Merge branch 'master_develop' of http://60.1.1.230/gaoxin/JL_Client into master_develop

dev_chengFeng
ZhangBiao 2020-08-28 10:19:03 +08:00
commit 4f64e56b95
16 changed files with 558 additions and 33 deletions

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--- !u!222 &8940696677417228165
CanvasRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8860201067443762686}
m_CullTransparentMesh: 0
--- !u!1 &8935471697483570858 --- !u!1 &8935471697483570858
GameObject: GameObject:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0

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@ -1672,7 +1672,7 @@
[11671] = "点击任意卡牌,向神明祈福吧!本次祈福消耗", [11671] = "点击任意卡牌,向神明祈福吧!本次祈福消耗",
[11672] = "活动不可刷新", [11672] = "活动不可刷新",
[11673] = "当前时间不可刷新", [11673] = "当前时间不可刷新",
[11674] = "本轮祈福还未全部结束,刷新后会重置祈福次数与累计奖励,确认刷新祈福奖励吗?", [11674] = "本轮祈福还未全部结束,确认刷新祈福奖励吗?",
[11675] = "%d年%d月%d日", [11675] = "%d年%d月%d日",
[11676] = "恭喜你完成了第 ", [11676] = "恭喜你完成了第 ",
[11677] = " 次祈福!", [11677] = " 次祈福!",
@ -2364,8 +2364,8 @@
[12363] = "即可<color=#C94943>激活30天月卡</color>", [12363] = "即可<color=#C94943>激活30天月卡</color>",
[12364] = "是否消耗<color=#0BE102>%s</color>%s购买一次挑战次数", [12364] = "是否消耗<color=#0BE102>%s</color>%s购买一次挑战次数",
[12365] = "天宫秘宝", [12365] = "天宫秘宝",
[12366] = "<color=#95523B>解锁秘宝可以领取额外专属奖励并直接获得200积分</color>,<color=#CC4325>可获取1980妖晶邮件领取</color>", [12366] = "<color=#95523B>解锁秘宝可以领取额外专属奖励并直接获得200积分<color=#CC4325>可获取1980妖晶邮件领取</color></color>",
[12367] = "<color=#60A22C>解锁高阶战令,激活进阶</color><color=#95523B>专属奖励+直升15级,</color><color=#CC4325>可获取1980妖晶邮件领取</color>", [12367] = "<color=#60A22C>解锁秘宝,激活进阶</color><color=#95523B>专属奖励+直升15级<color=#CC4325>可获取1980妖晶邮件领取</color></color>",
[12368] = "等级购买成功", [12368] = "等级购买成功",
[12369] = "购买%s级升至%s级", [12369] = "购买%s级升至%s级",
[12370] = "升至%s级可立即解锁%s件奖励", [12370] = "升至%s级可立即解锁%s件奖励",

