[equipData.equipType][equipData.quantity] + endCompoundNum
|
||||
--LogGreen("合成curPosEquipsData[equipData.equipType][equipData.quantity]之后:"..curPosEquipsData[equipData.equipType][equipData.quantity])
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
local origiData = EquipTreasureManager.GeEquipTreasureDatas(_position)
|
||||
local endReward={}
|
||||
for i, v in pairs(curRewards) do
|
||||
table.insert(endReward,{i,v})
|
||||
for i, v in pairs(curPosEquipsData) do
|
||||
for n, m in pairs(v) do
|
||||
--LogGreen("m:"..m.." origiData[i][n]:"..origiData[i][n])
|
||||
if m > origiData[i][n] then
|
||||
local config = ConfigManager.TryGetConfigDataByThreeKey(ConfigName.JewelConfig,"Location",i,"Level",n,"Race",_position)
|
||||
--LogGreen("config.id:"..config.Id.." num:"..m - origiData[i][n])
|
||||
table.insert(endReward,{config.Id,m - origiData[i][n]})
|
||||
end
|
||||
if shengGoldNum <= 0 then
|
||||
--if curSelectEquip.equipType==1 then
|
||||
-- PopupTipPanel.ShowTip("无可合成魂宝或金币不足!")
|
||||
--else
|
||||
-- PopupTipPanel.ShowTip("无可合成灵宝或金币不足!")
|
||||
--end
|
||||
PopupTipPanel.ShowTip(Language[10435])
|
||||
end
|
||||
end
|
||||
if LengthOfTable(endReward) < 1 then
|
||||
PopupTipPanel.ShowTip("消耗材料不足")
|
||||
return
|
||||
end
|
||||
--BagManager.GetItemCountById(14) -
|
||||
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.TreasureCompound,
|
||||
shengGoldNum,endReward,function ()
|
||||
--LogGreen("totalGoldNum:"..totalGoldNum)
|
||||
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.TreasureCompound,totalGoldNum,endReward,function ()
|
||||
NetManager.ComplexTreasureRequest(curSelectEquip.equipType,curIndex,0,0, function(msg)
|
||||
for i = 1, #msg.equipIds do
|
||||
EquipTreasureManager.RemoveTreasureByIdDyn(msg.equipIds[i])
|
||||
|
|
|
@ -5,7 +5,7 @@ local this = SaveFormation
|
|||
this.IsNeedChangeFormation = true
|
||||
|
||||
--- 逻辑初始化
|
||||
function this.Init(root)
|
||||
function this.Init(root,...)
|
||||
this.root = root
|
||||
this.root.bg:SetActive(true)
|
||||
this.root.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.Main })
|
||||
|
@ -13,10 +13,12 @@ function this.Init(root)
|
|||
this.root.btn_2:SetActive(true)
|
||||
this.root.btn_1_lab.text=Language[10743]
|
||||
this.root.btn_2_lab.text=Language[10726]
|
||||
local temp = {...}
|
||||
this.teamId = temp[1]
|
||||
end
|
||||
--- 获取需要显示的编队id
|
||||
function this.GetFormationIndex()
|
||||
return FormationManager.curFormationIndex
|
||||
return this.teamId and this.teamId or FormationManager.curFormationIndex
|
||||
end
|
||||
|
||||
--- 关闭界面事件
|
||||
|
@ -30,12 +32,14 @@ function this.On_Btn1_Click()
|
|||
end
|
||||
function this.On_Btn2_Click()
|
||||
if this.root.order>=1 then
|
||||
--保存编队
|
||||
FormationManager.RefreshFormation(this.root.curFormationIndex, this.root.choosedList,
|
||||
FormationManager.formationList[this.root.curFormationIndex].teamPokemonInfos)
|
||||
Game.GlobalEvent:DispatchEvent(GameEvent.Formation.OnFormationChange) --主线保存编队显示战力变化
|
||||
PopupTipPanel.ShowTip(Language[10713])
|
