Merge branch 'master_xma_local' into master_xma_test

dev_chengFeng hotfix/xma/test/0.1.25
JieLing 2020-10-20 18:42:38 +08:00
commit 5d45429443
19 changed files with 460 additions and 125 deletions

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@ -78,4 +78,8 @@ SoundConfig = {
Ambient_Carbon = "Amb_02",
Ambient_Login = "Amb_03",
Sound_UnlockLevel ="UI_UnlockLevel_01",
Sound_UI_TiShi = "UI_tishi",
Sound_UI_ShaiZi = "UI_shaizi",
}

View File

@ -4785,13 +4785,14 @@ local passivityList = {
local i1 = args[1]
local OnRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill)
--如果是技能并且这个被动已经被触发过 return
if skill and skill.isTriggePassivity then
if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,245) then
return
end
if skill and not skill.isAdd and defRole:IsDead() and not BattleUtil.CheckIsNoDead(defRole) then
role:AddRage(i1, CountTypeName.Add)
if skill then
skill.isTriggePassivity=true
-- skill.isTriggePassivity=true
table.insert(skill.triggerPassivityId,245)
end
end
end
@ -4807,7 +4808,7 @@ local passivityList = {
-- 释放技能后
local onRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill)
--如果是技能并且这个被动已经被触发过 return
if skill and skill.isTriggePassivity then
if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,246) then
return
end
if defRole:IsDead() and not BattleUtil.CheckIsNoDead(defRole) then
@ -4815,7 +4816,8 @@ local passivityList = {
-- buff.cover = true
role:AddBuff(buff)
if skill then
skill.isTriggePassivity=true
--skill.isTriggePassivity=true
table.insert(skill.triggerPassivityId,246)
end
end
end
@ -4828,7 +4830,7 @@ local passivityList = {
-- 释放技能后
local onRoleHit = function(target,damage, bCrit, finalDmg, damageType, skill)
--如果是技能并且这个被动已经被触发过 return
if skill and skill.isTriggePassivity then
if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,247) then
return
end
if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
@ -4836,7 +4838,8 @@ local passivityList = {
role:AddSkill(BattleSkillType.Normal, false, true, nil)
end
if skill then
skill.isTriggePassivity=true
-- skill.isTriggePassivity=true
table.insert(skill.triggerPassivityId,247)
end
end
end
@ -4850,14 +4853,15 @@ local passivityList = {
-- 释放技能后
local onRoleHit = function(target,damage, bCrit, finalDmg, damageType, skill)
--如果是技能并且这个被动已经被触发过 return
if skill and skill.isTriggePassivity then
if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,248) then
return
end
if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
local treat = floor(BattleUtil.FP_Mul(role:GetRoleData(RoleDataName.MaxHp), f1))
BattleUtil.CalTreat(role, role, treat)
if skill then
skill.isTriggePassivity=true
-- skill.isTriggePassivity=true
table.insert(skill.triggerPassivityId,248)
end
end
end
@ -4871,14 +4875,15 @@ local passivityList = {
-- 释放技能后
local onRoleHit = function(target,damage, bCrit, finalDmg, damageType, skill)
--如果是技能并且这个被动已经被触发过 return
if skill and skill.isTriggePassivity then
if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,249) then
return
end
if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
local buff = Buff.Create(role, BuffName.PropertyChange, 1, RoleDataName.Crit, f1, CountTypeName.Add)
role:AddBuff(buff)
if skill then
skill.isTriggePassivity=true
--skill.isTriggePassivity=true
table.insert(skill.triggerPassivityId,249)
end
end
end
@ -4897,13 +4902,14 @@ local passivityList = {
-- 击杀数量累加
local OnRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill)
--如果是技能并且这个被动已经被触发过 return
if skill and skill.isTriggePassivity then
if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,250) then
return
end
if skill and defRole:IsDead() and not BattleUtil.CheckIsNoDead(defRole) then
