神将合成bug
parent
f47dc8f441
commit
86361419cc
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@ -84,6 +84,7 @@ end
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function this.HeroCompoundBtnClick(_btn,_curIndex)
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curIndex = _curIndex
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this.SetBtnSelect(_btn)
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curSelectHeroConfig = nil
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this.ShowCurrPosHeroCompound()
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end
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--显示当前阵营的英雄
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@ -270,6 +271,7 @@ function this.SetShowHeroListData(upStarConsumeMaterial,curHeroList,isFirstPos)-
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end
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return curList
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end
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--升星选择祭品后刷新界面
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function this.AutoSelectUpStarHeroList(_curUpStarData)
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local curUpStarData= _curUpStarData.upStarMaterialsData
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@ -570,7 +572,7 @@ function this.GetAllHeroCompoundData(index)
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if curSelectHeroConfig and curSelectHeroConfig.config and curSelectHeroConfig.config.Id == curHeroCompoundData.config.Id then
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curSelectHeroConfig = curHeroCompoundData
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end
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LogGreen("curHeroCompoundData.needNum "..curHeroCompoundData.needNum.." "..LengthOfTable(curHeroCompoundData.haveHeroList2))
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-- LogGreen("curHeroCompoundData.needNum "..curHeroCompoundData.needNum.." "..LengthOfTable(curHeroCompoundData.haveHeroList2))
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table.insert(allCompoundHeroConFigData,curHeroCompoundData)
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end
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end
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@ -1523,27 +1523,27 @@ function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upSt
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heroSkillSingleHeroProVal, heroSkillLvProVal, heroSkillAllHeroProVal, heroSkillSpecialProVal =
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CalculateHeroPassiveSkillProAddVal(_type, curHeroData.dynamicId, _breakId, _upStarId)
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end
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--if heroSkillSingleHeroProVal and LengthOfTable(heroSkillSingleHeroProVal) > 0 then
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-- if heroSkillSingleHeroProVal and LengthOfTable(heroSkillSingleHeroProVal) > 0 then
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-- for i, v in pairs(heroSkillSingleHeroProVal) do
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-- if v > 0 then
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-- LogError("英雄被动技的单体属性加成 "..i.." "..v)
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-- end
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-- end
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--end
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--if heroSkillLvProVal and LengthOfTable(heroSkillLvProVal) > 0 then
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-- end
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-- if heroSkillLvProVal and LengthOfTable(heroSkillLvProVal) > 0 then
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-- for i, v in pairs(heroSkillLvProVal) do
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-- if v > 0 then
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-- LogError("英雄被动技的等极限值属性加成 "..i.." "..v)
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-- end
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-- end
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--end
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--if heroSkillAllHeroProVal and LengthOfTable(heroSkillAllHeroProVal) > 0 then
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-- end
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-- if heroSkillAllHeroProVal and LengthOfTable(heroSkillAllHeroProVal) > 0 then
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-- for i, v in pairs(heroSkillAllHeroProVal) do
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-- if v > 0 then
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-- LogError("英雄被动技的团体属性加成 "..i.." "..v)
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-- end
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-- end
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--end
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-- end
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--法宝的属性加成 falismanProAdd
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local falismanSingleHeroProVal, falismanLvProVal, falismanAllHeroProVal, falismanSpecialProVal = {}, {}, {}, {}
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if _type == 1 then
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@ -2904,7 +2904,13 @@ function this.ByCompoundHeroGetAllHeros()
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local downSoryHeroList = {}
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for i, v in pairs(heroDatas) do
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if v.star == 4 or v.star == 5 or v.star == 3 then--四星 五星 才能加 3星 是狗粮
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v.isFormation = ""
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if #v.formationList ~= 0 then
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local text = ""
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for index, value in ipairs(v.formationList) do
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text = HeroManager.GetHeroFormationStr(index)
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end
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v.isFormation = text
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end
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table.insert(upSortHeroList,v)
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table.insert(downSoryHeroList,v)
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end
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