diff --git a/Assets/ManagedResources/Prefabs/UI/TianShuMiJuan/TianShuMiJuanMainPanel.prefab b/Assets/ManagedResources/Prefabs/UI/TianShuMiJuan/TianShuMiJuanMainPanel.prefab index 3331150878..54f0b1fe91 100644 --- a/Assets/ManagedResources/Prefabs/UI/TianShuMiJuan/TianShuMiJuanMainPanel.prefab +++ b/Assets/ManagedResources/Prefabs/UI/TianShuMiJuan/TianShuMiJuanMainPanel.prefab @@ -2415,9 +2415,9 @@ RectTransform: m_Father: {fileID: 6861030463589856289} m_RootOrder: 6 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} - m_AnchorMin: {x: 1, y: 0} - m_AnchorMax: {x: 1, y: 0} - m_AnchoredPosition: {x: -536.9, y: 50.1} + m_AnchorMin: {x: 0.5, y: 0} + m_AnchorMax: {x: 0.5, y: 0} + m_AnchoredPosition: {x: 0, y: 50.1} m_SizeDelta: {x: 806.3, y: 100.2} m_Pivot: {x: 0.5, y: 0.5} --- !u!114 &3105191926613661990 diff --git a/Assets/ManagedResources/~Lua/Common/functions.lua b/Assets/ManagedResources/~Lua/Common/functions.lua index 1ab0a41da8..1d6c64d448 100644 --- a/Assets/ManagedResources/~Lua/Common/functions.lua +++ b/Assets/ManagedResources/~Lua/Common/functions.lua @@ -474,7 +474,7 @@ function SetHeroStars(spLoader, starGrid, star, type,_starSize,_scale,_pivot,rot end elseif star < 6 then for i = 2, 24 do - if i <= star then + if i < star then starPre.transform:GetChild(i - 1):GetComponent("Image").sprite = spLoader:LoadSprite(GetHeroStarImage[1]) starPre.transform:GetChild(i - 1):GetComponent("RectTransform").sizeDelta = starSize if rotation then @@ -487,7 +487,7 @@ function SetHeroStars(spLoader, starGrid, star, type,_starSize,_scale,_pivot,rot end elseif star > 5 and star < 10 then for i = 2, 24 do - if i <= star - 4 then + if i < star - 4 then starPre.transform:GetChild(i - 1):GetComponent("Image").sprite = spLoader:LoadSprite(GetHeroStarImage[2]) starPre.transform:GetChild(i - 1):GetComponent("RectTransform").sizeDelta = starSize if rotation then diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua index 9fa7d0fb85..9c4e81a23f 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Base/Passivity.lua @@ -8556,9 +8556,6 @@ local passivityList = { return end - if not buff.skill then - return - end if type==BuffName.DOT then if buff.damageType~=type2 then return diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Buff/Blood.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Buff/Blood.lua index a8d305f84a..7970d4ec17 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Buff/Blood.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/Buff/Blood.lua @@ -5,10 +5,7 @@ function Blood:SetData(...) -- 刷新排序等级 self.bloodValue=... - local passiveChange=function(addValue) - self.bloodValue=self.bloodValue+addValue - end - BattleLogic.Event:DispatchEvent(BattleEventName.BloodValuePassiveChange,passiveChange,self.target,self.caster,self.bloodValue) + self.sort = 4 end @@ -27,6 +24,10 @@ end --初始化后调用一次 function Blood:OnStart() self.target.bloodShield = self + local passiveChange=function(addValue) + self.bloodValue=self.bloodValue+addValue + end + BattleLogic.Event:DispatchEvent(BattleEventName.BloodValuePassiveChange,passiveChange,self.target,self.caster,self.bloodValue) self.target.Event:DispatchEvent(BattleEventName.BloodValueChange,self.bloodValue/self.target:GetRoleData(RoleDataName.MaxHp),1,self.bloodValue) end function Blood:GetCurValue() diff --git a/Assets/ManagedResources/~Lua/Modules/Formation/View/XuanYuanMirrorFormation.lua b/Assets/ManagedResources/~Lua/Modules/Formation/View/XuanYuanMirrorFormation.lua index 77f5042a88..5fa1d61ff1 100644 --- a/Assets/ManagedResources/~Lua/Modules/Formation/View/XuanYuanMirrorFormation.lua +++ b/Assets/ManagedResources/~Lua/Modules/Formation/View/XuanYuanMirrorFormation.lua @@ -72,9 +72,11 @@ function this.GetOneKeyUpHeroList() -- 限制数量 local upList = {} for k, v in ipairs(tempHeros) do - if #heros < rulesNum then - table.insert(heros, v) - upList[v.dynamicId] = 1 + if not upList[v.heroConfig.Id] then + if #heros < rulesNum then + table.insert(heros, v) + upList[v.heroConfig.Id] = 1 + end end end -- 所有英雄,按战力补位 @@ -87,7 +89,7 @@ function this.GetOneKeyUpHeroList() end end) for k, v in ipairs(allHeros) do - if not upList[v.dynamicId] then + if not upList[v.heroConfig.Id] then if #heros < 6 then table.insert(heros, v) end diff --git a/Assets/ManagedResources/~Lua/Modules/Operating/WeekCardPage.lua b/Assets/ManagedResources/~Lua/Modules/Operating/WeekCardPage.lua index 6912d18887..0ed25580d8 100644 --- a/Assets/ManagedResources/~Lua/Modules/Operating/WeekCardPage.lua +++ b/Assets/ManagedResources/~Lua/Modules/Operating/WeekCardPage.lua @@ -114,15 +114,15 @@ function WeekCardPage:SetCardShow(index, data) itemId = config.BaseReward[1][1] dayNum = config.BaseReward[1][2] end - pre.dayNum.text = dayNum + pre.dayNum.text = PrintWanNum2(dayNum) -- 当前累计奖励数量 local curNum = dayNum * data.leaveGetRewardDays or 0 - pre.curNum.text = curNum + pre.curNum.text = PrintWanNum2(curNum) pre.curNum.transform.parent.gameObject:SetActive(curNum ~= 0) -- 累计数量为0时不显示 -- 总奖励数量 local continueDay = config.ContiueDays or 0 local allNum = dayNum * continueDay - pre.allNum.text = allNum + pre.allNum.text = PrintWanNum2(allNum) -- 设置物品图片显示 local sprite = SetIcon(self.spLoader, itemId) pre.icon.sprite = sprite