Merge branch 'master_develop2' into xuanyuanbaojing

# Conflicts:
#	Assets/ManagedResources/~Lua/Modules/Carbon/XuanYuanMirrorManager.lua
#	data_execl/base_data/GlobalSystemConfig.xlsx
#	data_execl/base_data/ItemConfig.xlsx
#	data_execl/base_data/RechargeCommodityConfig.xlsx
dev_chengFeng
jiaoyangna 2020-08-12 14:17:01 +08:00
commit 96d47d34a8
97 changed files with 1704 additions and 430 deletions

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View File

@ -102,6 +102,7 @@ GameEvent = {
-- 刷新英雄血量
RefreshHeroHp="Map.RefreshHeroHp",
StopWalk="Map.StopWalk",
MaskState = "Map.MaskState"
},
Event = {
PointTrigger = "Event.PointTrigger",

View File

@ -10,6 +10,7 @@ this.mapShotTimeItemData = {}
this.tianFuMaterial = {}
this.needEndingTime = 0
this.dropIsSHowEquipPrint = true--显示掉落时是否显示装备和魂印
function this.Initialize()
this.isBagPanel = false
end
@ -703,7 +704,12 @@ function this.GetItemListFromTempBag(drop, isSave)
itemdata.frame = GetQuantityImageByquality(itemdata.configData.Quantity)
itemdata.icon = GetResourcePath(itemdata.configData.ResourceID)
itemdata.num = drop.itemlist[i].itemNum
table.insert(itemDataList, itemdata)
-- LogGreen("itemdata.configData.ItemType "..itemdata.configData.ItemType.." this.dropIsSHowEquipPrint "..tostring(this.dropIsSHowEquipPrint))
if itemdata.configData.ItemType ~= ItemType.Equip or itemdata.configData.ItemType ~= ItemType.HunYin then
table.insert(itemDataList, itemdata)
elseif this.dropIsSHowEquipPrint then--献祭 升星吞卡 掉落身上装备和魂印 但是不显示 前端做处理
table.insert(itemDataList, itemdata)
end
end
end
if drop.equipId ~= nil and #drop.equipId > 0 then
@ -992,4 +998,8 @@ function this.BagIndicationRefresh(msg)
CheckRedPointStatus(RedPointType.Bag_HeroDebris)
CheckRedPointStatus(RedPointType.Bag_BoxAndBlueprint)
end
function this.SetDropIsSHowEquipPrint(dropIsSHowEquipPrint)
this.dropIsSHowEquipPrint = dropIsSHowEquipPrint
end
return this

View File

@ -2206,7 +2206,7 @@ local passivityList = {
-- 释放技能后
local onSkillEnd = function(skill)
if skill.type == BattleSkillType.Special then
local list = RoleManager.Query(function(v) return v.position > 3 end)
local list = RoleManager.Query(function(v) return v.position > 3 and v.camp==role.camp end)
for _, r in ipairs(list) do
r:AddRage(i1, CountTypeName.Add)
end
@ -3235,9 +3235,9 @@ local passivityList = {
local af = 0
local onSkillCast = function(skill)
local targets = skill:GetDirectTargets()
if targets and #targets > 0 then
af = BattleUtil.ErrorCorrection(f1/#targets)
local maxNum = skill:GetMaxTargetNum()
if maxNum and maxNum > 0 then
af = BattleUtil.ErrorCorrection(f1/maxNum)
end
end
role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast)
@ -3309,9 +3309,9 @@ local passivityList = {
local af = 0
local onSkillCast = function(skill)
local targets = skill.effectTargets[2]
if targets and #targets > 0 then
af = BattleUtil.ErrorCorrection(f1/#targets)
local maxNum = skill:GetMaxTargetNum()
if maxNum and maxNum > 0 then
af = BattleUtil.ErrorCorrection(f1/maxNum)
end
end
role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast)
@ -3365,9 +3365,9 @@ local passivityList = {
local af = 0
local onSkillCast = function(skill)
local targets = skill:GetDirectTargets()
if targets and #targets > 0 then
af = BattleUtil.ErrorCorrection(f1/#targets)
local maxNum = skill:GetMaxTargetNum()
if maxNum and maxNum > 0 then
af = BattleUtil.ErrorCorrection(f1/maxNum)
end
end
role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast)
@ -3436,9 +3436,9 @@ local passivityList = {
local af = 0
local onSkillCast = function(skill)
local targets = skill:GetDirectTargets()
if targets and #targets > 0 then
af = BattleUtil.ErrorCorrection(f1/#targets)
local maxNum = skill:GetMaxTargetNum()
if maxNum and maxNum > 0 then
af = BattleUtil.ErrorCorrection(f1/maxNum)
end
end
role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast)
@ -3714,15 +3714,24 @@ local passivityList = {
local f1 = args[1]
local OnRoleDamageBefore = function(defRole, factorFunc, damageType, skill)
local targets = skill:GetDirectTargets()
if not targets or #targets == 0 then return end
local cf = f1/#targets
for _, target in ipairs(targets) do
BattleUtil.RandomAction(cf, function()
BattleLogic.BuffMgr:ClearBuff(target, function(buff)
return buff.type == BuffName.Shield and buff.shieldType == ShieldTypeName.AllReduce
if skill then
-- 计算概率
local cf = f1
local maxNum = skill:GetMaxTargetNum()
if maxNum and maxNum > 0 then
cf = cf/maxNum
end
local targets = skill:GetDirectTargets()
if not targets or #targets == 0 then return end
for _, target in ipairs(targets) do
BattleUtil.RandomAction(cf, function()
BattleLogic.BuffMgr:ClearBuff(target, function(buff)
return buff.type == BuffName.Shield and buff.shieldType == ShieldTypeName.AllReduce
end)
end)
end)
end
end
end
role.Event:AddEvent(BattleEventName.RoleDamageBefore, OnRoleDamageBefore)