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@ -139,8 +139,8 @@ function this.OnShowSingleCardData(go,heroData)--isSelect 1选择 2 没选择
Util.GetGameObject(go.transform, "proIcon"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName)) Util.GetGameObject(go.transform, "proIcon"):GetComponent("Image").sprite = Util.LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
local formationMask = Util.GetGameObject(go.transform, "formationMask") local formationMask = Util.GetGameObject(go.transform, "formationMask")
-- formationMask:SetActive(false) -- formationMask:SetActive(false)
formationMask:SetActive( #heroData.formationList ~= 0 or heroData.lockState == 1)--(heroData.isFormation ~= "" and heroData.isFormation ~= Language[11108]) formationMask:SetActive( LengthOfTable(heroData.formationList) ~= 0 or heroData.lockState == 1)--(heroData.isFormation ~= "" and heroData.isFormation ~= Language[11108])
Util.GetGameObject(formationMask.transform, "formationImage"):SetActive(#heroData.formationList ~= 0) Util.GetGameObject(formationMask.transform, "formationImage"):SetActive(LengthOfTable(heroData.formationList) ~= 0)
Util.GetGameObject(formationMask.transform, "lockImage"):SetActive( heroData.lockState == 1) Util.GetGameObject(formationMask.transform, "lockImage"):SetActive( heroData.lockState == 1)
Util.GetGameObject(go.transform, "noumenon"):SetActive( heroData.id == curHeroData.Id ) Util.GetGameObject(go.transform, "noumenon"):SetActive( heroData.id == curHeroData.Id )
local starGrid = Util.GetGameObject(go.transform, "star") local starGrid = Util.GetGameObject(go.transform, "star")
@ -163,9 +163,9 @@ function this.OnShowSingleCardData(go,heroData)--isSelect 1选择 2 没选择
end) end)
Util.AddOnceClick(formationMask, function() Util.AddOnceClick(formationMask, function()
if #heroData.formationList ~= 0 then if LengthOfTable(heroData.formationList) ~= 0 then
local text = "" local text = ""
for index, value in ipairs(heroData.formationList) do for index, value in pairs(heroData.formationList) do
text = HeroManager.GetHeroFormationStr(index) text = HeroManager.GetHeroFormationStr(index)
end end
PopupTipPanel.ShowTip(text) PopupTipPanel.ShowTip(text)
@ -209,7 +209,7 @@ function CompoundHeroUpStarListPanel:AutoSelectHero()
LogGreen("sssssssssssssssssssss") LogGreen("sssssssssssssssssssss")
curSelectHeroList = {} curSelectHeroList = {}
for i = 1, #heroDataList do for i = 1, #heroDataList do
if LengthOfTable(curSelectHeroList) < curNeedRoleNum and #heroDataList[i].formationList == 0 and heroDataList[i].lockState == 0 then-- if LengthOfTable(curSelectHeroList) < curNeedRoleNum and LengthOfTable(heroDataList[i].formationList) == 0 and heroDataList[i].lockState == 0 then--
LogGreen("heroDataList[i].dynamicId "..heroDataList[i].dynamicId) LogGreen("heroDataList[i].dynamicId "..heroDataList[i].dynamicId)
curSelectHeroList[heroDataList[i].dynamicId]=heroDataList[i] curSelectHeroList[heroDataList[i].dynamicId]=heroDataList[i]
end end

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@ -287,7 +287,7 @@ function this.AutoSelectUpStarHeroList(_curUpStarData)
-- curSelectUpStarGo = needHeros[i + 1] -- curSelectUpStarGo = needHeros[i + 1]
for j = 1, LengthOfTable(upStarHeroListData) do for j = 1, LengthOfTable(upStarHeroListData) do
if #curSelectHeroList < _curUpStarData.upStarData[i][4] then if #curSelectHeroList < _curUpStarData.upStarData[i][4] then
if upStarHeroListData[j] and upStarHeroListData[j].dynamicId and upStarHeroListData[j].lockState == 0 and (curSelectHero.heroConfig and upStarHeroListData[j].dynamicId ~= curSelectHero.dynamicId) and upStarHeroListData[i].isFormation == "" then if upStarHeroListData[j] and upStarHeroListData[j].dynamicId and upStarHeroListData[j].lockState == 0 and (curSelectHero.heroConfig and upStarHeroListData[j].dynamicId ~= curSelectHero.dynamicId) and upStarHeroListData[j].isFormation == "" then
table.insert(curSelectHeroList,upStarHeroListData[j]) table.insert(curSelectHeroList,upStarHeroListData[j])
end end
end end

