Merge branch 'master_develop' of http://60.1.1.230/gaoxin/JL_Client into master_develop
commit
9abf33d1db
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@ -17820,7 +17820,6 @@ MonoBehaviour:
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initFloat: 0
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@ -35242,7 +35241,6 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: fcf53bbee510dca40b2f81e3c0d426c6, type: 3}
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m_Name:
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@ -83585,7 +83583,6 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: fcf53bbee510dca40b2f81e3c0d426c6, type: 3}
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m_Name:
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initFloat: 0
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@ -165732,7 +165729,6 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: fcf53bbee510dca40b2f81e3c0d426c6, type: 3}
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m_Name:
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@ -196660,7 +196656,6 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: fcf53bbee510dca40b2f81e3c0d426c6, type: 3}
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m_Name:
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initFloat: 0
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@ -211825,7 +211820,7 @@ RectTransform:
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m_GameObject: {fileID: 5778745134577080660}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 0.7, y: 0.7, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Father: {fileID: 3327171285949190197}
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m_RootOrder: 0
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@ -259966,7 +259961,6 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: fcf53bbee510dca40b2f81e3c0d426c6, type: 3}
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m_Name:
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tweenSequeue1:
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tweenSequeue:
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@ -261456,7 +261450,6 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: fcf53bbee510dca40b2f81e3c0d426c6, type: 3}
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m_Name:
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tweenSequeue:
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@ -262329,7 +262322,6 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: fcf53bbee510dca40b2f81e3c0d426c6, type: 3}
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m_Name:
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tweenSequeue1:
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tweenSequeue:
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- initV3: {x: 0, y: 350, z: 0}
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initFloat: 0
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@ -587,43 +587,69 @@ function this.ItemsSortData(_itemDatas)
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if sortIndex == 0 then
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--0全部 1装备 2材料 3消耗 4特殊 5碎片
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if a.itemConfig.ItemBaseType == b.itemConfig.ItemBaseType then
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if a.itemConfig.Quantity == b.itemConfig.Quantity then
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if a.itemConfig.ItemType == a.itemConfig.ItemType then
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if a.itemConfig.ItemType == ItemType.Talisman and b.itemConfig.ItemType == ItemType.Talisman then
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if a.star == b.star then
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return a.id < b.id
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if a.itemConfig.Quantity == b.itemConfig.Quantity then
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if a.star == b.star then
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return a.id < b.id
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else
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return a.star > b.star
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end
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else
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return a.star > b.star
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return a.itemConfig.Quantity > b.itemConfig.Quantity
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end
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end
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if a.itemConfig.ItemType == ItemType.HunYin and b.itemConfig.ItemType == ItemType.HunYin then
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if a.quality == b.quality then
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return a.id > b.id
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if a.itemConfig.Quantity == b.itemConfig.Quantity then
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if a.quality == b.quality then
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return a.id > b.id
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else
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return a.quality > b.quality
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end
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else
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return a.quality > b.quality
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return a.itemConfig.Quantity > b.itemConfig.Quantity
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end
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end
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if a.itemConfig.ItemType == ItemType.EquipTreasure and b.itemConfig.ItemType == ItemType.EquipTreasure then
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if a.refineLv == b.refineLv then
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if a.lv == b.lv then
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return a.id > b.id
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if a.itemConfig.Quantity == b.itemConfig.Quantity then
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if a.refineLv == b.refineLv then
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if a.lv == b.lv then
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return a.id > b.id
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else
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return a.lv > b.lv
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end
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else
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return a.lv > b.lv
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return a.refineLv > b.refineLv
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end
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else
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return a.refineLv > b.refineLv
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return a.itemConfig.Quantity > b.itemConfig.Quantity
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end
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end
