Merge branch 'master_xma_local' into 0功能/1月6_版本优化
# Conflicts: # Assets/ManagedResources/~Lua/Modules/Map/MapPanel.lua # Assets/ManagedResources/~Lua/Modules/Recruit/SingleRecruitPanel.luadev_chengFeng
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androidETC2FallbackOverride: 0
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spriteID: acc4cb5f5338cc94eb87c199f6673697
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indices:
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spritePackingTag: DynamicActivityAtlas
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pSDRemoveMatte: 0
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pSDShowRemoveMatteOption: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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fileIDToRecycleName: {}
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externalObjects: {}
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fileFormatVersion: 2
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fileIDToRecycleName: {}
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mipmaps:
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linearTexture: 0
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fadeOut: 0
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borderMipMap: 0
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mipMapsPreserveCoverage: 0
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alphaTestReferenceValue: 0.5
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mipMapFadeDistanceStart: 1
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mipMapFadeDistanceEnd: 3
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bumpmap:
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normalMapFilter: 0
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streamingMipmaps: 0
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streamingMipmapsPriority: 0
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grayScaleToAlpha: 0
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generateCubemap: 6
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cubemapConvolution: 0
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seamlessCubemap: 0
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textureFormat: 1
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textureSettings:
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mipBias: -100
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lightmap: 0
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spriteExtrude: 1
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spriteMeshType: 1
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spritePixelsToUnits: 100
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spriteGenerateFallbackPhysicsShape: 1
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alphaUsage: 1
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alphaIsTransparency: 1
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spriteTessellationDetail: -1
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textureShape: 1
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singleChannelComponent: 0
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textureFormatSet: 0
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platformSettings:
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- serializedVersion: 2
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buildTarget: DefaultTexturePlatform
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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androidETC2FallbackOverride: 0
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spriteSheet:
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serializedVersion: 2
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sprites: []
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outline: []
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physicsShape: []
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bones: []
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spriteID: 1aff2425d90bc4647898800200329293
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vertices: []
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indices:
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edges: []
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weights: []
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spritePackingTag:
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pSDRemoveMatte: 0
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pSDShowRemoveMatteOption: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -139,7 +139,7 @@ MonoBehaviour:
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m_Calls: []
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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m_Sprite: {fileID: 21300000, guid: 8e1ee64e86d8e264cbf993941acf3d3a, type: 3}
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m_Sprite: {fileID: 21300000, guid: 18c41263352fe2c4daa44c678b1f2850, type: 3}
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m_PreserveAspect: 0
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m_FillCenter: 1
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@ -478,7 +478,7 @@ MonoBehaviour:
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m_Calls: []
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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m_Sprite: {fileID: 21300000, guid: d8ad4c7dbbe399f49b5e4848235d8431, type: 3}
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m_Sprite: {fileID: 21300000, guid: a0e8ad18674f72748a755c90097d0c6e, type: 3}
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m_PreserveAspect: 0
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m_FillCenter: 1
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@ -500,7 +500,7 @@ GameObject:
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- component: {fileID: 1869238505622516953}
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- component: {fileID: 450049816729069031}
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m_Layer: 5
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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@ -211285,7 +211285,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 0
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--- !u!224 &3529688540119053015
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RectTransform:
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m_ObjectHideFlags: 0
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|
@ -211308,7 +211308,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 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_AnchoredPosition: {x: 0, y: 22.520008}
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m_AnchoredPosition: {x: 0, y: 22.52002}
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m_SizeDelta: {x: 63.700073, y: 45.759987}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &260006030002974251
|
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|
@ -211378,7 +211378,7 @@ RectTransform:
|
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 1}
|
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m_AnchorMax: {x: 1, y: 1}
|
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m_AnchoredPosition: {x: 0, y: 0.00010521142}
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m_AnchoredPosition: {x: 0, y: 0.00022695823}
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m_SizeDelta: {x: 0, y: 335}
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m_Pivot: {x: 0, y: 1}
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--- !u!114 &7831612963117775310
|
||||
|
|
|
@ -262,9 +262,10 @@ function this.OnShowLayout2Data()
|
|||
if openLayoutType==1 then--批量分解
|
||||
this.nameText.text=Language[10204]
|
||||
this.layout2Text.text=Language[10205]
|
||||
elseif openLayoutType==2 then--单个装备分解
|
||||
this.nameText.text=Language[10206]
|
||||
this.layout2Text.text=Language[10207]..GetQuantityStrByquality(ConfigManager.GetConfigData(ConfigName.ItemConfig, equipData.id).Quantity)..Language[10208]
|
||||
elseif openLayoutType==2 then--单个装备分解
|
||||
this.nameText.text=Language[12233]
|
||||
this.layout2Text.text="当前出售的装备为"..GetQuantityStrByquality(ConfigManager.GetConfigData(ConfigName.ItemConfig, equipData.id).Quantity).."品质的装备,确定进行出售?"