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@ -112,6 +112,9 @@ function this.SingleHeroDataShow(_go, _heroData)
Util.GetGameObject(go, "yuanImage"):SetActive(heroData.createtype == 1) Util.GetGameObject(go, "yuanImage"):SetActive(heroData.createtype == 1)
--剩余血量 无尽副本才显示 --剩余血量 无尽副本才显示
local hpExp = Util.GetGameObject(go, "hpExp") local hpExp = Util.GetGameObject(go, "hpExp")
if not ExpeditionManager.heroInfo[heroData.dynamicId] then
ExpeditionManager.InitHeroHpValue(heroData.dynamicId)
end
local heroHp = ExpeditionManager.heroInfo[heroData.dynamicId].remainHp local heroHp = ExpeditionManager.heroInfo[heroData.dynamicId].remainHp
local starGrid = Util.GetGameObject(go, "star") local starGrid = Util.GetGameObject(go, "star")
SetHeroStars(starGrid, heroData.star) SetHeroStars(starGrid, heroData.star)

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@ -158,7 +158,10 @@ function this.SingleHeroDataShow(_go, _heroData)
Util.GetGameObject(go, "yuanImage"):SetActive(heroData.createtype == 1) Util.GetGameObject(go, "yuanImage"):SetActive(heroData.createtype == 1)
--剩余血量 无尽副本才显示 --剩余血量 无尽副本才显示
local hpExp = Util.GetGameObject(go, "info/hpExp") local hpExp = Util.GetGameObject(go, "info/hpExp")
local heroHp = ExpeditionManager.heroInfo[heroData.dynamicId].remainHp if not ExpeditionManager.heroInfo[heroData.dynamicId] then
ExpeditionManager.InitHeroHpValue(heroData.dynamicId)
end
local heroHp = ExpeditionManager.heroInfo[heroData.dynamicId].remainHp
local starGrid = Util.GetGameObject(go, "info/star") local starGrid = Util.GetGameObject(go, "info/star")
SetHeroStars(starGrid, heroData.star) SetHeroStars(starGrid, heroData.star)
this.SetHeroBlood(hpExp, heroHp, go) this.SetHeroBlood(hpExp, heroHp, go)

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@ -595,11 +595,11 @@ end
--获取所有英雄信息 --获取所有英雄信息
function this.GetAllHeroDatas(heros,_lvLimit) function this.GetAllHeroDatas(heros,_lvLimit)
local lvLimit = 0 local lvLimit = 0
local allUpZhenHeroList = FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_ENDLESS_MAP) --local allUpZhenHeroList = FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_ENDLESS_MAP)
if _lvLimit then lvLimit = _lvLimit end if _lvLimit then lvLimit = _lvLimit end
--local heros = {} --local heros = {}
for i, v in pairs(heroDatas) do for i, v in pairs(heroDatas) do
if v.lv >= lvLimit or allUpZhenHeroList[v.dynamicId] then if v.lv >= lvLimit then--or allUpZhenHeroList[v.dynamicId] then
table.insert(heros,v) table.insert(heros,v)
end end
end end
@ -610,7 +610,7 @@ end
--通过属性筛选英雄 --通过属性筛选英雄
function this.GetHeroDataByProperty(heros,_property,_lvLimit) function this.GetHeroDataByProperty(heros,_property,_lvLimit)
local lvLimit = 0 local lvLimit = 0
local allUpZhenHeroList = FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_ENDLESS_MAP) --local allUpZhenHeroList = FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_ENDLESS_MAP)
if _lvLimit then lvLimit = _lvLimit end if _lvLimit then lvLimit = _lvLimit end
local index = 1 local index = 1
if heros and #heros > 0 then if heros and #heros > 0 then
@ -618,7 +618,7 @@ function this.GetHeroDataByProperty(heros,_property,_lvLimit)
end end
for i, v in pairs(heroDatas) do for i, v in pairs(heroDatas) do
if v.property == _property then if v.property == _property then
if v.lv >= lvLimit or allUpZhenHeroList[v.dynamicId] then if v.lv >= lvLimit then--or allUpZhenHeroList[v.dynamicId] then
heros[index] = v heros[index] = v
index = index + 1 index = index + 1
end end
@ -626,6 +626,7 @@ function this.GetHeroDataByProperty(heros,_property,_lvLimit)
end end
return heros return heros
end end
--获取单个英雄数据 --获取单个英雄数据
function this.GetSingleHeroData(heroDId) function this.GetSingleHeroData(heroDId)
if heroDatas[heroDId] then if heroDatas[heroDId] then