killNum = killNum + 1
if skill then
skill.isTriggePassivity=true
--skill.isTriggePassivity=true
table.insert(skill.triggerPassivityId,250)
end
end
end
@ -4938,7 +4944,7 @@ local passivityList = {
local f1 = args[2]
local function onHit(target, damage, bCrit, finalDmg, damageType, skill)
--如果是技能并且这个被动已经被触发过 return
if skill and skill.isTriggePassivity then
if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,251) then
return
end
if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
@ -4946,7 +4952,8 @@ local passivityList = {
local value = floor(BattleUtil.ErrorCorrection(maxHp* f1))
BattleUtil.ApplyTreat(role, role, value)
if skill then
skill.isTriggePassivity=true
--skill.isTriggePassivity=true
table.insert(skill.triggerPassivityId,251)
end
end
role.Event:RemoveEvent(BattleEventName.RoleHit, onHit)
@ -4965,13 +4972,14 @@ local passivityList = {
local i1 = args[1]
local onHit = function(target, damage, bCrit, finalDmg,damageType,skill)
--如果是技能并且这个被动已经被触发过 return
if skill and skill.isTriggePassivity then
if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,252) then
return
end
if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
role:AddRage(i1, CountTypeName.Add)
if skill then
skill.isTriggePassivity=true
--skill.isTriggePassivity=true
table.insert(skill.triggerPassivityId,252)
end
end
end
@ -4986,7 +4994,7 @@ local passivityList = {
-- 直接伤害后
local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
--如果是技能并且这个被动已经被触发过 return
if skill and skill.isTriggePassivity then
if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,253) then
return
end
if skill and not skill.isAdd and target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
@ -5000,7 +5008,8 @@ local passivityList = {
end
end
if skill then
skill.isTriggePassivity=true
--skill.isTriggePassivity=true
table.insert(skill.triggerPassivityId,253)
end
end
end
@ -5013,14 +5022,15 @@ local passivityList = {
local f1 = args[1]
local onRoleHit = function(target,damage, bCrit, finalDmg, damageType, skill)
--如果是技能并且这个被动已经被触发过 return
if skill and skill.isTriggePassivity then
if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,254) then
return
end
if target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
local target = RoleManager.GetAliveAggro(role)
BattleUtil.CalDamage(nil, role, target, 1, f1)
if skill then
skill.isTriggePassivity=true
--skill.isTriggePassivity=true
table.insert(skill.triggerPassivityId,254)
end
end
end
@ -5033,14 +5043,15 @@ local passivityList = {
local f1 = args[1]
local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
--如果是技能并且这个被动已经被触发过 return
if skill and skill.isTriggePassivity then
if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,255) then
return
end
if skill and skill.type == BattleSkillType.Special and target:IsDead() and not BattleUtil.CheckIsNoDead(target) then
BattleUtil.RandomAction(f1, function()
role:AddRage(target.Rage, CountTypeName.Add)
if skill then
skill.isTriggePassivity=true
--skill.isTriggePassivity=true
table.insert(skill.triggerPassivityId,255)
end
end)
end
@ -5055,7 +5066,7 @@ local passivityList = {
local f2=args[2]
local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
--如果是技能并且这个被动已经被触发过 return
if skill and skill.isTriggePassivity then
if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,256) then
return
end
if target:IsDead() and not BattleUtil.CheckIsNoDead(target) and not role:IsDead() then
@ -5064,7 +5075,8 @@ local passivityList = {
--加一个延时操作,防止有的英雄有死亡后再释放一次技能的被动 by:王振兴
role:InsertExtraSkill(f1,f2)
if skill then
skill.isTriggePassivity=true
--skill.isTriggePassivity=true
table.insert(skill.triggerPassivityId,256)
end
end
end

