Merge branches 'china/dev' and 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev

dev_chengFeng
ZhangBiao 2021-11-29 16:37:36 +08:00
commit 36dbd13c7d
22 changed files with 29593 additions and 28323 deletions

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@ -677,7 +677,7 @@ MonoBehaviour:
changeV3: {x: 200, y: -385, z: 0}
changeFloat: 0
duration: 0.5
delay: 0.1
delay: 0
curveType: 0
changeType: 0
sequeueType: 1
@ -1292,7 +1292,7 @@ MonoBehaviour:
changeV3: {x: 0, y: 261, z: 0}
changeFloat: 0
duration: 0.5
delay: 0.2
delay: 0
curveType: 10
changeType: 0
sequeueType: 0
@ -1305,7 +1305,7 @@ MonoBehaviour:
changeV3: {x: 350, y: 39, z: 0}
changeFloat: 0
duration: 0.3
delay: 0.2
delay: 0
curveType: 10
changeType: 0
sequeueType: 1
@ -1467,7 +1467,7 @@ MonoBehaviour:
changeV3: {x: -150, y: -385, z: 0}
changeFloat: 0
duration: 0.5
delay: 0.1
delay: 0
curveType: 0
changeType: 0
sequeueType: 1

View File

@ -181,6 +181,9 @@ end
-- 根据属性排序
function BattleUtil.SortByProp(arr, prop, sort)
if sort==0 then
return arr
end
BattleUtil.Sort(arr, function(a, b)
local r1 = a:GetRoleData(prop)
local r2 = b:GetRoleData(prop)

View File

@ -99,6 +99,7 @@ function MonsterView:onCreate(go, role, position, root)
self.URoleProperty:AddProperty(name, value)
end)
end
self.combat=nil
end
--
@ -176,9 +177,12 @@ function MonsterView:OnSkillCastStart(skill)
--self.RoleLiveGO3.transform.position=Vector3.zero
local offset = self.camp == 0 and SpiritAnimal[20100].offset or SpiritAnimal[20100].enemy_offset
local add=roleConfig.enemy_offset
self.RoleLiveGO3:GetComponent("RectTransform").anchoredPosition = Vector2.New(0, offset[2]+add[2]+180)
if self.camp==1 then
self.RoleLiveGO3.transform.rotation=Vector3.New(0,180,0)
self.RoleLiveGO3:GetComponent("RectTransform").anchoredPosition = Vector2.New(0, offset[2]+add[2]+180)
else
self.RoleLiveGO2:GetComponent("RectTransform").anchoredPosition = Vector2.New(offset[1], offset[2]+300)
self.RoleLiveGO3:GetComponent("RectTransform").anchoredPosition = Vector2.New(0, offset[2]+add[2]+480)
end
local scale = roleConfig.enemy_liveScale
self.RoleLiveGO3.transform.localScale = Vector3.one * scale --* 2
@ -187,6 +191,11 @@ function MonsterView:OnSkillCastStart(skill)
self.RoleLiveGOTran3 = self.RoleLiveGO3:GetComponent("RectTransform")
self.RoleLiveGOGraphic3.AnimationState:SetAnimation(0, "attack", true)
self.RoleLiveGOTran3.sizeDelta = Vector2.New(1000, 1000)
self.castingNameNode:GetComponent("Image").sprite = self.spLoader:LoadSprite("c_swhs_00000_t9")
local eid = BattleManager.GetCombatIdBySkin(skill.id, skill.owner.skinId)
self.combat = BattleManager.GetSkillCombat(eid)
else
self.RoleLiveGO3=nil
end
end
--
@ -207,13 +216,13 @@ function MonsterView:OnSkillCastingStart(skill)
if self.role.roleData.id==20100 then
animName="idle"
end
self.RoleLiveGO2:GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0, 0, 0))
if self.RoleLiveGO3 then
if (self.camp==0 and heroConfig and heroConfig.Toward==1) or (self.camp==1 and heroConfig and heroConfig.Toward==2) then
self.RoleLiveGO3:GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0, 90, 0))
else
self.RoleLiveGO3:GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0, -90, 0))
end
self.RoleLiveGO2:GetComponent("RectTransform").rotation = Quaternion.Euler(Vector3.New(0, 0, 0))
coroutine.start(function()
coroutine.wait(0.7)
@ -228,7 +237,7 @@ function MonsterView:OnSkillCastingStart(skill)
else
self.RoleLiveGO3.transform:DORotate(Vector3.New(0,0, 0),0.5)
end
self.castingNameNode:GetComponent("Image").sprite = self.spLoader:LoadSprite(self.combat.skillname)
animName="attack"
self:PlaySpineAnim(self.RoleLiveGOGraphic3, 0,animName , false)
coroutine.wait(1.5)

