Merge branch '0功能/本周版本优化内容' of http://60.1.1.230/gaoxin/JL_Client into 0功能/本周版本优化内容

dev_chengFeng
ZhangBiao 2021-01-18 17:25:17 +08:00
commit 73a0bffc10
21 changed files with 130 additions and 49 deletions

View File

@ -1371,6 +1371,11 @@ function TimeStampToDateStr(timestamp)
end
return string.format(Language[12119], date.year, date.month, date.day, date.hour, date.min)
end
function TimeStampToDateStr2(timestamp)
local date = os.date("*t", timestamp)
local cdate = os.date("*t", GetTimeStamp())
return string.format(Language[12119], date.year, date.month, date.day, date.hour, date.min)
end
-- 将时间戳转换为用于显示的日期字符串(时分秒)
function TimeStampToDateStr3(second)
local minute = math.floor(second / 60) % 60

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@ -161,7 +161,7 @@ function this.RequestArenaChallenge(index, isSkip, func)
arg.blue.uid = PlayerManager.uid
arg.blue.name = PlayerManager.nickName
arg.blue.head = PlayerManager.head
arg.blue.frame = PlayerManager.frame
arg.blue.frame = HeadManager.GetCurFrameId()
arg.blue.deltaScore = msg.myScoreChange
arg.red= {}
arg.red.uid = enemy.personInfo.uid

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@ -126,7 +126,7 @@ function this.RankNodeAdapter(node, data)
arg.red.uid = PlayerManager.uid
arg.red.name = PlayerManager.nickName
arg.red.head = PlayerManager.head
arg.red.frame = PlayerManager.frame
arg.red.frame = HeadManager.GetCurFrameId()
arg.red.deltaScore = data.myScoreChange
UIManager.OpenPanel(UIName.ArenaResultPopup, arg)
end)

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@ -2526,7 +2526,7 @@ local passivityList = {
-- 技能后后
local onSkillEnd = function(skill)
if skill.type == BattleSkillType.Special then
local list = skill:GetDirectTargetsNoMiss()
local list = skill:GetDirectTargets()
if list then
local tv = floor(BattleUtil.ErrorCorrection(role:GetRoleData(BattlePropList[pro]) * f1))
for _, r in ipairs(list) do
@ -2955,15 +2955,17 @@ local passivityList = {
if deadRole==role then
return
end
if deadRole.camp == role.camp then
if ele and v1 and deadRole.element==ele then
f1=v1
BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime, function () --延时一帧做处理我方场上所有单位都结算死亡以后再处理299被动回血
if deadRole.camp == role.camp and not role:IsDead() then
if ele and v1 and deadRole.element==ele then
f1=v1
end
counter = counter + 1
if counter == i1 then
deadRole:SetRelive(f1)
end
end
counter = counter + 1
if counter == i1 then
deadRole:SetRelive(f1)
end
end
end)
end
BattleLogic.Event:AddEvent(BattleEventName.RoleRealDead, onRoleRealDead)
end,
@ -6176,7 +6178,6 @@ local passivityList = {
end
if skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra then
local list = skill:GetDirectTargetsNoMiss()
LogError(LengthOfTable(list))
if list then
local isHave=false
for key, value in pairs(list) do
@ -6230,15 +6231,53 @@ local passivityList = {
local f1 = args[2]
local OnDead = function(atkRole)
local arr = BattleUtil.ChooseTarget(role, 100000)
for i=1, #arr do
local val = floor(BattleUtil.FP_Mul(f1, arr[i]:GetRoleData(BattlePropList[pro])))
BattleUtil.CalTreat(role, arr[i], val)
end
BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime, function () --延时一帧做处理我方场上所有单位都结算死亡以后再处理299被动回血
local arr = BattleUtil.ChooseTarget(role, 100000)
if arr==nil then
return
end
for i=1, #arr do
if not arr[i]:IsDead() then
local val = floor(BattleUtil.FP_Mul(f1, arr[i]:GetRoleData(BattlePropList[pro])))
BattleUtil.CalTreat(role, arr[i], val)
end
end
end)
end
role.Event:AddEvent(BattleEventName.RoleDead, OnDead)
end,
--修改持续效果的治疗值为[a]属性的[b]%
--a[int] b[float]
[300]=function(role,args,id,judge)
local pro=args[1]
local v1=args[2]
local onSkillCastEnd = function(skill)
if not skill or skill.type~= BattleSkillType.Special then
return
end
if skill and judge==1 and not skill.isTriggerJudge then
return
end
BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime, function () --延迟一帧移除事件,才能抓到添加效果字典里面的效果
local tv = floor(BattleUtil.ErrorCorrection(role:GetRoleData(BattlePropList[pro]) * v1))
if tv and tv<=0 then
return
end
local list=skill:GetDirectTargetsNoMiss()
for _, role1 in ipairs(list) do
BattleLogic.BuffMgr:QueryBuff(role1, function(buff)
if buff.type == BuffName.HOT and buff.caster == role and buff.roundDuration>1 and buff.startRound==BattleLogic.GetCurRound() then
buff:ChangeHealValue(tv)
end
end)
end
end)
end
role.Event:AddEvent(BattleEventName.SkillCastEnd,onSkillCastEnd)
end,
}
return passivityList

