巅峰赛修改提交
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2c744690bc
commit
6fbed83b28
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@ -87,10 +87,8 @@ function this.RequestTopMatchBaseInfo(func)
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this.baseInfo.loser = msg.loser--是否被淘汰
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this.myBattleInfo = msg.championBattleInfo
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LogGreen("我的战斗双方uid "..this.myBattleInfo.myInfo.uid.." "..this.myBattleInfo.enemyInfo.uid)
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this.RefreshBaseInfo()
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-- 发送更新事件
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LogRed("GameEvent.TopMatch.OnTopMatchDataUpdate 93")
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Game.GlobalEvent:DispatchEvent(GameEvent.TopMatch.OnTopMatchDataUpdate)
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Log(string.format(Language[10108], msg.joinState, msg.progress, msg.endTime, msg.myrank))
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if func then func() end
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@ -113,7 +111,6 @@ function this.UpdateTopMatchStage(msg)
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-- 刷新基础信息
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this.RefreshBaseInfo()
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LogRed("GameEvent.TopMatch.OnTopMatchDataUpdate 115")
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Game.GlobalEvent:DispatchEvent(GameEvent.TopMatch.OnTopMatchDataUpdate)
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--刷新排行信息
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Game.GlobalEvent:DispatchEvent(GameEvent.ATM_RankView.OnRankChange)
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@ -409,10 +406,10 @@ function this.Request_32_EliminationData(func)
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if this.baseInfo.battleStage ~= TOP_MATCH_STAGE.ELIMINATION and this.baseInfo.battleStage~= TOP_MATCH_STAGE.OVER then return end
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NetManager.GetTopMatchEliminationInfo(1, function(msg)
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-- LogRed("获取32强数据成功, 数据长度 = "..#msg.championBattlePairInfo)
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-- for i = 1, #msg.championBattlePairInfo do
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-- LogPink("roundTImes "..msg.championBattlePairInfo[i].roundTImes.." .teamId "..msg.championBattlePairInfo[i].teamId.." .position ".. msg.championBattlePairInfo[i].position)
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-- end
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LogPink("获取32强数据成功, 数据长度 = "..#msg.championBattlePairInfo)
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for i = 1, #msg.championBattlePairInfo do
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LogPink("roundTImes "..msg.championBattlePairInfo[i].roundTImes.." .teamId "..msg.championBattlePairInfo[i].teamId.." .position ".. msg.championBattlePairInfo[i].position)
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end
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this.EliminationData_32 = this.RequestEliminationDataMerge(msg.championBattlePairInfo)
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-- this.EliminationData_32 = msg.championBattlePairInfo
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if func then func() end
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@ -428,8 +425,9 @@ function this.Request_4_EliminationData(func)
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NetManager.GetTopMatchEliminationInfo(2, function(msg)
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-- this.EliminationData_4 = msg.championBattlePairInfo
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LogPink("获取4强数据成功, 数据长度 = "..#msg.championBattlePairInfo)
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this.EliminationData_4 = this.RequestEliminationDataMerge(msg.championBattlePairInfo)
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-- Log("获取4强数据成功, 数据长度 = "..#this.EliminationData_4)
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LogPink("获取4强数据成功, 数据长度 = "..#this.EliminationData_4)
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if func then func() end
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end)
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end
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@ -446,28 +444,50 @@ function this.RequestEliminationDataMerge(EliminationData)
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table.insert(newEliminationData[curKey],EliminationDataV)
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end
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end
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-- LogRed("newEliminationData, 数据长度 = "..LengthOfTable(newEliminationData))
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LogPink("newEliminationData, 数据长度 = "..LengthOfTable(newEliminationData))
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local datas = {}
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for newEliminationDataI, newEliminationDataV in pairs(newEliminationData) do
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-- LogPink("newEliminationDataI "..newEliminationDataI)
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if newEliminationDataV and #newEliminationDataV > 0 then
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local singledata = newEliminationDataV[1]
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local fightResult = 0
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local fightResult = 0 ---1 无记录 0前两场负 1 前两场胜 2 胜 3 负 4 胜负 5 负胜
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for i = 1, #newEliminationDataV do
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fightResult = fightResult + newEliminationDataV[i].fightResult
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if fightResult < 0 then
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singledata.fightResult = -1
