diff --git a/Assets/LuaFramework/Scripts/Utility/MEncyptUtil.cs b/Assets/LuaFramework/Scripts/Utility/MEncyptUtil.cs index 5526648cd6..6e803ba98b 100644 --- a/Assets/LuaFramework/Scripts/Utility/MEncyptUtil.cs +++ b/Assets/LuaFramework/Scripts/Utility/MEncyptUtil.cs @@ -5,35 +5,78 @@ using LuaInterface; using System; using System.IO; using UnityEditor; +using System.Security.Cryptography; namespace GameLogic { public static class MEncyptUtil { // - //加密/解密 + //异或加密 static byte[] crypt(byte[] data, string key) { - int[] ri = new int[data.Length]; - byte[] cl = System.Text.Encoding.Default.GetBytes(key); - for(long i = 0; i=maxNum then + return + end if num>0 then BattleUtil.CalRage(role,point,num,CountTypeName.Sub) + curNum=curNum+num end - end - - -- end end end role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit,nil,nil,role) + + local onRoundChange=function() + curNum=0 + end + BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange,onRoundChange,nil,nil,role) end, --技能追加的普攻额外造成目标[a][b]%的伤害。,生命每下降[c]%,额外生命百分比加[d]%(c d 不填不增加) --a[int 属性id] b[float],c[float],d[float] diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/BattleLogic.lua b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/BattleLogic.lua index 8dd8a89454..9300b13d47 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/Logic/BattleLogic.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/Logic/BattleLogic.lua @@ -278,7 +278,7 @@ function BattleLogic.TurnRound(debugTurn) -- 检测一次灵兽技能 SkillManager.CheckMonsterSkill(function() --轮数变化后延时0.2秒用于初始化监听回合数被动的初始化 - BattleLogic.WaitForTrigger(1,function() + BattleLogic.WaitForTrigger(0.5,function() -- 进入新轮 BattleLogic.CheckBattleLogic() end) @@ -288,7 +288,7 @@ function BattleLogic.TurnRound(debugTurn) -- 检测一次灵兽技能 SkillManager.CheckMonsterSkill(function() --轮数变化后延时0.2秒用于初始化监听回合数被动的初始化 - BattleLogic.WaitForTrigger(1,function() + BattleLogic.WaitForTrigger(0.5,function() -- 切换阵营 if not insertSkillRole then CurCamp = (CurCamp + 1) % 2 diff --git a/Assets/ManagedResources/~Lua/Modules/Incarnation/IncarnationLottery.lua b/Assets/ManagedResources/~Lua/Modules/Incarnation/IncarnationLottery.lua index e6c235785a..1402b186ef 100644 --- a/Assets/ManagedResources/~Lua/Modules/Incarnation/IncarnationLottery.lua +++ b/Assets/ManagedResources/~Lua/Modules/Incarnation/IncarnationLottery.lua @@ -311,6 +311,7 @@ end function IncarnationLottery:TurnEffectReset(turnSpeed,isStop,pos,func) local s = function() if isStop then + SoundManager.PlaySound(SoundConfig.Audio_fangcunzhuanpan_0) self._last = self.center.transform.localRotation.z local a = self._cyclesNum * -360 - (10 - pos + 1) * 36; self.tween:Kill() diff --git a/Assets/ManagedResources/~Lua/Modules/Login/LoginPanel.lua b/Assets/ManagedResources/~Lua/Modules/Login/LoginPanel.lua index 93c503124d..65abcd8797 100644 --- a/Assets/ManagedResources/~Lua/Modules/Login/LoginPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/Login/LoginPanel.lua @@ -192,6 +192,10 @@ function this:BindEvent() --SDK 登录 Util.AddClick(this.sdkLoginBtn, function() + -- 喜扑IOS包sdk无法屏蔽点击事件,不允许主动触发 + if LoginRoot_Channel == "XP2" then + return + end this.SDKLogin() end) diff --git a/Assets/ManagedResources/~Lua/Modules/Player/JumpManager.lua b/Assets/ManagedResources/~Lua/Modules/Player/JumpManager.lua index ded7d6e2f5..e1a9abefb2 100644 --- a/Assets/ManagedResources/~Lua/Modules/Player/JumpManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Player/JumpManager.lua @@ -732,6 +732,8 @@ local jumpDic = { local id2= ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.YiJingBaoKu) if id then JumpManager.GoJump(40050,nil,id2) + else + this.JumpActivity(JumpType.zhenqibaoge,data[1]) end end, [JumpType.LingShouTehui] = function(data)--零售特惠 diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleAwakeSuccessPanel.