Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev

dev_chengFeng
jiaoyangna 2021-11-05 10:18:28 +08:00
commit 5ac1f04718
19 changed files with 19076 additions and 18865 deletions

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@ -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()

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@ -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()

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@ -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)

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@ -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)

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@ -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

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@ -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"

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@ -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

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@ -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)