Merge branch 'master_develop' of http://60.1.1.230/gaoxin/JL_Client into master_develop

dev_chengFeng
JieLing 2020-08-24 19:09:45 +08:00
commit 37a152d311
7 changed files with 230 additions and 39 deletions

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@ -1,4 +1,4 @@
local floor = math.floor
local floor = math.floor
local min = math.min
local max = math.max
--local RoleDataName = RoleDataName
@ -2230,7 +2230,7 @@ local effectList = {
BattleUtil.ApplyTreat(caster, target, v)
end)
end,
--组合技能:加一次有动作的自身普攻
--组合技能:主动让自己释放一次有动作的自身普攻技能配置目标选择只能配置成1个目标否者会释放多次by王振兴
[116] = function(caster, target, args, interval, skill)
LogError("主动加一个普攻")
local i1 = args[1]

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@ -443,7 +443,7 @@ function this.RequestSendGuildTranscript(func)
-- 构建字符串
local channel = CHAT_CHANNEL.FAMILY
local guildData = MyGuildManager.GetMyGuildInfo()
local content = string.format("%s发起了集结号角,请全体公会成员前往挑战副本首领!",PlayerManager.nickName)
local content = string.format("%s发起了集结号角请全体公会成员前往挑战副本首领",PlayerManager.nickName)
this.RequestSendChatMsg(channel, content, function()
end)
end

