Merge branch 'china/dev_bt' into china/dev_bt_develop
commit
4ad0ba6bf6
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@ -17,6 +17,7 @@ this.CurOffsetIndex = -1
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function this.Initialize()
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this.allTreasures = {}
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this.allFaXiangs = {}
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this.friendHelpHeros = {}
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this.isMaxMonsterWave = false
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this.monsterWave = 0 -- 当前妖兽波次
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@ -367,7 +368,13 @@ function this.UpdateHeroDatas(_msgHeroData,_msgPlayerData)
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end
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-- heroData.homeEquipLv=_msgHeroData.homeEquipLv
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heroData.jewels=_msgHeroData.jewels
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heroData.faxiang=_msgHeroData.faxiang
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if heroData.faxiang then
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--LogError("助战身上的法相 heroData.faxiang len==="..#heroData.faxiang.." "..heroData.faxiang[1].." "..heroData.faxiang[2])
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end
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this.InitBaoDatas(_msgPlayerData.jewels,_msgPlayerData.fourTotal,_msgPlayerData.treeLevel)
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this.InitFaXiangDatas(_msgPlayerData.faxiang)
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for i = 1 , #heroData.jewels do
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this.SetEquipTreasureUpHeroDid(heroData.jewels[i],heroData.dynamicId)
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end
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@ -436,6 +443,53 @@ function this.InitBaoDatas(_soulEquips,_fourTotal,_treeLevel)
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this.InitSingleTreasureData(_soulEquips[i],_fourTotal,_treeLevel)
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end
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end
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function this.InitFaXiangDatas(_soulEquips)
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if not this.allFaXiangs then
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this.allFaXiangs = {}
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end
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if not _soulEquips then return end
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for i = 1, #_soulEquips do
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this.InitSingleFaXiangData(_soulEquips[i])
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end
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end
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local faXiangConfig=ConfigManager.GetConfig(ConfigName.FaxiangConfig)
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--初始化单个宝物的数据
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function this.InitSingleFaXiangData(_singleData,herodata)
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if _singleData == nil then
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return
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end
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local single = {}
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local staticId = _singleData.equipId
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local currJewel = faXiangConfig[staticId]
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single.faXiangConfig=currJewel
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single.equipType = currJewel.Location
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single.id = staticId
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single.idDyn = _singleData.id
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single.lv = _singleData.exp
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single.refineLv = _singleData.rebuildLevel --星级
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single.fourSpirit=_singleData.fourSpirit
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single.maxLv = currJewel.LevelMax
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single.maxRefineLv = currJewel.StarMax
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--single.upHeroDid = herodata.dynamicId
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-- single.race = currJewel.Race
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single.itemConfig = itemConfig[staticId]
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single.quantity = single.itemConfig.Quantity
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single.name = GetLanguageStrById(itemConfig[staticId].Name)
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single.frame = GetQuantityImageByquality(itemConfig[staticId].Quantity)
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single.levelPool = currJewel.LevelUpPool
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single.refinePool = currJewel.Star
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single.equipType = currJewel.Type
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local quantity = currJewel.Level
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single.icon = GetResourcePath(itemConfig[staticId].ResourceID)
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single.strongConfig = this.GetCurrTreasureLvConfig(currJewel.LevelUpPool, _singleData.exp)
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single.refineConfig = this.GetCurrTreasureLvConfig(2, currJewel.Star, _singleData.rebuildLevel)
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this.allFaXiangs[single.idDyn] = single
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-- end
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end
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--初始化单个宝物的数据
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function this.InitSingleTreasureData(_singleData,_fourTotal,_treeLevel)
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if not _singleData or not _singleData.equipId then
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@ -491,6 +545,14 @@ function this.GetSingleTreasureByIdDyn(_idDyn)
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return this.allTreasures[_idDyn]
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end
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--根据动态id获取法相
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function this.GetSingleFaXiangByIdDyn(_idDyn)
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if not this.allFaXiangs[_idDyn] == nil then
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return nil
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end
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return this.allFaXiangs[_idDyn]
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end
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--设置装备穿戴的英雄
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function this.SetEquipTreasureUpHeroDid(_equipTreasureDid,_heroDid)
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if this.allTreasures[_equipTreasureDid] then
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@ -502,7 +502,7 @@ function this.EquipInfo()
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local did=curHeroData.faxiang[n]
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local data = FaXiangManager.GetSingleTreasureByIdDyn(did)
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if not data then
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data = MonsterCampManager.GetSingleTreasureByIdDyn(did)
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data = MonsterCampManager.GetSingleFaXiangByIdDyn(did)
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end
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if not data then
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data = ExpeditionManager.GetSingleTreasureByIdDyn(did)
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@ -549,7 +549,6 @@ function this.SoulPrintInfo()
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value:SetActive(false)
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end
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end
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LogError("curHeroData.soulPrintList lem=="..#curHeroData.soulPrintList)
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for i,v in pairs(curHeroData.soulPrintList) do --生成预设
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if not soulPrintPreList[i] then
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soulPrintPreList[i]=newObjToParent(this.soulPrintPre,this.soulPrintGrid)
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@ -648,7 +647,7 @@ function this.GodPrintInfo()
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this.sc.transform.sizeDelta = Vector2.New(935, 1132)
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return
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end
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LogError("#curHeroData.godPrintList lem=="..#curHeroData.godPrintList)
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this.godPrintInfo.gameObject:SetActive(true)
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this.backBtn.transform.localPosition = Vector2.New(432.5, 690)
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this.bg.transform.sizeDelta = Vector2.New(935, 1450)
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@ -797,7 +797,7 @@ function ItemView:NoGetRewardShow(_reward, effectLayer, isShowAddImage)
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else
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local data = FaXiangManager.GetSingleTreasureByIdDyn(self.Did)
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if not data then
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data = MonsterCampManager.GetSingleTreasureByIdDyn(self.Did)
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data = MonsterCampManager.GetSingleFaXiangByIdDyn(self.Did)
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end
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if not data then
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data = ExpeditionManager.GetSingleTreasureByIdDyn(self.Did)
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