Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev
commit
9fe1e610ca
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@ -116,13 +116,13 @@ function BagResolveAnCompoundPanel:BindEvent()
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this.ShowCompoundNumData(compoundNum)
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end
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else
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if endHeroNum > 0 then
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if compoundNum > 0 then
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if compoundNum<compoundMaxNum then
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compoundNum=compoundNum+1
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this.ShowCompoundNumData(compoundNum)
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end
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else
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PopupTipPanel.ShowTip(Language[12157])
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PopupTipPanel.ShowTip("已达上限")
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end
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end
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end)
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@ -329,7 +329,7 @@ function this.OnShowLayout3Data()
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compoundNum= compoundNum>=compoundMaxNum and compoundMaxNum or compoundNum
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if compoundMaxNum > 0 then
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this.Slider:GetComponent("Slider").value=1
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this.Slider:GetComponent("Slider").minValue=0
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this.Slider:GetComponent("Slider").minValue=1
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else
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this.Slider:GetComponent("Slider").value=0
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this.Slider:GetComponent("Slider").minValue=0
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@ -8695,6 +8695,9 @@ local passivityList = {
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if time==num then
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return
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end
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if skill.owner.camp~=role.camp then
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return
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end
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if skill.owner.element~=camp then
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return
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end
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@ -998,7 +998,11 @@ function BattleUtil.CalDamage(skill, atkRole, defRole, damageType, baseFactor, i
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end
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-- 计算克制伤害系数
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local MieKangFactor = 1 + atkRole:GetRoleData(BattleMieProp[defRole.element]) - defRole:GetRoleData(BattleKangProp[atkRole.element])
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local MieKangFactor = 1
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if atkRole.type == BattleUnitType.Role and defRole.type == BattleUnitType.Role then
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MieKangFactor=MieKangFactor + atkRole:GetRoleData(BattleMieProp[defRole.element]) - defRole:GetRoleData(BattleKangProp[atkRole.element])
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end
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-- 公式伤害 = 基础伤害 * 基础伤害系数 * 增伤系数 * 爆伤系数 * 克制伤害系数
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local fixDamage = floor(BattleUtil.FP_Mul(baseDamage, baseFactor, addDamageFactor, critDamageFactor, MieKangFactor))
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@ -62,7 +62,7 @@ function this:GetSkipState()
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if AppConst.isOpenGM then
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return SKIP_STATE.UNLOCK
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end
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LogError("fightType "..fightType)
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-- LogError("fightType "..fightType)
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if UpdateBtnGMFunc[fightType] then
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return UpdateBtnGMFunc[fightType]()
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else
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@ -518,11 +518,13 @@ function this.ShowBattleResult(result, msg)
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.DEATH_POS then-- 十绝阵结算界面特殊显示
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this.ShowBattleResultByDeathPos()
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.BACK or BattleManager.GetLastBattleType() == BATTLE_TYPE.ARENA then
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this:ClosePanel()
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this:ClosePanel()
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.TASUILINGXIAO then
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this.ShowBattleResultByTaSuiLingXiao()
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.JumpServerhightLadder then
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this.ShowBattleResultByJumpServerHightLadder(result)
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elseif BattleManager.GetLastBattleType() == BATTLE_TYPE.LINGMAIMIJING then
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this:ClosePanel()
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else
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if result == 0 then -- 失败
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local haveRecord = BattleRecordManager.isHaveRecord()
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@ -40,29 +40,25 @@ function BattleUnit:DelayFunc(time, func)
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end
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local timer
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timer = Timer.New(function ()
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if func then func() func = nil end
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if self._DelayFuncList[timer] then
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self._DelayFuncList[timer]()
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end
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self:ClearDelayFunc(timer)
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end, time)
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timer:Start()
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table.insert(self._DelayFuncList, timer)
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--
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self._DelayFuncList[timer] = func
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end
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function BattleUnit:ClearDelayFunc(t)
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if not self._DelayFuncList then return end
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if t then
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local rIndex
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for index, timer in ipairs(self._DelayFuncList) do
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if timer == t then
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rIndex = index
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break
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end
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end
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if rIndex then
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self._DelayFuncList[rIndex]:Stop()
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table.remove(self._DelayFuncList, rIndex)
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if self._DelayFuncList[t] then
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t:Stop()
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self._DelayFuncList[t] = nil
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end
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else
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for _, timer in ipairs(self._DelayFuncList) do
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for timer, func in pairs(self._DelayFuncList) do
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timer:Stop()
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end
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self._DelayFuncList = {}
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