Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev
commit
4cb826b9e5
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@ -2415,9 +2415,9 @@ RectTransform:
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m_Father: {fileID: 6861030463589856289}
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m_RootOrder: 6
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 1, y: 0}
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m_AnchorMax: {x: 1, y: 0}
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m_AnchoredPosition: {x: -536.9, y: 50.1}
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m_AnchorMin: {x: 0.5, y: 0}
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m_AnchorMax: {x: 0.5, y: 0}
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m_AnchoredPosition: {x: 0, y: 50.1}
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m_SizeDelta: {x: 806.3, y: 100.2}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &3105191926613661990
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@ -474,7 +474,7 @@ function SetHeroStars(spLoader, starGrid, star, type,_starSize,_scale,_pivot,rot
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end
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elseif star < 6 then
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for i = 2, 24 do
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if i <= star then
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if i < star then
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starPre.transform:GetChild(i - 1):GetComponent("Image").sprite = spLoader:LoadSprite(GetHeroStarImage[1])
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starPre.transform:GetChild(i - 1):GetComponent("RectTransform").sizeDelta = starSize
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if rotation then
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@ -487,7 +487,7 @@ function SetHeroStars(spLoader, starGrid, star, type,_starSize,_scale,_pivot,rot
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end
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elseif star > 5 and star < 10 then
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for i = 2, 24 do
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if i <= star - 4 then
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if i < star - 4 then
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starPre.transform:GetChild(i - 1):GetComponent("Image").sprite = spLoader:LoadSprite(GetHeroStarImage[2])
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starPre.transform:GetChild(i - 1):GetComponent("RectTransform").sizeDelta = starSize
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if rotation then
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@ -8556,9 +8556,6 @@ local passivityList = {
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return
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end
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if not buff.skill then
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return
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end
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if type==BuffName.DOT then
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if buff.damageType~=type2 then
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return
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@ -5,10 +5,7 @@ function Blood:SetData(...)
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-- 刷新排序等级
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self.bloodValue=...
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local passiveChange=function(addValue)
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self.bloodValue=self.bloodValue+addValue
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end
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BattleLogic.Event:DispatchEvent(BattleEventName.BloodValuePassiveChange,passiveChange,self.target,self.caster,self.bloodValue)
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self.sort = 4
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end
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@ -27,6 +24,10 @@ end
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--初始化后调用一次
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function Blood:OnStart()
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self.target.bloodShield = self
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local passiveChange=function(addValue)
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self.bloodValue=self.bloodValue+addValue
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end
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BattleLogic.Event:DispatchEvent(BattleEventName.BloodValuePassiveChange,passiveChange,self.target,self.caster,self.bloodValue)
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self.target.Event:DispatchEvent(BattleEventName.BloodValueChange,self.bloodValue/self.target:GetRoleData(RoleDataName.MaxHp),1,self.bloodValue)
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end
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function Blood:GetCurValue()
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@ -72,9 +72,11 @@ function this.GetOneKeyUpHeroList()
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-- 限制数量
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local upList = {}
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for k, v in ipairs(tempHeros) do
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if #heros < rulesNum then
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table.insert(heros, v)
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upList[v.dynamicId] = 1
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if not upList[v.heroConfig.Id] then
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if #heros < rulesNum then
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table.insert(heros, v)
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upList[v.heroConfig.Id] = 1
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end
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end
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end
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-- 所有英雄,按战力补位
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@ -87,7 +89,7 @@ function this.GetOneKeyUpHeroList()
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end
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end)
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for k, v in ipairs(allHeros) do
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if not upList[v.dynamicId] then
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if not upList[v.heroConfig.Id] then
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if #heros < 6 then
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table.insert(heros, v)
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end
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@ -114,15 +114,15 @@ function WeekCardPage:SetCardShow(index, data)
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itemId = config.BaseReward[1][1]
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dayNum = config.BaseReward[1][2]
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end
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pre.dayNum.text = dayNum
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pre.dayNum.text = PrintWanNum2(dayNum)
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-- 当前累计奖励数量
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local curNum = dayNum * data.leaveGetRewardDays or 0
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pre.curNum.text = curNum
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pre.curNum.text = PrintWanNum2(curNum)
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pre.curNum.transform.parent.gameObject:SetActive(curNum ~= 0) -- 累计数量为0时不显示
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-- 总奖励数量
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local continueDay = config.ContiueDays or 0
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local allNum = dayNum * continueDay
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pre.allNum.text = allNum
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pre.allNum.text = PrintWanNum2(allNum)
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-- 设置物品图片显示
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local sprite = SetIcon(self.spLoader, itemId)
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pre.icon.sprite = sprite
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