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleAwakeSuccessPanel.lua index cdb76d7c09..5018e2c46b 100644 --- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleAwakeSuccessPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleAwakeSuccessPanel.lua @@ -72,7 +72,8 @@ function RoleAwakeSuccessPanel:OnOpen(_curHeroData,_nextHeroUpStarId,_curHeroRan this.LiveName = GetResourcePath(curHeroData.heroConfig.Live) this.LiveGO = poolManager:LoadLive(this.LiveName, this.live2dRoot.transform, Vector3.one * curHeroData.heroConfig.Scale, Vector3.New(curHeroData.heroConfig.Position[1],curHeroData.heroConfig.Position[2],0)) - local star,starType = curHeroData.GetStar(1) + local star,starType = curHeroData.GetStar(1) + SetHEeroLiveToward(this.LiveGO,curHeroData.heroConfig.Toward,curHeroData.heroConfig.Position) local starSize = Vector2.New(60,60) local starScale = -11 if starType == 3 then diff --git a/Assets/ManagedResources/~Lua/Modules/TailsManSoul/TailsmanSoulChipLottery.lua b/Assets/ManagedResources/~Lua/Modules/TailsManSoul/TailsmanSoulChipLottery.lua index 49a81910e0..fe07d7f961 100644 --- a/Assets/ManagedResources/~Lua/Modules/TailsManSoul/TailsmanSoulChipLottery.lua +++ b/Assets/ManagedResources/~Lua/Modules/TailsManSoul/TailsmanSoulChipLottery.lua @@ -32,6 +32,9 @@ function TailsmanSoulChipLottery:InitComponent() self.zqbgEffect = Util.GetGameObject(self.zhenqibaogeBtn,"Fx_Circle 1") self.btn_soul = Util.GetGameObject(self.rightUp, "btn_hero") self.upSoulImg= Util.GetGameObject(self.btn_soul, "Icon"):GetComponent("Image") + + self.zqbgOldBtn = Util.GetGameObject(self.rightUp,"zqbgold") + self.zqbgOldEffect = Util.GetGameObject(self.zqbgOldBtn,"Fx_Circle 1") Util.GetGameObject(self.btn_soul,"InfoImg"):GetComponent("Image").sprite = self.spLoader:LoadSprite("t_tdhl_genghuansuipian") self.btns = {} @@ -63,9 +66,12 @@ end --绑定事件(用于子类重写) function TailsmanSoulChipLottery:BindEvent() Util.AddOnceClick(self.zhenqibaogeBtn, function() + JumpManager.GoJump(40050,nil,self.actId) + end) + Util.AddOnceClick(self.zqbgOldBtn, function() JumpManager.GoJump(40011) end) - Util.AddOnceClick(self.btnHelp, function() + Util.AddOnceClick(self.btnHelp, function() UIManager.OpenPanel(UIName.HelpPopup,self.actConfig.HelpId,self.helpPosition.x,self.helpPosition.y) end) @@ -73,11 +79,11 @@ function TailsmanSoulChipLottery:BindEvent() UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.RecrutDetail,self.actConfig.HelpId,self.actType,PRE_REWARD_POOL_TYPE.TIANDIHONGLU_UP,PRE_REWARD_POOL_TYPE.TIANDIHONGLU) end) - Util.AddOnceClick(self.btnStore, function() + Util.AddOnceClick(self.btnStore, function() JumpManager.GoJump(40047) end) - Util.AddOnceClick(self.btn_soul, function() + Util.AddOnceClick(self.btn_soul, function() UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.chooseTailsManSoul) end) @@ -117,6 +123,7 @@ end function TailsmanSoulChipLottery:OnSortingOrderChange(_sortingOrder) sortingOrder = _sortingOrder or 0 Util.SetParticleSortLayer(self.zqbgEffect, sortingOrder+1) + Util.SetParticleSortLayer(self.zqbgOldEffect, sortingOrder+1) for i = 1, 5 do if self.icons[i] and self.icons[i].effect then Util.SetParticleSortLayer(self.icons[i].effect.gameObject, sortingOrder+1) @@ -129,6 +136,7 @@ function TailsmanSoulChipLottery:OnShow(_sortingOrder) self.gameObject:SetActive(true) sortingOrder = _sortingOrder Util.SetParticleSortLayer(self.zqbgEffect, sortingOrder+1) + Util.SetParticleSortLayer(self.zqbgOldEffect, sortingOrder+1) self.actId = self.actConfig.ActId self.actType = self.actConfig.ActiveType > 0 and self.actConfig.ActiveType or self.actConfig.FunType if self.actConfig.IfBack == 1 then @@ -148,6 +156,7 @@ function TailsmanSoulChipLottery:OnShow(_sortingOrder) self.tenRecruit = array[2] self.freeTimesId=self.singleRecruit.FreeTimes self.maxtimesId=self.singleRecruit.MaxTimes + CommonActPageManager.ShowIcon(self.zhenqibaogeBtn,self.actId) self:refreshMagicNum() self:refreshBtnShow()--刷新按钮显示 self:contentShow() diff --git a/Assets/ManagedResources/~Lua/Modules/XunBaoMiZong/XunBaoMiZongPanel.lua b/Assets/ManagedResources/~Lua/Modules/XunBaoMiZong/XunBaoMiZongPanel.lua index bf8c00203b..0af3683f50 100644 --- a/Assets/ManagedResources/~Lua/Modules/XunBaoMiZong/XunBaoMiZongPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/XunBaoMiZong/XunBaoMiZongPanel.lua @@ -125,6 +125,7 @@ function XunBaoMiZong:Refresh() local isActive = CommonActPageManager.HasContinueGift(self.actData.activityId) self.btnGift:SetActive(isActive) + CommonActPageManager.ShowIcon(self.zhenqibaogeBtn,self.actData.activityId) CompleteMap = self.actData.value == 1 CheckRedPointStatus(RedPointType.XunBaoMiZong)