四灵提交

dev_chengFeng
jiaoyangna 2021-02-07 14:09:05 +08:00
parent a0df277601
commit 23bc139679
4 changed files with 89 additions and 23 deletions

View File

@ -611,6 +611,7 @@ end
function this.SetTalismanLv(did,lv)
heroDatas[did].talismanList=lv
end
--获取所有英雄信息
function this.GetAllHeroDatas(heros,_lvLimit)
local lvLimit = 0

View File

@ -132,6 +132,7 @@ function this:RefreshItemData()
end
function this:OnClose()
curIndex = 0
end
function this:OnDestroy()

View File

@ -87,14 +87,14 @@ this.UpdatePrivilage = function()
end
--添加事件监听(用于子类重写)
function FourElementMonsterCampPanel:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.FourEle.UpdatePri, this.UpdatePrivilage)
Game.GlobalEvent:AddEvent(GameEvent.FourEle.RefreshView, this.OnShow)
Game.GlobalEvent:AddEvent(GameEvent.FourEle.UpdatePri, self.UpdatePrivilage,self)
Game.GlobalEvent:AddEvent(GameEvent.FourEle.RefreshView, self.OnShow,self)
end
--移除事件监听(用于子类重写)
function FourElementMonsterCampPanel:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.FourEle.UpdatePri, this.UpdatePrivilage)
Game.GlobalEvent:RemoveEvent(GameEvent.FourEle.RefreshView, this.OnShow)
Game.GlobalEvent:RemoveEvent(GameEvent.FourEle.UpdatePri, self.UpdatePrivilage,self)
Game.GlobalEvent:RemoveEvent(GameEvent.FourEle.RefreshView, self.OnShow,self)
end
--界面打开时调用(用于子类重写)