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elseif fightResult == 0 then
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singledata.fightResult = 0
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elseif fightResult > 0 and fightResult < 2 then
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singledata.fightResult = 1
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elseif fightResult >= 2 then
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singledata.fightResult = 1
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if i == 1 and newEliminationDataV[i].fightResult == 0 then
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fightResult = 3
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elseif i == 1 and newEliminationDataV[i].fightResult == 1 then
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fightResult = 2
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elseif i == 1 and newEliminationDataV[i].fightResult == -1 then
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LogPink("没考虑1 -1")
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end
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if i == 2 and newEliminationDataV[i].fightResult == 0 then
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if fightResult == 3 then
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fightResult = 0
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elseif fightResult == 2 then
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fightResult = 4
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end
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if newEliminationDataV[i].isGUess > 0 then
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singledata.isGUess = newEliminationDataV[i].isGUess
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elseif i == 2 and newEliminationDataV[i].fightResult == 1 then
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if fightResult == 3 then
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fightResult = 5
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elseif fightResult == 2 then
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fightResult = 1
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end
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elseif i == 2 and newEliminationDataV[i].fightResult == -1 then
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LogPink("没考虑2 -1")
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end
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if i == 3 then
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if fightResult == 4 then
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fightResult = newEliminationDataV[i].fightResult
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elseif fightResult == 5 then
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fightResult = newEliminationDataV[i].fightResult
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end
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elseif i == 3 and newEliminationDataV[i].fightResult == -1 then
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LogPink("没考虑3 -1")
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end
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if newEliminationDataV[i].isGUess <= 0 then
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singledata.isGUess = newEliminationDataV[i].isGUess
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end
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end
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singledata.fightResult = fightResult
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-- LogPink("fightResult "..singledata.fightResult)
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-- LogPink("isGUess "..singledata.isGUess)
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-- newEliminationData_32V = singledata
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@ -780,12 +800,12 @@ function this.GetRewardData()
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end
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--三局两胜获取显示数据
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function this.GetTwoOutOfThreeInfo(type)
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local oldTwoOutOfThreeIndex = nil---历史记录(上次的结果 当前胜负根据战斗结果判断) 1 无记录 0前两场负 1 前两场胜 2 胜 3 负 4 胜负 5 负胜
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local oldTwoOutOfThreeIndex = nil---历史记录(上次的结果 当前胜负根据战斗结果判断) -1 无记录 0前两场负 1 前两场胜 2 胜 3 负 4 胜负 5 负胜
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local curBattleResult = nil--当前胜负 -1 未开始 0 负 1 胜
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if type == TOP_MATCH_STAGE.CHOOSE then--我的
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if type == 1 then--我的
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oldTwoOutOfThreeIndex = this.GetBaseData().process
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curBattleResult = this.GetBattleInfo().result
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elseif type == TOP_MATCH_STAGE.ELIMINATION then--竞猜
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elseif type == 2 then--竞猜
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oldTwoOutOfThreeIndex = this.GetProcess()
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curBattleResult = this.GetBetBattleInfo().result
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end
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@ -881,15 +901,19 @@ function this.GetTwoOutOfThreeInfo(type)
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return 2,0
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end
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end
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--获取当前三局两胜是够结束
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function this.GetIsBattleEndState()
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local oldTwoOutOfThreeIndex = nil---历史记录(上次的结果 当前胜负根据战斗结果判断) 1 无记录 0前两场负 1 前两场胜 2 胜 3 负 4 胜负 5 负胜
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if type == TOP_MATCH_STAGE.CHOOSE then--我的