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@ -18,7 +18,8 @@ function this.Init(root,...)
end end
--- 获取需要显示的编队id --- 获取需要显示的编队id
function this.GetFormationIndex() function this.GetFormationIndex()
return this.teamId and this.teamId or FormationManager.curFormationIndex return FormationTypeDef.FORMATION_NORMAL
-- this.teamId and this.teamId or FormationManager.curFormationIndex
end end
--- 关闭界面事件 --- 关闭界面事件

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@ -164,7 +164,9 @@ end
function this.SetHeroFormationList(heroDid,teamId,isAddOrDel) function this.SetHeroFormationList(heroDid,teamId,isAddOrDel)
if heroDatas[heroDid] then if heroDatas[heroDid] then
LogRed("this.heroResolveLicence[teamId]:"..tostring(this.heroResolveLicence[teamId]))
if isAddOrDel and this.heroResolveLicence[teamId] then if isAddOrDel and this.heroResolveLicence[teamId] then
LogRed("添加了")
heroDatas[heroDid].formationList[teamId] = teamId heroDatas[heroDid].formationList[teamId] = teamId
else else
heroDatas[heroDid].formationList[teamId] = nil heroDatas[heroDid].formationList[teamId] = nil
@ -2915,15 +2917,16 @@ function this.ByCompoundHeroGetAllHeros()
local downSoryHeroList = {} local downSoryHeroList = {}
for i, v in pairs(heroDatas) do for i, v in pairs(heroDatas) do
if v.star == 4 or v.star == 5 or v.star == 3 then--四星 五星 才能加 3星 是狗粮 if v.star == 4 or v.star == 5 or v.star == 3 then--四星 五星 才能加 3星 是狗粮
if #v.formationList ~= 0 then if LengthOfTable(v.formationList) ~= 0 then
local text = "" local text = ""
for index, value in ipairs(v.formationList) do for index, value in pairs(v.formationList) do
text = HeroManager.GetHeroFormationStr(index) text = HeroManager.GetHeroFormationStr(value)
end end
LogRed("text:"..text)
v.isFormation = text v.isFormation = text
end end
table.insert(upSortHeroList,v) table.insert(upSortHeroList,v)
table.insert(downSoryHeroList,v) table.insert(downSoryHeroList,v)
end end
end end
table.sort(downSoryHeroList, function(a,b) table.sort(downSoryHeroList, function(a,b)

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@ -1408,10 +1408,15 @@ function this.TimeFormat()
if not isOpen or not baseInfo or not baseInfo.battleStage or baseInfo.battleStage == TOP_MATCH_STAGE.OVER then if not isOpen or not baseInfo or not baseInfo.battleStage or baseInfo.battleStage == TOP_MATCH_STAGE.OVER then
SetTopMatchActive(false) SetTopMatchActive(false)
elseif baseInfo.battleStage == TOP_MATCH_STAGE.CLOSE then elseif baseInfo.battleStage == TOP_MATCH_STAGE.CLOSE then
SetTopMatchActive(true)
local startTime = ArenaTopMatchManager.GetTopMatchTime() local startTime = ArenaTopMatchManager.GetTopMatchTime()
local tempTime = startTime - PlayerManager.serverTime local tempTime = startTime - PlayerManager.serverTime
this.topMatchTime.text = "距开始\n"..TimeToHMS(tempTime) -- 当日五点开始显示
if tempTime < 16 * 60 * 60 then
SetTopMatchActive(true)
this.topMatchTime.text = "距开始\n"..TimeToHMS(tempTime)
else
SetTopMatchActive(false)
end
else else
SetTopMatchActive(true) SetTopMatchActive(true)
this.topMatchTime.text = "鏖战中" this.topMatchTime.text = "鏖战中"