View File

@ -38,7 +38,7 @@ function this:OnShow(_parent)
parent=_parent
sortingOrder = _parent.sortingOrder
self.selectData = RecruitManager.GetWishTailsManSoulChips()
self.curData = TailsManSoulManager.GetTailsmanSoulDatas(6)
self.curData = TailsManSoulManager.GetTailsmanSoulDatas1(6)
this:RefreshData()
end
@ -76,14 +76,16 @@ function this:RefreshData()
MsgPanel.ShowTwo(string.format("确认选择%s作为心愿",self.curData[i].name), function()end, function()
self.selectData = {}
for j = 1,#self.curData[i].trumpChipList do
table.insert(self.selectData,self.curData[i].trumpChipList[j])
if self.curData[i].trumpList[j].config.CanUp and self.curData[i].trumpList[j].config.CanUp == 1 then
table.insert(self.selectData,self.curData[i].trumpChipList[j])
end
end
this:RefreshData()
end, "取消", "确认", "提示",false,"")
end)
for j = 1,math.max(#itemList[i].items, #self.curData[i].trumpChipList) do
if not self.curData[i].trumpChipList[j] then
if not self.curData[i].trumpChipList[j] or not self.curData[i].trumpList[j].config.CanUp or self.curData[i].trumpList[j].config.CanUp == 0 then
itemList[i].items[j].go.gameObject:SetActive(false)
else
if not itemList[i].items[j] then
@ -97,7 +99,7 @@ function this:RefreshData()
itemList[i].items[j].select = Util.GetGameObject(itemList[i].items[j].go, "select")
end
itemList[i].items[j].go.gameObject:SetActive(true)
itemList[i].items[j].item:OnOpen(false,{self.curData[i].trumpChipList[j],0}, 1.1, true, false, false, sortingOrder + 1)
itemList[i].items[j].item:OnOpen(false,{self.curData[i].trumpChipList[j],0}, 1, true, false, false, sortingOrder + 1)
local color = "FFFFFF"
if self.curData[i].trumpList[j].lv == self.curData[i].trumpList[j].config.LvMax then
color = "00FF00"
@ -115,8 +117,7 @@ function this:RefreshData()
this:SetIsSelect(self.curData[i].trumpChipList[j])
itemList[i].items[j].select.gameObject:SetActive(this:CheckIsSelect(self.curData[i].trumpChipList[j]))
end
end
end
end)
end
end

View File

@ -75,10 +75,16 @@ function this.GetproDesStr(_str,dataList)
end
function this.GetproDesLst(dataList,_color)
local list = {}
local lis1 = {}
for k,v in pairs(dataList) do
local str = string.format("<color=#%s>%s+%s</color>",_color,PropertyConfig[k].Info,GetPropertyFormatStrOne(PropertyConfig[k].Style,v))
table.insert(list,str)
table.insert(lis1,{str = string.format("<color=#%s>%s+%s</color>",_color,PropertyConfig[k].Info,GetPropertyFormatStrOne(PropertyConfig[k].Style,v)) ,sort = PropertyConfig[k].SortId})
end
table.sort(lis1,function(a,b)
return a.sort < b.sort
end)
local list = {}
for i = 1,#lis1 do
table.insert(list,lis1[i].str)
end
return list
end

