Merge branch 'china/dev' into 0功能/灵脉秘境
commit
6454e84172
|
@ -79894,7 +79894,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: -86.19996, y: 259}
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m_AnchoredPosition: {x: -86.19996, y: 265.7803}
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m_SizeDelta: {x: 44, y: 30}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &7683721027093544007
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@ -157759,7 +157759,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0}
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m_AnchorMax: {x: 0.5, y: 0}
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||||
m_AnchoredPosition: {x: -20, y: 206}
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m_AnchoredPosition: {x: -20, y: 161}
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m_SizeDelta: {x: 1100, y: 202.5}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!1 &4929751347603845043
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@ -178724,7 +178724,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 11.0000725, y: 266.6198}
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m_AnchoredPosition: {x: 11.0000725, y: 273.40012}
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m_SizeDelta: {x: 116, y: 17}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &6792614551820874869
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@ -236798,7 +236798,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 10.980068, y: 248.21973}
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||||
m_AnchoredPosition: {x: 10.980068, y: 255}
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m_SizeDelta: {x: 115.64, y: 12}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &7147047745219255636
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@ -1032,6 +1032,7 @@ ItemType = {
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heroDogFood =25,--英雄狗粮
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linglongbaojingkaimen = 26,
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likeabilityItem = 27,
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ZuoQiChip = 28, -- 坐骑碎片
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}
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JumpType = {
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Lottery = 1, --招募
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@ -133,7 +133,8 @@ function BagResolveAnCompoundPanel:BindEvent()
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end
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end)
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Util.AddClick(this.btnCompound, function()
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if itemData.itemConfig.ItemType==ItemType.HeroDebris then--碎片
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if itemData.itemConfig.ItemType==ItemType.HeroDebris
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or itemData.itemConfig.ItemType==ItemType.ZuoQiChip then--碎片
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if compoundNum>0 then
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local item={}
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item.itemId=itemData.id
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@ -292,7 +293,8 @@ function this.OnShowLayout3Data()
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this.chipFrame:SetActive(false)
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this.propertyIma:SetActive(false)
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local gameSetting = ConfigManager.GetConfigData(ConfigName.GameSetting, 1)
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if itemData.itemConfig.ItemType==ItemType.HeroDebris then--碎片
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if itemData.itemConfig.ItemType==ItemType.HeroDebris
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or itemData.itemConfig.ItemType==ItemType.ZuoQiChip then--碎片
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this.chipFrame:SetActive(true)
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this.chipFrame:GetComponent("Image").sprite = this.spLoader:LoadSprite(GetHeroChipQuantityImageByquality(itemData.itemConfig.Quantity))
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if itemData.itemConfig.PropertyName and itemData.itemConfig.PropertyName > 0 then
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@ -305,12 +307,13 @@ function this.OnShowLayout3Data()
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this.nameText.text=Language[10192]
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this.btnCompoundText.text=Language[10193]
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local maxCompoundValue = math.floor(itemData.num/itemData.itemConfig.UsePerCount)
