【家园】提交

dev_chengFeng
ZhangBiao 2022-01-06 11:45:28 +08:00
parent 499e1d2d49
commit 68ad9cf7e1
7 changed files with 16 additions and 15 deletions

View File

@ -11037,7 +11037,7 @@ RectTransform:
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 0, y: 0}
m_SizeDelta: {x: 120, y: 80}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &1208765871042465929
CanvasRenderer:

View File

@ -317,8 +317,8 @@ function this.IsQualifiled(id)
qualifiled = FightPointPassManager.IsFightPointPass(openRule[2])
elseif openRule[1] == 2 then -- 等级开启
qualifiled = playerLv >= openRule[2]
elseif openRule[1] == 3 then -- 工坊等级开启
qualifiled = WorkShopManager.WorkShopData.lv >= openRule[2]
-- elseif openRule[1] == 3 then -- 工坊等级开启
-- qualifiled = WorkShopManager.WorkShopData.lv >= openRule[2]
end
return qualifiled
end

View File

@ -187,7 +187,7 @@ Hero_Prop_Func = {
addAllProVal[id] = value
end
if propertyConfig[id].Style == 1 and curEquip.homeEquipLv then--摘星阁加持
addAllProVal[id] = addAllProVal[id] + addAllProVal[id] * HomeLandManager.LevelToValue(curEquip.homeEquipLv,curEquip.position)/100
addAllProVal[id] = addAllProVal[id] + math.ceil(addAllProVal[id] * HomeLandManager.LevelToValue(curEquip.homeEquipLv,curEquip.position)/100)
end
end
end

View File

@ -101,11 +101,11 @@ function this.ResumeCost(_data,_str,func)
data[_data.Cost[i][1]] = data[_data.Cost[i][1]] + _data.Cost[i][2]
end
if _str then--立即完成
LogGreen(tostring(_data.Time).." "..tostring(tonumber(_str[1])).." "..tonumber(_str[3]))
-- LogGreen(tostring(_data.Time).." "..tostring(tonumber(_str[1])).." "..tonumber(_str[3]))
data[16] = math.ceil(_data.Time/tonumber(_str[1]))*tonumber(_str[3])
end
for key, value in pairs(data) do
LogGreen(string.format("需要%s: %s,现有:%s",key,value,BagManager.GetTotalItemNum(key)))
-- LogGreen(string.format("需要%s: %s,现有:%s",key,value,BagManager.GetTotalItemNum(key)))
if BagManager.GetTotalItemNum(key) < value then
PopupTipPanel.ShowTip(string.format("%s不足",ItemConfig[key].Name))
return

View File

@ -6422,11 +6422,11 @@ function NetManager.EquipIntensifyRequset(_type,func)
HomeLandManager.GetServerEquipData(msg,function ()
EquipManager.updateHomeLandEquipLv()
--设置脏数据
HeroPropManager.SetFuncPropDirty(Hero_Prop_Type.Equip)
HeroPropManager.SetAllHeroDirtyByType(Hero_Prop_Type.Equip)
--获取新战力
NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
local tempPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
if oldWarPower ~= tempPower then
if oldWarPower ~= tempPower and _type ~= -1 then
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPower,newValue = tempPower})
end
if func then

View File

@ -12,7 +12,7 @@ function PrivilegeManager.InitPrivilegeData(data)
for i = 1, #data do
--[[data:从后端接受到的数据 data是个列表 列表元素的结构id与priviledge的id对应 usedTimes使用次数 endTime 有效时间]]
this._PrivilegeInfoList[data[i].id] = { id = data[i].id, usedTimes = data[i].usedTimes, endTime = data[i].effectTime }
LogGreen(string.format("特权ID = %s, 使用了的次数 = %s, 结束时间 = %s", data[i].id, data[i].usedTimes, data[i].effectTime))
-- LogGreen(string.format("特权ID = %s, 使用了的次数 = %s, 结束时间 = %s", data[i].id, data[i].usedTimes, data[i].effectTime))
end
this._PrivilegeTypeList = {}

View File

@ -12,10 +12,10 @@ local parent
local sortingOrder=0
local data=nil
local TEXT = {
[1] = {"武器","r_Equip_GuardianWeapon_0004"},
[2] = {"战甲","r_Equip_Coat_0005"},
[3] = {"头饰","r_Equip_HeadAccessory_0005"},
[4] = {"战靴","r_equip_Shoes_0005"},
[1] = {"武器","r_Equip_GuardianWeapon_0004","攻击"},
[2] = {"战甲","r_Equip_Coat_0005","护甲"},
[3] = {"头饰","r_Equip_HeadAccessory_0005","魔抗"},
[4] = {"战靴","r_equip_Shoes_0005","生命"},
}
function this:InitComponent(gameObject)
this.spLoader = SpriteLoader.New()
@ -124,7 +124,7 @@ function this:SetData()
num2 = nextData + proData[curIndex]
-- LogYellow(tostring(nextData).." # "..tostring(proData[curIndex]))
end
this.Desc.text = string.format("神将佩戴的%s基础属性增加%s",TEXT[curIndex][1],num1).."%"..string.format("<color=#00FF00>%s",num2).."%</color>"
this.Desc.text = string.format("神将佩戴的%s%s属性增加%s",TEXT[curIndex][1],TEXT[curIndex][3],num1).."%"..string.format("<color=#00FF00>%s",num2).."%</color>"
--设置消耗
local limit = EquipStrengthen[HomeLandManager.EquipData[curIndex].Id].Limit
@ -147,7 +147,8 @@ function this:SetData()
this.Tips:SetActive(not bool)
this.Tips:GetComponent("Text").text = string.format("全部加持到达%s级后方可进行突破",EquipStrengthen[HomeLandManager.EquipData[curIndex].Id].Level)
if not bool and HomeLandManager.GetAllCanUpgrade() then
this.Cost:SetActive(true)
this.Cost:SetActive(false)
this.Tips:SetActive(false)
end
end