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@ -59,7 +59,11 @@ end
--界面销毁时调用(用于子类重写) --界面销毁时调用(用于子类重写)
function BuffChoosePanel:OnDestroy() function BuffChoosePanel:OnDestroy()
this.logic.Destroy() for i, logic in pairs(_LogicConfig) do
if logic.Destroy then
logic.Destroy()
end
end
end end
return BuffChoosePanel return BuffChoosePanel

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@ -101,7 +101,7 @@ function this.PlayerInfoRequest(func)
PlayerManager.gem = msg.player.gem PlayerManager.gem = msg.player.gem
PlayerManager.chargeGem = msg.player.chargeGem PlayerManager.chargeGem = msg.player.chargeGem
PlayerManager.curMapId = msg.player.curMapId PlayerManager.curMapId = msg.player.curMapId
MapManager.isInMap = PlayerManager.curMapId ~= 0 and PlayerManager.curMapId > 100 MapManager.isInMap = false --PlayerManager.curMapId ~= 0 and PlayerManager.curMapId > 100
PlayerManager.maxForce = msg.player.maxForce PlayerManager.maxForce = msg.player.maxForce
-- RecruitManager.randCount = msg.randCount % 100 --钻石抽卡已招募次数 用不上了 协议没删 -- RecruitManager.randCount = msg.randCount % 100 --钻石抽卡已招募次数 用不上了 协议没删
RecruitManager.isTenRecruit = msg.firstTenth --首次十连 RecruitManager.isTenRecruit = msg.firstTenth --首次十连

View File

@ -20,7 +20,7 @@ function this:InitComponent(gameObject)
this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text") this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
this.upTip=Util.GetGameObject(gameObject,"UpTip"):GetComponent("Text") this.upTip=Util.GetGameObject(gameObject,"UpTip"):GetComponent("Text")
this.bottomTip=Util.GetGameObject(gameObject,"BottomTip"):GetComponent("Text") this.bottomTip=Util.GetGameObject(gameObject,"BottomTip"):GetComponent("Text")
this.root=Util.GetGameObject(gameObject,"Root") this.root=Util.GetGameObject(gameObject,"ScrollView/Viewport/Content")
this.pre=Util.GetGameObject(this.root,"Pre") this.pre=Util.GetGameObject(this.root,"Pre")
this.goBtn=Util.GetGameObject(gameObject,"GoBtn") this.goBtn=Util.GetGameObject(gameObject,"GoBtn")
end end

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@ -62,7 +62,7 @@ public class GameStart : MonoBehaviour
Image image2 = gameObj2.transform.Find("Canvas/image2").GetComponent<Image>(); Image image2 = gameObj2.transform.Find("Canvas/image2").GetComponent<Image>();
image2.DOFade(1, 0).OnComplete(() =>{ image2.DOFade(1, 0).OnComplete(() =>{
image.DOFade(0, 0).SetDelay(2).OnComplete(() =>{ image2.DOFade(0, 0).SetDelay(2).OnComplete(() =>{
image.color = new Color(image.color.r, image.color.g, image.color.b, 0); image.color = new Color(image.color.r, image.color.g, image.color.b, 0);
image.DOFade(1, 1).OnComplete(() => { image.DOFade(1, 1).OnComplete(() => {
image.DOFade(0, 1).SetDelay(2).OnComplete(() => { image.DOFade(0, 1).SetDelay(2).OnComplete(() => {