||||
this.root:ClosePanel()
|
||||
if this.teamId and this.teamId == FormationTypeDef.EXPEDITION then
|
||||
else
|
||||
Game.GlobalEvent:DispatchEvent(GameEvent.Formation.OnFormationChange) --主线保存编队显示战力变化
|
||||
end
|
||||
else
|
||||
PopupTipPanel.ShowTip(string.format(Language[10701], 1))
|
||||
end
|
||||
|
|
|
@ -271,7 +271,7 @@ function this.GetAllHeroDataMsinusUpWar(_sortTypeId,type) --0全部 1-6属性 7
|
|||
local isFormations = {}
|
||||
for n, w in pairs(FormationManager.formationList) do
|
||||
for m = 1, #w.teamHeroInfos do
|
||||
if v.dynamicId == w.teamHeroInfos[m].heroId then
|
||||
if w.teamHeroInfos[m] and v.dynamicId == w.teamHeroInfos[m].heroId then
|
||||
--队伍名称 队伍id
|
||||
local isFormationStr = ""
|
||||
local curFormationId = 0
|
||||
|
@ -367,7 +367,7 @@ function this.GetHeroFormationStr2(teamId)
|
|||
return ""
|
||||
end
|
||||
--删除本地英雄信息
|
||||
function this.DeleteHeroDatas(heroDIds)
|
||||
function this.DeleteHeroDatas(heroDIds,index)
|
||||
for i = 1, #heroDIds do
|
||||
if heroDatas[heroDIds[i]] then
|
||||
--清除英雄装备上挂载的英雄id
|
||||
|
@ -2784,4 +2784,11 @@ function this.GetIsShowTalismanRedPoint(curHeroData)
|
|||
end
|
||||
return true
|
||||
end
|
||||
|
||||
function this.ResetHero(dynamicloadId)
|
||||
if heroDatas[dynamicloadId] then
|
||||
heroDatas[dynamicloadId].lv = 1
|
||||
heroDatas[dynamicloadId].breakId = 0
|
||||
end
|
||||
end
|
||||
return this
|
|
@ -23,7 +23,7 @@ function this.Initialize()
|
|||
|
||||
SDKMgr.onLoginCallback = function(loginResp)
|
||||
Game.GlobalEvent:DispatchEvent(GameEvent.LoginSuccess.OnLoginSuccess,loginResp)
|
||||
ThinkingAnalyticsManager.Track("app_login")
|
||||
-- ThinkingAnalyticsManager.Track("app_login")
|
||||
end
|
||||
|
||||
SDKMgr.onSwitchAccountCallback = function(resp)
|
||||
|
|
|
@ -116,7 +116,7 @@ function this:AddListener()
|
|||
Game.GlobalEvent:AddEvent(Protocal.Connect, this.OnConnect)
|
||||
Game.GlobalEvent:AddEvent(Protocal.Disconnect, this.OnDisconnect)
|
||||
Game.GlobalEvent:AddEvent(GameEvent.LoginSuccess.OnLoginSuccess, this.RefreshLoginStatus)
|
||||
Game.GlobalEvent:AddEvent(GameEvent.LoginSuccess.OnLogout, this.RefreshLoginStatus)
|
||||
Game.GlobalEvent:AddEvent(GameEvent.LoginSuccess.OnLogout, this.OnLogout)
|
||||
end
|
||||
|
||||
--移除事件监听(用于子类重写)
|
||||
|
@ -125,11 +125,12 @@ function this:RemoveListener()
|
|||
Game.GlobalEvent:RemoveEvent(Protocal.Connect, this.OnConnect)
|
||||
Game.GlobalEvent:RemoveEvent(Protocal.Disconnect, this.OnDisconnect)
|
||||
Game.GlobalEvent:RemoveEvent(GameEvent.LoginSuccess.OnLoginSuccess, this.RefreshLoginStatus)
|
||||
Game.GlobalEvent:RemoveEvent(GameEvent.LoginSuccess.OnLogout, this.RefreshLoginStatus)
|
||||
Game.GlobalEvent:RemoveEvent(GameEvent.LoginSuccess.OnLogout, this.OnLogout)
|
||||
end
|
||||
|
||||
function this:OnLogout()
|
||||
if IsSDKLogin then
|
||||
this.SetLoginPart(false)
|
||||
this.sdkLoginBtn:SetActive(false)
|
||||
this.inputField.gameObject:SetActive(false)
|
||||
this.UserBtn:SetActive(false)
|
||||
|
@ -172,6 +173,7 @@ function this:OnOpen(...)