View File

@ -35,7 +35,8 @@ function Skill:Init(role, effectData, type, targets, isAdd, isRage) --type 0 异
self.hitTime = effectData[2] -- 效果命中需要的时间
self.continueTime = effectData[3] -- 命中后伤害持续时间
self.attackCount = effectData[4] -- 伤害持续时间内伤害次数
self.isTriggePassivity = false -- 是否一个技能只触发一次被动 true每次释放技能只会触发一次
self.isTriggePassivity = false -- 是否一个技能只触发一次被动 true每次释放技能只会触发一次
self.triggerPassivityId={}
self.targets = targets or {}
self.isAdd = isAdd
self.isRage = isRage
@ -121,6 +122,7 @@ function Skill:Cast(func)
self.effectTargets = {}
self.targetIsHit = {}
self.isTriggePassivity=false
self.triggerPassivityId={}
-- 先计算出技能的目标
for i=1, self.effectList.size do
-- 是否重新选择目标
@ -261,6 +263,7 @@ function Skill:EndSkill()
BattleLogic.WaitForTrigger(0.3, function()
-- 结束回调
self.isTriggePassivity=false
self.triggerPassivityId={}
if self.castDoneFunc then self.castDoneFunc() end
end)

View File

@ -194,9 +194,9 @@ function this.PatFaceSpecialMonitor(v,patFaceAllData,type,starUpGiftNum)
canGet = true
end
end
LogYellow("MonsterCampManager.monsterWave"..MonsterCampManager.monsterWave-1)
LogGreen("canGet:"..tostring(canGet))
LogRed("@@@@@@@@@@@@@@@@@@@@:"..RedPointManager.PlayerPrefsGetStr(v.Id..PlayerManager.level.."MonsterWavePatFace"))
-- LogYellow("MonsterCampManager.monsterWave"..MonsterCampManager.monsterWave-1)
-- LogGreen("canGet:"..tostring(canGet))
-- LogRed("@@@@@@@@@@@@@@@@@@@@:"..RedPointManager.PlayerPrefsGetStr(v.Id..PlayerManager.level.."MonsterWavePatFace"))
if canGet then
if RedPointManager.PlayerPrefsGetStr(v.Id..(MonsterCampManager.monsterWave-1).."MonsterWavePatFace") == "0" then
table.insert(patFaceAllData,v)

View File

@ -146,7 +146,7 @@ function PatFacePanel:OnShowPatFaceData()
elseif patFaceSingleData.Type == FacePanelType.UpgradePac or
patFaceSingleData.Type == FacePanelType.MonsterWave or
patFaceSingleData.Type == FacePanelType.MainLevel then
self:OnShowOb7Data()
self:OnShowOb7Data(patFaceSingleData.Type)
elseif patFaceSingleData.Type == FacePanelType.GrowGift then
self:OnShowOb8Data()
end
@ -331,8 +331,15 @@ function PatFacePanel:OnShowOb6Data()
end
--第七种 升级限时礼包
function PatFacePanel:OnShowOb7Data()
OperatingManager.upGradePackagePanelType = 1
function PatFacePanel:OnShowOb7Data(Type)
OperatingManager.upGradePackagePanelIndex = 0
if Type == FacePanelType.UpgradePac then
OperatingManager.upGradePackagePanelType = 1
elseif Type == FacePanelType.MonsterWave then
OperatingManager.upGradePackagePanelType = 4
elseif Type == FacePanelType.MainLevel then
OperatingManager.upGradePackagePanelType = 3
end
UIManager.OpenPanel(UIName.UpGradePackagePanel,function() self:ClosePanel() end)
end

View File

@ -18,8 +18,8 @@ local luxuryConfig = ConfigManager.GetConfig(ConfigName.LuxuryFundConfig)
--后端数据 goodsId;//商品id buyTimes; //购买次数 startTime;//开始时间 endTime; //结束时间 dynamicBuyTimes; //可购买次数
local giftGoodsInfo
this.upGradePackagePanelType = 1
this.upGradePackagePanelIndex = 1
this.upGradePackagePanelType = 0
this.upGradePackagePanelIndex = 0
this.IsShowFiveStarPatch = true
--初始化
function this.Initialize()

