Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev
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|
||||||
m_SourcePrefab: {fileID: 100100000, guid: d4f1d27b00e2e594e8ede1fab88a97f6, type: 3}
|
m_SourcePrefab: {fileID: 100100000, guid: 6e21988006c4b0942b32c75e6b6987ba, type: 3}
|
||||||
--- !u!4 &967308352365260633 stripped
|
--- !u!4 &4898254141833732587 stripped
|
||||||
Transform:
|
Transform:
|
||||||
m_CorrespondingSourceObject: {fileID: 7844960908929387758, guid: d4f1d27b00e2e594e8ede1fab88a97f6,
|
m_CorrespondingSourceObject: {fileID: 2317469752420294965, guid: 6e21988006c4b0942b32c75e6b6987ba,
|
||||||
type: 3}
|
type: 3}
|
||||||
m_PrefabInstance: {fileID: 7039820780757066679}
|
m_PrefabInstance: {fileID: 7193187890722799838}
|
||||||
m_PrefabAsset: {fileID: 0}
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
|
|
@ -2415,9 +2415,9 @@ RectTransform:
|
||||||
m_Father: {fileID: 6861030463589856289}
|
m_Father: {fileID: 6861030463589856289}
|
||||||
m_RootOrder: 6
|
m_RootOrder: 6
|
||||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
m_AnchorMin: {x: 1, y: 0}
|
m_AnchorMin: {x: 0.5, y: 0}
|
||||||
m_AnchorMax: {x: 1, y: 0}
|
m_AnchorMax: {x: 0.5, y: 0}
|
||||||
m_AnchoredPosition: {x: -536.9, y: 50.1}
|
m_AnchoredPosition: {x: 0, y: 50.1}
|
||||||
m_SizeDelta: {x: 806.3, y: 100.2}
|
m_SizeDelta: {x: 806.3, y: 100.2}
|
||||||
m_Pivot: {x: 0.5, y: 0.5}
|
m_Pivot: {x: 0.5, y: 0.5}
|
||||||
--- !u!114 &3105191926613661990
|
--- !u!114 &3105191926613661990
|
||||||
|
|
|
@ -8556,9 +8556,6 @@ local passivityList = {
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
if not buff.skill then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
if type==BuffName.DOT then
|
if type==BuffName.DOT then
|
||||||
if buff.damageType~=type2 then
|
if buff.damageType~=type2 then
|
||||||
return
|
return
|
||||||
|
@ -8833,7 +8830,7 @@ local passivityList = {
|
||||||
|
|
||||||
local onRoleTreat=function(target,realTreat,treat)
|
local onRoleTreat=function(target,realTreat,treat)
|
||||||
local hp=treat- realTreat
|
local hp=treat- realTreat
|
||||||
if hp>0 and realTreat>0 then
|
if hp>0 then
|
||||||
addHp=addHp+hp*count
|
addHp=addHp+hp*count
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
@ -8949,7 +8946,7 @@ local passivityList = {
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
if skill.type~= BattleSkillType.Special or skill.type~= BattleSkillType.Extra then
|
if skill.type~= BattleSkillType.Special and skill.type~= BattleSkillType.Extra then
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
local arr=skill:GetDirectTargetsNoExile()
|
local arr=skill:GetDirectTargetsNoExile()
|
||||||
|
|
|
@ -5,10 +5,7 @@ function Blood:SetData(...)
|
||||||
|
|
||||||
-- 刷新排序等级
|
-- 刷新排序等级
|
||||||
self.bloodValue=...
|
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
|
self.sort = 4
|
||||||
|
|
||||||
end
|
end
|
||||||
|
@ -27,6 +24,10 @@ end
|
||||||
--初始化后调用一次
|
--初始化后调用一次
|
||||||
function Blood:OnStart()
|
function Blood:OnStart()
|
||||||
self.target.bloodShield = self
|
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)
|
self.target.Event:DispatchEvent(BattleEventName.BloodValueChange,self.bloodValue/self.target:GetRoleData(RoleDataName.MaxHp),1,self.bloodValue)
|
||||||
end
|
end
|
||||||
function Blood:GetCurValue()
|
function Blood:GetCurValue()
|
||||||
|
|
|
@ -106,6 +106,14 @@ function BuffCtrl:AddBuffEffect(buffName, isTrigger, offset)
|
||||||
local sortingOrder
|
local sortingOrder
|
||||||
if self.owner.camp == 0 then
|
if self.owner.camp == 0 then
|
||||||
sortingOrder = self.owner.GameObject:GetComponent("Canvas").sortingOrder
|
sortingOrder = self.owner.GameObject:GetComponent("Canvas").sortingOrder
|
||||||
|
--混乱特效因为贴图不显示特殊处理
|
||||||
|
if buffName=="TongYong_Effect_buff_hunluan_1" then
|
||||||
|
sortingOrder=sortingOrder+1
|
||||||
|
end
|
||||||
|
end
|
||||||
|
--混乱特效因为贴图不显示特殊处理
|
||||||
|
if sortingOrder==nil and buffName=="TongYong_Effect_buff_hunluan_1" then
|
||||||
|
sortingOrder=BattleManager.GetBattleSorting()+1
|
||||||
end
|
end
|
||||||
local node = BattleManager.LoadAsset(buffName, sortingOrder)
|
local node = BattleManager.LoadAsset(buffName, sortingOrder)
|
||||||
-- node.transform:SetParent(self.RootPanel.transform)