View File

@ -208,7 +208,7 @@ function Skill:Cast(func)
--技能的施法时间计算根据当前目标id关联的持续时间取其中时间最长的一个
local duration = self.hitTime + self.continueTime
-- 结算时间向后延长0.2秒,避免在效果结算完成前就结束了技能释放
BattleLogic.WaitForTrigger(duration + 0.2, function()
BattleLogic.WaitForTrigger(duration + 0.4, function()
self.owner.Event:DispatchEvent(BattleEventName.SkillCastEnd, self)
BattleLogic.Event:DispatchEvent(BattleEventName.SkillCastEnd, self)

View File

@ -161,6 +161,12 @@ end
-- 改变怒气值
function RoleLogic:AddRage(value, type)
-- 角色身上有无敌盾,不扣除怒气 by:wangzhenxing 2020/08/10 14:56
if (type==3 or type==4) and BattleLogic.BuffMgr:HasBuff(self, BuffName.Shield, function (buff) return buff.shieldType and buff.shieldType == ShieldTypeName.AllReduce end) then
LogError("角色身上有无敌盾,不扣除怒气")
return
end
local delta = 0
if type == 1 then --加算
delta = value

View File

@ -179,6 +179,7 @@ function this.InitCompShow()
end
function this.SetStaticData()
LogGreen("EndLessMapManager.openMapId "..EndLessMapManager.openMapId)
local mapData = endLessConfig[EndLessMapManager.openMapId]
if not mapData then Log(Language[10362]) end

View File

@ -1,4 +1,4 @@
require("Base/BasePanel")
require("Base/BasePanel")
PlotRewardPreviewPupop = Inherit(BasePanel)
local this = PlotRewardPreviewPupop
--local starConfig = ConfigManager.GetConfig(ConfigName.ChallengeStarBox)