View File

@ -10,12 +10,20 @@ function HOT:SetData(...)
self.sort = 1 -- 最先计算回血
end
--初始化后调用一次
function HOT:OnStart()
self.target.Event:DispatchEvent(BattleEventName.RoleBeHealed, self.caster)
end
--修改持续加血效果的加血值
function HOT:ChangeHealValue(newValue)
if newValue then
self.healValue=newValue
end
end
--间隔N帧触发返回true时表示继续触发返回false立刻触发OnEnd
function HOT:OnTrigger()

View File

@ -539,7 +539,7 @@ function RoleLogic:Relive()
self.data:SetValue(RoleDataName.Hp, reHp)
-- 发送复活事件
self.Event:DispatchEvent(BattleEventName.RoleRelive, self)
BattleLogic.Event:DispatchEvent(BattleEventName.RoleRelive, self)
--BattleLogic.Event:DispatchEvent(BattleEventName.RoleRelive, self)
-- 复活的血量算做加血
BattleLogic.Event:DispatchEvent(BattleEventName.RecordTreat, self.reliveCaster or self, self, reHp)
return true
@ -557,6 +557,15 @@ function RoleLogic:SetRelive(hpf, caster)
self.reliveHPF = hpf or 1
self.reliveCaster = caster
RoleManager.AddReliveRole(self)
-- local maxHp = self.data:GetData(RoleDataName.MaxHp)
-- local reHp = floor(self.reliveHPF * maxHp)
-- self.data:SetValue(RoleDataName.Hp, reHp)
-- -- 发送复活事件
-- --self.Event:DispatchEvent(BattleEventName.RoleRelive, self)
-- --BattleLogic.Event:DispatchEvent(BattleEventName.RoleRelive, self)
-- -- 复活的血量算做加血
-- BattleLogic.Event:DispatchEvent(BattleEventName.RecordTreat, self.reliveCaster or self, self, reHp)
-- return true
end
return false
end

View File

@ -546,6 +546,7 @@ function EnemyView:onRoleRelive()
self.RoleLiveGOGraphic2.freeze = false
self.isDead = false
self.hpSlider.fillAmount=self.role:GetRoleData(RoleDataName.Hp) / self.role:GetRoleData(RoleDataName.MaxHp)
--
self.Floater:TextBuffFloating(4, Language[10285])
end

View File

@ -583,7 +583,7 @@ function PlayerView:onRoleRelive()
self.RoleLiveGOGraphic2.freeze = false
self.isDead = false
self.hpSlider.fillAmount=self.role:GetRoleData(RoleDataName.Hp) / self.role:GetRoleData(RoleDataName.MaxHp)
--
self.Floater:TextBuffFloating(4, Language[10285])
end

View File

@ -680,7 +680,7 @@ function RoleView:onRoleRelive()
self.RoleLiveGOGraphic2.freeze = false
self.isDead = false
self.hpSlider.fillAmount=self.role:GetRoleData(RoleDataName.Hp) / self.role:GetRoleData(RoleDataName.MaxHp)
--
self.Floater:TextBuffFloating(4, Language[10285])
end

