【家园】提交
parent
499e1d2d49
commit
68ad9cf7e1
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@ -11037,7 +11037,7 @@ RectTransform:
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_SizeDelta: {x: 120, y: 80}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &1208765871042465929
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--- !u!222 &1208765871042465929
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CanvasRenderer:
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CanvasRenderer:
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@ -317,8 +317,8 @@ function this.IsQualifiled(id)
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qualifiled = FightPointPassManager.IsFightPointPass(openRule[2])
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qualifiled = FightPointPassManager.IsFightPointPass(openRule[2])
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elseif openRule[1] == 2 then -- 等级开启
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elseif openRule[1] == 2 then -- 等级开启
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qualifiled = playerLv >= openRule[2]
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qualifiled = playerLv >= openRule[2]
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elseif openRule[1] == 3 then -- 工坊等级开启
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-- elseif openRule[1] == 3 then -- 工坊等级开启
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qualifiled = WorkShopManager.WorkShopData.lv >= openRule[2]
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-- qualifiled = WorkShopManager.WorkShopData.lv >= openRule[2]
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end
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end
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return qualifiled
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return qualifiled
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end
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end
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@ -187,7 +187,7 @@ Hero_Prop_Func = {
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addAllProVal[id] = value
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addAllProVal[id] = value
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end
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end
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if propertyConfig[id].Style == 1 and curEquip.homeEquipLv then--摘星阁加持
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if propertyConfig[id].Style == 1 and curEquip.homeEquipLv then--摘星阁加持
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addAllProVal[id] = addAllProVal[id] + addAllProVal[id] * HomeLandManager.LevelToValue(curEquip.homeEquipLv,curEquip.position)/100
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addAllProVal[id] = addAllProVal[id] + math.ceil(addAllProVal[id] * HomeLandManager.LevelToValue(curEquip.homeEquipLv,curEquip.position)/100)
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end
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end
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end
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end
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end
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end
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@ -101,11 +101,11 @@ function this.ResumeCost(_data,_str,func)
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data[_data.Cost[i][1]] = data[_data.Cost[i][1]] + _data.Cost[i][2]
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data[_data.Cost[i][1]] = data[_data.Cost[i][1]] + _data.Cost[i][2]
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end
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end
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if _str then--立即完成
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if _str then--立即完成
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LogGreen(tostring(_data.Time).." "..tostring(tonumber(_str[1])).." "..tonumber(_str[3]))
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-- LogGreen(tostring(_data.Time).." "..tostring(tonumber(_str[1])).." "..tonumber(_str[3]))
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data[16] = math.ceil(_data.Time/tonumber(_str[1]))*tonumber(_str[3])
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data[16] = math.ceil(_data.Time/tonumber(_str[1]))*tonumber(_str[3])
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end
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end
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for key, value in pairs(data) do
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for key, value in pairs(data) do
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LogGreen(string.format("需要%s: %s,现有:%s",key,value,BagManager.GetTotalItemNum(key)))
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-- LogGreen(string.format("需要%s: %s,现有:%s",key,value,BagManager.GetTotalItemNum(key)))
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if BagManager.GetTotalItemNum(key) < value then
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if BagManager.GetTotalItemNum(key) < value then
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PopupTipPanel.ShowTip(string.format("%s不足!",ItemConfig[key].Name))
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PopupTipPanel.ShowTip(string.format("%s不足!",ItemConfig[key].Name))
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return
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return
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@ -6422,11 +6422,11 @@ function NetManager.EquipIntensifyRequset(_type,func)
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HomeLandManager.GetServerEquipData(msg,function ()
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HomeLandManager.GetServerEquipData(msg,function ()
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EquipManager.updateHomeLandEquipLv()
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EquipManager.updateHomeLandEquipLv()
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--设置脏数据
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--设置脏数据
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HeroPropManager.SetFuncPropDirty(Hero_Prop_Type.Equip)
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HeroPropManager.SetAllHeroDirtyByType(Hero_Prop_Type.Equip)
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--获取新战力
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--获取新战力
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NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
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NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
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local tempPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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local tempPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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if oldWarPower ~= tempPower then
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if oldWarPower ~= tempPower and _type ~= -1 then
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UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPower,newValue = tempPower})
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UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPower,newValue = tempPower})
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end
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end
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if func then
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if func then
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@ -12,7 +12,7 @@ function PrivilegeManager.InitPrivilegeData(data)
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for i = 1, #data do
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for i = 1, #data do
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--[[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]]
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--[[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]]
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this._PrivilegeInfoList[data[i].id] = { id = data[i].id, usedTimes = data[i].usedTimes, endTime = data[i].effectTime }
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this._PrivilegeInfoList[data[i].id] = { id = data[i].id, usedTimes = data[i].usedTimes, endTime = data[i].effectTime }
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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))
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-- 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))
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end
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end
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this._PrivilegeTypeList = {}
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this._PrivilegeTypeList = {}
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@ -12,10 +12,10 @@ local parent
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local sortingOrder=0
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local sortingOrder=0
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local data=nil
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local data=nil
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local TEXT = {
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local TEXT = {
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[1] = {"武器","r_Equip_GuardianWeapon_0004"},
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[1] = {"武器","r_Equip_GuardianWeapon_0004","攻击"},
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[2] = {"战甲","r_Equip_Coat_0005"},
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[2] = {"战甲","r_Equip_Coat_0005","护甲"},
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[3] = {"头饰","r_Equip_HeadAccessory_0005"},
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[3] = {"头饰","r_Equip_HeadAccessory_0005","魔抗"},
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[4] = {"战靴","r_equip_Shoes_0005"},
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[4] = {"战靴","r_equip_Shoes_0005","生命"},
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}
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}
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function this:InitComponent(gameObject)
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function this:InitComponent(gameObject)
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this.spLoader = SpriteLoader.New()
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this.spLoader = SpriteLoader.New()
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@ -124,7 +124,7 @@ function this:SetData()
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num2 = nextData + proData[curIndex]
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num2 = nextData + proData[curIndex]
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-- LogYellow(tostring(nextData).." # "..tostring(proData[curIndex]))
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-- LogYellow(tostring(nextData).." # "..tostring(proData[curIndex]))
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end
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end
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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>"
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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>"
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--设置消耗
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--设置消耗
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local limit = EquipStrengthen[HomeLandManager.EquipData[curIndex].Id].Limit
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local limit = EquipStrengthen[HomeLandManager.EquipData[curIndex].Id].Limit
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@ -147,7 +147,8 @@ function this:SetData()
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this.Tips:SetActive(not bool)
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this.Tips:SetActive(not bool)
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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)
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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)
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if not bool and HomeLandManager.GetAllCanUpgrade() then
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if not bool and HomeLandManager.GetAllCanUpgrade() then
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this.Cost:SetActive(true)
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this.Cost:SetActive(false)
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this.Tips:SetActive(false)
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end
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end
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end
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end
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