View File

@ -1,4 +1,4 @@
require("Base/BasePanel")
require("Base/BasePanel")--(24暂时关闭)prefab中的天宫秘宝入口被关闭记得开启按钮底下还有个底儿
ExpeditionMainPanel = Inherit(BasePanel)
local this = ExpeditionMainPanel
local nodeGrid = {}
@ -41,7 +41,6 @@ function ExpeditionMainPanel:InitComponent()
self.Btn2 = Util.GetGameObject(self.parent, "lowGO/Btn2")
self.Btn3 = Util.GetGameObject(self.parent, "lowGO/Btn3")
self.Btn4 = Util.GetGameObject(self.parent, "upLeftGo/Btn4")
self.Btn4Image = Util.GetGameObject(self.parent, "upLeftGo/Image")
self.Btn5 = Util.GetGameObject(self.parent, "lowGO/Btn5")
self.helpBtn = Util.GetGameObject(self.parent, "upLeftGo/helpBtn")
self.redPoint = Util.GetGameObject(self.parent, "upLeftGo/Btn4/redPoint")
@ -59,6 +58,8 @@ function ExpeditionMainPanel:InitComponent()
end
nodeItemGrid[i] = nodeGridItemsGri
end
--self.mask = Util.GetGameObject(self.parent, "mask")
--self.mask:SetActive(false)
npc = NameManager.roleSex == ROLE_SEX.BOY and "live2d_npc_map" or "live2d_npc_map_nv"
local scale = NameManager.roleSex == ROLE_SEX.BOY and Vector3.one*0.2 or Vector3.one * 0.12
self.liveNode = poolManager:LoadLive(npc, Util.GetTransform(self.parent, "playerLive"), scale, Vector3.zero)
@ -233,11 +234,15 @@ function ExpeditionMainPanel:OnShowNodeData(isMoveGrid)
self.grid:GetComponent("RectTransform").anchoredPosition = Vector3.New(0,y,0)
end
end
if not RECHARGEABLE then--(是否开启充值)
self.Btn4:SetActive(false)
self.Btn4Image:SetActive(false)
end
--self.ScrollView:SetData(curAllLayNodeList, function (index, go)
-- self:SingleLayNodeShow(go,curAllLayNodeList[index],(#AllLayNodeList - index) + 1)
--end)
--LogError("#AllLayNodeList - GetCurNodeInfo.lay "..#AllLayNodeList - GetCurNodeInfo.lay)
--local curIndex = #AllLayNodeList - GetCurNodeInfo.lay
--if curIndex == 0 then
-- curIndex = curIndex + 1
--end
--self.ScrollView:SetIndex(curIndex)
end
--实例化每层信息
@ -546,6 +551,13 @@ end
--界面销毁时调用(用于子类重写)
function ExpeditionMainPanel:OnDestroy()
--if live2dList and #live2dList > 0 then
-- for i = 1, #live2dList do
-- poolManager:UnLoadLive(live2dList[i][1], live2dList[i][2], PoolManager.AssetType.GameObject)
-- live2dList[i] = nil
-- end
--end
--live2dList = {}
if self.liveNode then
poolManager:UnLoadLive(npc, self.liveNode, PoolManager.AssetType.GameObject)
self.liveNode = nil
@ -563,6 +575,12 @@ function ExpeditionMainPanel:InitLiveSet(iconId, go)
local configData = ConfigManager.GetConfigData(ConfigName.ExpeditionNodeConfig,iconId)
local live2d = poolManager:LoadLive(configData.Icon, Util.GetTransform(go, "goParent"),
Vector3.one * configData.Scale, Vector3.New(configData.Position[1], configData.Position[2],0))
--local curLive = {configData.Icon,live2d}
--table.insert(live2dList,curLive)
--local skeleton = live2d:GetComponent("SkeletonGraphic")
--if skeleton and iconId == 2 then--首领
-- skeleton.AnimationState:SetAnimation(0, "idle2", true)
--end
return {name=configData.Icon, go=live2d}
end
-- 设置文本透明度
@ -579,8 +597,10 @@ end
function ExpeditionMainPanel:SingleNodeInfoIconShow(nodeGo,layNodeData)
local infoIcon = Util.GetGameObject(nodeGo, "infoIcon")
local warPowerGo = Util.GetGameObject(infoIcon, "warPowerGo")
--local iconImage = Util.GetGameObject(warPowerGo, "iconImage"):GetComponent("Image")
local powerText = Util.GetGameObject(warPowerGo, "powerText"):GetComponent("Text")
local textIconGo = Util.GetGameObject(infoIcon, "textIconGo")
--local iconImage2 = Util.GetGameObject(textIconGo, "iconImage"):GetComponent("Image")
infoIcon :SetActive(false)
warPowerGo:SetActive(false)
textIconGo:SetActive(false)
@ -594,7 +614,21 @@ function ExpeditionMainPanel:SingleNodeInfoIconShow(nodeGo,layNodeData)
warPowerGo:SetActive(true)
powerText.text = layNodeData.bossTeaminfo.totalForce
end
--if GetCurNodeInfo.lay == layNodeData.lay then--当前层
-- if layNodeData.type == ExpeditionNodeType.Jy or layNodeData.type == ExpeditionNodeType.Boss or layNodeData.type == ExpeditionNodeType.Common then
-- warPowerGo:SetActive(false)
-- --iconImage.sprite = Util.LoadSprite(ExpeditionManager.NodeInfoIcon[layNodeData.type])
-- powerText.text = layNodeData.bossTeaminfo.totalForce
-- elseif layNodeData.type == ExpeditionNodeType.Resurgence or layNodeData.type == ExpeditionNodeType.Reply or layNodeData.type == ExpeditionNodeType.Halidom then
-- --iconImage2.sprite = Util.LoadSprite(ExpeditionManager.NodeInfoIcon[layNodeData .type])
-- end
-- if isAllHaveAttack then
-- if layNodeData.state == ExpeditionNodeState.No then--关闭 状态
-- elseif layNodeData.state == ExpeditionNodeState.NoGetEquip then--未领圣物状态
-- --iconImage2.sprite = Util.LoadSprite(ExpeditionManager.NodeInfoIcon[ExpeditionNodeType.Halidom])
-- end
-- end
--end
end
function ExpeditionMainPanel:PlayerMoveFun()
@ -617,6 +651,7 @@ function ExpeditionMainPanel:PlayerMoveFun()
end):OnComplete(function ()
--Log("行走完毕")
SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true)
--self.mask:SetActive(isPlayerMove)
--隐藏该层级所有形象
--播放下落动画
for i = 1, #targetPosGoAndData.layAllData do

