四灵提交
parent
a0df277601
commit
23bc139679
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@ -611,6 +611,7 @@ end
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function this.SetTalismanLv(did,lv)
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function this.SetTalismanLv(did,lv)
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heroDatas[did].talismanList=lv
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heroDatas[did].talismanList=lv
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end
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end
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--获取所有英雄信息
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--获取所有英雄信息
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function this.GetAllHeroDatas(heros,_lvLimit)
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function this.GetAllHeroDatas(heros,_lvLimit)
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local lvLimit = 0
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local lvLimit = 0
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@ -132,6 +132,7 @@ function this:RefreshItemData()
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end
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end
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function this:OnClose()
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function this:OnClose()
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curIndex = 0
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end
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end
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function this:OnDestroy()
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function this:OnDestroy()
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@ -87,14 +87,14 @@ this.UpdatePrivilage = function()
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end
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end
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--添加事件监听(用于子类重写)
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--添加事件监听(用于子类重写)
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function FourElementMonsterCampPanel:AddListener()
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function FourElementMonsterCampPanel:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.FourEle.UpdatePri, this.UpdatePrivilage)
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Game.GlobalEvent:AddEvent(GameEvent.FourEle.UpdatePri, self.UpdatePrivilage,self)
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Game.GlobalEvent:AddEvent(GameEvent.FourEle.RefreshView, this.OnShow)
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Game.GlobalEvent:AddEvent(GameEvent.FourEle.RefreshView, self.OnShow,self)
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end
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end
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--移除事件监听(用于子类重写)
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--移除事件监听(用于子类重写)
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function FourElementMonsterCampPanel:RemoveListener()
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function FourElementMonsterCampPanel:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.FourEle.UpdatePri, this.UpdatePrivilage)
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Game.GlobalEvent:RemoveEvent(GameEvent.FourEle.UpdatePri, self.UpdatePrivilage,self)
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Game.GlobalEvent:RemoveEvent(GameEvent.FourEle.RefreshView, this.OnShow)
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Game.GlobalEvent:RemoveEvent(GameEvent.FourEle.RefreshView, self.OnShow,self)
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end
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end
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--界面打开时调用(用于子类重写)
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--界面打开时调用(用于子类重写)
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@ -9,6 +9,7 @@ local resConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
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local CampTowerConfig = ConfigManager.GetConfig(ConfigName.CampTowerConfig)
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local CampTowerConfig = ConfigManager.GetConfig(ConfigName.CampTowerConfig)
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local campTowerSetting = ConfigManager.GetConfig(ConfigName.CampTowerSetting)
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local campTowerSetting = ConfigManager.GetConfig(ConfigName.CampTowerSetting)
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local gameSetting = ConfigManager.GetConfig(ConfigName.GameSetting)
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local gameSetting = ConfigManager.GetConfig(ConfigName.GameSetting)
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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--四灵试炼数据
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--四灵试炼数据
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this.fourMonsterData = {}
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this.fourMonsterData = {}
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@ -197,8 +198,6 @@ end
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------------------------------四灵试炼 助战---------------------------------------
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------------------------------四灵试炼 助战---------------------------------------
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--创建一个英雄信息
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--创建一个英雄信息
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function this.UpdateHeroDatas(_msgHeroData)
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function this.UpdateHeroDatas(_msgHeroData)
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local heroData = {}
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local heroData = {}
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@ -239,8 +238,14 @@ function this.UpdateHeroDatas(_msgHeroData)
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local actionPowerRormula= gameSetting[1].ActionPowerRormula
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local actionPowerRormula= gameSetting[1].ActionPowerRormula
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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
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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
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heroData.equipIdList=_msgHeroData.equipIdList
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heroData.equipIdList=_msgHeroData.equipIdList
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for i = 1 , #heroData.equipIdList do
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EquipManager.SetEquipUpHeroDid(heroData.equipIdList[i],heroData.dynamicId)
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end
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heroData.jewels=_msgHeroData.jewels
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heroData.jewels=_msgHeroData.jewels
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this.InitBaoDatas(heroData.jewels)
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for i = 1 , #heroData.jewels do
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this.SetEquipTreasureUpHeroDid(heroData.jewels[i],heroData.dynamicId)
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end
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heroData.talismanList = _msgHeroData.especialEquipLevel --法宝等级
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heroData.talismanList = _msgHeroData.especialEquipLevel --法宝等级
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if(#_msgHeroData.soulPos>=1) then
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if(#_msgHeroData.soulPos>=1) then
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local soulPrintList = {}
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local soulPrintList = {}
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@ -271,25 +276,94 @@ function this.UpdateHeroDatas(_msgHeroData)
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end
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end
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heroData.name = _configData.ReadingName
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heroData.name = _configData.ReadingName
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heroData.property = _configData.PropertyName
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heroData.property = _configData.PropertyName
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heroData.warPower = 1000--HeroManager.CalculateHeroAllProValList(1, heroData, false)[HeroProType.WarPower]
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heroData.warPower = HeroManager.CalculateHeroAllProValList(1, heroData, false)[HeroProType.WarPower]
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heroData.createtype = 1
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heroData.createtype = 1
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return heroData
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return heroData
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end
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end
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--宝器
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local jewelConfig = ConfigManager.GetConfig(ConfigName.JewelConfig)
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function this.InitBaoDatas(_soulEquips)
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if not this.allTreasures then
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this.allTreasures = {}
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end
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if not _soulEquips then return end
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for i = 1, #_soulEquips do
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this.InitSingleTreasureData(_soulEquips[i])
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end
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end
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--初始化单个宝物的数据
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function this.InitSingleTreasureData(_singleData)
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if _singleData==nil then