View File

@ -9,6 +9,7 @@ local resConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
local CampTowerConfig = ConfigManager.GetConfig(ConfigName.CampTowerConfig)
local campTowerSetting = ConfigManager.GetConfig(ConfigName.CampTowerSetting)
local gameSetting = ConfigManager.GetConfig(ConfigName.GameSetting)
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
--四灵试炼数据
this.fourMonsterData = {}
@ -197,8 +198,6 @@ end
------------------------------四灵试炼 助战---------------------------------------
--创建一个英雄信息
function this.UpdateHeroDatas(_msgHeroData)
local heroData = {}
@ -239,8 +238,14 @@ function this.UpdateHeroDatas(_msgHeroData)
local actionPowerRormula= gameSetting[1].ActionPowerRormula
heroData.actionPower=heroData.heroViewConfig.ActionPower+math.floor(((actionPowerRormula[1] * math.pow(heroData.lv, 3) + actionPowerRormula[2] * math.pow(heroData.lv, 2) + actionPowerRormula[3] * heroData.lv + actionPowerRormula[4])))--_msgHeroData.actionPower
heroData.equipIdList=_msgHeroData.equipIdList
for i = 1 , #heroData.equipIdList do
EquipManager.SetEquipUpHeroDid(heroData.equipIdList[i],heroData.dynamicId)
end
heroData.jewels=_msgHeroData.jewels
this.InitBaoDatas(heroData.jewels)
for i = 1 , #heroData.jewels do
this.SetEquipTreasureUpHeroDid(heroData.jewels[i],heroData.dynamicId)
end
heroData.talismanList = _msgHeroData.especialEquipLevel --法宝等级
if(#_msgHeroData.soulPos>=1) then
local soulPrintList = {}
@ -271,25 +276,94 @@ function this.UpdateHeroDatas(_msgHeroData)
end
heroData.name = _configData.ReadingName
heroData.property = _configData.PropertyName
heroData.warPower = 1000--HeroManager.CalculateHeroAllProValList(1, heroData, false)[HeroProType.WarPower]
heroData.warPower = HeroManager.CalculateHeroAllProValList(1, heroData, false)[HeroProType.WarPower]
heroData.createtype = 1
return heroData
end
--宝器
local jewelConfig = ConfigManager.GetConfig(ConfigName.JewelConfig)
function this.InitBaoDatas(_soulEquips)
if not this.allTreasures then
this.allTreasures = {}
end
if not _soulEquips then return end
for i = 1, #_soulEquips do
this.InitSingleTreasureData(_soulEquips[i])
end
end
--初始化单个宝物的数据
function this.InitSingleTreasureData(_singleData)
if _singleData==nil then
return
end
local single={}
local staticId=_singleData.equipId
local currJewel=jewelConfig[staticId]
single.id=staticId
single.idDyn=_singleData.id
single.lv=_singleData.exp
single.refineLv=_singleData.rebuildLevel
single.maxLv=currJewel.Max[1]
single.maxRefineLv=currJewel.Max[2]
single.upHeroDid=""
local quantity=currJewel.Level
single.quantity=quantity
single.frame=GetQuantityImageByquality(quantity)
single.name=itemConfig[staticId].Name
single.itemConfig=itemConfig[staticId]
single.levelPool=currJewel.LevelupPool
single.proIcon=GetProStrImageByProNum(currJewel.Race)
single.refinePool=currJewel.RankupPool
single.equipType=currJewel.Location
if currJewel.Location==1 then
single.type=Language[10505]
else
single.type=Language[10506]
end
single.icon=GetResourcePath(itemConfig[staticId].ResourceID)
single.strongConfig=this.GetCurrTreasureLvConfig(1,currJewel.LevelupPool,_singleData.exp)
single.refineConfig=this.GetCurrTreasureLvConfig(2,currJewel.RankupPool,_singleData.rebuildLevel)
--LogGreen("天宫推送宝器 _singleData.id ".._singleData.id)
this.allTreasures[_singleData.id]=single
end
local jewerLevelUpConfig = ConfigManager.GetConfig(ConfigName.JewelRankupConfig)
--获取当前宝物升级数据
function this.GetCurrTreasureLvConfig(_type,_id,_lv)
for _, configInfo in ConfigPairs(jewerLevelUpConfig) do
if configInfo.Type==_type and configInfo.PoolID==_id and configInfo.Level==_lv then
return configInfo
end
end
end
--根据动态id获取宝物
function this.GetSingleTreasureByIdDyn(_idDyn)
if not this.allTreasures[_idDyn] == nil then
return nil
end
return this.allTreasures[_idDyn]
end
--设置装备穿戴的英雄
function this.SetEquipTreasureUpHeroDid(_equipTreasureDid,_heroDid)
if this.allTreasures[_equipTreasureDid] then
this.allTreasures[_equipTreasureDid].upHeroDid=_heroDid
end
end
-----
---好友助战 界面数据
function this.GetFriendHelpHeros(trailType,func)
this.friendHelpHeros = {}
local x = function(msg)
--LogGreen("HelpFightListRequest".." trailType:"..tostring(trailType).." #msg.helpHeros:"..#msg.helpHeros)
for k,v in ipairs(msg.helpHeros) do
if not this.friendHelpHeros[v.trailType] then
this.friendHelpHeros[v.trailType] = {}
end
local tempdata = {}
tempdata.player = v
tempdata.player = v
tempdata.hero = this.UpdateHeroDatas(v.hero)
table.insert(this.friendHelpHeros[v.trailType],tempdata)
--LogGreen("this.friendHelpHeros[v.trailType]".." trailType:"..tostring(v.trailType).." #this.friendHelpHeros[v.trailType]:"..#this.friendHelpHeros[v.trailType])
end
if func then
func(this.friendHelpHeros[trailType])
@ -299,18 +373,7 @@ function this.GetFriendHelpHeros(trailType,func)
--发消息获取信息 然后调用回调函数x
if trailType and trailType > 0 then
NetManager.HelpFightListRequest(trailType,x)
-- elseif not trailType then
-- for i = 1, 4 do
-- NetManager.HelpFightListRequest(i,x)
-- end
end
-- LogGreen("this.friendHelpHeros[trailType]"..#this.friendHelpHeros[trailType])
-- if trailType and this.friendHelpHeros[trailType] then
-- return this.friendHelpHeros[trailType]
-- end
-- if func then
-- func()
-- end
end
--设置好友帮助我的英雄 以试炼类型为键
@ -329,7 +392,8 @@ function this.SetFriendHelpHero(helpFightList,trailType)
else
if not this.friendHelpHero then
this.friendHelpHero = {}
end
end
if not this.friendHelpHero[trailType] then
this.friendHelpHero[trailType] = {}
end