View File

@ -148,8 +148,8 @@ end
function this:SetCurTypeAndIndex()
curType = OperatingManager.upGradePackagePanelType and OperatingManager.upGradePackagePanelType or 1
curIndex = OperatingManager.upGradePackagePanelIndex and OperatingManager.upGradePackagePanelIndex or 1
if curGiftList[curType] and #curGiftList[curType] > 0 and curGiftList[curType][curIndex] then
curIndex = OperatingManager.upGradePackagePanelIndex and OperatingManager.upGradePackagePanelIndex or 0
if curGiftList[curType] and #curGiftList[curType] > 0 and curGiftList[curType][curIndex] then
elseif curGiftList[curType] and #curGiftList[curType] > 0 and (not curGiftList[curType][curIndex]) then
curIndex = #curGiftList[curType]
return curGiftList[curType][curIndex]
@ -157,7 +157,7 @@ function this:SetCurTypeAndIndex()
for k,v in pairs(curGiftList) do
if v and #v > 0 then
curType = k
curIndex = 1
curIndex = #curGiftList[curType]
return curGiftList[curType][curIndex]
end
end

View File

@ -49,7 +49,7 @@ function this:InitComponent()
--this.eventPoint=Util.GetGameObject(self.gameObject,"prefab/eventPoint")
this.startBtn=Util.GetGameObject(self.gameObject,"startBtn")
this.isStart=Util.GetGameObject(self.gameObject,"isStart")
this.isStartText=Util.GetGameObject(self.gameObject,"isStart/Text"):GetComponent("Text")
this.isStartImage=Util.GetGameObject(self.gameObject,"isStart/Image"):GetComponent("Image")
this.TT=Util.GetGameObject(self.gameObject,"mapParent/TT")
this.mapY=this.mapParent.transform.localPosition.y
@ -136,7 +136,7 @@ function this:BindEvent()
this.isStart:SetActive(true)
this.startBtn:SetActive(false)
this.youliTag:SetActive(true)
this.isStartText.text="暂停"
this.isStartImage.sprite=Util.LoadSprite("x_xiaoyaoyou_tingzhi")
isAutoRun=true
end
XiaoYaoManager.StartXiaoYao()
@ -144,10 +144,10 @@ function this:BindEvent()
--开始游历
Util.AddClick(this.isStart,function()
if isAutoRun then
this.isStartText.text="开始"
this.isStartImage.sprite=Util.LoadSprite("x_xiaoyaoyou_kaishi")
isAutoRun=false
else
this.isStartText.text="暂停"
this.isStartImage.sprite=Util.LoadSprite("x_xiaoyaoyou_tingzhi")
isAutoRun=true
end
end)
@ -200,6 +200,8 @@ end
function this.PlaySaiziAnim(_data)
this.startBtn:GetComponent("Button").enabled=false
Log("当前骰子数:"..#_data.pointes)
-- 骰子音效
SoundManager.PlaySound(SoundConfig.Sound_UI_ShaiZi)
if #_data.pointes>1 then
this.twoSaiZiEffect:SetActive(true)
else
@ -322,7 +324,11 @@ function this.EventTrigger(_data)
this.SetEventBtn(_data)
elseif _data.pathType==7 then --终极大奖
UIManager.OpenPanel(UIName.XiaoYaoEventPanel,0,_data.drop)
end
end
-- 除普通节点都播放提示音
if _data.pathType ~= 0 then
SoundManager.PlaySound(SoundConfig.Sound_UI_TiShi)
end
if _data.drop.itemlist and #_data.drop.itemlist > 0 and _data.pathType~=7 then
local content = {}
for i = 1, #_data.drop.itemlist do