View File

@ -915,57 +915,59 @@ local function CalculateHeroUpTalismanProAddVal(_heroId, _breakId, _upStarId,tea
end
--英雄身上魂印属性计算
local function CalculateSoulPrintAddVal(_heroId)
local allSoulPrintAddWarPowerVal = 0
-- local allSoulPrintAddWarPowerVal = 0
-- local curHeroData = HeroManager.GetSingleHeroData(_heroId)
-- if curHeroData then
-- if (table.nums(curHeroData.soulPrintList) >= 1) then
-- for i = 1, #curHeroData.soulPrintList do
-- LogError(_heroId)
-- local cursoulPrintConfig = equipConfig[curHeroData.soulPrintList[i].equipId]
-- if cursoulPrintConfig then
-- allSoulPrintAddWarPowerVal = allSoulPrintAddWarPowerVal + cursoulPrintConfig.Score
-- end
-- end
-- end
-- end
-- return allSoulPrintAddWarPowerVal
local addAllProVal = {}
local singleHeroProVal,lvProVal,allHeroProVal,specialProVal
local curHeroData = HeroManager.GetSingleHeroData(_heroId)
if curHeroData then
if (table.nums(curHeroData.soulPrintList) >= 1) then
for i = 1, #curHeroData.soulPrintList do
local cursoulPrintConfig = equipConfig[curHeroData.soulPrintList[i].equipId]
if cursoulPrintConfig then
allSoulPrintAddWarPowerVal = allSoulPrintAddWarPowerVal + cursoulPrintConfig.Score
end
end
end
if(table.nums(curHeroData.soulPrintList) >= 1) then
for i = 1, #curHeroData.soulPrintList do
local cursoulPrintConfig = equipConfig[curHeroData.soulPrintList[i].equipId]
if cursoulPrintConfig then
--基础属性计算
local soulPrintPropertyList = cursoulPrintConfig.Property
if soulPrintPropertyList and #soulPrintPropertyList > 0 then
for i,v in pairs(soulPrintPropertyList) do
if(addAllProVal[v[1]]) then
addAllProVal[v[1]]=v[2]+addAllProVal[v[1]]
else
addAllProVal[v[1]]=v[2]
end
end
end
--被动技能计算
if cursoulPrintConfig.PassiveSkill then
--单体加成 --单体等级限制加成 --团体加成 --减乘
singleHeroProVal,lvProVal,allHeroProVal,specialProVal = this.CalculatePassiveSkillsValList(WarPowerType.SoulPrint,cursoulPrintConfig.PassiveSkill)
end
end
end
end
end
return allSoulPrintAddWarPowerVal
--local addAllProVal = {}
--local singleHeroProVal,lvProVal,allHeroProVal,specialProVal
--local curHeroData = HeroManager.GetSingleHeroData(_heroId)
--if curHeroData then
-- if(table.nums(curHeroData.soulPrintList) >= 1) then
-- for i = 1, #curHeroData.soulPrintList do
-- local cursoulPrintConfig = equipConfig[curHeroData.soulPrintList[i].equipId]
-- if cursoulPrintConfig then
-- --基础属性计算
-- local soulPrintPropertyList = cursoulPrintConfig.Property
-- if soulPrintPropertyList and #soulPrintPropertyList > 0 then
-- for i,v in pairs(soulPrintPropertyList) do
-- if(addAllProVal[v[1]]) then
-- addAllProVal[v[1]]=v[2]+addAllProVal[v[1]]
-- else
-- addAllProVal[v[1]]=v[2]
-- end
-- end
-- end
-- --被动技能计算
-- if cursoulPrintConfig.PassiveSkill then
-- --单体加成 --单体等级限制加成 --团体加成 --减乘
-- singleHeroProVal,lvProVal,allHeroProVal,specialProVal = this.CalculatePassiveSkillsValList(WarPowerType.SoulPrint,cursoulPrintConfig.PassiveSkill)
-- end
-- end
-- end
-- end
--end
--if singleHeroProVal and LengthOfTable(singleHeroProVal) > 0 then
-- for i,v in pairs(singleHeroProVal) do
-- if addAllProVal[i] then
-- addAllProVal[i] = addAllProVal[i] + v
-- else
-- addAllProVal[i] = v
-- end
-- end
--end
--return addAllProVal,lvProVal,allHeroProVal,specialProVal
if singleHeroProVal and LengthOfTable(singleHeroProVal) > 0 then
for i,v in pairs(singleHeroProVal) do
if addAllProVal[i] then
addAllProVal[i] = addAllProVal[i] + v
else
addAllProVal[i] = v
end
end
end
return addAllProVal,lvProVal,allHeroProVal,specialProVal
end
--英雄身上宝器属性计算
local function CalculateEquipTreaSureAddVal(_heroId)
@ -1434,10 +1436,10 @@ function this.GetAllHeroTeamAddProVal(teamHeroInfos,curteamHeroDid)
CalculateHeroPassiveSkillProAddVal(1, teamHeroInfos[i].heroId,nil,nil, curteamHeroDid and HeroManager.GetSingleHeroData(curteamHeroDid).heroConfig.PropertyName or nil)
local falismanSingleHeroProVal, falismanLvProVal, falismanAllHeroProVal, falismanSpecialProVal =
CalculateHeroUpTalismanProAddVal(teamHeroInfos[i].heroId,nil,nil, curteamHeroDid and HeroManager.GetSingleHeroData(curteamHeroDid).heroConfig.PropertyName or nil)
--local soulPrinSingleHeroProVal,soulPrinLvProVal,soulPrinAllHeroProVal,soulPrinSpecialProVal = CalculateSoulPrintAddVal(teamHeroInfos[i].heroId)
local soulPrinSingleHeroProVal,soulPrinLvProVal,soulPrinAllHeroProVal,soulPrinSpecialProVal = CalculateSoulPrintAddVal(teamHeroInfos[i].heroId)
this.DoubleTableCompound(teamProVal, heroSkillAllHeroProVal)
this.DoubleTableCompound(teamProVal, falismanAllHeroProVal)
--this.DoubleTableCompound(teamProVal,soulPrinAllHeroProVal)
this.DoubleTableCompound(teamProVal,soulPrinAllHeroProVal)
end
end
--光环加成
@ -1556,7 +1558,7 @@ function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upSt
-- end
--end
--魂印的属性加成
local allSoulPrintAddWarPowerVal = CalculateSoulPrintAddVal(curHeroData.dynamicId)
local singleHeroSoulPrintProVal,lvSoulPrintProVal,allHeroSoulPrintProVal,specialSoulPrintProVal = CalculateSoulPrintAddVal(curHeroData.dynamicId)
-- LogError("魂印的单体属性加成 "..allSoulPrintAddWarPowerVal)
--宝器加成 宝器本身属性 + 宝器激活的强化共鸣 和 精炼共鸣
local equipTreasureAddPro = CalculateEquipTreaSureAddVal(curHeroData.dynamicId)
@ -1600,19 +1602,19 @@ function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upSt
this.DoubleTableCompound(allAddProVal, allPokemonPeiJianAddPro)
this.DoubleTableCompound(allAddProVal, guildSkillAllProAdd)
this.DoubleTableCompound(allAddProVal, falismanSingleHeroProVal)
--this.DoubleTableCompound(allAddProVal,soulPrinSingleHeroProVal)
this.DoubleTableCompound(allAddProVal,singleHeroSoulPrintProVal)
this.DoubleTableCompound(allAddProVal, playerDcorateAdd)
this.DoubleTableCompound(allAddProVal, heroSkillSingleHeroProVal)
this.DoubleTableCompound(allAddProVal, equipTreasureAddPro)
this.DoubleTableCompound(allAddProVal, vipAddPro)
--100等级所有属性合并
this.DoubleTableCompound(lvProVal, falismanLvProVal)
--this.DoubleTableCompound(lvProVal,soulPrinLvProVal)
this.DoubleTableCompound(lvProVal,lvSoulPrintProVal)
this.DoubleTableCompound(lvProVal, heroSkillLvProVal)
--团体所有属性合并
if not _isAllHeroProVal then
this.DoubleTableCompound(allHeroProVal, falismanAllHeroProVal)
--this.DoubleTableCompound(allHeroProVal,soulPrinAllHeroProVal)
this.DoubleTableCompound(allHeroProVal,allHeroSoulPrintProVal)
this.DoubleTableCompound(allHeroProVal, heroSkillAllHeroProVal)
this.DoubleTableCompound(allHeroProVal, teamAddPro)
end
@ -1623,7 +1625,7 @@ function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upSt
-- end
--4公式特殊减乘所有属性加成
this.DoubleTableCompound(specialProVal, falismanSpecialProVal)
--this.DoubleTableCompound(specialProVal,soulPrinSpecialProVal)
this.DoubleTableCompound(specialProVal,specialSoulPrintProVal)
this.DoubleTableCompound(specialProVal, heroSkillSpecialProVal)
--100等级所有属性合并
local forNum = curLvNum - 100
@ -1739,10 +1741,10 @@ curHeroData.MLSproList={}
if _type == 1 then
--最后加魂印战力
allAddProVal[HeroProType.WarPower] =
allEquipScore + CalculateWarForce(allAddProVal) + allSoulPrintAddWarPowerVal
allEquipScore + CalculateWarForce(allAddProVal)
elseif _type == 2 then
allAddProVal[HeroProType.WarPower] =
allEquipScore + CalculateWarForce(allAddProVal) + allSoulPrintAddWarPowerVal
allEquipScore + CalculateWarForce(allAddProVal)
--最后加魂印战力
end
--for i, v in pairs(allAddProVal) do