|
|||
end
|
||||
|
||||
if IsSDKLogin then
|
||||
this.SetLoginPart(false)
|
||||
this.sdkLoginBtn:SetActive(false)
|
||||
this.inputField.gameObject:SetActive(false)
|
||||
this.UserBtn:SetActive(false)
|
||||
|
|
|
@ -424,6 +424,11 @@ function this.GuildRefreshDeathPosStatus(buffer)
|
|||
msg:ParseFromString(data)
|
||||
Log(Language[11410]..msg.status)
|
||||
DeathPosManager.status=msg.status
|
||||
if msg.status == 1 then
|
||||
DeathPosManager.battleTime=DeathPosManager.maxBattleTime
|
||||
else
|
||||
DeathPosManager.battleTime = 0
|
||||
end
|
||||
Game.GlobalEvent:DispatchEvent(GameEvent.Guild.RefreshDeathPosStatus)
|
||||
end
|
||||
|
||||
|
|
|
@ -41,7 +41,7 @@ function this.LoginRequest(openId, pt_pid, pt_gid, func)
|
|||
data.operator_s = AppConst.isSDK and AndroidDeviceInfo.Instance:GetOperatorName() or ""
|
||||
data.network_s = AppConst.isSDK and AndroidDeviceInfo.Instance:GetNetworkType() or ""
|
||||
data.ip_s = AppConst.isSDK and AndroidDeviceInfo.Instance:GetLocalIpAddress() or ""
|
||||
data.distinct_id = AppConst.isSDK and App.TAMgr:GetDistinctId() or ""
|
||||
data.distinct_id = AppConst.isSDK and openId or ""
|
||||
data.openId = openId
|
||||
data.channel_s = pt_pid.."#"..pt_gid
|
||||
data.platform_s = AppConst.isSDK and "ADR" or "PC"
|
||||
|
@ -65,10 +65,12 @@ function this.LoginRequest(openId, pt_pid, pt_gid, func)
|
|||
AppConst.Token = msg.newToken
|
||||
|
||||
-- 打点
|
||||
ThinkingAnalyticsManager.Login(openId)
|
||||
ThinkingAnalyticsManager.SetDistinctId(AppConst.OpenId)
|
||||
ThinkingAnalyticsManager.SetSuperProperties({
|
||||
server_id = LoginManager.ServerId,
|
||||
account = AppConst.OpenId
|
||||
account = AppConst.OpenId,
|
||||
["Bundle-id"] = "123",
|
||||
xx_id = AppConst.isSDK and "ADR" or "PC"
|
||||
})
|
||||
TapDBManager.SetUser(openId)
|
||||
TapDBManager.SetServer(LoginManager.ServerId)
|
||||
|
@ -118,6 +120,7 @@ function this.PlayerInfoRequest(func)
|
|||
end
|
||||
|
||||
-- 数据打点
|
||||
ThinkingAnalyticsManager.Login(PlayerManager.uid)
|
||||
ThinkingAnalyticsManager.SetSuperProperties({
|
||||
role_id = PlayerManager.uid,
|
||||
role_name = PlayerManager.nickName,
|
||||
|
|
|
@ -121,7 +121,7 @@ function RewardEquipSingleShowPopup:OnShow()
|
|||
|
||||
--装备基础信息
|
||||
LogBlue(equipData.id)
|
||||
LogBlue(tonumber(equipData.id))
|
||||
-- LogBlue(tonumber(equipData.id))
|
||||
local equipConfigData=ConfigManager.GetConfigData(ConfigName.EquipConfig, tonumber(equipData.id))
|
||||
local itemConfigData=ConfigManager.GetConfigData(ConfigName.ItemConfig, tonumber(equipData.id))
|
||||
this.btnSure:SetActive(isShowfenjie)
|
||||
|
|
|
@ -35,11 +35,11 @@ function this:BindEvent()
|
|||
break
|
||||
end
|
||||
NetManager.HeroRetureEvent(data, function(msg)
|
||||
HeroManager.DeleteHeroDatas({data})
|
||||
HeroManager.ResetHero(data)
|
||||
PopupTipPanel.ShowTip("神将归元成功,等级重置为1级")
