129 战力计算
parent
0ee551e289
commit
592d3385e8
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@ -180,7 +180,6 @@ function this.GetFormationPower(formationId)
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ExpeditionManager.ExpeditionRrefreshFormation()--刷新编队
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end
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local formationList = this.GetFormationByID(formationId)
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local allHeroTeamAddProVal = HeroManager.GetAllHeroTeamAddProVal(formationList.teamHeroInfos)
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--for i, v in pairs(allHeroTeamAddProVal) do
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-- LogError("团队加成 "..i .." " .. v)
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--end
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@ -189,6 +188,7 @@ function this.GetFormationPower(formationId)
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if formationList.teamHeroInfos[i] then
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local heroData = HeroManager.GetSingleHeroData(formationList.teamHeroInfos[i].heroId)
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--1, curHeroData.dynamicId, false,nil,nil,true,allHeroTeamAddProVal)
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local allHeroTeamAddProVal = HeroManager.GetAllHeroTeamAddProVal(formationList.teamHeroInfos,formationList.teamHeroInfos[i].heroId)
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local allEquipAddProVal = HeroManager.CalculateHeroAllProValList(1, heroData.dynamicId,false,nil,nil,true,allHeroTeamAddProVal)
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power = power + allEquipAddProVal[HeroProType.WarPower]
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end
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@ -283,9 +283,8 @@ function this.SetCardsData()
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this.ElementalResonanceView:GetElementalType(this.choosedList,1)
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this.ElementalResonanceView:SetPosition(1)
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local allHeroTeamAddProVal = HeroManager.GetAllHeroTeamAddProVal(this.choosedList)
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this.InitArmPos()
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this.InitArmData(allHeroTeamAddProVal)
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this.InitArmData()
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-- LogRed(#this.choosedList)
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--编队为0显示0战力
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@ -337,9 +336,10 @@ function this.InitArmPos()
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end
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end
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-- 设置编队上阵数据
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function this.InitArmData(allHeroTeamAddProVal)
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function this.InitArmData()
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--为每个英雄添加拖动组件
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for n = 1, #this.choosedList do
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local allHeroTeamAddProVal = HeroManager.GetAllHeroTeamAddProVal(this.choosedList,this.choosedList[n].heroId)
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--已上阵操作
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local pos=this.choosedList[n].position
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@ -821,7 +821,7 @@ local function CalculateHeroUpEquipsProAddVal(_heroId)
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return addAllProVal
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end
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--计算所有法宝加成的属性值
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local function CalculateHeroUpTalismanProAddVal(_heroId, _breakId, _upStarId)
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local function CalculateHeroUpTalismanProAddVal(_heroId, _breakId, _upStarId,teamCurPropertyName)
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local addAllProVal = {}
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local singleHeroProVal, lvProVal, allHeroProVal, specialProVal
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local curHeroData = HeroManager.GetSingleHeroData(_heroId)
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@ -883,7 +883,7 @@ local function CalculateHeroUpTalismanProAddVal(_heroId, _breakId, _upStarId)
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if skillIds and #skillIds > 0 then --talismanConFig.OpenSkillRules and #talismanConFig.OpenSkillRules > 0 then
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--单体加成 --单体等级限制加成 --团体加成 --减乘
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singleHeroProVal, lvProVal, allHeroProVal, specialProVal =
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this.CalculatePassiveSkillsValList(WarPowerType.Talisman, skillIds)
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this.CalculatePassiveSkillsValList(WarPowerType.Talisman, skillIds,teamCurPropertyName)
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end
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end
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end
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@ -1078,7 +1078,7 @@ local function CalculateEquipTreaSureAddVal(_heroId)
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end
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--计算所有英雄被动技能的属性值
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local function CalculateHeroPassiveSkillProAddVal(_type, _heroId, _breakId, _upStarId)
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local function CalculateHeroPassiveSkillProAddVal(_type, _heroId, _breakId, _upStarId,teamCurPropertyName)
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local singleHeroProVal, lvProVal, allHeroProVal, specialProVal
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local curHeroData = HeroManager.GetSingleHeroData(_heroId)
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if curHeroData then
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@ -1091,7 +1091,7 @@ local function CalculateHeroPassiveSkillProAddVal(_type, _heroId, _breakId, _upS
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end
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--单体加成 --单体等级限制加成 --团体加成 --减乘
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singleHeroProVal, lvProVal, allHeroProVal, specialProVal =
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this.CalculatePassiveSkillsValList(WarPowerType.Hero, allOpenPassiveSkillIds)
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this.CalculatePassiveSkillsValList(WarPowerType.Hero, allOpenPassiveSkillIds,teamCurPropertyName)
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end
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return singleHeroProVal, lvProVal, allHeroProVal, specialProVal
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end
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@ -1247,7 +1247,7 @@ end
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---
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---
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function this.CalculatePassiveSkillsValList(index, skillids)
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function this.CalculatePassiveSkillsValList(index, skillids,teamCurPropertyName)
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for k, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.PropertyConfig)) do
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this.allProVal[index].singleHeroProVal[k] = 0
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this.allProVal[index].lvProVal[k] = 0
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@ -1301,15 +1301,28 @@ function this.CalculatePassiveSkillsValList(index, skillids)
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curSkillData.Value[1],
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curSkillData.Value[3]
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)
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-- elseif curSkillData.Type == 129 then
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-- this.GetProAndValByFormula(
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-- this.allProVal[index].allHeroProVal,
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-- this.allProVal[index].specialProVal,