|
||||
|
||||
end
|
||||
end
|
||||
--初始化Layout3
|
||||
|
|
|
@ -326,7 +326,7 @@ function BuffManager:PassUpdate()
|
|||
end
|
||||
end
|
||||
end
|
||||
|
||||
--只更新不灭buff
|
||||
function BuffManager:PassUpdateNoDead()
|
||||
local curCamp, curPos = BattleLogic.GetCurTurn()
|
||||
for i=1, self.buffDic.size do
|
||||
|
@ -339,6 +339,7 @@ function BuffManager:PassUpdateNoDead()
|
|||
and buff.caster.position == curPos
|
||||
and buff.roundDuration > 0 -- 不是无限存在的buff
|
||||
and buff.caster.type~=BattleUnitType.Monster --灵兽的buff在这里处理
|
||||
and buff.type==BuffName.NoDead --不灭在这里处理
|
||||
then
|
||||
-- 当前轮释放的buff不结算
|
||||
buff.roundPass = buff.roundPass + 1
|
||||
|
|
|
@ -89,6 +89,8 @@ function QianKunBox:BindEvent()
|
|||
self.btnBack:SetActive(true)
|
||||
self.tabList:SetActive(true)
|
||||
self.bottomBar:SetActive(true)
|
||||
parent.UpView:OnOpen({ showType = UpViewOpenType.ShowLeft, panelType = PanelType.QianKunBox })
|
||||
QianKunBox:Refresh()
|
||||
end)
|
||||
end
|
||||
|
||||
|
@ -114,6 +116,7 @@ function QianKunBox:refreshBtnShow()
|
|||
-- self.btnTen2:SetActive(BagManager.GetItemCountById(16)>=2000)
|
||||
-- self.btnTen1:SetActive(BagManager.GetItemCountById(16)<2000)
|
||||
|
||||
self.shop:SetActive(false)
|
||||
local freeTimesId=lotterySetting[singleRecruit.Id].FreeTimes
|
||||
local maxtimesId=lotterySetting[singleRecruit.Id].MaxTimes --lotterySetting表中的MaxTimes对应privilegeConfig表中的id
|
||||
local curTimes=PrivilegeManager.GetPrivilegeUsedTimes(maxtimesId)
|
||||
|
|
|
@ -475,6 +475,8 @@ function this.OnMapOut(outType)
|
|||
this.BackHome()
|
||||
MapManager.Mapping = false
|
||||
else --换层或者换地图
|
||||
-- 音效
|
||||
SoundManager.PlaySound(SoundConfig.Sound_xyc)
|
||||
this.ChangeMapByType()
|
||||
end
|
||||
Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
|
||||
|
@ -492,7 +494,7 @@ function this.BackHome()
|
|||
this.Dispose()
|
||||
Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
|
||||
end
|
||||
BagManager.InBagGetMapBag()
|
||||
-- BagManager.InBagGetMapBag()
|
||||
end
|
||||
Game.GlobalEvent:AddEvent(GameEvent.UI.OnClose, triggerCallBack)
|
||||
-- 清空一下副本任务
|
||||
|
|
|
@ -13,6 +13,7 @@ function this.RegisterMessage(network)
|
|||
local socket = network.socket
|
||||
-- 监听服务器跨天状态N
|
||||
socket:RegistNetMessage(MessageTypeProto_pb.FIVE_PLAYER_REFLUSH_INDICATION, this.RefreshUpdateIndication)
|
||||
socket:RegistNetMessage(MessageTypeProto_pb.ZeroPlayerUpdateIndication, this.ZeroRefreshUpdateIndication)
|
||||
--监听红点推送
|
||||
socket:RegistNetMessage(MessageTypeProto_pb.SEND_RED_POINT_INDICATION, this.ReceiveRedPoint)
|
||||
|
||||
|
@ -115,6 +116,9 @@ function this.RegisterMessage(network)
|
|||
--公户副本推送
|
||||
socket:RegistNetMessage(MessageTypeProto_pb.GUILD_CHALLENGE_BUY_BUFF_INDICATION, this.GuildChallengeBuyBuffIndication)
|
||||
socket:RegistNetMessage(MessageTypeProto_pb.HERO_SKIN_USE_INDICATION, this.HeroSkinUseIndication)
|
||||
--跨服天梯信息推送
|
||||
-- socket:RegistNetMessage(MessageTypeProto_pb.HERO_SKIN_USE_INDICATION, this.GetWorldArenaInfoIndication)
|
||||
socket:RegistNetMessage(MessageTypeProto_pb.WorldLevelIndication, this.WorldLevelIndication)
|
||||
end
|
||||
|
||||
function this.HeroSkinUseIndication(buffer)
|
||||
|
@ -198,6 +202,8 @@ function this.RefreshUpdateIndication(buffer)
|
|||
GuildTranscriptManager.SetCanSweep1()
|
||||
end
|
||||
|
||||
function this.ZeroRefreshUpdateIndication()
|
||||
end
|
||||
--服务器推送红点信息
|
||||
function this.ReceiveRedPoint(buffer)
|
||||
local data = buffer:DataByte()
|
||||
|
@ -800,5 +806,11 @@ function this.GuildChallengeBuyBuffIndication(buffer)
|
|||
-- LogGreen("%%%%%%%%%%%msg.buffCount: "..msg.buffCount.." msg.buffTime: "..msg.buffTime)
|
||||
GuildTranscriptManager.RefreshGuildTranscriptBuffInfo(msg)
|
||||
end
|
||||
|
||||
function this.WorldLevelIndication(buffer)
|
||||
local data = buffer:DataByte()
|
||||
local msg = PlayerInfoProto_pb.WorldLevelIndication()
|
||||
msg:ParseFromString(data)
|
||||
-- LogError("%%%%%%%%%%世界等级推送 "..msg.worldLeve)
|
||||
-- PlayerManager.RefreshWorldLeveData(msg.worldLeve)
|
||||
end
|
||||
return this
|