Merge branch 'master_develop' of http://60.1.1.230/gaoxin/JL_Client into master_develop

dev_chengFeng
jiaoyangna 2020-08-20 17:36:31 +08:00
commit 948f47398c
8 changed files with 131 additions and 59 deletions

View File

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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children:
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MonoBehaviour:
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m_Name: page_1
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m_Name: tabs_9
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
@ -55212,7 +55212,7 @@ RectTransform:
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m_AnchorMax: {x: 0, y: 1}
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m_Pivot: {x: 0, y: 1}
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CanvasRenderer:
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m_Name: tabs_6
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m_Name: tabs_1
m_TagString: Untagged
m_Icon: {fileID: 0}
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m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}

View File

@ -284,7 +284,6 @@ end
function this.GetActivityOpenStatus(type)
if this.mission[type] then
LogGreen(this.mission[type].reallyOpen)
return this.mission[type].reallyOpen == 1
else
Log(string.format(Language[10002], type))

View File

@ -3503,8 +3503,6 @@ local passivityList = {
end
role.Event:AddEvent(BattleEventName.BuffCaster, onBuffCaster)
end,
-- 直接伤害击杀目标对仇恨目标造成[a]%物理伤害
-- a[float]
[185] = function(role, args)
@ -4726,5 +4724,37 @@ local passivityList = {
end
BattleLogic.Event:AddEvent(BattleEventName.RoleRealDead, _OnRoleRealDead)
end,
-- 释放技能有[a]%概率释放[b]技能。
-- a[float]b[int]
[242] = function(role, args)
local f1 = args[1]
local f2 = args[2]
-- 释放技能后
local onSkillEnd = function(skill)
if skill and skill.type == BattleSkillType.Special then
BattleUtil.RandomAction(f1, function()
--BattleLogic.WaitForTrigger(0.1, function()
LogError("技能触发再次释放技能"..f2)
role:InsertExtraSkill(f2)
--end)
end)
end
end
role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillEnd)
end,
-- 直接伤害击杀目标释放[a]技能。
-- a[float]
[243] = function(role, args)
local f1 = args[1]
local onRoleHit = function(target)
if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
-- local target = RoleManager.GetAliveAggro(role)
--BattleUtil.CalDamage(nil, role, target, 1, f1)
role:InsertExtraSkill(f1)
LogError("击杀触发再次释放技能")
end
end
role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit)
end,
}
return passivityList

View File

@ -186,6 +186,8 @@ BattleSkillType = {
Monster = 0,
Normal = 1,
Special = 2,
--额外技能
Extra = 3,
}
CountTypeName = {
@ -202,6 +204,15 @@ ShieldTypeName = {
AllReduce = 3, -- 无敌护盾
}
--额外释放技能
ExtraReleaseSkill={
skill1={1012051,1,0,1,{200000,{1,0.41,2}}},
skill2={1132051,0.8,0,1,{200212,{1,0.89,2}}},
skill3={1151111,0.05,0,1,{220000,1,0.86,2}},
skill4={10000351,0.3,0.5,4,{400000,{1,1.75,1}}},
}
-- 战斗表属性id对应战斗中属性数据
BattlePropList = {

View File

@ -368,6 +368,19 @@ end
return false
end
-- 根据id获取额外技能
function BattleUtil.GetExtraSkillbyId(id)
if id==1 then
return ExtraReleaseSkill.skill1
elseif id==2 then
return ExtraReleaseSkill.skill2
elseif id==3 then
return ExtraReleaseSkill.skill3
elseif id==4 then
return ExtraReleaseSkill.skill4
end
end
function BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageType, dotType)
if damage < 0 then damage = 0 end
local finalDmg = defRole.data:SubValue(RoleDataName.Hp, damage)

View File

@ -1,4 +1,4 @@
RoleLogic = {}
RoleLogic = {}
RoleLogic.__index = RoleLogic
--local RoleLogic = RoleLogic
--local RoleDataName = RoleDataName
@ -47,7 +47,6 @@ function RoleLogic:Init(uid, data, position)
self.skill = data.skill
self.superSkill = data.superSkill
--首次读条时间=速度/20*(等级+10
self.sp = 0
local time = self:GetRoleData(RoleDataName.Speed)/(20*(self:GetRoleData(RoleDataName.Level)+10))
@ -378,6 +377,26 @@ function RoleLogic:AddSkill(type, isRage, isAdd, targets)
"targets", targets and #targets or "0"
)
end
--加入额外技能,用于额外释放技能 by:王振兴
function RoleLogic:InsertExtraSkill(id)
local effectData=BattleUtil.GetExtraSkillbyId(id)
if effectData then
--和老史,佳琦确认果 附加技能算绝技 被沉默无法释放 可以套娃 递归触发 by:王振兴
SkillManager.InsertSkill(self, effectData, BattleSkillType.Special, nil, true, false)
BattleLogManager.Log(
"Add Skill",
"camp", self.camp,
"pos", self.position,
"type", BattleSkillType.Extra,
"isRage", tostring(false),
"isAdd", tostring(true),
"targets", targets and #targets or "0"
)
end
end
-- 插入一个技能
function RoleLogic:InsertSkill(type, isRage, isAdd, targets)
if not self.IsCanAddSkill and isAdd then return end
@ -488,7 +507,7 @@ function RoleLogic:IsDead()
return self.isDead
end
function RoleLogic:IsRealDead()
return self.isRealDead
return self.isRealDead
end

