【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
parent
32985c8912
commit
3b02c6296c
|
@ -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 ==========================
|
||||||
|
|
|
@ -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()
|
||||||
|
|
|
@ -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
|
||||||
|
|
Loading…
Reference in New Issue