无尽副本修改提交
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7d5ff8c3f1
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7779c1dbb1
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@ -26,7 +26,7 @@ end
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function this.UpdateBagData(_itemData, isNoSendNewItemEvent)
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isNoSendNewItemEvent = isNoSendNewItemEvent or false
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local itemdata = {}
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--Log("_itemData.itemId -=-=-=-=-=-=-=-=-=-=-=-=-=-=- ".._itemData.itemId.." ".._itemData.itemNum)
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--LogGreen("_itemData.itemId -=-=-=-=-=-=-=-=-=-=-=-=-=-=- ".._itemData.itemId.." ".._itemData.itemNum)
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local _itemCfgData = itemConfig[_itemData.itemId]
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if _itemCfgData ~= nil then
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-- 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,
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@ -666,9 +666,6 @@ function this.InitMissionData()
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for i = 1,#v.Reward do
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table.insert(data.BoxReward ,v.Reward[i])
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end
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for i = 1,#v.MazePoint do
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table.insert(data.BoxReward ,v.MazePoint[i])
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end
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data.state = 0
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table.insert(this.mission,data)
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end
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@ -295,6 +295,15 @@ function this.UpdateEventPoint(msg, optionId, func)
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NetManager.RequestAllHeroHp(function ()
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Game.GlobalEvent:DispatchEvent(GameEvent.EndLess.RefreshHeroData)
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end)
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elseif behaviorType == 54 then -- 战斗并销毁指定地图点
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behaviorNodeList = {
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{"Battle", {monsterID = beArgs[1][1]}, this.SetNextEventId},
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{"MapProgressChange", {type = 2, curEventID = 0, monsterID = beArgs[1][1]}},
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{"DeletePoint", {pointID = {beArgs[1][2]}}},
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}
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NetManager.RequestAllHeroHp(function ()
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Game.GlobalEvent:DispatchEvent(GameEvent.EndLess.RefreshHeroData)
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end)
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end
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-- 没有行为
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@ -328,7 +337,6 @@ function this.JumpEventPoint(eventId, optionId, panel, func)
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this.CurTriggerPanel = panel
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if jumpType == 4 then --关闭界面,不读取,不刷新事件点
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-- 试炼副本的最后一层
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if MapTrialManager.IsFinalLevel() then
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Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
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@ -43,7 +43,7 @@ local _TimeCheckFunc = {
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end
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local nextFreshTime = itemData.nextFlushTime
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local remationTime = nextFreshTime - PlayerManager.serverTime
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LogGreen("remationTime:"..remationTime)
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--LogGreen("remationTime:"..remationTime)
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if remationTime > 0 then
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return remationTime
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end
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@ -45,24 +45,26 @@ function BattleWinPopup:NextStep()
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return
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end
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if m_fightType == BATTLE_TYPE.MAP_FIGHT then --副本战斗结算
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-- m_battlePanel:ClosePanel()
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-- self:ClosePanel()
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--UIManager.OpenPanel(UIName.RewardItemPopup, m_battleResult.drop, 1,function() m_battlePanel:ClosePanel() self:ClosePanel() end, 1, true)
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-- local bestData, allDamage= BattleRecordManager.GetBattleBestData()
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-- FightPointPassManager.oldLevel = PlayerManager.level
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-- if bestData then
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-- UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId, bestData.damage, allDamage, function(_BattleBestPopup)
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-- -- 打开关卡奖励界面
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-- UIManager.OpenPanel(UIName.RewardItemPopup, m_battleResult.drop, 1,function()
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-- if _BattleBestPopup then
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-- _BattleBestPopup:ClosePanel()
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-- end
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-- if m_battlePanel then
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-- m_battlePanel:ClosePanel()
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-- end
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-- self:ClosePanel()
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-- Game.GlobalEvent:DispatchEvent(GameEvent.Bag.BagGold)
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-- end, 1, true, true)
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-- end)
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-- end
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local bestData, allDamage= BattleRecordManager.GetBattleBestData()
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FightPointPassManager.oldLevel = PlayerManager.level
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if bestData then
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UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId, bestData.skinId,bestData.damage, allDamage, function(_BattleBestPopup)
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-- 打开关卡奖励界面
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UIManager.OpenPanel(UIName.RewardItemPopup, m_battlePanel.drop, 1,function()
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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end
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if m_battlePanel then
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m_battlePanel:ClosePanel()
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end
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self:ClosePanel()
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Game.GlobalEvent:DispatchEvent(GameEvent.Bag.BagGold)
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end, 1, true, true)
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end)
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end
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-- end)
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elseif m_fightType == BATTLE_TYPE.ELITE_MONSTER then --限时怪战斗结算
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