View File

@ -21,7 +21,7 @@ local kMaxTab = 11
--显示类型 type 面板类型 body 显示页签索引
local ShowType={
Welfare={type=1,body={1,2,5,9}},--福利
Welfare={type=1,body={1,2,5,6}},--福利
MonthFund={type=2,body={7,8}} --超值基金
}
local TabToContent = {
@ -30,13 +30,13 @@ local TabToContent = {
[3] = 3,
[4] = 4,
[5] = 5,
[6] = 6,
[6] = 5,
[7] = 7,
[8] = 7,
[9] = 1,
[10] = 1,
[11] = 1,
[12] = 1,
[9] = 6,
[10] = 5,
[11] = 5,
[12] = 5,
}
local kMaxTab = #TabToContent
@ -53,11 +53,11 @@ function OperatingPanel:InitComponent()
end
self.selectTabIndex = -1
self.operatingContents = {
[1] = WeekMonthGiftPackPage.new(self, Util.GetGameObject(self.transform, "bg/pageContent/page_1")),
[1] = CumulativeSignIn.new(self, Util.GetGameObject(self.transform, "bg/pageContent/page_1")),
[2] = MonthCardPage.new(self, Util.GetGameObject(self.transform, "bg/pageContent/page_2")),
[3] = GrowthGiftPage.new(self, Util.GetGameObject(self.transform, "bg/pageContent/page_3")),
[4] = ContinuityRechargePage.new(self, Util.GetGameObject(self.transform, "bg/pageContent/page_4")),
[5] = CumulativeSignIn.new(self, Util.GetGameObject(self.transform, "bg/pageContent/page_5")),
[5] = WeekMonthGiftPackPage.new(self, Util.GetGameObject(self.transform, "bg/pageContent/page_5")),
[6] = AttentionGiftPage.new(self, Util.GetGameObject(self.transform, "bg/pageContent/page_6")),
[7] = UpperMonthCard:New(self, Util.GetGameObject(self.transform, "bg/pageContent/page_7")),
}
@ -65,11 +65,11 @@ function OperatingPanel:InitComponent()
content:OnHide()
end)
BindRedPointObject(RedPointType.GiftPage, Util.GetGameObject(self.operateTabs[1], "redPoint"))
BindRedPointObject(RedPointType.CumulativeSignIn, Util.GetGameObject(self.operateTabs[1], "redPoint"))
BindRedPointObject(RedPointType.GiftPage, Util.GetGameObject(self.operateTabs[5], "redPoint"))
BindRedPointObject(RedPointType.MonthCard, Util.GetGameObject(self.operateTabs[2], "redPoint"))
BindRedPointObject(RedPointType.GrowthGift, Util.GetGameObject(self.operateTabs[3], "redPoint"))
-- BindRedPointObject(RedPointType.ContinuityRecharge, Util.GetGameObject(self.operateTabs[4], "redPoint"))
BindRedPointObject(RedPointType.CumulativeSignIn, Util.GetGameObject(self.operateTabs[5], "redPoint"))
-- 上部货币显示
self.UpView = SubUIManager.Open(SubUIConfig.UpView, self.transform, { showType = UpViewOpenType.ShowLeft })
@ -148,7 +148,7 @@ function OperatingPanel:OnDestroy()
end
function OperatingPanel:OnTabClicked(index)
if index == 6 then --第6个是什么绑定手鸡
if index == 9 then --第9个是什么绑定手鸡
PopupTipPanel.ShowTip(Language[11487])
return
end
@ -178,10 +178,10 @@ function OperatingPanel:ShowTabContent(index)
self.operatingContents[oldContent]:OnHide()
end
if index == 1 then
if index == 5 then
self.operatingContents[curContent]:OnShow(self.sortingOrder, 1)
return
elseif index == 9 then
elseif index == 6 then
self.operatingContents[curContent]:OnShow(self.sortingOrder, 2)
return
elseif index==10 then
@ -242,9 +242,9 @@ function OperatingPanel:RefreshTabStatus()
end
if not RECHARGEABLE then--(是否开启充值)
self.operateTabs[1]:SetActive(false)
self.operateTabs[5]:SetActive(false)
self.operateTabs[2]:SetActive(false)
self.operateTabs[9]:SetActive(false)
self.operateTabs[6]:SetActive(false)
self.operateTabs[3]:SetActive(false)
self.operateTabs[7]:SetActive(false)--, SALARY_TYPE.BASE_128
self.operateTabs[8]:SetActive(false)--, SALARY_TYPE.BASE_328
@ -255,7 +255,7 @@ function OperatingPanel:RefreshTabStatus()
end
function OperatingPanel:GetPriorityIndex()
local index = 5
local index = 1
for idx, operateItem in ipairs(self.operateTabs) do
if Util.GetGameObject(operateItem, "redPoint").activeSelf then
index = idx