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compoundMaxNum=maxCompoundValue > gameSetting.HeroCompoundLimit and gameSetting.HeroCompoundLimit or maxCompoundValue
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endHeroNum=gameSetting.HeroNumlimit-LengthOfTable(HeroManager.GetAllHeroDatas())
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compoundMaxNum=compoundMaxNum >endHeroNum and endHeroNum or compoundMaxNum
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if compoundMaxNum > compoundMaxNum then
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compoundMaxNum = compoundMaxNum
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--
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if itemData.itemConfig.ItemType==ItemType.HeroDebris then -- 神将碎片
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compoundMaxNum = math.min(maxCompoundValue, gameSetting.HeroCompoundLimit, gameSetting.HeroNumlimit-LengthOfTable(HeroManager.GetAllHeroDatas()))
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elseif itemData.itemConfig.ItemType==ItemType.ZuoQiChip then -- 坐骑碎片
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compoundMaxNum = math.min(maxCompoundValue, gameSetting.HeroCompoundLimit)
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end
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elseif itemData.itemConfig.ItemType==ItemType.Box then--宝箱
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this.nameText.text=Language[10194]
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this.btnCompoundText.text=Language[10195]
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@ -448,7 +451,8 @@ function this.ShowCompoundNumData(value)
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compoundNum=value
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this.Slider:GetComponent("Slider").value=value
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this.numText1.text = value
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if itemData.itemConfig.ItemType==ItemType.HeroDebris then--碎片
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if itemData.itemConfig.ItemType==ItemType.HeroDebris
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or itemData.itemConfig.ItemType==ItemType.ZuoQiChip then--碎片
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this.numText.text= Language[10198]..value*itemData.itemConfig.UsePerCount..Language[10199]..value..Language[10200].. string.gsub(GetLanguageStrById(itemData.itemConfig.Name),Language[10201],"")
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elseif itemData.itemConfig.ItemType==ItemType.Box then--宝箱
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this.numText.text= Language[10202]..value..Language[10200]..GetLanguageStrById(itemData.itemConfig.Name).."。"
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@ -644,8 +644,8 @@ function this.GetMonsterPros(id, lv, star)
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table.insert(allProVal, 22, proList[HeroProType.FoReduce] or 0) -- 抗佛
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table.insert(allProVal, 23, proList[HeroProType.YaoReduce] or 0) -- 抗妖
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table.insert(allProVal, 24, proList[HeroProType.DaoReduce] or 0) -- 抗道
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table.insert(allProVal, 25, proList[HeroProType.InitRage] or 0) -- 初始怒气
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table.insert(allProVal, 26, proList[HeroProType.AntiCritDamageFactor] or 0) -- 爆伤减免
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table.insert(allProVal, 25, proList[HeroProType.AntiCritDamageFactor] or 0) -- 爆伤减免
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table.insert(allProVal, 26, proList[HeroProType.InitRage] or 0) -- 初始怒气
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local pros = table.concat(allProVal, "#")
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return pros
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end
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@ -9635,7 +9635,97 @@ local passivityList = {
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end
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BattleLogic.Event:AddEvent(BattleEventName.RecordRageChange, onRageChange,nil,nil,role)
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end,
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--暴击时[a]%概率使爆伤改变[b][c]%
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--a[float],b[int],c[float]
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[389]=function(role,args,id,judge)
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local pro=args[1]
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local ct = args[2]