View File

@ -150,7 +150,7 @@ function this.SetRoleInfo(pos)
this.role:SetActive(true)
this.SetIconPos(x, y, this.role, true)
this.roleFrame.sprite = GetPlayerHeadFrameSprite(PlayerManager.frame)
this.roleFrame.sprite = GetPlayerHeadFrameSprite(HeadManager.GetCurFrameId())
this.roleIcon.sprite = GetPlayerHeadSprite(PlayerManager.head)
this.roleLv = PlayerManager.level

View File

@ -463,7 +463,7 @@ function this.ChatItemAdapter(node, data, isShowTime)
lv.text = PlayerManager.level
name.text = PlayerManager.nickName
head.sprite = GetPlayerHeadSprite(PlayerManager.head)
headKuang.sprite = GetPlayerHeadFrameSprite(PlayerManager.frame)
headKuang.sprite = GetPlayerHeadFrameSprite(HeadManager.GetCurFrameId())
else
lv.text = data.senderlevel
name.text = data.senderName

View File

@ -144,7 +144,7 @@ function this.ChatItemAdapter(node, data, isShowTime)
lv.text = PlayerManager.level
name.text = PlayerManager.nickName
head.sprite = GetPlayerHeadSprite(PlayerManager.head)
headKuang.sprite = GetPlayerHeadFrameSprite(PlayerManager.frame)
headKuang.sprite = GetPlayerHeadFrameSprite(HeadManager.GetCurFrameId())
else
lv.text = this.friendData.lv
name.text = this.friendData.name

View File

@ -393,8 +393,10 @@ function FindTreasureMainPanel:ActivityRewardSingleShow(_activityRewardGo,reward
Util.AddOnceClick(lockBtn, function()
if rewardData.lock == 0 then
rewardData.lock = 1
PopupTipPanel.ShowTip("已锁定任务!")
else
rewardData.lock = 0
PopupTipPanel.ShowTip("已将任务解锁!")
end
NetManager.MissingRoomLockRequest(rewardData.missionId,rewardData.lock, function()
--刷新界面

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@ -46,7 +46,7 @@ function this.On_Btn2_Click()
arg.blue.uid = PlayerManager.uid
arg.blue.name = PlayerManager.nickName
arg.blue.head = PlayerManager.head
arg.blue.frame = PlayerManager.frame
arg.blue.frame = HeadManager.GetCurFrameId()
arg.red= {}
arg.red.uid = this.pData.uid
arg.red.name = this.pData.name

View File

@ -16,11 +16,8 @@ local _TabFontColor = { default = Color.New(130 / 255, 128 / 255, 120 / 255, 1),
this.timer = Timer.New()
local challengeNum = 0
local lootNum = 0
<<<<<<< HEAD
local isPlayAnim = true
local bossNum = 0
=======
>>>>>>> a064d83bf... boss
--初始化组件(用于子类重写)
function GuildCarDelayMainPanel:InitComponent()
this.live2dRoot = Util.GetGameObject(self.gameObject, "live2dRoot")

