属性提升界面修改提交
parent
82787b2331
commit
3846170f2d
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@ -71,7 +71,7 @@ function this.UpDateTeamMaxHp(info)
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}
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end
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MapManager.formationList = mapTeam
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--LogGreen("indication的编队长度:"..#mapTeam)
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----LogGreen("indication的编队长度:"..#mapTeam)
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CallBackOnPanelOpen(UIName.MapPanel, function ()
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Game.GlobalEvent:DispatchEvent(GameEvent.Map.FormationHpChange)
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end)
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@ -121,7 +121,7 @@ end
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-- 登录初始化地图数据
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function this.InitMapInfoData(mapId)
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-- LogGreen("mapId:"..mapId)
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-- --LogGreen("mapId:"..mapId)
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this.openMapId = mapId > 1 and mapId or 4002-- 开放的地图ID
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end
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-- ================================== 妖灵师状态刷新 ========================================
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@ -288,9 +288,9 @@ function this.InitAllEndlessHero(heroList,isClear)
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this.InitSingleEndlessHero(heroList[i])
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end
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local id ,lv = this.GetShiQiValue()
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-- LogGreen("lv:"..lv)
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-- --LogGreen("lv:"..lv)
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this.moraleLv = lv
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-- LogGreen("this.moraleLv:"..this.moraleLv)
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-- --LogGreen("this.moraleLv:"..this.moraleLv)
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this.moraleId = id
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this.RrefreshFormation()
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@ -305,7 +305,7 @@ function this.InitSingleEndlessHero(_msgHeroData)
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heroData.star = _msgHeroData.star
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heroData.lv = _msgHeroData.level
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heroData.breakId = _msgHeroData.breakId
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-- --LogGreen("heroData.id:"..heroData.id.." heroData.breakId:"..heroData.breakId)
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-- ----LogGreen("heroData.id:"..heroData.id.." heroData.breakId:"..heroData.breakId)
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heroData.upStarId = _msgHeroData.starBreakId
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heroData.createTime = _msgHeroData.createTimelocal
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heroData.lockState = _msgHeroData.lockState
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@ -577,12 +577,12 @@ function this.InitHeroHp(msg, func)
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local heroData = msg.heroInfo[i]
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local allEquipAddProVal= HeroManager.CalculateWarAllProVal(heroData.heroId)
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local maxHp = allEquipAddProVal[3]
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LogGreen("heroData.heroId:"..heroData.heroId.." heroData.hp:"..heroData.hp)
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--LogGreen("heroData.heroId:"..heroData.heroId.." heroData.hp:"..heroData.hp)
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local hp = heroData.hp / 10000
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local data = {}
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data.percentHp = hp
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data.curHp = math.ceil(hp * maxHp)
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LogGreen("heroData.heroId:"..heroData.heroId.." data.curHp:"..data.curHp)
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--LogGreen("heroData.heroId:"..heroData.heroId.." data.curHp:"..data.curHp)
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data.heroId = heroData.heroId
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this.allHeroBlood[heroData.heroId] = data
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end
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@ -646,7 +646,7 @@ function this.IsMapTeamAlive()
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local tempList = {}
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for k,v in pairs(curFormation.teamHeroInfos) do
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if EndLessMapManager.GetSingleCanUseHeroData(v.heroId) then
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LogGreen("EndLessMapManager.allHeroBlood[v.heroId].percentHp:"..EndLessMapManager.allHeroBlood[v.heroId].percentHp)
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--LogGreen("EndLessMapManager.allHeroBlood[v.heroId].percentHp:"..EndLessMapManager.allHeroBlood[v.heroId].percentHp)
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if EndLessMapManager.allHeroBlood[v.heroId].percentHp > 0 then
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table.insert(tempList,v)
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end
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@ -739,7 +739,7 @@ function this.GetRewardData()
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this.SetRewardData()
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local data = nil
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for i = 1 ,#this.mission do
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LogGreen("id:"..this.mission[i].Id.." state:"..this.mission[i].state.." progress:"..this.mission[i].progress)
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--LogGreen("id:"..this.mission[i].Id.." state:"..this.mission[i].state.." progress:"..this.mission[i].progress)
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end
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for i = 1 ,#this.mission do
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if this.mission[i].state == 1 then
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@ -831,15 +831,15 @@ function this.InitTreasureData(msg)