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return
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end
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local single={}
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local staticId=_singleData.equipId
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local currJewel=jewelConfig[staticId]
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single.id=staticId
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single.idDyn=_singleData.id
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single.lv=_singleData.exp
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single.refineLv=_singleData.rebuildLevel
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single.maxLv=currJewel.Max[1]
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single.maxRefineLv=currJewel.Max[2]
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single.upHeroDid=""
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local quantity=currJewel.Level
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single.quantity=quantity
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single.frame=GetQuantityImageByquality(quantity)
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single.name=itemConfig[staticId].Name
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single.itemConfig=itemConfig[staticId]
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single.levelPool=currJewel.LevelupPool
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single.proIcon=GetProStrImageByProNum(currJewel.Race)
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single.refinePool=currJewel.RankupPool
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single.equipType=currJewel.Location
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if currJewel.Location==1 then
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single.type=Language[10505]
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else
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single.type=Language[10506]
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end
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single.icon=GetResourcePath(itemConfig[staticId].ResourceID)
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single.strongConfig=this.GetCurrTreasureLvConfig(1,currJewel.LevelupPool,_singleData.exp)
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single.refineConfig=this.GetCurrTreasureLvConfig(2,currJewel.RankupPool,_singleData.rebuildLevel)
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--LogGreen("天宫推送宝器 _singleData.id ".._singleData.id)
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this.allTreasures[_singleData.id]=single
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end
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local jewerLevelUpConfig = ConfigManager.GetConfig(ConfigName.JewelRankupConfig)
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--获取当前宝物升级数据
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function this.GetCurrTreasureLvConfig(_type,_id,_lv)
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for _, configInfo in ConfigPairs(jewerLevelUpConfig) do
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if configInfo.Type==_type and configInfo.PoolID==_id and configInfo.Level==_lv then
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return configInfo
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end
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end
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end
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--根据动态id获取宝物
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function this.GetSingleTreasureByIdDyn(_idDyn)
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if not this.allTreasures[_idDyn] == nil then
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return nil
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end
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return this.allTreasures[_idDyn]
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end
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--设置装备穿戴的英雄
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function this.SetEquipTreasureUpHeroDid(_equipTreasureDid,_heroDid)
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if this.allTreasures[_equipTreasureDid] then
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this.allTreasures[_equipTreasureDid].upHeroDid=_heroDid
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end
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end
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-----
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---好友助战 界面数据
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---好友助战 界面数据
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function this.GetFriendHelpHeros(trailType,func)
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function this.GetFriendHelpHeros(trailType,func)
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this.friendHelpHeros = {}
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this.friendHelpHeros = {}
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local x = function(msg)
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local x = function(msg)
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--LogGreen("HelpFightListRequest".." trailType:"..tostring(trailType).." #msg.helpHeros:"..#msg.helpHeros)
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for k,v in ipairs(msg.helpHeros) do
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for k,v in ipairs(msg.helpHeros) do
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if not this.friendHelpHeros[v.trailType] then
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if not this.friendHelpHeros[v.trailType] then
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this.friendHelpHeros[v.trailType] = {}
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this.friendHelpHeros[v.trailType] = {}
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end
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end
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local tempdata = {}
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local tempdata = {}
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tempdata.player = v
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tempdata.player = v
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tempdata.hero = this.UpdateHeroDatas(v.hero)
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tempdata.hero = this.UpdateHeroDatas(v.hero)
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table.insert(this.friendHelpHeros[v.trailType],tempdata)
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table.insert(this.friendHelpHeros[v.trailType],tempdata)
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--LogGreen("this.friendHelpHeros[v.trailType]".." trailType:"..tostring(v.trailType).." #this.friendHelpHeros[v.trailType]:"..#this.friendHelpHeros[v.trailType])
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end
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end
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if func then
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if func then
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func(this.friendHelpHeros[trailType])
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func(this.friendHelpHeros[trailType])
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@ -299,18 +373,7 @@ function this.GetFriendHelpHeros(trailType,func)
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--发消息获取信息 然后调用回调函数x
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--发消息获取信息 然后调用回调函数x
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if trailType and trailType > 0 then
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if trailType and trailType > 0 then
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NetManager.HelpFightListRequest(trailType,x)
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NetManager.HelpFightListRequest(trailType,x)
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-- elseif not trailType then
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-- for i = 1, 4 do
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-- NetManager.HelpFightListRequest(i,x)
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-- end
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end
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end
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-- LogGreen("this.friendHelpHeros[trailType]"..#this.friendHelpHeros[trailType])
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-- if trailType and this.friendHelpHeros[trailType] then
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-- return this.friendHelpHeros[trailType]
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-- end
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-- if func then
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-- func()
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-- end
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end
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end
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--设置好友帮助我的英雄 以试炼类型为键
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--设置好友帮助我的英雄 以试炼类型为键
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@ -329,7 +392,8 @@ function this.SetFriendHelpHero(helpFightList,trailType)
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else
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else
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if not this.friendHelpHero then
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if not this.friendHelpHero then
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this.friendHelpHero = {}
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this.friendHelpHero = {}
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end
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end
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if not this.friendHelpHero[trailType] then
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if not this.friendHelpHero[trailType] then
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this.friendHelpHero[trailType] = {}
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this.friendHelpHero[trailType] = {}
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end
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end
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