View File

@ -78,7 +78,11 @@ end
-- 获取头像框
function HeadManager.GetHeadFrameList()
if #this._MyHeadFrameList == 0 then
this._MyHeadFrameList = ConfigManager.GetAllConfigsDataByDoubleKey(ConfigName.ItemConfig, "ItemType", ItemType.HeadFrame, "Ifopen", 1)
--this._MyHeadFrameList = ConfigManager.GetConfig(ConfigName.PlayerHeadIcon) --ConfigManager.GetAllConfigsDataByDoubleKey(ConfigName.ItemConfig, "ItemType", ItemType.HeadFrame, "Ifopen", 1)
for key, value in ConfigPairs(ConfigManager.GetConfig(ConfigName.PlayerHeadIcon)) do
-- body
table.insert(this._MyHeadFrameList,value)
end
end
return this._MyHeadFrameList
end
@ -179,7 +183,7 @@ function HeadManager.SetHeadFrameAllData(data)
local single_data = {}
single_data.headFrameId = data[i].headFrameId
single_data.validTime = data[i].validTime
single_data.PlayerHeadIcon = ConfigManager.GetConfigDataByKey(ConfigName.PlayerHeadIcon,"ItemId",single_data.headFrameId)
single_data.PlayerHeadIcon = ConfigManager.GetConfigDataByKey(ConfigName.PlayerHeadIcon,"Id",single_data.headFrameId)
this.headFrameData[single_data.headFrameId] = single_data
end
-- body
@ -191,7 +195,7 @@ function HeadManager.SetSineleHeadFrameAllData(headFrameId,time)
single_data.headFrameId = headFrameId
single_data.validTime = time
LogGreen(" headFrameId ".. headFrameId.." time "..time )
single_data.PlayerHeadIcon = ConfigManager.GetConfigDataByKey(ConfigName.PlayerHeadIcon,"ItemId",single_data.headFrameId)
single_data.PlayerHeadIcon = ConfigManager.GetConfigDataByKey(ConfigName.PlayerHeadIcon,"Id",single_data.headFrameId)
this.headFrameData[single_data.headFrameId] = single_data
end
@ -203,6 +207,9 @@ function HeadManager.GetSingleFrame(Did)
return nil
end
end
function HeadManager.SetCurFrameId(frame)
PlayerManager.frame= frame
end
function HeadManager.GetCurFrameId()
local freameData = this.headFrameData[PlayerManager.frame]
@ -213,7 +220,7 @@ function HeadManager.GetCurFrameId()
this.headFrameData[PlayerManager.frame] = nil
end
end
PlayerManager.frame = 80000
return 80000
HeadManager.SetCurFrameId(80000)
return PlayerManager.frame
end
return HeadManager

View File

@ -89,7 +89,7 @@ function BattleFailPopup:OnOpen(battlePanel, showRecord, backPanel,_fightType)
FightPointPassManager.FightBattleEnd()
Util.GetGameObject(this.btnClose, "record"):SetActive(m_showRecord)
Util.GetGameObject(this.btnClose,"tip"):SetActive(not fightType ==12)--副本内无法点击招募
if fightType == BATTLE_TYPE.MAP_FIGHT or GuideManager.IsInMainGuide() then--地图
if fightType == BATTLE_TYPE.MAP_FIGHT or GuideManager.IsInMainGuide() or MapManager.Mapping then--地图
this.btnBattleBack:SetActive(false)
else
this.btnBattleBack:SetActive(true)

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@ -137,7 +137,7 @@ function RewardItemPopup:OnOpen(...)
if args[4] then
compShowType = args[4]
end
end
if args[7] then
showHero = false
else
@ -145,8 +145,12 @@ function RewardItemPopup:OnOpen(...)
end
local haveRecord = BattleRecordManager.isHaveRecord()
this.btnResult:SetActive(haveRecord and args[5])
this.btnBattleBack:SetActive(haveRecord and args[5] and BattleManager.GetLastBattleType() ~= BATTLE_TYPE.MAP_FIGHT and not GuideManager.IsInMainGuide())
this.btnBattleBack:SetActive(haveRecord and args[5] and BattleManager.GetLastBattleType() ~= BATTLE_TYPE.MAP_FIGHT and not GuideManager.IsInMainGuide() and not MapManager.Mapping)
this.btnResultMax:SetActive(haveRecord and args[5])
this.expeditionGo:SetActive(compShowType == 5)
this.guildDeathPos:SetActive(compShowType == 4)
this.guildTranscript:SetActive(compShowType == 6)
this.guildCarDelay:SetActive(compShowType == 3)
-- 设置背景遮罩的显隐
local isHideBG = args[6]
this.btnBack:GetComponent("Image").color = Color.New(0, 0, 0, isHideBG and 0 or 0.8)
@ -160,10 +164,6 @@ function RewardItemPopup:OnOpen(...)
end
return
end
this.expeditionGo:SetActive(compShowType == 5)
this.guildDeathPos:SetActive(compShowType == 4)
this.guildTranscript:SetActive(compShowType == 6)
if compShowType == 4 then
this.GuildDeathPosShow()
end