View File

@ -193,7 +193,8 @@ function this:InitComponent()
this.btnRank = Util.GetGameObject(self.gameObject, "LeftDown/btnRoot/btnRank")
this.rankRed = Util.GetGameObject(this.btnRank, "redPoint")
-- 无尽
this.btnEndLess = Util.GetGameObject(self.gameObject, "LeftDown/btnRoot/btnEndLess")
-- 设置
--this.btnSet = Util.GetGameObject(self.gameObject, "LeftDown/btnRoot/btnSetting")
@ -704,6 +705,10 @@ function this:BindEvent()
end
this.ScenceBtnClick(FUNCTION_OPEN_TYPE.ALLRANKING)
end)
Util.AddClick(this.btnEndLess, function()
UIManager.OpenPanel(UIName.EndLessCarbonPanel)
end)
-- Util.AddClick(this.btnGuanxing, function()
-- JumpManager.GoJump(1024)
-- this.ScenceBtnClick(FUNCTION_OPEN_TYPE.ASPECT_STAR)

View File

@ -132,6 +132,7 @@ function this:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Map.MapDataChange, this.OnMapDataChange)
Game.GlobalEvent:AddEvent(GameEvent.Map.StopWalk, this.StopWalking)
Game.GlobalEvent:AddEvent(GameEvent.FoodBuff.OnFoodBuffStateChanged, this.RefreshBuffShow)
-- Game.GlobalEvent:AddEvent(GameEvent.Map.MaskState, this.MaskState)
missionView.AddListener()
playerView.AddListener()
@ -151,6 +152,7 @@ function this:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Map.MapDataChange, this.OnMapDataChange)
Game.GlobalEvent:RemoveEvent(GameEvent.Map.StopWalk, this.StopWalking)
Game.GlobalEvent:RemoveEvent(GameEvent.FoodBuff.OnFoodBuffStateChanged, this.RefreshBuffShow)
-- Game.GlobalEvent:RemoveEvent(GameEvent.Map.MaskState, this.MaskState)
missionView.RemoveListener()
playerView.RemoveListener()
@ -247,14 +249,22 @@ end
function this.InitCarbonSet()
-- 面板遮罩
this.Mask:SetActive(not MapManager.isOpen)
this.MaskState(1)
local timer = Timer.New(function()
this.MaskState(0)
end, 2.5)
timer:Start()
--如果是在序章
local isStartMap = MapManager.curMapId == 100
this.BtnBack:SetActive(not isStartMap)
end
--设置遮罩开关 1 是开 其他都是关
function this.MaskState(state)
this.Mask:SetActive(state == 1)
end
-- 根据副本的类型显示组件
function this.InitCompShow(type)
this.leftUp:SetActive(type == 2)
@ -286,7 +296,7 @@ function this.SetRoleShow(scale, pos)
DG.Tweening.Core.DOSetter_float(TileMapController.SetScale),
scale, 1):SetEase(Ease.Linear):OnComplete(function ()
this.Mask:SetActive(false)
-- this.Mask:SetActive(false)
playerView.Init(pos)
-- 进图初始化完成

