Merge branch 'master_xma_local' into master_xma_test

dev_chengFeng
JieLing 2021-03-30 19:02:52 +08:00
commit 9a487bd4c2
5 changed files with 18 additions and 8 deletions

View File

@ -441,7 +441,7 @@ function this.GetBattleServerData(msg, isFightPlayer)
fightData.enemyData[i].outData = data2.specialPassive
-- 灵兽数据
fightData.enemyData[i].monsterList ={}
if data.pokemonUnitList then
if data2.pokemonUnitList then
for k = 1, #data2.pokemonUnitList do
fightData.enemyData[i].monsterList[k] = this.PokemonUnitAdapter(data2.pokemonUnitList[k],1)
end
@ -985,7 +985,7 @@ end
-- 通过接口获取战斗数据
function this.RequestBattleDataByFightId(fightId, func)
local uid = string.split(fightId, "_")[1]
local requestUrl = string.format("http://60.1.1.244:8888/req/getFightRecord?uid=%s&fightid=%s", uid, fightId)
local requestUrl = string.format("http://119.28.114.198:8888/req/getFightRecord?uid=%s&fightid=%s", uid, fightId)
LogGreen(requestUrl)
networkMgr:SendGetHttp(requestUrl, function(str)
LogGreen(str)

View File

@ -931,7 +931,14 @@ function BattleUtil.CheckIsHit(atkRole, defRole,skill)
end
--获取table的长度
function BattleUtil.LengthOfTable(table)
local length = 0
for i, v in pairs(table) do
length = length + 1
end
return length
end
function BattleUtil.RandomAction(rand, action)
if Random.Range01() <= rand and action then

View File

@ -66,7 +66,7 @@ function MSkill:Cast(func)
--放技能前判断是否有目标,没有就不会放技能,直接执行技能回调 by 王振兴 2021/03/26
--为解决攻击目标只剩被放逐的单位导致技能播放异常
self.effectCaster:ChooseTarget()
local targets=LengthOfTable(self:GetDirectTargetsNoExile())
local targets=BattleUtil.LengthOfTable(self:GetDirectTargetsNoExile())
if targets==0 and self.castDoneFunc then
self.castDoneFunc()
return

View File

@ -67,7 +67,7 @@ function Skill:Cast(func)
--放技能前判断是否有目标,没有就不会放技能,直接执行技能回调 by 王振兴 2021/03/26
--为解决攻击目标只剩被放逐的单位导致技能播放异常
self.effectCaster:ChooseTarget()
local targets=LengthOfTable(self:GetDirectTargetsNoExile())
local targets=BattleUtil.LengthOfTable(self:GetDirectTargetsNoExile())
if targets==0 and self.castDoneFunc then
self.isRage=false
self.castDoneFunc()

View File

@ -559,9 +559,10 @@ function RoleInfoLayout:DeleteLvUpMaterials(isSingleLvUp,msg)
local allAddProValOld = allAddProVal
parent:UpdateHeroInfoData()--刷新界面
this.ShowProAddVal(allAddProValOld)
parent.upLvEffect:SetActive(false)
parent.upLvEffect:SetActive(true)
if isSingleLvUp then
parent.upLvEffect:SetActive(false)
parent.upLvEffect:SetActive(true)
end
-- _isReqLvUp = false
Timer.New(function()
_isReqLvUp = false
@ -585,6 +586,8 @@ function RoleInfoLayout:DeleteLvUpMaterials2(msg)
HeroManager.UpdateSingleHeroDatas(curHeroData.dynamicId,curHeroData.lv,curHeroData.star,curHeroData.breakId,curHeroData.upStarId,true)
end
parent:UpdateHeroInfoData()--刷新界面
parent.upLvEffect:SetActive(false)
parent.upLvEffect:SetActive(true)
end
--长按升级处理
function this.OnUpdate()