View File

@ -1671,7 +1671,7 @@
11671,点击任意卡牌,向神明祈福吧!本次祈福消耗 11671,点击任意卡牌,向神明祈福吧!本次祈福消耗
11672,活动不可刷新 11672,活动不可刷新
11673,当前时间不可刷新 11673,当前时间不可刷新
11674,本轮祈福还未全部结束,刷新后会重置祈福次数与累计奖励,确认刷新祈福奖励吗? 11674,本轮祈福还未全部结束,确认刷新祈福奖励吗?
11675,%d年%d月%d日 11675,%d年%d月%d日
11676,恭喜你完成了第 11676,恭喜你完成了第
11677, 次祈福! 11677, 次祈福!
@ -1878,7 +1878,7 @@
11878,升星被动技能id 11878,升星被动技能id
11879,新增技能 11879,新增技能
11880,道具不足! 11880,道具不足!
11881,赠送1个元神玉和20个置换玉 11881,赠送1个元神玉
11882,赠送1个妖灵玉 11882,赠送1个妖灵玉
11883,活动结束! 11883,活动结束!
11884,赠送10个元神玉 11884,赠送10个元神玉
@ -2363,8 +2363,8 @@
12363,即可<color=#C94943>激活30天月卡</color> 12363,即可<color=#C94943>激活30天月卡</color>
12364,是否消耗<color=#0BE102>%s</color>%s购买一次挑战次数 12364,是否消耗<color=#0BE102>%s</color>%s购买一次挑战次数
12365,天宫秘宝 12365,天宫秘宝
12366,<color=#95523B>解锁秘宝可以领取额外专属奖励并直接获得200积分</color> 12366,<color=#95523B>解锁秘宝可以领取额外专属奖励并直接获得200积分<color=#CC4325>可获取1980妖晶邮件领取</color></color>
12367,<color=#60A22C>解锁高阶战令,激活进阶</color><color=#95523B>专属奖励+直升15级</color> 12367,<color=#60A22C>解锁秘宝,激活进阶</color><color=#95523B>专属奖励+直升15级<color=#CC4325>可获取1980妖晶邮件领取</color></color>
12368,等级购买成功 12368,等级购买成功
12369,购买%s级升至%s级 12369,购买%s级升至%s级
12370,升至%s级可立即解锁%s件奖励 12370,升至%s级可立即解锁%s件奖励
@ -2385,3 +2385,4 @@
12385,五星成长礼 12385,五星成长礼
12386,极速排名 12386,极速排名
12387,军团副本 12387,军团副本
12388,该神将在巅峰战阵容中已上阵

1 10001 没有ActivityTypeDef为%s任务Id为%s的数据
1671 11671 点击任意卡牌,向神明祈福吧!本次祈福消耗
1672 11672 活动不可刷新
1673 11673 当前时间不可刷新
1674 11674 本轮祈福还未全部结束,刷新后会重置祈福次数与累计奖励,确认刷新祈福奖励吗? 本轮祈福还未全部结束,确认刷新祈福奖励吗?
1675 11675 %d年%d月%d日
1676 11676 恭喜你完成了第
1677 11677 次祈福!
1878 11878 升星被动技能id
1879 11879 新增技能
1880 11880 道具不足!
1881 11881 赠送1个元神玉和20个置换玉 赠送1个元神玉
1882 11882 赠送1个妖灵玉
1883 11883 活动结束!
1884 11884 赠送10个元神玉
2363 12363 即可<color=#C94943>激活30天月卡</color>
2364 12364 是否消耗<color=#0BE102>%s</color>%s购买一次挑战次数?
2365 12365 天宫秘宝
2366 12366 <color=#95523B>解锁秘宝,可以领取额外专属奖励,并直接获得200积分</color> <color=#95523B>解锁秘宝,可以领取额外专属奖励,并直接获得200积分,<color=#CC4325>可获取1980妖晶,邮件领取</color></color>
2367 12367 <color=#60A22C>解锁高阶战令,激活进阶</color><color=#95523B>专属奖励+直升15级</color> <color=#60A22C>解锁秘宝,激活进阶</color><color=#95523B>专属奖励+直升15级,<color=#CC4325>可获取1980妖晶,邮件领取</color></color>
2368 12368 等级购买成功
2369 12369 购买%s级,升至%s级
2370 12370 升至%s级,可立即解锁%s件奖励
2385 12385 五星成长礼
2386 12386 极速排名
2387 12387 军团副本
2388 12388 该神将在巅峰战阵容中已上阵