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local v1 = args[3]
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local addCritDamageFa=function(func)
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BattleUtil.RandomAction(pro,function()
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if func then
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func(v1,ct)
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end
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end)
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end
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role.Event:AddEvent(BattleEventName.PassiveAddCritDamageFactor,addCritDamageFa,nil,nil,role)
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end,
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--释放技能时[a]%概率 改变[b]无视目标的[c]buff免疫
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--a[float],b[int],c[int]
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[390]=function(role,args,id,judge)
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local pro=args[1]
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local ct = args[2]
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local v1 = args[3]
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local addCritDamageFa=function(func,buff)
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if buff and buff.type~=v1 then
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return
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end
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if func then
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func(pro,ct)
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end
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end
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local OnSkillCast = function(skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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if skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra or skill.type==BattleSkillType.DeadSkill then
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role.Event:AddEvent(BattleEventName.PassiveChangeIgnoreImmuneValue,addCritDamageFa,nil,nil,role)
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end
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end
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local OnSkillCastEnd = function(skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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if skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra or skill.type==BattleSkillType.DeadSkill then
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role.Event:RemoveEvent(BattleEventName.PassiveChangeIgnoreImmuneValue,addCritDamageFa,nil,nil,role)
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end
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end
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role.Event:AddEvent(BattleEventName.SkillCast, OnSkillCast,nil,nil,role)
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role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd,nil,nil,role)
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end,
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--释放技能时[a]%概率 清除目标一个减异效果
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--a[float]
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[391]=function(role,args,id,judge)
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local pro=args[1]
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local onRoleTreat=function(targetRole, treat, baseTreat,skill)
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if not skill then
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return
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end
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BattleUtil.RandomAction(pro, function()
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local list=BattleLogic.BuffMgr:GetAllBuffByFunc(function(buff) return buff.caster.camp~=targetRole.camp and buff.target==targetRole end)
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local len=BattleUtil.LengthOfTable(list)
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if list and len>0 then
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local index=Random.RangeInt(1,len)
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BattleLogic.BuffMgr:ClearBuff(targetRole, function (buff)
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return buff==list[index]
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end)
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end
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end)
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end
