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
commit
73a0bffc10
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@ -1371,6 +1371,11 @@ function TimeStampToDateStr(timestamp)
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end
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return string.format(Language[12119], date.year, date.month, date.day, date.hour, date.min)
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end
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function TimeStampToDateStr2(timestamp)
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local date = os.date("*t", timestamp)
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local cdate = os.date("*t", GetTimeStamp())
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return string.format(Language[12119], date.year, date.month, date.day, date.hour, date.min)
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end
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-- 将时间戳转换为用于显示的日期字符串(时分秒)
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function TimeStampToDateStr3(second)
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local minute = math.floor(second / 60) % 60
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@ -161,7 +161,7 @@ function this.RequestArenaChallenge(index, isSkip, func)
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arg.blue.uid = PlayerManager.uid
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arg.blue.name = PlayerManager.nickName
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arg.blue.head = PlayerManager.head
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arg.blue.frame = PlayerManager.frame
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arg.blue.frame = HeadManager.GetCurFrameId()
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arg.blue.deltaScore = msg.myScoreChange
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arg.red= {}
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arg.red.uid = enemy.personInfo.uid
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@ -126,7 +126,7 @@ function this.RankNodeAdapter(node, data)
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arg.red.uid = PlayerManager.uid
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arg.red.name = PlayerManager.nickName
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arg.red.head = PlayerManager.head
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arg.red.frame = PlayerManager.frame
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arg.red.frame = HeadManager.GetCurFrameId()
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arg.red.deltaScore = data.myScoreChange
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UIManager.OpenPanel(UIName.ArenaResultPopup, arg)
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end)
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@ -2526,7 +2526,7 @@ local passivityList = {
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-- 技能后后
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local onSkillEnd = function(skill)
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if skill.type == BattleSkillType.Special then
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local list = skill:GetDirectTargetsNoMiss()
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local list = skill:GetDirectTargets()
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if list then
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local tv = floor(BattleUtil.ErrorCorrection(role:GetRoleData(BattlePropList[pro]) * f1))
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for _, r in ipairs(list) do
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@ -2955,15 +2955,17 @@ local passivityList = {
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if deadRole==role then
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return
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end
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if deadRole.camp == role.camp then
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if ele and v1 and deadRole.element==ele then
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f1=v1
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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
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if deadRole.camp == role.camp and not role:IsDead() then
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if ele and v1 and deadRole.element==ele then
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f1=v1
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end
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counter = counter + 1
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if counter == i1 then
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deadRole:SetRelive(f1)
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end
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end
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counter = counter + 1
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if counter == i1 then
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deadRole:SetRelive(f1)
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end
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end
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end)
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end
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BattleLogic.Event:AddEvent(BattleEventName.RoleRealDead, onRoleRealDead)
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end,
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@ -6176,7 +6178,6 @@ local passivityList = {
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end
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if skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra then
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local list = skill:GetDirectTargetsNoMiss()
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LogError(LengthOfTable(list))
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if list then
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local isHave=false
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for key, value in pairs(list) do
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@ -6230,15 +6231,53 @@ local passivityList = {
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local f1 = args[2]
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local OnDead = function(atkRole)
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local arr = BattleUtil.ChooseTarget(role, 100000)
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for i=1, #arr do
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local val = floor(BattleUtil.FP_Mul(f1, arr[i]:GetRoleData(BattlePropList[pro])))
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BattleUtil.CalTreat(role, arr[i], val)
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end
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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
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local arr = BattleUtil.ChooseTarget(role, 100000)
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if arr==nil then
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return
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end
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for i=1, #arr do
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if not arr[i]:IsDead() then
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local val = floor(BattleUtil.FP_Mul(f1, arr[i]:GetRoleData(BattlePropList[pro])))
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BattleUtil.CalTreat(role, arr[i], val)
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end
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end
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end)
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end
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role.Event:AddEvent(BattleEventName.RoleDead, OnDead)
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end,
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--修改持续效果的治疗值为[a]属性的[b]%
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--a[int] b[float]
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[300]=function(role,args,id,judge)
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local pro=args[1]
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local v1=args[2]
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local onSkillCastEnd = function(skill)
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if not skill or skill.type~= BattleSkillType.Special then
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return
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end
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if skill and judge==1 and not skill.isTriggerJudge then
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return
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end
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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
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local tv = floor(BattleUtil.ErrorCorrection(role:GetRoleData(BattlePropList[pro]) * v1))
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if tv and tv<=0 then
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return
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end
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local list=skill:GetDirectTargetsNoMiss()
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for _, role1 in ipairs(list) do
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BattleLogic.BuffMgr:QueryBuff(role1, function(buff)
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if buff.type == BuffName.HOT and buff.caster == role and buff.roundDuration>1 and buff.startRound==BattleLogic.GetCurRound() then
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buff:ChangeHealValue(tv)
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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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role.Event:AddEvent(BattleEventName.SkillCastEnd,onSkillCastEnd)
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end,
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}
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return passivityList
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@ -10,12 +10,20 @@ function HOT:SetData(...)