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--获取当前三局两胜是否结束
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function this.GetIsBattleEndState(type)
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local oldTwoOutOfThreeIndex = nil---历史记录(上次的结果 当前胜负根据战斗结果判断) -1 无记录 0前两场负 1 前两场胜 2 胜 3 负 4 胜负 5 负胜
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if type == 1 then--我的
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oldTwoOutOfThreeIndex = this.GetBaseData().process
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elseif type == TOP_MATCH_STAGE.ELIMINATION then--竞猜
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elseif type == 2 then--竞猜
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oldTwoOutOfThreeIndex = this.GetProcess()
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end
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if oldTwoOutOfThreeIndex == 0 or oldTwoOutOfThreeIndex == 1 then
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local baseData = ArenaTopMatchManager.GetBaseData()
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-- 没开启或者开启没参赛都属于未参赛
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local isJoin = baseData.joinState == 1
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local isOver = baseData.progress == -2
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if oldTwoOutOfThreeIndex == 0 or oldTwoOutOfThreeIndex == 1 and isJoin and not isOver then
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return true
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else
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return false
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@ -116,8 +116,8 @@ function this.SetInfoData(panelType, blueData, redData, textType, showScore,batt
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this.FreshTeam(blueData.team, true)
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this.FreshTeam(redData.team, false)
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this.RefreshTwoOutOfThreeData()
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LogGreen("ArenaTopMatchManager.GetIsBattleEndState() "..tostring( ArenaTopMatchManager.GetIsBattleEndState()))
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this.awaitText:SetActive(ArenaTopMatchManager.GetIsBattleEndState())
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this.awaitText:SetActive(ArenaTopMatchManager.GetIsBattleEndState(this.panelType))
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end
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-- 设置显隐
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@ -213,7 +213,7 @@ function this.RefreshBaseShow()
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LogGreen("betBattleInfo.enemyInfo.uid "..betBattleInfo.enemyInfo.uid)
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LogGreen("betBattleInfo.myInfo.uid "..betBattleInfo.myInfo.uid)
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local IsBeted = myBetTarget and myBetTarget ~= 0
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local upWinNum,downWinNum = ArenaTopMatchManager.GetTwoOutOfThreeInfo(battleStage)
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local upWinNum,downWinNum = ArenaTopMatchManager.GetTwoOutOfThreeInfo(2)
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isCanGuessByBattleEndState = true
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LogRed("isCanGuessByBattleEndState "..tostring(isCanGuessByBattleEndState))
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if battleStage == TOP_MATCH_STAGE.ELIMINATION then
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@ -287,7 +287,7 @@ function this.RefreshGuessTipView()
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local isShow = ArenaTopMatchManager.GetcurIsShowDoGuessPopup()
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LogGreen("isShow "..tostring(isShow))
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-- if
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local upWinNum,downWinNum = ArenaTopMatchManager.GetTwoOutOfThreeInfo(TOP_MATCH_STAGE.ELIMINATION)
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local upWinNum,downWinNum = ArenaTopMatchManager.GetTwoOutOfThreeInfo(2)
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local isBattleEnd = (upWinNum >= 2 or downWinNum >= 2)
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LogRed("三局两胜是否结束 "..tostring(isBattleEnd))
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--打开竞猜提示(处于秋后算账)
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@ -158,7 +158,7 @@ function this.SetPlayerInfo()
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local myResult = -1
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local blueInfo = nil
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local redInfo = nil
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LogRed("battleInfo.result "..battleInfo.result)
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LogPink("battleInfo.result "..battleInfo.result)
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local battleEndResultSortState = true --true 战斗最终直接赋值 false 颠倒赋值
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if attInfo.uid == PlayerManager.uid then
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blueInfo = attInfo
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@ -173,7 +173,7 @@ function this.SetPlayerInfo()
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end
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battleEndResultSortState = false
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end
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LogRed("myResult "..myResult)
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LogPink("myResult "..myResult)
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--if battleInfo.result == 0 then -- 如果进攻方失败,则如果我是进攻方则我失败,反之胜利
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-- myResult = attInfo.uid == PlayerManager.uid and 0 or 1
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--elseif battleInfo.result == 1 then -- 如果进攻方胜利,则如果我是进攻方则我胜利
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