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local OnSkillCast = function(skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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if skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra or skill.type==BattleSkillType.DeadSkill then
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role.Event:AddEvent(BattleEventName.RoleTreat,onRoleTreat,nil,nil,role)
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end
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end
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local OnSkillCastEnd = function(skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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if skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra or skill.type==BattleSkillType.DeadSkill then
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role.Event:RemoveEvent(BattleEventName.RoleTreat,onRoleTreat,nil,nil,role)
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end
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end
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role.Event:AddEvent(BattleEventName.SkillCast, OnSkillCast,nil,nil,role)
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role.Event:AddEvent(BattleEventName.SkillCastEnd, OnSkillCastEnd,nil,nil,role)
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end,
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}
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return passivityList
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@ -184,6 +184,7 @@ BattleEventName = {
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RoleAddCtrlBuff = indexAdd(),--角色添加控制类buff
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CastRageBrfore = indexAdd(),--扣除怒气之前
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PassiveAddCritDamageFactor = indexAdd(), --被动增加爆伤系数
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PassiveChangeIgnoreImmuneValue = indexAdd(),--被动修改无视
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}
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BattleMaxFrame = 1000000
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@ -215,8 +216,8 @@ RoleDataName = {
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FoReduce = indexAdd(), --佛系伤害减免
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YaoReduce = indexAdd(), --妖系伤害减免
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DaoReduce = indexAdd(), --道系伤害减免
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InitRage = indexAdd(), --初始怒气值
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CritDamageReduce = indexAdd(), --暴击伤害减免
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InitRage = indexAdd(), --初始怒气值
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}
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-- 战斗表属性id对应战斗中属性数据
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@ -979,12 +979,22 @@ function BattleUtil.CalDamage(skill, atkRole, defRole, damageType, baseFactor, i
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defRole.Event:DispatchEvent(BattleEventName.CritDamageReduceFactor, onCritDamageReduceFactor, atkRole, defRole)
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BattleLogic.Event:DispatchEvent(BattleEventName.CritDamageReduceFactor, onCritDamageReduceFactor, atkRole, defRole)
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critDamageReduceFactor = max(BattleUtil.CountChangeList(critDamageReduceFactor, cl), 0)
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-- 计算额外暴击伤害
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critDamageFactor = 1.3 + atkRole:GetRoleData(RoleDataName.CritDamageBonus) - defRole:GetRoleData(RoleDataName.CritDamageReduce) - critDamageReduceFactor
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local critDamageAddFactor=0
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--加入被动效果 触发暴击被动
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local critFunc = function(critEx) critDamageFactor = critEx end
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atkRole.Event:DispatchEvent(BattleEventName.PassiveCriting, critFunc,skill)
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local cl2 = {}
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local onCritDamageAddFactor = function(v, ct)
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if v then
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table.insert(cl2, {v, ct})
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end
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end
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atkRole.Event:DispatchEvent(BattleEventName.PassiveAddCritDamageFactor, onCritDamageAddFactor, atkRole, defRole)
