无尽副本修改提交
parent
5fb2aa23ce
commit
a112127db0
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@ -147,7 +147,6 @@ end
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function this.EnterMap()
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-- 进入地图编队,重新赋值一遍
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CarbonManager.difficulty = CARBON_TYPE.ENDLESS
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--UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.CARBON, MapManager.curMapId)
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if not EndLessMapManager.IsMapTeamAlive() then
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UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.CARBON, MapManager.curMapId)
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@ -670,33 +670,6 @@ function this.GetHeroLeftBlood(heroId)
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end
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end
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-- --编队界面有死亡猎妖师重组编队数据
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-- function this.RoleListFormationNewMapTeam()
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-- local newMapTeam = {} -- 地图中的编队数据
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-- local curTeam = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_ENDLESS_MAP)
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-- -- 成员数据
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-- if curTeam.teamHeroInfos and #curTeam.teamHeroInfos > 0 then
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-- for i = 1, #curTeam.teamHeroInfos do
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-- local roleData = curTeam.teamHeroInfos[i]
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-- local curRoleHp = 0
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-- if this.allHeroBlood[roleData.heroId] then
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-- curRoleHp = this.allHeroBlood[roleData.heroId].curHp
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-- else
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-- local allProp = HeroManager.CalculateWarAllProVal(roleData.heroId)
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-- curRoleHp = allProp[3]
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-- end
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-- if curRoleHp > 0 then
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-- local info = {}
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-- info.position = #newMapTeam+1--curTeam.teamHeroInfos[i].position
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-- info.heroId = roleData.heroId
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-- table.insert(newMapTeam,info)
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-- end
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-- end
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-- end
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-- FormationManager.RefreshFormation(FormationTypeDef.FORMATION_ENDLESS_MAP, newMapTeam, curTeam.teamPokemonInfos)
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-- return newMapTeam
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-- end
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-- 角色战斗失败,删除相应的地图队伍
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function this.DeleteMapTeam()
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for i = 1, #MapManager.formationList do
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@ -762,7 +735,6 @@ function this.SetRewardData()
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local allMissionData = TaskManager.GetTypeTaskList(TaskTypeDef.wujinfuben)
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for k,v in ipairs(this.mission) do
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for j = 1,#allMissionData do
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LogGreen("allMissionData[j].missionId:"..allMissionData[j].missionId.." allMissionData[j].state :"..allMissionData[j].state .." allMissionData[j].progress:"..allMissionData[j].progress)
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if v.Id == allMissionData[j].missionId then
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v.progress = allMissionData[j].progress
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if allMissionData[j].state == 2 then
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@ -833,7 +805,6 @@ function this.GetShiQiValue()
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break
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end
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end
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LogGreen("itemCount:"..itemCount.." moraleLv1:"..moraleLv1.." id:"..id)
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return id,moraleLv1
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end
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------------------------------------------------------------------------------------秘宝-----------------------------------------------------
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@ -887,8 +858,6 @@ end
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function this.InitTreasureData(msg)
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this.treasureData = {}
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this.treasureData.tip = "无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝无尽秘宝"
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--重置时间
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LogGreen("msg.resetTime:"..msg.resetTime)
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this.treasureData.resetTime = msg.resetTime
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--购买状态
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-- LogGreen("msg.isBuy:"..msg.isBuy)
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@ -467,8 +467,8 @@ function this.SetSelectHero(isFirstIn,isFirstData,isMainIn)
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local itemNum=trialSetting[1].HealingId[2]
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this.selectHero:SetActive(true)
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local d = MapManager.trialHeroInfo
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for k = 1, this.s_grid.transform.childCount do
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this.s_grid.transform:GetChild(k-1).gameObject:SetActive(false)
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for k = 1, #heroList do
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heroList[k].gameObject:SetActive(false)
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end
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local closeChoosed=function() --有开着选择的全关了
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for i, v in ipairs(heroList) do
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@ -241,7 +241,7 @@ end
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function this.ShowPos(u, v)
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rolePos = Map_UV2Pos(u, v)
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MapTrialManager.SetRolePos(u, v)
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EndLessMapView.OnRoleMove(u, v)
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EndLessMapView:OnRoleMove(u, v)
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this.PosText.text = string.format("(%d, %d)", u, v)
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end
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@ -222,6 +222,7 @@ function EndLessTreasurePanel:OnBtnDealClicked(rewardItem,singleData)
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else
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EndLessMapManager.SetTreasureState(singleData.Id,-1)
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end
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CheckRedPointStatus(RedPointType.wujinTreasure)
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self:refresh()--刷新界面
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end)
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end)
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