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if a.itemConfig.ItemType == ItemType.HeroDebris and b.itemConfig.ItemType == ItemType.HeroDebris then
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local aNum = BagManager.GetItemCountById(a.itemConfig.Id) >= a.itemConfig.UsePerCount and 2 or 1
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local bNum = BagManager.GetItemCountById(b.itemConfig.Id) >= b.itemConfig.UsePerCount and 2 or 1
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if aNum == bNum then
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if a.itemConfig.Quantity == b.itemConfig.Quantity then
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if a.itemConfig.PropertyName == b.itemConfig.PropertyName then
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return a.id < b.id
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else
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return a.itemConfig.PropertyName < b.itemConfig.PropertyName
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end
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else
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return a.itemConfig.Quantity > b.itemConfig.Quantity
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end
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else
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return aNum > bNum
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end
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end
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else
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return a.itemConfig.ItemType < b.itemConfig.ItemType
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end
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else
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return a.itemConfig.Quantity > b.itemConfig.Quantity
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end
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else
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return a.itemConfig.ItemBaseType < b.itemConfig.ItemBaseType
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end
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elseif sortIndex == ItemBaseType.Equip or sortIndex == ItemBaseType.Materials or sortIndex == ItemBaseType.Special or sortIndex == ItemBaseType.HeroChip then
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elseif sortIndex == ItemBaseType.Equip or sortIndex == ItemBaseType.Materials or sortIndex == ItemBaseType.Special then
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if a.itemConfig.Quantity == b.itemConfig.Quantity then
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if a.itemConfig.ItemType == b.itemConfig.ItemType then
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return a.id > b.id
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@ -633,6 +659,22 @@ function this.ItemsSortData(_itemDatas)
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else
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return a.itemConfig.Quantity > b.itemConfig.Quantity
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end
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elseif sortIndex == ItemBaseType.HeroChip then
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local aNum = BagManager.GetItemCountById(a.itemConfig.Id) >= a.itemConfig.UsePerCount and 2 or 1
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local bNum = BagManager.GetItemCountById(b.itemConfig.Id) >= b.itemConfig.UsePerCount and 2 or 1
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if aNum == bNum then
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if a.itemConfig.Quantity == b.itemConfig.Quantity then
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if a.itemConfig.PropertyName == b.itemConfig.PropertyName then
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return a.id < b.id
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else
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return a.itemConfig.PropertyName < b.itemConfig.PropertyName
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end
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else
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return a.itemConfig.Quantity > b.itemConfig.Quantity
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end
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else
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return aNum > bNum
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end
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elseif sortIndex == ItemBaseType.DemonSoul then
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local aNum = BagManager.GetItemCountById(a.itemConfig.Id) >= a.itemConfig.UsePerCount and 2 or 1
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local bNum = BagManager.GetItemCountById(b.itemConfig.Id) >= b.itemConfig.UsePerCount and 2 or 1
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@ -1984,7 +1984,7 @@ local passivityList = {
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local i1 = args[1]
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-- 释放技能后
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local onRoleHit = function(target)
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if target:IsDead() then
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if target:IsDead() and BattleLogic.BuffMgr:HasBuff(target,BuffName.NoDead)==false then
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for i = 1, i1 do
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role:AddSkill(BattleSkillType.Normal, false, true, nil)
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end
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@ -985,6 +985,10 @@ end
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-- 检测特效旋转
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function RoleView:CheckRotate(go, orientation)
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-- 判断是否旋转
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if orientation==nil then
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-- body
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return false
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end
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local isR = orientation[1] and orientation[1][1] or 0
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local rt = orientation[2]
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rt = rt and Vector3.New(rt[1], rt[2], rt[3]) or Vector3.zero
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@ -94,7 +94,11 @@ function MainShopPanel:OnOpen(chooseIndex)
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-- 初始化tab数据
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this.PageTabCtrl:Init(this.tabbox, _PageInfo)
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this._CurPageIndex = chooseIndex or 1
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this._CurPageIndex = 1
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if chooseIndex and _PageInfo[chooseIndex] then
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this._CurPageIndex = chooseIndex
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end
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end
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