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critDamageAddFactor = max(BattleUtil.CountChangeList(critDamageAddFactor, cl2), 0)
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-- 计算额外暴击伤害
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critDamageFactor = 1.3 + atkRole:GetRoleData(RoleDataName.CritDamageBonus) - defRole:GetRoleData(RoleDataName.CritDamageReduce)+critDamageAddFactor - critDamageReduceFactor
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--加入被动效果 触发暴击被动 废弃不用
|
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-- local critFunc = function(critEx) critDamageFactor = critEx end
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-- atkRole.Event:DispatchEvent(BattleEventName.PassiveCriting, critFunc,skill)
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end
|
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|
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-- 计算克制伤害系数
|
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|
@ -1066,8 +1076,8 @@ function BattleUtil.FinalTreat(castRole, targetRole, value, baseFactor,skill)
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targetRole.data:AddValue(RoleDataName.Hp, treat)
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end
|
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|
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castRole.Event:DispatchEvent(BattleEventName.RoleTreat, targetRole, treat, baseTreat)
|
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targetRole.Event:DispatchEvent(BattleEventName.RoleBeTreated, castRole, treat, baseTreat)
|
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castRole.Event:DispatchEvent(BattleEventName.RoleTreat, targetRole, treat, baseTreat,skill)
|
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targetRole.Event:DispatchEvent(BattleEventName.RoleBeTreated, castRole, treat, baseTreat,skill)
|
||||
--添加发送到battleLogic的治疗消息,用于计算总的战斗伤害值
|
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BattleLogic.Event:DispatchEvent(BattleEventName.RoleBeTreated, castRole, treat, baseTreat)
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-- 战斗记录用
|
||||
|
@ -1131,8 +1141,8 @@ function BattleUtil.ApplyTreat(castRole, targetRole, value, baseFactor,critDamag
|
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if treat > 0 then
|
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targetRole.data:AddValue(RoleDataName.Hp, treat)
|
||||
end
|
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castRole.Event:DispatchEvent(BattleEventName.RoleTreat, targetRole, treat, baseTreat)
|
||||
targetRole.Event:DispatchEvent(BattleEventName.RoleBeTreated, castRole, treat, baseTreat)
|
||||
castRole.Event:DispatchEvent(BattleEventName.RoleTreat, targetRole, treat, baseTreat,skill)
|
||||
targetRole.Event:DispatchEvent(BattleEventName.RoleBeTreated, castRole, treat, baseTreat,skill)
|
||||
--添加发送到battleLogic的治疗消息,用于计算总的战斗伤害值
|
||||
BattleLogic.Event:DispatchEvent(BattleEventName.RoleBeTreated, castRole, treat, baseTreat)
|
||||
-- 战斗记录用
|
||||
|
|
|
@ -346,17 +346,27 @@ function RoleLogic:AddBuff(buff)
|
|||
"missF", missF)
|
||||
-- 如果概率为0 或者没有miss
|
||||
if missF == 0 or not BattleUtil.RandomAction(missF, function() BattleLogic.BuffMgr:PutBuff(buff) end) then
|
||||
for i=1, self.buffFilter.size do
|
||||
if self.buffFilter.buffer[i](buff,self) then
|
||||
BattleLogManager.Log(
|
||||
"Buff Filter",
|
||||
"camp", buff.caster.camp,
|
||||
"position", buff.caster.position,
|
||||
"id", buff.id,
|
||||
"type", buff.type)
|
||||
BattleLogic.BuffMgr:PutBuff(buff)
|
||||
BattleLogic.Event:DispatchEvent(BattleEventName.RoleAddBuffFail,buff,self)
|
||||
return
|
||||
|
||||
--概率忽略免疫
|
||||
local ignoreProb=0
|
||||
local changeIgnore=function(v1,ct)
|
||||
ignoreProb=BattleUtil.CountValue(ignoreProb,v1,ct)
|
||||
end
|
||||
buff.caster.Event:DispatchEvent(BattleEventName.PassiveChangeIgnoreImmuneValue,changeIgnore,buff)
|
||||
local isIgnor=BattleUtil.RandomAction(ignoreProb,function()end)
|
||||
if not isIgnor then
|
||||
for i=1, self.buffFilter.size do
|
||||
if self.buffFilter.buffer[i](buff,self) then
|
||||
BattleLogManager.Log(
|
||||
"Buff Filter",
|
||||
"camp", buff.caster.camp,
|
||||
"position", buff.caster.position,
|
||||
"id", buff.id,
|
||||
"type", buff.type)
|
||||
BattleLogic.BuffMgr:PutBuff(buff)
|
||||
BattleLogic.Event:DispatchEvent(BattleEventName.RoleAddBuffFail,buff,self)
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
BattleLogic.BuffMgr:AddBuff(self, buff)
|
||||
|
|
|
@ -289,7 +289,8 @@ function EnemyView:DoScale(scale, dur, func)
|
|||
if self.dsTween2 then
|
||||
self.dsTween2:Kill()
|
||||
end
|
||||
local liveScale = self.role.position <= 3 and 0.6 or 0.5
|
||||
--local liveScale = self.role.position <= 3 and 0.6 or 0.5
|
||||
local liveScale=0.6