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this.treasureData.tip = "无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝"
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this.treasureData.resetTime = msg.resetTime
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--购买状态
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-- LogGreen("msg.isBuy:"..msg.isBuy)
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-- --LogGreen("msg.isBuy:"..msg.isBuy)
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this.SetTreasureGiftState(msg.isBuy)
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-- LogGreen("msg.score:"..msg.score)
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-- --LogGreen("msg.score:"..msg.score)
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this.treasureData.curScore = BagManager.GetItemCountById(EndLessMapManager.scoreValueId) or 0
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this.GetTreasureData()
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this.treasureData.rewardData = this.treasureDataReward
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this.treasureData.curDataId,this.treasureData.curDataLevel = this.GetTreasureLevel()
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for i = 1 ,#msg.treasureRewardState do
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-- LogGreen("msg.treasureRewardState[i].id:"..msg.treasureRewardState[i].id.." msg.treasureRewardState[i].state:"..msg.treasureRewardState[i].state)
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-- --LogGreen("msg.treasureRewardState[i].id:"..msg.treasureRewardState[i].id.." msg.treasureRewardState[i].state:"..msg.treasureRewardState[i].state)
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this.SetTreasureState(msg.treasureRewardState[i].id,msg.treasureRewardState[i].state)
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end
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return this.treasureData
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@ -363,7 +363,6 @@ end
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function EndLessMapView:RefreshTargetRoote()
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this.curMission = EndLessMapManager.GetRewardData()
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LogGreen("this.curMission.progress:"..this.curMission.progress)
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if this.curMission.state == 0 then
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this.TargetBtn1.gameObject:SetActive(false)
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this.TargetBtn2.gameObject:SetActive(true)
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@ -399,10 +398,12 @@ function EndLessMapView:SetShiQiValue()
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--士气等级提升
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isShow = false
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local data = {}
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LogGreen("isShow:"..tostring(isShow) )
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data.title = "g_guanka_jianglitishen_zh" --士气等级提升图片
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data.itemList = {}
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data.type = 2
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local s = function(curId)
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LogGreen("curId:"..curId)
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local proPs = {}
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for k,v in ConfigPairs(endlessMorale) do
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if v.Id <= curId then
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@ -37,8 +37,6 @@ function this:OnShow(_parent,...)
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local _args = {...}
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local data = _args[1]
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fun = _args[2]
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--LogGreen("FightPointPassManager.lastPassFightId "..FightPointPassManager.lastPassFightId .. " " .. FightPointPassManager.curOpenFight)
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--itemList
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if data then
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for i = 1, math.max(#itemList, #data.itemList) do
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@ -56,7 +54,7 @@ function this:OnShow(_parent,...)
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itemList[i].go.gameObject:SetActive(false)
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end
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for i = 1, #data.itemList do
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local go = itemList[i]
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local go = itemList[i].go
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go.gameObject:SetActive(true)
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if not data.itemList[i].icon then
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itemList[i].icon.gameObject:SetActive(false)
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@ -69,15 +67,13 @@ function this:OnShow(_parent,...)
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itemList[i].nextproValue.text = data.itemList[i].proValue1
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end
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end
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if data.type == 1 then
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if this.timer then
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this.timer:Stop()
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this.timer = nil
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end
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this.timer = Timer.New(function()
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parent:ClosePanel()
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end,2):Start()
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if this.timer then
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this.timer:Stop()
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this.timer = nil
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end
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this.timer = Timer.New(function()
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parent:ClosePanel()
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end,2):Start()
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end
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function this:OnClose()
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