View File

@ -239,6 +239,7 @@ function this.ShowHeroLive(_heroSConfigData)
this.testLiveGO = poolManager:LoadLive(GetResourcePath(_heroSConfigData.Live), this.liveRoot.transform,
Vector3.one * _heroSConfigData.Scale*0.7, Vector3.New(_heroSConfigData.PositionView[1], _heroSConfigData.PositionView[2], 0))
local SkeletonGraphic = this.testLiveGO:GetComponent("SkeletonGraphic")
SetHEeroLiveToward(this.testLiveGO,_heroSConfigData.Toward,_heroSConfigData.PositionView)
local idle = function() SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true) end
SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete + idle
poolManager:SetLiveClearCall(GetResourcePath(_heroSConfigData.Live), this.testLiveGO, function ()

View File

@ -413,7 +413,7 @@ function SingleRecruitPanel:UpdataPanelData(_heroData)
--TODO:动态加载立绘
testLiveGO = poolManager:LoadLive(GetResourcePath(heroStaticData.Live), self.live2dRoot.transform,
Vector3.one * heroStaticData.Scale, Vector3.New(heroStaticData.Position[1],heroStaticData.Position[2],0))
SetHEeroLiveToward(testLiveGO,heroStaticData.Toward)
SetHEeroLiveToward(testLiveGO,heroStaticData.Toward,heroStaticData.Position)
local SkeletonGraphic = testLiveGO:GetComponent("SkeletonGraphic")
local idle = function() SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true) end
SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete + idle

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@ -28,6 +28,25 @@ function this.GetTailsmanSoulDatas(qua)
return datas
end
--法宝之魂界面列表数据
function this.GetTailsmanSoulDatas1(qua)
local datas = this.GetTailsmanSoulDatas(qua)
local datas1 = {}
for i = 1,#datas do
local isup = false
for j = 1,#datas[i].trumpList do
if datas[i].trumpList[j].config.CanUp and datas[i].trumpList[j].config.CanUp == 1 then
isup = true
break
end
end
if isup then
table.insert(datas1,datas[i])
end
end
return datas1
end
--根据法宝之魂id 获取 法宝之魂数据
function this.GetTailsmanSoulDataById(id)
local skillList = {}

View File

@ -51,7 +51,7 @@ function TailsmanSoulChipLottery:InitComponent()
self.icons[i] = {}
self.icons[i].go = Util.GetGameObject(self.center,"icons/icon"..i)
self.icons[i].icon = Util.GetGameObject(self.icons[i].go,"frame/icon"):GetComponent("Image")
self.icons[i].kuang = Util.GetGameObject(self.icons[i].go,"kuang"):GetComponent("Image")
self.icons[i].kuang = Util.GetGameObject(self.icons[i].go,"kuang")
self.icons[i].effect=Util.GetGameObject(self.icons[i].go,"UI_effect_RecruitPanel_box_open")
end
@ -270,10 +270,8 @@ function TailsmanSoulChipLottery:contentShow()
for i = 1, #self.icons do
if i <= #wishSoulData then
self.icons[i].icon.gameObject:SetActive(true)
self.icons[i].kuang.gameObject:SetActive(true)
local id = wishSoulData[i]
self.icons[i].icon.sprite = self.spLoader:LoadSprite(artConfig[itemConfig[id].ResourceID].Name)
self.icons[i].kuang.sprite = self.spLoader:LoadSprite(SoulPrintSpriteByQuantity[itemConfig[id].Quantity].circle)
--点击能查看魂印信息
Util.AddOnceClick(self.icons[i].kuang.gameObject,function ()
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,id,nil,nil)