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self.sort = 1 -- 最先计算回血
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end
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--初始化后调用一次
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function HOT:OnStart()
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self.target.Event:DispatchEvent(BattleEventName.RoleBeHealed, self.caster)
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end
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--修改持续加血效果的加血值
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function HOT:ChangeHealValue(newValue)
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if newValue then
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self.healValue=newValue
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end
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end
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--间隔N帧触发,返回true时表示继续触发,返回false立刻触发OnEnd
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function HOT:OnTrigger()
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@ -539,7 +539,7 @@ function RoleLogic:Relive()
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self.data:SetValue(RoleDataName.Hp, reHp)
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-- 发送复活事件
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self.Event:DispatchEvent(BattleEventName.RoleRelive, self)
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BattleLogic.Event:DispatchEvent(BattleEventName.RoleRelive, self)
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--BattleLogic.Event:DispatchEvent(BattleEventName.RoleRelive, self)
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-- 复活的血量算做加血
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BattleLogic.Event:DispatchEvent(BattleEventName.RecordTreat, self.reliveCaster or self, self, reHp)
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return true
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@ -557,6 +557,15 @@ function RoleLogic:SetRelive(hpf, caster)
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self.reliveHPF = hpf or 1
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self.reliveCaster = caster
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RoleManager.AddReliveRole(self)
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-- local maxHp = self.data:GetData(RoleDataName.MaxHp)
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-- local reHp = floor(self.reliveHPF * maxHp)
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-- self.data:SetValue(RoleDataName.Hp, reHp)
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-- -- 发送复活事件
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-- --self.Event:DispatchEvent(BattleEventName.RoleRelive, self)
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-- --BattleLogic.Event:DispatchEvent(BattleEventName.RoleRelive, self)
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-- -- 复活的血量算做加血
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-- BattleLogic.Event:DispatchEvent(BattleEventName.RecordTreat, self.reliveCaster or self, self, reHp)
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-- return true
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end
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return false
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end
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@ -546,6 +546,7 @@ function EnemyView:onRoleRelive()
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self.RoleLiveGOGraphic2.freeze = false
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self.isDead = false
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self.hpSlider.fillAmount=self.role:GetRoleData(RoleDataName.Hp) / self.role:GetRoleData(RoleDataName.MaxHp)
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--
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self.Floater:TextBuffFloating(4, Language[10285])
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end
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@ -583,7 +583,7 @@ function PlayerView:onRoleRelive()
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self.RoleLiveGOGraphic2.freeze = false
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self.isDead = false
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self.hpSlider.fillAmount=self.role:GetRoleData(RoleDataName.Hp) / self.role:GetRoleData(RoleDataName.MaxHp)
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--
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self.Floater:TextBuffFloating(4, Language[10285])
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end
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@ -680,7 +680,7 @@ function RoleView:onRoleRelive()
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self.RoleLiveGOGraphic2.freeze = false
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self.isDead = false
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self.hpSlider.fillAmount=self.role:GetRoleData(RoleDataName.Hp) / self.role:GetRoleData(RoleDataName.MaxHp)
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--
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self.Floater:TextBuffFloating(4, Language[10285])
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end
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@ -150,7 +150,7 @@ function this.SetRoleInfo(pos)
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this.role:SetActive(true)
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this.SetIconPos(x, y, this.role, true)
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this.roleFrame.sprite = GetPlayerHeadFrameSprite(PlayerManager.frame)
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this.roleFrame.sprite = GetPlayerHeadFrameSprite(HeadManager.GetCurFrameId())
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this.roleIcon.sprite = GetPlayerHeadSprite(PlayerManager.head)
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this.roleLv = PlayerManager.level
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@ -463,7 +463,7 @@ function this.ChatItemAdapter(node, data, isShowTime)
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lv.text = PlayerManager.level
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name.text = PlayerManager.nickName
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head.sprite = GetPlayerHeadSprite(PlayerManager.head)
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headKuang.sprite = GetPlayerHeadFrameSprite(PlayerManager.frame)
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headKuang.sprite = GetPlayerHeadFrameSprite(HeadManager.GetCurFrameId())
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else
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lv.text = data.senderlevel
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name.text = data.senderName
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@ -144,7 +144,7 @@ function this.ChatItemAdapter(node, data, isShowTime)
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lv.text = PlayerManager.level
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name.text = PlayerManager.nickName
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head.sprite = GetPlayerHeadSprite(PlayerManager.head)
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headKuang.sprite = GetPlayerHeadFrameSprite(PlayerManager.frame)
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headKuang.sprite = GetPlayerHeadFrameSprite(HeadManager.GetCurFrameId())
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else
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lv.text = this.friendData.lv
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name.text = this.friendData.name
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@ -393,8 +393,10 @@ function FindTreasureMainPanel:ActivityRewardSingleShow(_activityRewardGo,reward
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Util.AddOnceClick(lockBtn, function()
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if rewardData.lock == 0 then
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rewardData.lock = 1
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PopupTipPanel.ShowTip("已锁定任务!")