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-- curSkillData.Value[3],
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-- curSkillData.Value[2],
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-- curSkillData.Value[4],
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-- curSkillData.Value[1]
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-- )
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elseif curSkillData.Type == 129 then
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if teamCurPropertyName and teamCurPropertyName == curSkillData.Value[1] then
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-- LogGreen("teamCurPropertyName "..teamCurPropertyName .." "..curSkillData.Value[1])
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this.GetProAndValByFormula(
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this.allProVal[index].allHeroProVal,
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this.allProVal[index].specialProVal,
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curSkillData.Value[3],
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curSkillData.Value[2],
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curSkillData.Value[4],
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curSkillData.Value[1]
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)
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elseif not teamCurPropertyName then
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-- LogGreen("not teamCurPropertyName")
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this.GetProAndValByFormula(
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this.allProVal[index].allHeroProVal,
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this.allProVal[index].specialProVal,
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curSkillData.Value[3],
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curSkillData.Value[2],
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curSkillData.Value[4],
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curSkillData.Value[1]
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)
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end
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elseif curSkillData.Type == 171 then
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--目前没有
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--this.GetProAndValByFormula(lvProVal,curSkillData,specialProVal)
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@ -1393,15 +1406,15 @@ function this.GetProAndValByFormula(proTable, specialProVal, curProId, curProVal
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end
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end
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--团队加成
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function this.GetAllHeroTeamAddProVal(teamHeroInfos)
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function this.GetAllHeroTeamAddProVal(teamHeroInfos,curteamHeroDid)
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local teamProVal = {}
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--英雄 法宝 魂印 被动技能
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for i = 1, 6 do
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if teamHeroInfos[i] then
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local heroSkillSingleHeroProVal, heroSkillLvProVal, heroSkillAllHeroProVal, heroSkillSpecialProVal =
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CalculateHeroPassiveSkillProAddVal(1, teamHeroInfos[i].heroId)
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CalculateHeroPassiveSkillProAddVal(1, teamHeroInfos[i].heroId,nil,nil, curteamHeroDid and HeroManager.GetSingleHeroData(curteamHeroDid).heroConfig.PropertyName or nil)
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local falismanSingleHeroProVal, falismanLvProVal, falismanAllHeroProVal, falismanSpecialProVal =
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CalculateHeroUpTalismanProAddVal(teamHeroInfos[i].heroId)
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CalculateHeroUpTalismanProAddVal(teamHeroInfos[i].heroId,nil,nil, curteamHeroDid and HeroManager.GetSingleHeroData(curteamHeroDid).heroConfig.PropertyName or nil)
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--local soulPrinSingleHeroProVal,soulPrinLvProVal,soulPrinAllHeroProVal,soulPrinSpecialProVal = CalculateSoulPrintAddVal(teamHeroInfos[i].heroId)
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this.DoubleTableCompound(teamProVal, heroSkillAllHeroProVal)
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this.DoubleTableCompound(teamProVal, falismanAllHeroProVal)
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@ -196,7 +196,7 @@ end
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--RoleInfo0
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function this.RoleInfo0()
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LogBlue(curHeroData.id)
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LogBlue(curHeroData.id.." "..curHeroData.dynamicId)
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this.head_Frame.sprite = Util.LoadSprite(GetHeroQuantityImageByquality(curHeroData.heroConfig.Quality))
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this.head_Icon.sprite = Util.LoadSprite(curHeroData.icon)
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this.head_Pro.sprite = Util.LoadSprite(GetProStrImageByProNum(curHeroData.heroConfig.PropertyName))
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@ -210,7 +210,7 @@ function this.RoleInfo0()
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else
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if choosedList then
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--local formationList = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_NORMAL)
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local allHeroTeamAddProVal = HeroManager.GetAllHeroTeamAddProVal(choosedList)
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local allHeroTeamAddProVal = HeroManager.GetAllHeroTeamAddProVal(choosedList,curHeroData.dynamicId)
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allAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData, false,nil,nil,true,allHeroTeamAddProVal)
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else
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allAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData, false)
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@ -266,7 +266,7 @@ function this.RoleInfo1()
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else
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if choosedList then
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--local formationList = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_NORMAL)
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local allHeroTeamAddProVal = HeroManager.GetAllHeroTeamAddProVal(choosedList)
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local allHeroTeamAddProVal = HeroManager.GetAllHeroTeamAddProVal(choosedList,curHeroData.dynamicId)
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allAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false,nil,nil,true,allHeroTeamAddProVal)
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else
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allAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false)
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@ -528,7 +528,7 @@ function this:UpdateHeroInfoData()
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--计算面板属性
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if isUpZhen then
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local formationList = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_NORMAL)
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local allHeroTeamAddProVal = HeroManager.GetAllHeroTeamAddProVal(formationList.teamHeroInfos)
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local allHeroTeamAddProVal = HeroManager.GetAllHeroTeamAddProVal(formationList.teamHeroInfos,curHeroData.dynamicId)
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allAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false,nil,nil,true,allHeroTeamAddProVal)
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else
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allAddProVal=HeroManager.CalculateHeroAllProValList(1,curHeroData.dynamicId,false)
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