心愿概率修改
parent
1e1d1611dc
commit
92203aceef
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@ -108,11 +108,28 @@ function this:Refresh(isTop,isAni)
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if not RecruitManager.drawTimes[1] or RecruitManager.drawTimes[1] < data then
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self.parent:ClosePanel()
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end
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local aaa=string.format("抽到<size=35><color=#31FF00>5星</color></size>神将时,有<size=35><color=#31FF00>%s%s</color></size>几率转化为<size=35><color=#31FF00>心愿神将!</color></size>",RecruitManager.GetWishPro(),"%")
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self.infoTxt.text=aaa
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self.selectBtn:GetComponent("RectTransform").localPosition = self.tabListObj[self.curSelect]:GetComponent("RectTransform").localPosition
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this:SetHeroList(isTop,isAni)
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this:SetUpHero()
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local pro,pro1=RecruitManager.GetWishPro()
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LogError("pro==============="..pro.." pro1=="..pro1)
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local showPro=pro
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if RecruitManager.WishCardData[1] then
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local id=RecruitManager.WishCardData[1].heroTid
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LogError("you yingxiong ======================================"..id)
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if heroConfig[id] then
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if heroConfig[id].Natural<=6 then
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showPro=pro
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elseif heroConfig[id].Natural==7 then
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showPro=pro1
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end
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end
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end
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local aaa=string.format("抽到<size=35><color=#31FF00>5星</color></size>神将时,有<size=35><color=#31FF00>%s%s</color></size>几率转化为<size=35><color=#31FF00>心愿神将!</color></size>",showPro,"%")
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self.infoTxt.text=aaa
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end
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function this:SetUpHero()
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@ -123,7 +123,12 @@ function this.SetScrollPre(root,data)
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goBtn:SetActive(false)
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getBtn:SetActive(false)
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local mask=Util.GetGameObject(root,"mask")
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info.text="宝箱"..wishData.Level.."级奖励,心愿概率提升为"..wishData.Weight/100 .."%"
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if type==1 then
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info.text="宝箱"..wishData.Level.."级奖励,心愿概率提升为: 传说"..wishData.Weight/100 .."%".." 神话"..wishData.MythWeight/100 .."%"
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else
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info.text="宝箱"..wishData.Level.."级奖励,心愿概率提升为:"..wishData.Weight/100 .."%"
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end
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if not itemList[root] then
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itemList[root] = {}
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end
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@ -202,7 +202,7 @@ function RecruitEquipPanelNew:UpdataPanel()
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for i, v in ConfigPairs(wishConfig) do
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if RecruitManager.drawTimes[4] and RecruitManager.drawTimes[4]>= v.DrawCardNumber and v.LotteryType==4 then
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wishLv=v.Level
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RecruitManager.SetWishPro(v.Weight/10000*100)
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RecruitManager.SetWishPro(v.Weight/10000*100,v.MythWeight/10000*100)
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end
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end
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self.boxNameText.text="宝箱等级:"..wishLv
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@ -77,12 +77,14 @@ function this.GetWishTailsManSoulChips()
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return datas
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end
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local wishPro=20
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function this.SetWishPro(pro)
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local mythPro=20
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function this.SetWishPro(pro,pro1)
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wishPro=pro
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mythPro=pro1
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end
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function this.GetWishPro()
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return wishPro
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return wishPro,mythPro
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end
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function this.CheckIsUpTailsManSoulChip(id)
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if this.upTailsManSoulChip[id] then
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@ -191,7 +191,7 @@ function RecruitPanelNew:UpdataPanel()
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for i, v in ConfigPairs(wishConfig) do
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if RecruitManager.drawTimes[1] and RecruitManager.drawTimes[1]>= v.DrawCardNumber and v.LotteryType==1 then
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wishLv=v.Level
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RecruitManager.SetWishPro(v.Weight/10000*100)
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RecruitManager.SetWishPro(v.Weight/10000*100,v.MythWeight/10000*100)
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end
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end
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self.boxNameText.text="宝箱等级:"..wishLv
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