【宝器属性】穿戴宝器后,游戏退出重进宝器属性没有加上,导致战力值下降

dev_chengFeng
ZhangBiao 2021-10-29 14:20:21 +08:00
parent 32985c8912
commit 3b02c6296c
3 changed files with 21 additions and 6 deletions

View File

@ -435,6 +435,15 @@ function this.SetHeroDirty(dId)
-- 战斗力需要重新计算 -- 战斗力需要重新计算
HeroPowerManager.SetPowerDirty(dId) HeroPowerManager.SetPowerDirty(dId)
end end
-- 将个人某个数据置为脏数据
function this.SetAllHeroDirtyByType(powerType)
for dId, data in pairs(this.IsHeroDirty) do
data[powerType] = true
data.isDirty = true
-- 战斗力需要重新计算
HeroPowerManager.SetPowerDirty(dId)
end
end
--=========================== 条件属性管理 ========================== --=========================== 条件属性管理 ==========================

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@ -72,6 +72,9 @@ function this.InitFourMonsterData(msg)
this.GetTimeTip(index) this.GetTimeTip(index)
end end
Game.GlobalEvent:DispatchEvent(GameEvent.FourEle.RefreshView) Game.GlobalEvent:DispatchEvent(GameEvent.FourEle.RefreshView)
-- 四灵试炼层数变化会导致神将宝物属性变化
HeroPropManager.SetAllHeroDirtyByType(Hero_Prop_Type.EquipTreasure)
end end
--设置扫荡剩余次数 --设置扫荡剩余次数
@ -123,7 +126,7 @@ function this.GetFourElementMonstersInfo(curType,curWave)
local tempData = this.GetFourElementMonsterInfoByWave(curType,i) local tempData = this.GetFourElementMonsterInfoByWave(curType,i)
if tempData then if tempData then
table.insert(monsterInfo,tempData) table.insert(monsterInfo,tempData)
end end
end end
return monsterInfo return monsterInfo
end end
@ -231,6 +234,8 @@ function this.StraightBattle(id,type,func,curType,isQuick)
UIManager.OpenPanel(UIName.BattleWinPopup, nil, false, BATTLE_TYPE.FOURELEMENT, result, true, true,function() UIManager.OpenPanel(UIName.BattleWinPopup, nil, false, BATTLE_TYPE.FOURELEMENT, result, true, true,function()
Game.GlobalEvent:DispatchEvent(GameEvent.FourEle.RefreshView) Game.GlobalEvent:DispatchEvent(GameEvent.FourEle.RefreshView)
end) end)
-- 四灵试炼层数变化会导致神将宝物属性变化
HeroPropManager.SetAllHeroDirtyByType(Hero_Prop_Type.EquipTreasure)
end end
else else
if type == 0 then if type == 0 then
@ -243,6 +248,8 @@ function this.StraightBattle(id,type,func,curType,isQuick)
if result.result == 0 then if result.result == 0 then
elseif result.result == 1 then elseif result.result == 1 then
this.fourMonsterData[curType].monsterWave = id this.fourMonsterData[curType].monsterWave = id
-- 四灵试炼层数变化会导致神将宝物属性变化
HeroPropManager.SetAllHeroDirtyByType(Hero_Prop_Type.EquipTreasure)
end end
end) end)
else else
@ -980,10 +987,10 @@ function this.MonsterCampBattle(id,type,func)
if func then if func then
func() func()
end end
if result.result == 0 then -- if result.result == 0 then
elseif result.result == 1 then -- elseif result.result == 1 then
this.fourMonsterData[curType].monsterWave = id -- this.fourMonsterData[curType].monsterWave = id
end -- end
end) end)
else else
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function() UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()

View File

@ -366,7 +366,6 @@ function this.CheckQiJieRedPoint()
end end
local bool1 = this.CheckQiJieTreasureRedPoint() local bool1 = this.CheckQiJieTreasureRedPoint()
local bool2 = PrivilegeManager.GetPrivilegeRemainValue(3201) > 0 and true or false local bool2 = PrivilegeManager.GetPrivilegeRemainValue(3201) > 0 and true or false
LogError("七界红点检测:(秘宝:)"..tostring(bool1).." (特权:)"..tostring(bool2))
return bool1 or bool2 return bool1 or bool2
-- end) -- end)
end end