无尽副本修改提交

dev_chengFeng
jiaoyangna 2021-05-27 15:04:21 +08:00
parent 7d5ff8c3f1
commit 7779c1dbb1
5 changed files with 30 additions and 23 deletions

View File

@ -26,7 +26,7 @@ end
function this.UpdateBagData(_itemData, isNoSendNewItemEvent) function this.UpdateBagData(_itemData, isNoSendNewItemEvent)
isNoSendNewItemEvent = isNoSendNewItemEvent or false isNoSendNewItemEvent = isNoSendNewItemEvent or false
local itemdata = {} local itemdata = {}
--Log("_itemData.itemId -=-=-=-=-=-=-=-=-=-=-=-=-=-=- ".._itemData.itemId.." ".._itemData.itemNum) --LogGreen("_itemData.itemId -=-=-=-=-=-=-=-=-=-=-=-=-=-=- ".._itemData.itemId.." ".._itemData.itemNum)
local _itemCfgData = itemConfig[_itemData.itemId] local _itemCfgData = itemConfig[_itemData.itemId]
if _itemCfgData ~= nil then if _itemCfgData ~= nil then
-- 宝器数据不能通过背包,这里判断如果是宝器则舍弃这个数据, -- 宝器数据不能通过背包,这里判断如果是宝器则舍弃这个数据,

View File

@ -666,9 +666,6 @@ function this.InitMissionData()
for i = 1,#v.Reward do for i = 1,#v.Reward do
table.insert(data.BoxReward ,v.Reward[i]) table.insert(data.BoxReward ,v.Reward[i])
end end
for i = 1,#v.MazePoint do
table.insert(data.BoxReward ,v.MazePoint[i])
end
data.state = 0 data.state = 0
table.insert(this.mission,data) table.insert(this.mission,data)
end end

View File

@ -295,6 +295,15 @@ function this.UpdateEventPoint(msg, optionId, func)
NetManager.RequestAllHeroHp(function () NetManager.RequestAllHeroHp(function ()
Game.GlobalEvent:DispatchEvent(GameEvent.EndLess.RefreshHeroData) Game.GlobalEvent:DispatchEvent(GameEvent.EndLess.RefreshHeroData)
end) end)
elseif behaviorType == 54 then -- 战斗并销毁指定地图点
behaviorNodeList = {
{"Battle", {monsterID = beArgs[1][1]}, this.SetNextEventId},
{"MapProgressChange", {type = 2, curEventID = 0, monsterID = beArgs[1][1]}},
{"DeletePoint", {pointID = {beArgs[1][2]}}},
}
NetManager.RequestAllHeroHp(function ()
Game.GlobalEvent:DispatchEvent(GameEvent.EndLess.RefreshHeroData)
end)
end end
-- 没有行为 -- 没有行为
@ -328,7 +337,6 @@ function this.JumpEventPoint(eventId, optionId, panel, func)
this.CurTriggerPanel = panel this.CurTriggerPanel = panel
if jumpType == 4 then --关闭界面,不读取,不刷新事件点 if jumpType == 4 then --关闭界面,不读取,不刷新事件点
-- 试炼副本的最后一层 -- 试炼副本的最后一层
if MapTrialManager.IsFinalLevel() then if MapTrialManager.IsFinalLevel() then
Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd) Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)

View File

@ -43,7 +43,7 @@ local _TimeCheckFunc = {
end end
local nextFreshTime = itemData.nextFlushTime local nextFreshTime = itemData.nextFlushTime
local remationTime = nextFreshTime - PlayerManager.serverTime local remationTime = nextFreshTime - PlayerManager.serverTime
LogGreen("remationTime:"..remationTime) --LogGreen("remationTime:"..remationTime)
if remationTime > 0 then if remationTime > 0 then
return remationTime return remationTime
end end

View File

@ -45,24 +45,26 @@ function BattleWinPopup:NextStep()
return return
end end
if m_fightType == BATTLE_TYPE.MAP_FIGHT then --副本战斗结算 if m_fightType == BATTLE_TYPE.MAP_FIGHT then --副本战斗结算
-- m_battlePanel:ClosePanel()
-- self:ClosePanel()
--UIManager.OpenPanel(UIName.RewardItemPopup, m_battleResult.drop, 1,function() m_battlePanel:ClosePanel() self:ClosePanel() end, 1, true) --UIManager.OpenPanel(UIName.RewardItemPopup, m_battleResult.drop, 1,function() m_battlePanel:ClosePanel() self:ClosePanel() end, 1, true)
-- local bestData, allDamage= BattleRecordManager.GetBattleBestData() local bestData, allDamage= BattleRecordManager.GetBattleBestData()
-- FightPointPassManager.oldLevel = PlayerManager.level FightPointPassManager.oldLevel = PlayerManager.level
-- if bestData then if bestData then
-- UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId, bestData.damage, allDamage, function(_BattleBestPopup) UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId, bestData.skinId,bestData.damage, allDamage, function(_BattleBestPopup)
-- -- 打开关卡奖励界面 -- 打开关卡奖励界面
-- UIManager.OpenPanel(UIName.RewardItemPopup, m_battleResult.drop, 1,function() UIManager.OpenPanel(UIName.RewardItemPopup, m_battlePanel.drop, 1,function()
-- if _BattleBestPopup then if _BattleBestPopup then
-- _BattleBestPopup:ClosePanel() _BattleBestPopup:ClosePanel()
-- end end
-- if m_battlePanel then if m_battlePanel then
-- m_battlePanel:ClosePanel() m_battlePanel:ClosePanel()
-- end end
-- self:ClosePanel() self:ClosePanel()
-- Game.GlobalEvent:DispatchEvent(GameEvent.Bag.BagGold) Game.GlobalEvent:DispatchEvent(GameEvent.Bag.BagGold)
-- end, 1, true, true) end, 1, true, true)
-- end) end)
-- end end
-- end) -- end)
elseif m_fightType == BATTLE_TYPE.ELITE_MONSTER then --限时怪战斗结算 elseif m_fightType == BATTLE_TYPE.ELITE_MONSTER then --限时怪战斗结算