Merge branch 'china/dev' into china/test
commit
697c0e5134
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@ -116,13 +116,13 @@ function BagResolveAnCompoundPanel:BindEvent()
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this.ShowCompoundNumData(compoundNum)
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end
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else
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if endHeroNum > 0 then
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if compoundNum > 0 then
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if compoundNum<compoundMaxNum then
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compoundNum=compoundNum+1
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this.ShowCompoundNumData(compoundNum)
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end
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else
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PopupTipPanel.ShowTip(Language[12157])
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PopupTipPanel.ShowTip("已达上限")
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end
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end
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end)
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@ -329,7 +329,7 @@ function this.OnShowLayout3Data()
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compoundNum= compoundNum>=compoundMaxNum and compoundMaxNum or compoundNum
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if compoundMaxNum > 0 then
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this.Slider:GetComponent("Slider").value=1
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this.Slider:GetComponent("Slider").minValue=0
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this.Slider:GetComponent("Slider").minValue=1
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else
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this.Slider:GetComponent("Slider").value=0
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this.Slider:GetComponent("Slider").minValue=0
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@ -8695,6 +8695,9 @@ local passivityList = {
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if time==num then
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return
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end
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if skill.owner.camp~=role.camp then
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return
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end
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if skill.owner.element~=camp then
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return
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end
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@ -488,7 +488,11 @@ function BattleLogic.Update()
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end
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if CurRound > MaxRound then
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if BattleLogic.Type == BATTLE_SERVER_TYPE.TOPFight -- 巅峰赛
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or BattleLogic.Type == BATTLE_SERVER_TYPE.Firend then -- 好友切磋
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or BattleLogic.Type == BATTLE_SERVER_TYPE.Firend
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or BattleLogic.Type == BATTLE_SERVER_TYPE.CrossYuxuLunDaoFight
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or BattleLogic.Type == BATTLE_SERVER_TYPE.LINGMAIMIJING
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or BattleLogic.Type == BATTLE_SERVER_TYPE.CarPersonFight
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or BattleLogic.Type == BATTLE_SERVER_TYPE.NewArenaFight then -- 好友切磋
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if allHeroDamage>allEnemyDamage then
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BattleLogic.BattleEnd(1)
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else
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@ -6,7 +6,7 @@ end
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BATTLE_SERVER_TYPE = {
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NewArenaFight = 0, --本地测试竞技场值
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NewArenaFight = 0, --本地测试竞技场值/罗浮争锋
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StoryFight = 1, --故事副本
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MapExploreFight = 2, -- 地图探索
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ArenaFight = 3, --竞技场
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@ -998,7 +998,11 @@ function BattleUtil.CalDamage(skill, atkRole, defRole, damageType, baseFactor, i
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end
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-- 计算克制伤害系数
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local MieKangFactor = 1 + atkRole:GetRoleData(BattleMieProp[defRole.element]) - defRole:GetRoleData(BattleKangProp[atkRole.element])
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local MieKangFactor = 1
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if atkRole.type == BattleUnitType.Role and defRole.type == BattleUnitType.Role then
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MieKangFactor=MieKangFactor + atkRole:GetRoleData(BattleMieProp[defRole.element]) - defRole:GetRoleData(BattleKangProp[atkRole.element])
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end
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-- 公式伤害 = 基础伤害 * 基础伤害系数 * 增伤系数 * 爆伤系数 * 克制伤害系数
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local fixDamage = floor(BattleUtil.FP_Mul(baseDamage, baseFactor, addDamageFactor, critDamageFactor, MieKangFactor))
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@ -398,6 +398,7 @@ function this.InitBattleData()
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--BattleLogic.IsOpenBattleRecord = true
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BattleLogic.Init(this.fightData, {uid = PlayerManager.uid, fightId = this.fightId}, this.maxRound)
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BattleLogic.Type = this.battleType
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LogError("battle type=="..BattleLogic.Type)
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this.InitBattleEvent()
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-- this.EnemyPanel:GetComponent("RectTransform").anchoredPosition = Vector2.New(0, posY)
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@ -40,29 +40,25 @@ function BattleUnit:DelayFunc(time, func)
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end
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local timer
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timer = Timer.New(function ()
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if func then func() func = nil end
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if self._DelayFuncList[timer] then
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self._DelayFuncList[timer]()
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end
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self:ClearDelayFunc(timer)
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end, time)
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timer:Start()
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table.insert(self._DelayFuncList, timer)
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--
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self._DelayFuncList[timer] = func
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end
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function BattleUnit:ClearDelayFunc(t)
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if not self._DelayFuncList then return end
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if t then
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local rIndex
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for index, timer in ipairs(self._DelayFuncList) do
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if timer == t then
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rIndex = index
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break
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end
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end
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if rIndex then
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self._DelayFuncList[rIndex]:Stop()
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table.remove(self._DelayFuncList, rIndex)
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if self._DelayFuncList[t] then
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t:Stop()
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self._DelayFuncList[t] = nil
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end
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else
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for _, timer in ipairs(self._DelayFuncList) do
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for timer, func in pairs(self._DelayFuncList) do
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timer:Stop()
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end
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self._DelayFuncList = {}
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@ -693,9 +693,9 @@ function PlayerView:OnRealDead()
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end
