diff --git a/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua b/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua index 79b8fb4805..99347e0e69 100644 --- a/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua +++ b/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua @@ -523,8 +523,8 @@ function this.OnClickTabBtn(_proId, isTop,isAni) heros = ExpeditionManager.GetHeroDataByProperty(heros,_proId, limitLevel) end elseif this.curFormationIndex == FormationTypeDef.FORMATION_ENDLESS_MAP then - heros = EndLessMapManager.GetHeroDataByProperty(_proId, limitLevel) - heros = EndLessMapManager.GetHeroDataByProperty1(_proId, limitLevel,heros) + heros = EndLessMapManager.GetHeroDataByProperty(_proId) + heros = EndLessMapManager.GetHeroDataByProperty1(_proId,heros) elseif this.curFormationIndex == FormationTypeDef.FIGHT_ASSISTANTLEVEL then--山河社稷图副官卡 if _proId == ProIdConst.All then heros = FightLevelManager.GetAllHeroDatas(limitLevel,parameter)--parameter 山河社稷图小关卡数据 @@ -1020,7 +1020,7 @@ function this.SetOneKeyCarBonGo() return end - local heros = HeroManager.GetAllHeroDatas(limitLevel) + local heros = EndLessMapManager.GetHeroDataByProperty(0) --按战力从大到小排序 table.sort(heros,function(a,b) if a.warPower == b.warPower then diff --git a/Assets/ManagedResources/~Lua/Modules/Map/EndLessMapManager.lua b/Assets/ManagedResources/~Lua/Modules/Map/EndLessMapManager.lua index 9dfe38bec7..5fba3dd37f 100644 --- a/Assets/ManagedResources/~Lua/Modules/Map/EndLessMapManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Map/EndLessMapManager.lua @@ -504,25 +504,23 @@ function this.GetCanUseHeroDatas() end end -function this.GetHeroDataByProperty(_proId, limitLevel) +function this.GetHeroDataByProperty(_proId) this.GetCanUseHeroDatas() local heros = {} local index = 1 if this.canUseHeroDatas then for i, v in pairs(this.canUseHeroDatas) do if v.property == _proId or _proId == 0 then - if v.lv >= limitLevel then heros[index] = v heros[index].exist = 1 index = index + 1 - end end end end return heros end -function this.GetHeroDataByProperty1(_proId, limitLevel,_heros) +function this.GetHeroDataByProperty1(_proId,_heros) local index = 0 for i, v in pairs(this.heroDataLists) do local isExist = false @@ -532,7 +530,7 @@ function this.GetHeroDataByProperty1(_proId, limitLevel,_heros) break end end - if not isExist then + if not isExist and (v.property == _proId or _proId == 0) then index = #_heros + 1 _heros[index] = v _heros[index].exist = 0 @@ -548,7 +546,7 @@ function this.InitHeroHp(msg, func) if msg and #msg.heroInfo > 0 then for i = 1, #msg.heroInfo do local heroData = msg.heroInfo[i] - + local allEquipAddProVal= HeroManager.CalculateWarAllProVal(heroData.heroId) local maxHp = allEquipAddProVal[3] local hp = heroData.hp / 10000