【四象心法】bug修改

dev_chengFeng
yuanshuai 2021-09-13 18:40:38 +08:00
parent b25468cd26
commit 4aa823fb3c
4 changed files with 13 additions and 9 deletions

View File

@ -237,9 +237,9 @@ function this.ChatDataAdapter(channel, data)
local newChat = data.chatInfo[i] local newChat = data.chatInfo[i]
local newMsgId = tonumber(newChat.messageId) -- 新消息的消息号 local newMsgId = tonumber(newChat.messageId) -- 新消息的消息号
local msgIdFlag = this.GetMsgIdFlag(channel) -- 获取当前最新消息号 local msgIdFlag = this.GetMsgIdFlag(channel) -- 获取当前最新消息号
--__DebugLog("消息内容:"..newChat.msg) LogRed("消息内容:"..newChat.msg)
--__DebugLog("消息类型:"..newChat.messageType) LogRed("消息类型:"..newChat.messageType)
--__DebugLog("本地最新消息"..msgIdFlag..",新消息的消息号:"..newMsgId) LogRed("本地最新消息"..msgIdFlag..",新消息的消息号:"..newMsgId)
local msgStr = string.split(newChat.msg,"|") local msgStr = string.split(newChat.msg,"|")
if channel == CHAT_CHANNEL.SYSTEM then if channel == CHAT_CHANNEL.SYSTEM then
for i = 2, #msgStr do for i = 2, #msgStr do
@ -299,7 +299,7 @@ function this.ChatDataAdapter(channel, data)
end end
-- 跑马灯数据,保存到跑马灯管理器中 -- 跑马灯数据,保存到跑马灯管理器中
if this.IsShowInHorseRace(newChat.messageType) then if this.IsShowInHorseRace(newChat.messageType) then
__DebugLog("显示跑马灯:"..newChat.msg) LogRed("显示跑马灯:"..newChat.msg)
HorseRaceManager.AddRaceData(newChat) HorseRaceManager.AddRaceData(newChat)
end end
end end

View File

@ -110,9 +110,9 @@ function this.SetPropAdd(_propAddObj,_gongmingLv,isNext)
addNum=curFourQuadConfig.PropResonance[propertyId][2]/10000*100 addNum=curFourQuadConfig.PropResonance[propertyId][2]/10000*100
end end
if isNext then if isNext then
propertyText.text=string.format("全体神将%s <color=#5AC283>+%s%%</color>",PropertyName[propertyId],addNum) propertyText.text=string.format("全体%s加成 <color=#5AC283>+%s%%</color>",PropertyName[propertyId],addNum)
else else
propertyText.text=string.format("全体神将%s +%s%%",PropertyName[propertyId],addNum) propertyText.text=string.format("全体%s加成 +%s%%",PropertyName[propertyId],addNum)
end end
propertyIcon.sprite= this.spLoader:LoadSprite(PropertyTypeIconDef[propertyId]) propertyIcon.sprite= this.spLoader:LoadSprite(PropertyTypeIconDef[propertyId])

View File

@ -168,7 +168,7 @@ function this:BindEvent()
if upStarProperty[propertyId] then if upStarProperty[propertyId] then
addProp=upStarProperty[propertyId] addProp=upStarProperty[propertyId]
end end
_propText.text=string.format("%s神将%s+%s",ProfessionName[this.professionId],PropertyName[propertyId],addProp) _propText.text=string.format("%s神将%s+%s",GetProfessionNameById(this.professionId),PropertyName[propertyId],addProp)
end end
end) end)
@ -389,9 +389,12 @@ end
---显示战斗力提升 ---显示战斗力提升
function this.ShowPower() function this.ShowPower()
newPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL) newPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
if newPower~=oldPower then
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldPower,newValue = newPower}) UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldPower,newValue = newPower})
oldPower = newPower oldPower = newPower
end end
end
--保存打开界面时初始属性 --保存打开界面时初始属性
function this.SaveOldProp(_propertyInfoList) function this.SaveOldProp(_propertyInfoList)
if _propertyInfoList then if _propertyInfoList then

View File

@ -311,6 +311,7 @@ function Practice:RefreshBtn()
--神印按钮筑基期后开启 --神印按钮筑基期后开启
Util.SetGray(self.imprintBtn,PracticeManager.PracticeBigLevel < 2) Util.SetGray(self.imprintBtn,PracticeManager.PracticeBigLevel < 2)
Util.SetGray(self.fourQuadrantBtn,PlayerManager.level < globalSystemConfig.OpenRules[2]) Util.SetGray(self.fourQuadrantBtn,PlayerManager.level < globalSystemConfig.OpenRules[2])
-- self.fourQuadrantBtn:SetActive(globalSystemConfig.IsOpen==1)
self.noOpenTip:SetActive(false) self.noOpenTip:SetActive(false)
if XinXianConfig[PracticeManager.PracticeLevel + 1] then if XinXianConfig[PracticeManager.PracticeLevel + 1] then