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@ -129,11 +129,23 @@ function RewardItemSingleShowPopup:BindEvent()
end)
end
elseif itemConfigData.ItemType == ItemType.HeadFrame then
LogBlue("itemSid "..itemSid)
NetManager.UseHeadFrameRequestFun(itemSid,function (msg)
HeadManager.SetSineleHeadFrameAllData(itemSid,msg.validTime)
self:ClosePanel()
end)
HeadManager.GetCurFrameId()
local theFrameData = HeadManager.GetSingleFrame(itemSid)
if theFrameData then
MsgPanel.ShowTwo("当前已激活该头像框,是否要重复使用?",nil,function()
NetManager.UseHeadFrameRequestFun(itemSid,function (msg)
HeadManager.SetSineleHeadFrameAllData(itemSid,msg.validTime)
self:ClosePanel()
PopupTipPanel.ShowTip("成功激活头像框!")
end)
end)
else
NetManager.UseHeadFrameRequestFun(itemSid,function (msg)
HeadManager.SetSineleHeadFrameAllData(itemSid,msg.validTime)
self:ClosePanel()
PopupTipPanel.ShowTip("成功激活头像框!")
end)
end
elseif itemConfigData then
JumpManager.GoJump(itemConfigData.UseJump,function ()
this:ClosePanel()

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@ -98,7 +98,7 @@ function HeadChangePopup:BindEvent()
end
NetManager.RequestChangeModifyDecoration(0, frameId, function ()
PopupTipPanel.ShowTip(Language[11891])
PlayerManager.frame = frameId
HeadManager.SetCurFrameId(frameId)
Game.GlobalEvent:DispatchEvent(GameEvent.Player.OnHeadFrameChange)
this.RefreshCurShow()
end)
@ -181,7 +181,7 @@ function this.OnTabChange(index, lastIndex)
if index == SELECT_TYPE.FRAME then
datalist = _HeadFrameList
--print(#datalist.." 77777")
curId = PlayerManager.frame
curId = HeadManager.GetCurFrameId()
this.title.text = Language[11893]
elseif index == SELECT_TYPE.HEAD then
datalist = _HeadList
@ -242,7 +242,7 @@ function this.HeadFrameItemAdapter(item, data, index)
_PlayerHeadList[item]:SetHead(PlayerManager.head)
_PlayerHeadList[item]:SetLayer(this.sortingOrder)
_PlayerHeadList[item]:SetEffectScale(1.1)
if frameId == PlayerManager.frame then
if frameId == HeadManager.GetCurFrameId() then
this:SetUsing(_PlayerHeadList[item].gameObject)
else
this:RecycleUsing(_PlayerHeadList[item].gameObject)
@ -261,7 +261,7 @@ function this.HeadFrameItemAdapter(item, data, index)
local headId = data.Id
name:GetComponent("Text").text = data.Name
_PlayerHeadList[item]:SetHead(headId)
_PlayerHeadList[item]:SetFrame(PlayerManager.frame)
_PlayerHeadList[item]:SetFrame(HeadManager.GetCurFrameId())
_PlayerHeadList[item]:SetLayer(this.sortingOrder)
_PlayerHeadList[item]:SetEffectScale(1.1)
if headId == PlayerManager.head then
@ -315,7 +315,7 @@ function this.SelectItem(index, item)
if not data then return end
if data.Id >=80000 and HeadData and HeadData.validTime - GetTimeStamp() > 0 then
-- body
this.content.text = data.ItemDescribe .."到期时间:"..TimeStampToDateStr(HeadData.validTime)
this.content.text = data.ItemDescribe .."到期时间:"..TimeStampToDateStr2(HeadData.validTime)
else
this.content.text = data.ItemDescribe
end

View File

@ -54,6 +54,7 @@ end
-- 设置头像框
function PlayerHeadView:SetFrame(frameId)
self.frame:SetActive(true)
print(frameId)
self.frame:GetComponent("Image").sprite = GetPlayerHeadFrameSprite(frameId)
-- 检测特效
self:UnLoadFrameEffect()