|
||||
parent:ClosePanel()
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function ()
|
||||
ResolvePanel.SwitchView(1)
|
||||
PopupTipPanel.ShowTip(Language[12210])
|
||||
end,0,nil,nil,1)
|
||||
end)
|
||||
end)
|
||||
|
|
|
@ -33,7 +33,7 @@ end
|
|||
|
||||
function this:BindEvent()
|
||||
Util.AddClick(this.helpBtn,function()
|
||||
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.Resolve_Dismantle,this.helpPos.x,this.helpPos.y)
|
||||
UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.TreasureResolve,this.helpPos.x,this.helpPos.y)
|
||||
end)
|
||||
Util.AddClick(this.confirmBtn,function()
|
||||
if tonumber(LengthOfTable(selectEquipTreasureData))==0 then
|
||||
|
|
|
@ -100,17 +100,10 @@ function this.GetHeroData(_sortType)
|
|||
for n=1,#data do
|
||||
tempHeros[#tempHeros+1]=data[n]
|
||||
end
|
||||
--筛选非狗粮Hero
|
||||
local noDogHeros={}
|
||||
for k, v in pairs(tempHeros) do
|
||||
if heroConfig[v.id].RankupConsumeMaterial~=nil then
|
||||
noDogHeros[#noDogHeros+1]=v
|
||||
end
|
||||
end
|
||||
--根据元素筛选
|
||||
local heros={}
|
||||
if noDogHeros and LengthOfTable(noDogHeros)>0 then
|
||||
for i, v in pairs(noDogHeros) do
|
||||
if tempHeros and LengthOfTable(tempHeros)>0 then
|
||||
for i, v in pairs(tempHeros) do
|
||||
if _sortType ==0 then
|
||||
table.insert(heros,v)
|
||||
-- elseif _sortType>=7 then
|
||||
|
@ -179,8 +172,14 @@ function this.SingleHeroDataShow(go,_heroData)
|
|||
local curHeroData =HeroManager.GetSingleHeroData(v.dynamicId)
|
||||
if not curHeroData then return end
|
||||
local heroReturnConfig = ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.HeroReturn,"HeroId",curHeroData.id,"Star",curHeroData.breakId)
|
||||
if not heroReturnConfig then
|
||||
LogRed("HeroId"..curHeroData.id.."Star"..curHeroData.breakId)
|
||||
heroUseCount= 50
|
||||
heroUseItemId = 16
|
||||
else
|
||||
heroUseCount= heroReturnConfig.ReturnConsume[1][2]
|
||||
heroUseItemId = heroReturnConfig.ReturnConsume[1][1]
|
||||
end
|
||||
break
|
||||
end
|
||||
--持有道具数量
|
||||
|
@ -211,6 +210,8 @@ function this.SingleHeroDataShow(go,_heroData)
|
|||
JumpManager.GoJump(8001)
|
||||
elseif heroData.isFormations[1] == FormationTypeDef.FORMATION_ENDLESS_MAP then
|
||||
JumpManager.GoJump(57001)
|
||||
elseif heroData.isFormations[1] == FormationTypeDef.EXPEDITION then
|
||||
UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.SAVE_FORMATION,FormationTypeDef.EXPEDITION)
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
|
|
@ -231,6 +231,33 @@ function this.GetAllTabletTreasuresByRaceAndType(_index, _Location)
|
|||
end
|
||||
end
|
||||
|
||||
--获取所有可以合成宝物的数据
|
||||
function this.GeEquipTreasureDatas(_index)
|
||||
local equips = {}
|
||||
for i=1, 2 do
|
||||
if not equips[i] then
|
||||
equips[i] = {}
|
||||
end
|
||||
for j=2, 6 do
|
||||
equips[i][j] = 0
|
||||
end
|
||||
end
|