View File

@ -31,10 +31,12 @@ end
function this:BindEvent()
Util.AddClick(this.e_cancelBtn,function()
Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
Game.GlobalEvent:DispatchEvent(GameEvent.Map.MaskState,0)
self:ClosePanel()
end)
Util.AddClick(this.btnBack,function()
Game.GlobalEvent:DispatchEvent(GameEvent.Event.PointTriggerEnd)
Game.GlobalEvent:DispatchEvent(GameEvent.Map.MaskState,0)
self:ClosePanel()
end)
@ -66,16 +68,21 @@ function this:BindEvent()
local fightData = BattleManager.GetBattleServerData(msg)
UIManager.OpenPanel(UIName.BattlePanel,fightData, BATTLE_TYPE.DAILY_CHALLENGE, function()
UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.DAILY_CHALLENGE, function()
--更新精气值
LogGreen(Language[12222]..msg.essenceValue)
MapTrialManager.powerValue = msg.essenceValue
--召唤Boss
if CarbonManager.difficulty == CARBON_TYPE.TRIAL and MapTrialManager.powerValue >= 100 then
MapTrialManager.isHaveBoss = true
MapTrialManager.UpdatePowerValue(0)
end
CarbonManager.InitQuickFightData(monsterGroupId, nil, msg)
-- 延迟一秒刷新显示,避免战斗界面关闭时地图界面没有打开,无法监听删点事件,导致怪物点无法删除的问题
Timer.New(function()
-- 刷新数据
CarbonManager.InitQuickFightData(monsterGroupId, nil, msg)
end, 0.2):Start()
end)
self:ClosePanel()
end)

View File

@ -231,7 +231,8 @@ function this.UpdatePowerValue()
this.powerPercent.text = _value
this.sliderValue.fillAmount = _value / 100
Game.GlobalEvent:DispatchEvent(GameEvent.Bag.OnTempBagChanged)
-- LogPurple("战斗结束")
Game.GlobalEvent:DispatchEvent(GameEvent.Map.MaskState,0)
-- -1时召唤boss
if powerValue == -1 then
this.bossEffect:SetActive(true)--进图显示召唤boss

View File

@ -465,6 +465,8 @@ function this.EdgeEventTrigger(u, v)
end
Log(Language[11304] .. MapManager.mapPointList[pos])
-- LogGreen("事件开始")
Game.GlobalEvent:DispatchEvent(GameEvent.Map.MaskState,1)
--如果英雄阵亡 无法选择其进行战斗
local num = #MapManager.trialHeroInfo

View File

@ -120,7 +120,7 @@ function this.ClosePanelRefreshData()
end
--界面关闭时调用(用于子类重写)
function BattleFailPopup:OnClose()
Game.GlobalEvent:DispatchEvent(GameEvent.Map.MaskState,0)
end
--界面销毁时调用(用于子类重写)

View File

@ -463,7 +463,7 @@ function RewardItemPopup:ItemDataListSort(itemDataList)
end
--界面关闭时调用(用于子类重写)
function RewardItemPopup:OnClose()
BagManager.SetDropIsSHowEquipPrint(true)
local fightConFigData = ConfigManager.GetConfigData(ConfigName.MainLevelConfig, FightPointPassManager.curOpenFight)
if compShowType == 1 then
compShowType = 0

View File

@ -36,6 +36,7 @@ function this:BindEvent()
NetManager.UseAndPriceItemRequest(3, data, function(msg)
HeroManager.DeleteHeroDatas(data)
parent:ClosePanel()
BagManager.SetDropIsSHowEquipPrint(false)
UIManager.OpenPanel(UIName.RewardItemPopup,msg,1,function ()
ResolvePanel.SwitchView(1)
end)

View File

@ -1278,6 +1278,7 @@ function RoleInfoPanel:StarUpClick()
UIManager.OpenPanel(UIName.RoleUpStarSuccessPanel,curHeroData,upStarRankUpConfig.Id,upStarRankUpConfig.OpenLevel,function ()
local dropItemTabs = BagManager.GetTableByBackDropData(msg)
if #dropItemTabs > 0 then
BagManager.SetDropIsSHowEquipPrint(false)
UIManager.OpenPanel(UIName.RewardItemPopup, msg, 1, function ()
self:DeleteUpStarMaterials()
end)