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function PlayerView:onRoleRelive()
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self.GameObject:SetActive(true)
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Util.SetGray(self.RoleIconGO, false)
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self.deadIconGO:SetActive(false)
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local color = Color.New(1, 1, 1, 1)
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Util.SetColor(self.GameObject, color)
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Util.SetColor(self.RoleLiveGOGraphic, color)
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@ -32,8 +32,8 @@ function this:OnShow(_parent)
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self.data = LingMaiMiJingManager.recordData
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if #self.data > 0 then
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self.empty:SetActive(false)
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for i = 1, #this.recordData do
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if this.recordData[i].time == 1 then
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for i = 1, #self.data do
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if self.data[i].type == 1 then
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PlayerPrefs.SetString(PlayerManager.uid.."LingMai",self.data[1].time)
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break
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end
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@ -61,7 +61,7 @@ function this:SetSingleData(_go,_data,_index)
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if _data.type == 0 then
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desc.text = string.format("经过一番激烈的战斗,最终击败%s %s,占领%s,开始收集灵脉资源",tostring(_data.defServerName),PracticeManager.SetNameColor(_data.defName,_data.practiceLevel),lodeConfig[_data.lingMaiId].Name)
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elseif _data.type == 1 then
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desc.text = string.format("大战过后,我方神将不敌%s %s,丢失%s",tostring(_data.defServerName),PracticeManager.SetNameColor(_data.defName,_data.practiceLevel),lodeConfig[_data.lingMaiId].Name)
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desc.text = string.format("大战过后,我方神将不敌(%s)%s,丢失%s",tostring(_data.defServerName),PracticeManager.SetNameColor(_data.defName,_data.practiceLevel),lodeConfig[_data.lingMaiId].Name)
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end
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end
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@ -139,7 +139,7 @@ function this.CheckRedPoint()
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PlayerPrefs.SetString(PlayerManager.uid.."LingMai", "")
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end
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for i = 1, #this.recordData do
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if PlayerPrefs.GetString(PlayerManager.uid.."LingMai") ~= tostring(this.recordData[i].time) and this.recordData[i].time == 1 then
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if PlayerPrefs.GetString(PlayerManager.uid.."LingMai") ~= tostring(this.recordData[i].time) and this.recordData[i].type == 1 then
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return true
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end
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end
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@ -149,7 +149,7 @@ end
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function this.CheckRecord()
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for i = 1, #this.recordData do
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if this.recordData[i].time == 1 then
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if this.recordData[i].type == 1 then
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return PlayerPrefs.GetString(PlayerManager.uid.."LingMai") ~= tostring(this.recordData[i].time)
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end
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end
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@ -75,10 +75,10 @@ function LingMaiMiJingPanel:BindEvent()
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LingMaiMiJingManager.OpenRecord()
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end)
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Util.AddOnceClick(self.rewardBtn, function()
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NetManager.RequestRankInfo(RANK_TYPE.LINGMAIMIJING_RANK, function (msg)--请求数据
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LogYellow("我的排名:"..tostring(msg.myRankInfo.rank))
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UIManager.OpenPanel(UIName.GeneralRankRewardPanel,5,msg.myRankInfo.rank)--需要活动id,和我的排名
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end,0,1,0)
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RankingManager.InitData(RANK_TYPE.LINGMAIMIJING_RANK, function(msg)
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local data,myData=RankingManager.GetRankingInfo()
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UIManager.OpenPanel(UIName.GeneralRankRewardPanel,5,myData.rank)--需要活动id,和我的排名
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end)
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end)
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Util.AddOnceClick(self.sortBtn, function()
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UIManager.OpenPanel(UIName.RankingSingleListPanel,rankKingList[33])
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@ -238,8 +238,10 @@ function PlayerInfoPopup:OnShow()
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if this.serverName and this.serverName ~= "" then--and this.serverName ~= PlayerManager.serverInfo.name
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netserverName = 1
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end
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this.curPlayerData = {}
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NetManager.RequestPlayerInfo(this._PlayerId, this._Config.formationType,netserverName,0, function(msg)
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-- 如果是好友更新好友数据
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this.curPlayerData = msg.teamInfo
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curPlayerName = msg.teamInfo.name
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GoodFriendManager.UpdateFriendData(this._PlayerId, msg.teamInfo.level, JingJiShouWeiToEn(msg.teamInfo.name) , msg.teamInfo.head, msg.teamInfo.headFrame)
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this._PlayerData = msg.teamInfo
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@ -494,7 +496,6 @@ function this.SpecialBtnShow()
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this.btnList[2]: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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@ -571,7 +572,12 @@ end
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--灵脉秘境
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function this.LingMaiQieCuo()
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this:ClosePanel()
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UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.LINGMAIMIJING, this.data,true)
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local sdata = {}
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sdata.uid = this._PlayerId
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sdata.name = this.curPlayerData.name
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sdata.head = this.curPlayerData.head
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sdata.headFrame = this.curPlayerData.headFrame
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UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.LINGMAIMIJING, sdata,true)
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end
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--界面关闭时调用(用于子类重写)
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@ -582,6 +588,7 @@ function PlayerInfoPopup:OnClose()
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SubUIManager.Close(titleLive)
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titleLive = nil
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end
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curPlayerData = {}
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end
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--界面销毁时调用(用于子类重写)
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@ -128,6 +128,10 @@ function SoulPrintPopUp:BindEvent()
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HeroManager.AddSoulPrintUpHeroDynamicId(curHeroData.dynamicId,localData.id,pos)
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PopupTipPanel.ShowTip(Language[11526])
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self:RefreshShow()
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--
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if callback then
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callback()
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end
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self:ClosePanel()
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end)
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end)
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Reference in New Issue