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else
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rewardData.lock = 0
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PopupTipPanel.ShowTip("已将任务解锁!")
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end
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NetManager.MissingRoomLockRequest(rewardData.missionId,rewardData.lock, function()
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--刷新界面
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@ -46,7 +46,7 @@ function this.On_Btn2_Click()
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arg.blue.uid = PlayerManager.uid
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arg.blue.name = PlayerManager.nickName
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arg.blue.head = PlayerManager.head
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arg.blue.frame = PlayerManager.frame
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arg.blue.frame = HeadManager.GetCurFrameId()
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arg.red= {}
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arg.red.uid = this.pData.uid
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arg.red.name = this.pData.name
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@ -16,11 +16,8 @@ local _TabFontColor = { default = Color.New(130 / 255, 128 / 255, 120 / 255, 1),
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this.timer = Timer.New()
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local challengeNum = 0
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local lootNum = 0
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<<<<<<< HEAD
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local isPlayAnim = true
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local bossNum = 0
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=======
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>>>>>>> a064d83bf... 【车迟斗法】boss轮转
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--初始化组件(用于子类重写)
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function GuildCarDelayMainPanel:InitComponent()
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this.live2dRoot = Util.GetGameObject(self.gameObject, "live2dRoot")
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@ -78,7 +78,11 @@ end
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-- 获取头像框
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function HeadManager.GetHeadFrameList()
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if #this._MyHeadFrameList == 0 then
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this._MyHeadFrameList = ConfigManager.GetAllConfigsDataByDoubleKey(ConfigName.ItemConfig, "ItemType", ItemType.HeadFrame, "Ifopen", 1)
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--this._MyHeadFrameList = ConfigManager.GetConfig(ConfigName.PlayerHeadIcon) --ConfigManager.GetAllConfigsDataByDoubleKey(ConfigName.ItemConfig, "ItemType", ItemType.HeadFrame, "Ifopen", 1)
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for key, value in ConfigPairs(ConfigManager.GetConfig(ConfigName.PlayerHeadIcon)) do
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-- body
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table.insert(this._MyHeadFrameList,value)
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end
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end
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return this._MyHeadFrameList
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end
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@ -179,7 +183,7 @@ function HeadManager.SetHeadFrameAllData(data)
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local single_data = {}
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single_data.headFrameId = data[i].headFrameId
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single_data.validTime = data[i].validTime
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single_data.PlayerHeadIcon = ConfigManager.GetConfigDataByKey(ConfigName.PlayerHeadIcon,"ItemId",single_data.headFrameId)
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single_data.PlayerHeadIcon = ConfigManager.GetConfigDataByKey(ConfigName.PlayerHeadIcon,"Id",single_data.headFrameId)
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this.headFrameData[single_data.headFrameId] = single_data
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end
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-- body
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@ -191,7 +195,7 @@ function HeadManager.SetSineleHeadFrameAllData(headFrameId,time)
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single_data.headFrameId = headFrameId
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single_data.validTime = time
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LogGreen(" headFrameId ".. headFrameId.." time "..time )
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single_data.PlayerHeadIcon = ConfigManager.GetConfigDataByKey(ConfigName.PlayerHeadIcon,"ItemId",single_data.headFrameId)
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single_data.PlayerHeadIcon = ConfigManager.GetConfigDataByKey(ConfigName.PlayerHeadIcon,"Id",single_data.headFrameId)
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this.headFrameData[single_data.headFrameId] = single_data
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end
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@ -203,6 +207,9 @@ function HeadManager.GetSingleFrame(Did)
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return nil
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end
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end
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function HeadManager.SetCurFrameId(frame)
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PlayerManager.frame= frame
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end
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function HeadManager.GetCurFrameId()
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local freameData = this.headFrameData[PlayerManager.frame]
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@ -213,7 +220,7 @@ function HeadManager.GetCurFrameId()
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this.headFrameData[PlayerManager.frame] = nil
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end
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end
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PlayerManager.frame = 80000
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return 80000
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HeadManager.SetCurFrameId(80000)