View File

@ -14,351 +14,351 @@ MonoBehaviour:
m_EditorClassIdentifier:
_keys:
- F:\jielingNew/data_execl/base_data\ActivityDropReward.xlsx
- F:\jielingNew/data_execl/base_data\ErrorCodeEerverConfig.xlsx
- F:\jielingNew/data_execl/base_data\AdventureReward.xlsx
- F:\jielingNew/data_execl/base_data\AreaConfig.xlsx
- F:\jielingNew/data_execl/base_data\AdventureConfig.xlsx
- F:\jielingNew/data_execl/base_data\ArenaBattleReward.xlsx
- F:\jielingNew/data_execl/base_data\ArenaRobotSetting.xlsx
- F:\jielingNew/data_execl/base_data\ArenaReward.xlsx
- F:\jielingNew/data_execl/base_data\ArenaSetting.xlsx
- F:\jielingNew/data_execl/base_data\BlessingConfig.xlsx
- F:\jielingNew/data_execl/base_data\FakeBattle.xlsx
- F:\jielingNew/data_execl/base_data\BlessingRewardPool.xlsx
- F:\jielingNew/data_execl/base_data\BeStronger.xlsx
- F:\jielingNew/data_execl/base_data\GameSetting.xlsx
- F:\jielingNew/data_execl/base_data\ErrorCodeHint.xlsx
- F:\jielingNew/data_execl/base_data\BloodyMessagesConfig.xlsx
- F:\jielingNew/data_execl/base_data\BeginnerTask.xlsx
- F:\jielingNew/data_execl/base_data\AudioConfig.xlsx
- F:\jielingNew/data_execl/base_data\FoodsConfig.xlsx
- F:\jielingNew/data_execl/base_data\BloodyBattleReward.xlsx
- F:\jielingNew/data_execl/base_data\ArenaRobotConfig.xlsx
- F:\jielingNew/data_execl/base_data\DifferDemonsBoxSeaons.xlsx
- F:\jielingNew/data_execl/base_data\DifferDemonsBoxPools.xlsx
- F:\jielingNew/data_execl/base_data\ChallengeMapConfig.xlsx
- F:\jielingNew/data_execl/base_data\ChapterOptionConfig.xlsx
- F:\jielingNew/data_execl/base_data\ExchangeActivityConfig.xlsx
- F:\jielingNew/data_execl/base_data\DifferDemonsConfig.xlsx
- F:\jielingNew/data_execl/base_data\ExpeditionFloorConfig.xlsx
- F:\jielingNew/data_execl/base_data\DialRewardSetting.xlsx
- F:\jielingNew/data_execl/base_data\DialRewardConfig.xlsx
- F:\jielingNew/data_execl/base_data\AchievementConfig.xlsx
- F:\jielingNew/data_execl/base_data\BloodyBattleSetting.xlsx
- F:\jielingNew/data_execl/base_data\GuildScoreConfig.xlsx
- F:\jielingNew/data_execl/base_data\DifferDemonsStageConfig.xlsx
- F:\jielingNew/data_execl/base_data\ChallengeConfig.xlsx
- F:\jielingNew/data_execl/base_data\DifferDemonsBoxSetting.xlsx
- F:\jielingNew/data_execl/base_data\DailyTasksConfig.xlsx
- F:\jielingNew/data_execl/base_data\ChampionshipReward.xlsx
- F:\jielingNew/data_execl/base_data\ChampionshipSetting.xlsx
- F:\jielingNew/data_execl/base_data\BloodyBattleTask.xlsx
- F:\jielingNew/data_execl/base_data\BloodyBattleTreasure.xlsx
- F:\jielingNew/data_execl/base_data\DailyChallengeConfig.xlsx
- F:\jielingNew/data_execl/base_data\ChallengeStarBox.xlsx
- F:\jielingNew/data_execl/base_data\ChallengeSetting.xlsx
- F:\jielingNew/data_execl/base_data\GuildSetting.xlsx
- F:\jielingNew/data_execl/base_data\BloodyRankConfig.xlsx
- F:\jielingNew/data_execl/base_data\AccomplishmentConfig.xlsx
- F:\jielingNew/data_execl/base_data\CombatControl.xlsx
- F:\jielingNew/data_execl/base_data\ChallengeMissionConfig.xlsx
- F:\jielingNew/data_execl/base_data\ExploreFunctionConfig.xlsx
- F:\jielingNew/data_execl/base_data\ExpeditionRecruitConfig.xlsx
- F:\jielingNew/data_execl/base_data\ExpeditionSetting.xlsx
- F:\jielingNew/data_execl/base_data\ActivityRankingReward.xlsx
- F:\jielingNew/data_execl/base_data\HeroRankupGroup.xlsx
- F:\jielingNew/data_execl/base_data\HeroRankupConfig.xlsx
- F:\jielingNew/data_execl/base_data\JewelResonanceConfig.xlsx
- F:\jielingNew/data_execl/base_data\DialogueViewConfig.xlsx
- F:\jielingNew/data_execl/base_data\JumpConfig.xlsx
- F:\jielingNew/data_execl/base_data\JewelConfig.xlsx
- F:\jielingNew/data_execl/base_data\LevelSetting.xlsx
- F:\jielingNew/data_execl/base_data\LoginPosterConfig.xlsx
- F:\jielingNew/data_execl/base_data\GlobalSystemConfig.xlsx
- F:\jielingNew/data_execl/base_data\LotterySetting.xlsx
- F:\jielingNew/data_execl/base_data\LotterySpecialConfig.xlsx
- F:\jielingNew/data_execl/base_data\LuckyCatConfig.xlsx
- F:\jielingNew/data_execl/base_data\GuildSacrificeRewardConfig.xlsx
- F:\jielingNew/data_execl/base_data\BuffEffectConfig.xlsx
- F:\jielingNew/data_execl/base_data\MazeTreasure.xlsx
- F:\jielingNew/data_execl/base_data\HeroSacrifice.xlsx
- F:\jielingNew/data_execl/base_data\ErrorCodeHint.xlsx
- F:\jielingNew/data_execl/base_data\AchievementConfig.xlsx
- F:\jielingNew/data_execl/base_data\ExchangeActivityConfig.xlsx
- F:\jielingNew/data_execl/base_data\ExpeditionFloorConfig.xlsx
- F:\jielingNew/data_execl/base_data\ExpeditionNodeConfig.xlsx
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@ -0,0 +1,117 @@