|
||||
self.dsTween2 = self.RoleLiveGO.transform.parent:DOScale(Vector3.one * liveScale * scale, dur)
|
||||
|
||||
end
|
||||
|
|
|
@ -101,7 +101,7 @@ function PlayerView:onCreate(go, role, position, root)
|
|||
--self.RootPanel.PlayerPanel, "live_"..position
|
||||
self.RoleLiveGO.transform:SetParent(Util.GetTransform(self.RootPanel.PlayerPanel, "live_"..position))
|
||||
self.RoleLiveGO:GetComponent("RectTransform").anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2])-- * 0.5
|
||||
self.RoleLiveGO.transform.localScale = Vector3.one * self.enemy_liveScale
|
||||
self.RoleLiveGO.transform.localScale = Vector3.one * self.play_liveScale
|
||||
self.RoleLiveGO:SetActive(true)
|
||||
|
||||
|
||||
|
@ -121,7 +121,7 @@ function PlayerView:onCreate(go, role, position, root)
|
|||
-- casting技能立绘
|
||||
self.RoleLiveGO2 = poolManager:LoadLive(self.livePath, go.transform.parent, Vector3.one, Vector3.zero)
|
||||
self.RoleLiveGO2.transform:SetParent(self.RootPanel.mySkillCastRoot.transform)
|
||||
self.RoleLiveGO2.transform.localScale = Vector3.one * self.enemy_liveScale -- * 0.75--* 1.5
|
||||
self.RoleLiveGO2.transform.localScale = Vector3.one * self.play_liveScale -- * 0.75--* 1.5
|
||||
self.RoleLiveGO2.transform.anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2] - 300)
|
||||
self.RoleLiveGO2:SetActive(false)
|
||||
self.RoleLiveGOGraphic2 = self.RoleLiveGO2:GetComponent("SkeletonGraphic")
|
||||
|
@ -151,7 +151,7 @@ function PlayerView:onCreate(go, role, position, root)
|
|||
self.rageText.text = ""
|
||||
self.lvHpObj=Util.GetGameObject(go, "lvObj")
|
||||
if position<=3 then
|
||||
self.lvHpObj:GetComponent("RectTransform").anchoredPosition=Vector3.New(0,450,0)
|
||||
self.lvHpObj:GetComponent("RectTransform").anchoredPosition=Vector3.New(0,485,0)
|
||||
else
|
||||
self.lvHpObj:GetComponent("RectTransform").anchoredPosition=Vector3.New(0,0,0)
|
||||
end
|
||||
|
@ -313,7 +313,8 @@ function PlayerView:DoScale(scale, dur, func)
|
|||
if self.dsTween2 then
|
||||
self.dsTween2:Kill()
|
||||
end
|
||||
local liveScale = self.role.position <= 3 and 0.6 or 0.5
|
||||
--local liveScale = self.role.position <= 3 and 0.6 or 0.5
|
||||
local liveScale = 0.6
|
||||
self.dsTween2 = self.RoleLiveGO.transform.parent:DOScale(Vector3.one * liveScale * scale, dur)
|
||||
end
|
||||
|
||||
|
|
|
@ -2213,10 +2213,10 @@ function this.CalculateWarAllProVal(heroDid)
|
|||
table.insert(allProVal, 23, allEquipAddProVal[HeroProType.YaoReduce])
|
||||
-- 道系伤害减免
|
||||
table.insert(allProVal, 24, allEquipAddProVal[HeroProType.DaoReduce])
|
||||
-- 怒气
|
||||
table.insert(allProVal, 25, allEquipAddProVal[HeroProType.InitRage])
|
||||
-- 爆伤减免
|
||||
table.insert(allProVal, 26, allEquipAddProVal[HeroProType.AntiCritDamageFactor])
|
||||
table.insert(allProVal, 25, allEquipAddProVal[HeroProType.AntiCritDamageFactor])
|
||||
-- 怒气
|
||||
table.insert(allProVal, 26, allEquipAddProVal[HeroProType.InitRage])
|
||||
|
||||
return allProVal
|
||||
end
|
||||
|
|
|
@ -150,6 +150,25 @@ function RewardItemSingleShowPopup:BindEvent()
|
|||
self:ClosePanel()
|
||||
end)
|
||||
end,Language[10731],Language[10732],Language[11511],false,"")
|
||||
elseif itemConfigData.ItemType == ItemType.ZuoQiChip then
|
||||
local sum = BagManager.GetItemCountById(itemSid) / BagManager.bagDatas[itemSid].itemConfig.UsePerCount
|
||||
sum = math.floor(sum)
|
||||
if sum >= 2 then
|
||||
local _itemData = BagManager.bagDatas[itemSid]
|
||||
UIManager.OpenPanel(UIName.BagResolveAnCompoundPanel, 3, _itemData, function()
|
||||
func()
|
||||
end)
|
||||
elseif sum >= 1 then
|
||||
local _itemData = BagManager.bagDatas[itemSid]
|
||||
local item={}
|
||||
item.itemId= _itemData.id
|
||||
item.itemNum= sum * _itemData.itemConfig.UsePerCount
|
||||
NetManager.HeroComposeRequest(item,function (drop)
|
||||
this.SendBackCompoundReCallBack(drop)
|
||||
end)
|
||||
else
|
||||
PopupTipPanel.ShowTip(Language[11509])
|
||||
end
|
||||
else
|
||||
local _itemData = BagManager.bagDatas[itemSid]
|
||||
UIManager.OpenPanel(UIName.BagResolveAnCompoundPanel, 3, _itemData, function()
|
||||
|
@ -312,7 +331,10 @@ function RewardItemSingleShowPopup:OnShow()
|
|||
elseif isBagPanel and itemConfigData.IfResolve == 1 and func then--是否可分解
|
||||
this.btnSure:SetActive(true)
|
||||
this.btnSureText.text = Language[10197]
|
||||
elseif isBagPanel and itemConfigData.ItemType == 2 and func then--是否是碎片可合成
|
||||
elseif isBagPanel and func --是否是碎片可合成
|
||||
and (itemConfigData.ItemType == ItemType.HeroDebris
|
||||
or itemConfigData.ItemType == ItemType.ZuoQiChip)
|
||||
then
|
||||
this.btnSureText.text = Language[10193]
|
||||
this.btnSure:SetActive(true)
|
||||
elseif isBagPanel and itemConfigData.ItemType == 10 and func then--是否宝箱可使用
|
||||
|
|
Loading…
Reference in New Issue