|
-- node.transform:SetParent(self.RootPanel.transform)
|
||||||
|
|
|
@ -222,6 +222,7 @@ function this.ShowCountTime()
|
||||||
end
|
end
|
||||||
if leftTime < 0 then
|
if leftTime < 0 then
|
||||||
leftTime = 0
|
leftTime = 0
|
||||||
|
PlayerManager.RefreshItemNumBySerTime()
|
||||||
end
|
end
|
||||||
this.actCountTime.text = GetTimeMaoHaoStrBySeconds(math.floor(leftTime)).."后恢复1点"
|
this.actCountTime.text = GetTimeMaoHaoStrBySeconds(math.floor(leftTime)).."后恢复1点"
|
||||||
end, 1, -1, true)
|
end, 1, -1, true)
|
||||||
|
|
|
@ -72,9 +72,11 @@ function this.GetOneKeyUpHeroList()
|
||||||
-- 限制数量
|
-- 限制数量
|
||||||
local upList = {}
|
local upList = {}
|
||||||
for k, v in ipairs(tempHeros) do
|
for k, v in ipairs(tempHeros) do
|
||||||
|
if not upList[v.heroConfig.Id] then
|
||||||
if #heros < rulesNum then
|
if #heros < rulesNum then
|
||||||
table.insert(heros, v)
|
table.insert(heros, v)
|
||||||
upList[v.dynamicId] = 1
|
upList[v.heroConfig.Id] = 1
|
||||||
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
-- 所有英雄,按战力补位
|
-- 所有英雄,按战力补位
|
||||||
|
@ -87,9 +89,10 @@ function this.GetOneKeyUpHeroList()
|
||||||
end
|
end
|
||||||
end)
|
end)
|
||||||
for k, v in ipairs(allHeros) do
|
for k, v in ipairs(allHeros) do
|
||||||
if not upList[v.dynamicId] then
|
if not upList[v.heroConfig.Id] then
|
||||||
if #heros < 6 then
|
if #heros < 6 then
|
||||||
table.insert(heros, v)
|
table.insert(heros, v)
|
||||||
|
upList[v.heroConfig.Id] = 1
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
|
@ -767,6 +767,7 @@ function EndLessMapView:ShowCountTime()
|
||||||
end
|
end
|
||||||
if leftTime < 0 then
|
if leftTime < 0 then
|
||||||
leftTime = 0
|
leftTime = 0
|
||||||
|
PlayerManager.RefreshItemNumBySerTime()
|
||||||
end
|
end
|
||||||
if not this.isPanelClose then
|
if not this.isPanelClose then
|
||||||
this.actCountTime.text = GetTimeMaoHaoStrBySeconds(math.floor(leftTime)).."后恢复1点"
|
this.actCountTime.text = GetTimeMaoHaoStrBySeconds(math.floor(leftTime)).."后恢复1点"
|
||||||
|
|
|
@ -114,15 +114,15 @@ function WeekCardPage:SetCardShow(index, data)
|
||||||
itemId = config.BaseReward[1][1]
|
itemId = config.BaseReward[1][1]
|
||||||
dayNum = config.BaseReward[1][2]
|
dayNum = config.BaseReward[1][2]
|
||||||
end
|
end
|
||||||
pre.dayNum.text = dayNum
|
pre.dayNum.text = PrintWanNum2(dayNum)
|
||||||
-- 当前累计奖励数量
|
-- 当前累计奖励数量
|
||||||
local curNum = dayNum * data.leaveGetRewardDays or 0
|
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
|
pre.curNum.transform.parent.gameObject:SetActive(curNum ~= 0) -- 累计数量为0时不显示
|
||||||
-- 总奖励数量
|
-- 总奖励数量
|
||||||
local continueDay = config.ContiueDays or 0
|
local continueDay = config.ContiueDays or 0
|
||||||
local allNum = dayNum * continueDay
|
local allNum = dayNum * continueDay
|
||||||
pre.allNum.text = allNum
|
pre.allNum.text = PrintWanNum2(allNum)
|
||||||
-- 设置物品图片显示
|
-- 设置物品图片显示
|
||||||
local sprite = SetIcon(self.spLoader, itemId)
|
local sprite = SetIcon(self.spLoader, itemId)
|
||||||
pre.icon.sprite = sprite
|
pre.icon.sprite = sprite
|
||||||
|
|
|
@ -565,7 +565,7 @@ function this.SetTeamInfo(_go,teamData,type)
|
||||||
teamList[hero.position].proIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
|
teamList[hero.position].proIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
|
||||||
teamList[hero.position].levelText.text = hero.level
|
teamList[hero.position].levelText.text = hero.level
|
||||||
teamList[hero.position].frame.sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(heroConfig.Quality, hero.star))
|
teamList[hero.position].frame.sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(heroConfig.Quality, hero.star))
|
||||||
SetHeroIcon(this.spLoader, teamList[hero.position].icon,heroConfig)
|
SetHeroIcon(this.spLoader, hero,teamList[hero.position].icon,heroConfig)
|
||||||
--local heroData = {}
|
--local heroData = {}
|
||||||
-- Util.AddOnceClick(teamList[i].frameBtn, function()
|
-- Util.AddOnceClick(teamList[i].frameBtn, function()
|
||||||
-- NetManager.ViewHeroInfoRequest(self.playerId,hero.heroid,1,PLAYER_INFO_VIEW_TYPE.NORMAL,function(msg)
|
-- NetManager.ViewHeroInfoRequest(self.playerId,hero.heroid,1,PLAYER_INFO_VIEW_TYPE.NORMAL,function(msg)
|
||||||
|
|
Loading…
Reference in New Issue