using UnityEngine;
using UnityEditor;
using System.IO;
using System.Text;
/// <summary>
/// 这个是讲lua文件转化为UTF-8格式的工具
/// </summary>
public class SetLuaToUTF8 : EditorWindow
{
// 常量 //
private const string EDITOR_VERSION = "v0.01"; // 这个编辑器的版本号 //
// gui 相关 //
private Vector2 m_scrollPos; // 记录 gui 界面的滚动 //
private string m_luaPath = "ManagedResources/~Lua/"; // 文件路径
private string m_fileSuffix = ".lua"; // 文件后缀
/// <summary>
/// 数据目录
/// </summary>
static string AppDataPath
{
get { return Application.dataPath.ToLower(); }
}
[MenuItem("Lua/File to UTF-8 Encoding")]
static void Init()
{
Debug.Log("初始化转化lua文件为UTF-8格式");
// Get existing open window or if none, make a new one:
SetLuaToUTF8 window = (SetLuaToUTF8)EditorWindow.GetWindow(typeof(SetLuaToUTF8));
}
// UI 按钮显示 //
void OnGUI()
{
m_scrollPos = GUILayout.BeginScrollView(m_scrollPos, GUILayout.Width(Screen.width), GUILayout.Height(Screen.height));
GUILayout.BeginVertical(); // begin
//-------------- 调试按钮 --------------//
// 导出 UI 路径 //
GUILayout.Label("===========================");
GUILayout.BeginHorizontal();
GUILayout.Label("要转化的路径: "); //
m_luaPath = GUILayout.TextField(m_luaPath, 64);
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
GUILayout.Label("文件后缀: "); //
m_fileSuffix = GUILayout.TextField(m_fileSuffix, 64);
GUILayout.EndHorizontal();
if (GUILayout.Button("\n 文件转utf-8格式 \n")) //
{
this.Conversion();
}
//-------------- end 调试按钮 --------------//
GUILayout.Space(5);
GUILayout.Label("工具版本号: " + EDITOR_VERSION); //
GUILayout.EndVertical(); // end
GUILayout.EndScrollView();
}
// 开始转化
private void Conversion()
{
if (m_luaPath.Equals(string.Empty))
{
return;
}
if (!IsFolderExists(m_luaPath))
{
Debug.LogError("找不到文件夹路径!");
return;
}
string path = AppDataPath + "/" + m_luaPath;
string[] files = Directory.GetFiles(path, "*", SearchOption.AllDirectories);
foreach (string file in files)
{
if (!file.EndsWith(m_fileSuffix)) continue;
string strTempPath = file.Replace(@"\", "/");
Debug.Log("文件路径:" + strTempPath);
ConvertFileEncoding(strTempPath, null, new UTF8Encoding(false));
}
AssetDatabase.Refresh();
Debug.Log("格式转换完成!");
}
/// 检测是否存在文件夹
private static bool IsFolderExists(string folderPath)
{
if (folderPath.Equals(string.Empty))
{
return false;
}
return Directory.Exists(GetFullPath(folderPath));
}
/// 返回Application.dataPath下完整目录
private static string GetFullPath(string srcName)
{
if (srcName.Equals(string.Empty))
{
return Application.dataPath;
}
if (srcName[0].Equals('/'))
{
srcName.Remove(0, 1);
}
return Application.dataPath + "/" + srcName;
}
/// <summary>
/// 文件编码转换
/// </summary>
/// <param name="sourceFile">源文件</param>
/// <param name="destFile">目标文件,如果为空,则覆盖源文件</param>
/// <param name="targetEncoding">目标编码</param>
private static void ConvertFileEncoding(string sourceFile, string destFile, Encoding targetEncoding)
{
destFile = string.IsNullOrEmpty(destFile) ? sourceFile : destFile;
File.WriteAllText(destFile, File.ReadAllText(sourceFile, Encoding.UTF8), targetEncoding);
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 861c974ba4188214bbef6c8b3dc18efc
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -294,6 +294,22 @@ namespace Spine.Unity {
//this.UpdateMaterial(); // TODO: This allocates memory.
}
#endregion
}
protected override void OnDestroy()
{
if( meshBuffers != null)
{
var c = meshBuffers.GetCurrent();
if( c != null)
c.Dispose();
var n = meshBuffers.GetNext();
if( n != null)
{
n.Dispose();
}
}
}
#endregion
}
}

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