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@ -103,7 +103,8 @@ function GuildTranscriptMainPopup:BindEvent()
PopupTipPanel.ShowTip(string.format("%s数量不足",itemName) )
return
end
MsgPanel.ShowTwo(string.format( "是否花费%s%s购买1次挑战次数并发起扫荡",finalNum,itemName), nil, function()
--是否花费XX妖晶购买1次扫荡次数本次扫荡伤害为XXXXXX
MsgPanel.ShowTwo(string.format( "是否花费%s%s购买1次扫荡次数本次扫荡伤害为%s",finalNum,itemName,GuildTranscriptManager.damage), nil, function()
--买东西
ShopManager.RequestBuyShopItem(SHOP_TYPE.FUNCTION_SHOP,GuildTranscriptManager.shopGoodId,1,function()
PopupTipPanel.ShowTip("成功购买1次扫荡次数")
@ -114,7 +115,7 @@ function GuildTranscriptMainPopup:BindEvent()
end)
end
else
MsgPanel.ShowTwo(string.format( "确定以上次挑战的%s伤害进行挑战吗?",GuildTranscriptManager.damage), nil, function()
MsgPanel.ShowTwo(string.format( "确定以上次挑战的%s伤害进行扫荡吗?",GuildTranscriptManager.damage), nil, function()
this.QuickWar()
end)
end
@ -126,10 +127,14 @@ function GuildTranscriptMainPopup:BindEvent()
PopupTipPanel.ShowTip(string.format("%s数量不足",itemName) )
return
end
if GuildTranscriptManager.GetCanBuyBattleCount() <= 0 then
PopupTipPanel.ShowTip(Language[11705])
return
end
MsgPanel.ShowTwo(string.format( "是否花费%s%s购买1次挑战次数",finalNum,itemName), nil, function()
--买东西
ShopManager.RequestBuyShopItem(SHOP_TYPE.FUNCTION_SHOP,GuildTranscriptManager.shopGoodId,1,function()
PopupTipPanel.ShowTip("成功购买1次扫荡次数")
PopupTipPanel.ShowTip("成功购买1次挑战次数!")
PrivilegeManager.RefreshPrivilegeUsedTimes(PRIVILEGE_TYPE.GUILDTRANSCRIPT_BUY_BATTLENUM, 1)--更新特权
this.ShowEndNumInfo()
end)
@ -173,6 +178,10 @@ function GuildTranscriptMainPopup:BindEvent()
local itemId = curguildCheckpointConfig.AttributePromotePrice[1][1]
local buyNum = curguildCheckpointConfig.AttributePromotePrice[2][nextBuyIndex]
local itemName = ConfigManager.GetConfigData(ConfigName.ItemConfig,itemId).Name
if not buyNum then
PopupTipPanel.ShowTip("强攻效果已到达最高!")
return
end
if buyNum > BagManager.GetItemCountById(itemId) then
PopupTipPanel.ShowTip(string.format("%s数量不足",itemName) )
return
@ -267,6 +276,7 @@ function this.SingleChapterDataShow(go,data)
lock:SetActive(true)
mask:SetActive(true)
end
this.SelectImage:SetActive(false)
if cutOpenIndex == data.Id then
this.SetSelectImagePos(go)
end
@ -347,6 +357,9 @@ function this.ShowBossInfo()
this.bossHerobg.sprite = Util.LoadSprite(GetHeroCardStarBg[curheroConfig.Star])
this.bossHerohpPass.fillAmount = GuildTranscriptManager.GetBlood()/10000
this.bossHerohpPassText.text = GuildTranscriptManager.GetBlood()/100 .."%"
if cutOpenIndex < GuildTranscriptManager.GetCurBoss() then
this.bossHerohpPassText.text = "已通关"
end
local liveName = GetResourcePath(curheroConfig.Live)
local roleConfig = ConfigManager.GetConfigData(ConfigName.RoleConfig, curheroConfig.Id)
local scale = roleConfig.play_liveScale
@ -378,19 +391,19 @@ function this.ShowRewardInfo()
reward2Data[2] = {96,cutOpenIndexConFig.LegionExp}
for i = 1, #reward1Data do
if itemList[this.reward1.name][i] then
itemList[this.reward1.name][i]:OnOpen(false, reward1Data[i], 0.6,false,false,false,sorting)
itemList[this.reward1.name][i]:OnOpen(false, reward1Data[i], 0.7,false,false,false,sorting)
else
itemList[this.reward1.name][i] = SubUIManager.Open(SubUIConfig.ItemView, this.reward1.transform)
itemList[this.reward1.name][i]:OnOpen(false, reward1Data[i], 0.6,false,false,false,sorting)
itemList[this.reward1.name][i]:OnOpen(false, reward1Data[i], 0.7,false,false,false,sorting)
end
itemList[this.reward1.name][i].gameObject:SetActive(true)
end
for i = 1, #reward2Data do
if itemList[this.reward2.name][i] then
itemList[this.reward2.name][i]:OnOpen(false, reward2Data[i], 0.6,false,false,false,sorting)
itemList[this.reward2.name][i]:OnOpen(false, reward2Data[i], 0.7,false,false,false,sorting)
else
itemList[this.reward2.name][i] = SubUIManager.Open(SubUIConfig.ItemView, this.reward2.transform)
itemList[this.reward2.name][i]:OnOpen(false, reward2Data[i], 0.6,false,false,false,sorting)
itemList[this.reward2.name][i]:OnOpen(false, reward2Data[i], 0.7,false,false,false,sorting)
end
itemList[this.reward2.name][i].gameObject:SetActive(true)
end
@ -437,9 +450,12 @@ function this.ShowBuffData()
attackBuffNum = math.floor(addNum[1][2]/100)
end
local GetbuffTime = GuildTranscriptManager.GetbuffTime() > 0 and GuildTranscriptManager.GetbuffTime() - PlayerManager.serverTime or 0
Util.SetGray(this.attackInfoTextGo,attackBuffNum == 0)
LogGreen("attackBuffNum "..GetbuffTime)
this.attackInfoText.text = string.format("全军团成员攻击力+ %s ",attackBuffNum).."%"
if attackBuffNum == 0 then
--<color=#FCF5D3FF>%s</color>
this.attackInfoText.text = "<color=#ADADAD>全公会成员攻击力+0%</color><color=#FF0000>(未激活)</color> "
else
this.attackInfoText.text = string.format("<color=#FFDAB6>全公会成员攻击力+ %s ",attackBuffNum).."%</color>"
end
this.RemainTimeDown(this.attackInfoTime, GetbuffTime)
end
this.timer = Timer.New()
@ -486,11 +502,12 @@ function this.TimeStampToDateString(second)
local minute = math.floor(second / 60) % 60
local sec = math.floor( second % 60)
local hour = math.floor(math.floor(second - day * 24 * 3600 - sec - minute * 60) / 3600)
return string.format("(%s:%s:%s:后失效)", hour, minute, sec)
return string.format("(%s:%s:后失效)", minute, sec)
end
function this.SetSelectImagePos(parent)
Util.SetGray(this.SelectImage,false)
this.SelectImage:SetActive(true)
this.SelectImage.transform:SetParent(Util.GetGameObject(parent, "GameObject").transform)
this.SelectImage:GetComponent("RectTransform").localPosition = Vector3.zero
this.SelectImage:GetComponent("RectTransform").localScale = Vector3.New(1,1,1)