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return PlayerManager.frame
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end
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return HeadManager
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@ -89,7 +89,7 @@ function BattleFailPopup:OnOpen(battlePanel, showRecord, backPanel,_fightType)
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FightPointPassManager.FightBattleEnd()
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Util.GetGameObject(this.btnClose, "record"):SetActive(m_showRecord)
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Util.GetGameObject(this.btnClose,"tip"):SetActive(not fightType ==12)--副本内无法点击招募
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if fightType == BATTLE_TYPE.MAP_FIGHT or GuideManager.IsInMainGuide() then--地图
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if fightType == BATTLE_TYPE.MAP_FIGHT or GuideManager.IsInMainGuide() or MapManager.Mapping then--地图
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this.btnBattleBack:SetActive(false)
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else
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this.btnBattleBack:SetActive(true)
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@ -137,7 +137,7 @@ function RewardItemPopup:OnOpen(...)
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if args[4] then
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compShowType = args[4]
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end
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end
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if args[7] then
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showHero = false
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else
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@ -145,8 +145,12 @@ function RewardItemPopup:OnOpen(...)
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end
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local haveRecord = BattleRecordManager.isHaveRecord()
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this.btnResult:SetActive(haveRecord and args[5])
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this.btnBattleBack:SetActive(haveRecord and args[5] and BattleManager.GetLastBattleType() ~= BATTLE_TYPE.MAP_FIGHT and not GuideManager.IsInMainGuide())
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this.btnBattleBack:SetActive(haveRecord and args[5] and BattleManager.GetLastBattleType() ~= BATTLE_TYPE.MAP_FIGHT and not GuideManager.IsInMainGuide() and not MapManager.Mapping)
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this.btnResultMax:SetActive(haveRecord and args[5])
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this.expeditionGo:SetActive(compShowType == 5)
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this.guildDeathPos:SetActive(compShowType == 4)
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this.guildTranscript:SetActive(compShowType == 6)
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this.guildCarDelay:SetActive(compShowType == 3)
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-- 设置背景遮罩的显隐
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local isHideBG = args[6]
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this.btnBack:GetComponent("Image").color = Color.New(0, 0, 0, isHideBG and 0 or 0.8)
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@ -160,10 +164,6 @@ function RewardItemPopup:OnOpen(...)
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end
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return
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end
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this.expeditionGo:SetActive(compShowType == 5)
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this.guildDeathPos:SetActive(compShowType == 4)
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this.guildTranscript:SetActive(compShowType == 6)
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if compShowType == 4 then
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this.GuildDeathPosShow()
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end
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|
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@ -129,11 +129,23 @@ function RewardItemSingleShowPopup:BindEvent()
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end)
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end
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elseif itemConfigData.ItemType == ItemType.HeadFrame then
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LogBlue("itemSid "..itemSid)
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NetManager.UseHeadFrameRequestFun(itemSid,function (msg)
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HeadManager.SetSineleHeadFrameAllData(itemSid,msg.validTime)
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self:ClosePanel()
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end)
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HeadManager.GetCurFrameId()
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local theFrameData = HeadManager.GetSingleFrame(itemSid)
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if theFrameData then
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MsgPanel.ShowTwo("当前已激活该头像框,是否要重复使用?",nil,function()
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NetManager.UseHeadFrameRequestFun(itemSid,function (msg)
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HeadManager.SetSineleHeadFrameAllData(itemSid,msg.validTime)
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self:ClosePanel()
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PopupTipPanel.ShowTip("成功激活头像框!")
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end)
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end)
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else
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NetManager.UseHeadFrameRequestFun(itemSid,function (msg)
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HeadManager.SetSineleHeadFrameAllData(itemSid,msg.validTime)
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self:ClosePanel()
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PopupTipPanel.ShowTip("成功激活头像框!")
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end)
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end
|
||||
elseif itemConfigData then
|
||||
JumpManager.GoJump(itemConfigData.UseJump,function ()
|
||||
this:ClosePanel()
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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()
|
||||
|
|
Loading…
Reference in New Issue