||||
|
||||
for i, v in pairs(allTreasures) do
|
||||
if v.upHeroDid == "" and v.lv == 0 and v.refineLv == 0 and v.race == _index then
|
||||
if not equips[v.equipType] then
|
||||
equips[v.equipType] = {}
|
||||
end
|
||||
if not equips[v.equipType][v.quantity] then
|
||||
equips[v.equipType][v.quantity] = 1
|
||||
else
|
||||
equips[v.equipType][v.quantity] = equips[v.equipType][v.quantity] + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
return equips
|
||||
end
|
||||
|
||||
--获取所有可以合成宝物的数据
|
||||
function this.GetBagCompoundEquipDatasByequipSData(equipSData)
|
||||
local equips = {}
|
||||
|
@ -247,6 +274,7 @@ function this.GetBagCompoundEquipDatasByequipSData(equipSData)
|
|||
end
|
||||
return equips
|
||||
end
|
||||
|
||||
--获取可以合成宝物的数量根据宝物id
|
||||
function this.GetCanCompoundTreasureNumByTreasureId(_id, _type)
|
||||
local equips = {}
|
||||
|
|
|
@ -204,7 +204,8 @@ function ItemView:GetRewardShow(_itemData, effectLayer)
|
|||
self.starGrid:SetActive(true)
|
||||
EquipManager.SetEquipStarShow(self.starGrid, _itemData.configData.Id)
|
||||
Util.AddOnceClick(self.frameBtn, function()
|
||||
UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup, _itemData.backData,nil,self.isRewardItemPop)
|
||||
_itemData.id = _itemData.configData.Id
|
||||
UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup, _itemData,nil,self.isRewardItemPop)
|
||||
end)
|
||||
if effectLayer > 0 then
|
||||
self.UI_Effect_Kuang_JinSe:SetActive(_itemData.configData.Quantity == 5 or _itemData.configData.Quantity == 4)
|
||||
|
|
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|
@ -0,0 +1,2 @@
|
|||
key:mhthwtest
|
||||
password:lingdong
|
|
@ -13,7 +13,7 @@ PlayerSettings:
|
|||
useOnDemandResources: 0
|
||||
accelerometerFrequency: 60
|
||||
companyName: Test
|
||||
productName: "\u6D4B\u8BD5\u5305"
|
||||
productName: "\u592A\u521D\u884C\u6D4B\u8BD5\u5305"
|
||||
defaultCursor: {fileID: 0}
|
||||
cursorHotspot: {x: 0, y: 0}
|
||||
m_SplashScreenBackgroundColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
|
@ -155,7 +155,7 @@ PlayerSettings:
|
|||
androidSupportedAspectRatio: 1
|
||||
androidMaxAspectRatio: 2.1
|
||||
applicationIdentifier:
|
||||
Android: com.mht.tcxcsb.test
|
||||
Android: com.mht.tcxcsb.project
|
||||
Standalone: com.doudou.dwc
|
||||
Tizen: com.junfine.luaframework
|
||||
iOS: com.doudou.dwc
|
||||
|
@ -251,8 +251,8 @@ PlayerSettings:
|
|||
AndroidTargetArchitectures: 1
|
||||
AndroidSplashScreenScale: 2
|
||||
androidSplashScreen: {fileID: 0}
|
||||
AndroidKeystoreName:
|
||||
AndroidKeyaliasName:
|
||||
AndroidKeystoreName: E:/Git/JL/KeyStore/mhthw_test.keystore
|
||||
AndroidKeyaliasName: mhthwtest
|
||||
AndroidBuildApkPerCpuArchitecture: 0
|
||||
AndroidTVCompatibility: 0
|
||||
AndroidIsGame: 1
|
||||
|
|
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Loading…
Reference in New Issue