View File

@ -139,6 +139,7 @@ function this:InitComponent()
-- 云梦祈福
this.paryGift = Util.GetGameObject(self.gameObject, "RightUp/paryGift")
this.paryGiftTime = Util.GetGameObject(self.gameObject, "RightUp/paryGift/time"):GetComponent("Text")
-- 战力排行
this.warPowerSort = Util.GetGameObject(self.gameObject, "RightUp/warPowerSort")
@ -1356,9 +1357,26 @@ function this.TimeFormat()
if QingLong then
local info = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.TreasureOfSomeBody)
local tempTime = info.endTime - PlayerManager.serverTime
tempTime = math.floor(tempTime/86400)
if ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.TreasureOfSomeBody) then
this.treasureOfSlText.text = tempTime..""
if tempTime>= 86400 then
this.treasureOfSlText.text = TimeToDH(tempTime)
else
this.treasureOfSlText.text = TimeToHMS(tempTime)
end
end
end
--云梦祈福
local YunMeng = not not ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.Pray)
if YunMeng then
local info = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.Pray)
local tempTime = info.endTime - PlayerManager.serverTime
if ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.Pray) then
if tempTime>= 86400 then
this.paryGiftTime.text = TimeToDH(tempTime)
else
this.paryGiftTime.text = TimeToHMS(tempTime)
end
end
end

View File

@ -2212,7 +2212,7 @@
12212,宝物分解
12213,无可分解宝物!
12214,最多选择%s个宝物
12215,请选择需要分解的宝!
12215,请选择需要分解的宝!
12216,这里?
12217,无法用于无限循环的方法
12218,未命中
@ -2270,8 +2270,8 @@
12270,材料
12271,(注意:本次出售包含<color=#FFD700>金色</color>或<color=#FF0000>红色</color>装备!)
12272,出售数量不可为0个
12273,宝物将分解为宝魂若宝物已强化或精炼分解后将清空强化和精炼等级并100%返还养成材料。
12274,(注意:本次出售包含<color=#FFD700>金色</color>或<color=#FF0000>红色</color>宝)
12273,宝物将分解为
12274,(注意:本次出售包含<color=#FFD700>金色</color>或<color=#FF0000>红色</color>宝)
12275,分解后获得:
12276,神将归元成功\等级重置为1级
12277,未查询到符合条件的装备!
@ -2291,3 +2291,4 @@
12291,请选择需要合成的神将
12292,%s星同阵营神将
12293,完成上方任务即可免费领取神将
12294,若宝物已强化或精炼分解后将清空强化和精炼等级并100%返还养成材料。

1 10001 没有ActivityTypeDef为%s任务Id为%s的数据
2212 12212 宝物分解
2213 12213 无可分解宝物!
2214 12214 最多选择%s个宝物!
2215 12215 请选择需要分解的宝器! 请选择需要分解的宝物!
2216 12216 这里?
2217 12217 无法用于无限循环的方法
2218 12218 未命中
2270 12270 材料
2271 12271 (注意:本次出售包含<color=#FFD700>金色</color>或<color=#FF0000>红色</color>装备!)
2272 12272 出售数量不可为0个
2273 12273 宝物将分解为宝魂,若宝物已强化或精炼,分解后将清空强化和精炼等级,并100%返还养成材料。 宝物将分解为
2274 12274 (注意:本次出售包含<color=#FFD700>金色</color>或<color=#FF0000>红色</color>宝器!) (注意:本次出售包含<color=#FFD700>金色</color>或<color=#FF0000>红色</color>宝物!)
2275 12275 分解后获得:
2276 12276 神将归元成功\,等级重置为1级
2277 12277 未查询到符合条件的装备!
2291 12291 请选择需要合成的神将
2292 12292 %s星同阵营神将
2293 12293 完成上方任务即可免费领取神将
2294 12294 ,若宝物已强化或精炼,分解后将清空强化和精炼等级,并100%返还养成材料。