【四象心法】bug修改
parent
b25468cd26
commit
4aa823fb3c
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@ -237,9 +237,9 @@ function this.ChatDataAdapter(channel, data)
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local newChat = data.chatInfo[i]
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local newMsgId = tonumber(newChat.messageId) -- 新消息的消息号
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local msgIdFlag = this.GetMsgIdFlag(channel) -- 获取当前最新消息号
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--__DebugLog("消息内容:"..newChat.msg)
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--__DebugLog("消息类型:"..newChat.messageType)
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--__DebugLog("本地最新消息"..msgIdFlag..",新消息的消息号:"..newMsgId)
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LogRed("消息内容:"..newChat.msg)
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LogRed("消息类型:"..newChat.messageType)
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LogRed("本地最新消息"..msgIdFlag..",新消息的消息号:"..newMsgId)
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local msgStr = string.split(newChat.msg,"|")
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if channel == CHAT_CHANNEL.SYSTEM then
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for i = 2, #msgStr do
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@ -299,7 +299,7 @@ function this.ChatDataAdapter(channel, data)
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end
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-- 跑马灯数据,保存到跑马灯管理器中
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if this.IsShowInHorseRace(newChat.messageType) then
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__DebugLog("显示跑马灯:"..newChat.msg)
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LogRed("显示跑马灯:"..newChat.msg)
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HorseRaceManager.AddRaceData(newChat)
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end
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end
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@ -110,9 +110,9 @@ function this.SetPropAdd(_propAddObj,_gongmingLv,isNext)
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addNum=curFourQuadConfig.PropResonance[propertyId][2]/10000*100
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end
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if isNext then
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propertyText.text=string.format("全体神将%s <color=#5AC283>+%s%%</color>",PropertyName[propertyId],addNum)
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propertyText.text=string.format("全体%s加成 <color=#5AC283>+%s%%</color>",PropertyName[propertyId],addNum)
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else
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propertyText.text=string.format("全体神将%s +%s%%",PropertyName[propertyId],addNum)
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propertyText.text=string.format("全体%s加成 +%s%%",PropertyName[propertyId],addNum)
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end
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propertyIcon.sprite= this.spLoader:LoadSprite(PropertyTypeIconDef[propertyId])
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@ -168,7 +168,7 @@ function this:BindEvent()
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if upStarProperty[propertyId] then
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addProp=upStarProperty[propertyId]
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end
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_propText.text=string.format("%s神将%s+%s",ProfessionName[this.professionId],PropertyName[propertyId],addProp)
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_propText.text=string.format("%s神将%s+%s",GetProfessionNameById(this.professionId),PropertyName[propertyId],addProp)
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end
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end)
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@ -389,8 +389,11 @@ end
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---显示战斗力提升
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function this.ShowPower()
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newPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldPower,newValue = newPower})
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oldPower = newPower
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if newPower~=oldPower then
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UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldPower,newValue = newPower})
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oldPower = newPower
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end
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end
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--保存打开界面时初始属性
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function this.SaveOldProp(_propertyInfoList)
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@ -311,6 +311,7 @@ function Practice:RefreshBtn()
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--神印按钮筑基期后开启
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Util.SetGray(self.imprintBtn,PracticeManager.PracticeBigLevel < 2)
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Util.SetGray(self.fourQuadrantBtn,PlayerManager.level < globalSystemConfig.OpenRules[2])
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-- self.fourQuadrantBtn:SetActive(globalSystemConfig.IsOpen==1)
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self.noOpenTip:SetActive(false)
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if XinXianConfig[PracticeManager.PracticeLevel + 1] then
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