Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev

dev_chengFeng
jiaoyangna 2022-01-20 18:19:04 +08:00
commit a2b9a69126
16 changed files with 245131 additions and 126 deletions

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@ -513,7 +513,7 @@ function SetHeroFormationFlyEffect(par,spLoader,effect,_star,_layer)
long2:SetActive(false)
bg1:SetActive(false)
bg2:SetActive(false)
if _star<=11 then
if _star<=13 then
bg1:SetActive(true)
else
bg2:SetActive(true)
@ -523,7 +523,6 @@ function SetHeroFormationFlyEffect(par,spLoader,effect,_star,_layer)
local img=Util.GetGameObject(par,"flyImg")
if img==nil then
if _star<=11 then
LogError("aaaaaaaaaa")
return
end
img = poolManager:LoadAsset("FlyUpImg", PoolManager.AssetType.GameObject)
@ -532,18 +531,15 @@ function SetHeroFormationFlyEffect(par,spLoader,effect,_star,_layer)
img.transform.localScale = Vector3.one
img:GetComponent("RectTransform").sizeDelta = Vector2.New(126,110)
img.transform.localPosition = Vector3.New(95,180,0)
else
img:SetActive(false)
end
if _star<=11 then
img:SetActive(false)
LogError("11111111111111")
return
end
img=img:GetComponent("Image")
img.gameObject:SetActive(true)
LogError("222222222222")
if _star==12 then
img.sprite=spLoader:LoadSprite("r_tongyong_tianfufeisheng_kapai1")
elseif _star==13 then
@ -1090,7 +1086,7 @@ function GetQuantityImageByquality(quality,star)
return "r_characterbg_goden"
elseif star >= 6 and star <=10 then
return "r_characterbg_gules"
elseif star >= 10 then
elseif star == 11 then
return "t_tongyong_topkaung"
else
return "r_characterbg_lanjin"
@ -1360,7 +1356,10 @@ function GetHeroPosStr(_i)
end
--根据角色定位Id 获取角色定位图
function GetHeroQualityStr(_i)
function GetHeroQualityStr(_i,star)
if star and star>11 then
return "r_hero_pinzhi_shenhua"
end
if _i==1 then
return "r_hero_pinzhi_putong"
elseif _i==2 then
@ -1376,6 +1375,7 @@ function GetHeroQualityStr(_i)
elseif _i==7 then
return "r_hero_pinzhi_shenhua"
end
end
--根据角色职业Id 获取角色职业图标

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@ -258,7 +258,7 @@ function this.FreshTeam()
this.myBaby[hero.position].frame.sprite = this.spLoader:LoadSprite(GetQuantityImageByquality(heroConfig.Quality,heroData.star))
this.myBaby[hero.position].icon.sprite = this.spLoader:LoadSprite(heroData.icon)
this.myBaby[hero.position].proIcon.sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
SetHeroFlyEffect(this.myBaby[hero.position].hero,this.spLoader,heroData.star,orginLayer+1,0.95)
SetHeroFlyEffect(this.myBaby[hero.position].hero,this.spLoader,heroData.star,orginLayer+1,0.9)
end
end
function this.SetNotJionInfo()

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@ -10670,6 +10670,9 @@ local passivityList = {
if skill and not skill.isTriggerJudge and judge==1 then
return
end
if skill.type~=BattleSkillType.Special then
return
end
local arr=RoleManager.Query(function(v) return v.camp~=role.camp end)
if arr==nil or #arr==0 then
return

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@ -181,7 +181,11 @@ function this.SetCardSingleData(o,monsterId, _pos)
pro.sprite=this.spLoader:LoadSprite(GetProStrImageByProNum(heroConfig.PropertyName))
local star,starType = GetStarOrGodSoulLv(1,monsterId)
if starType == 3 then
fg.sprite = this.spLoader:LoadSprite("t_zhandoukuang_zhuangshi006")
if monsterId.star>11 then
fg.sprite = this.spLoader:LoadSprite("t_zhandoukuang_lanjin02")
else
fg.sprite = this.spLoader:LoadSprite("t_zhandoukuang_zhuangshi006")
end
end
SetCardStars(starGrid,star,starType)
Util.SetParticleSortLayer(starGrid, sortingOrder + 1)

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@ -110,7 +110,7 @@ function this:InitComponent()
this.scroll = Util.GetGameObject(this.gameObject, "Scroll")
this.scrollBar = Util.GetGameObject(this.gameObject, "Scrollbar"):GetComponent("Scrollbar")
this.scrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView,this.scroll.transform,
this.heroPre, this.scrollBar, Vector2.New(1010, 490), 1, 5, Vector2.New(40, 30))
this.heroPre, this.scrollBar, Vector2.New(1010, 490), 1, 5, Vector2.New(40, 35))
this.scrollView.gameObject:GetComponent("RectTransform").anchoredPosition = Vector2.New(0, 0)
this.scrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
this.scrollView.gameObject:GetComponent("RectTransform").anchorMax = Vector2.New(0.5, 0.5)
@ -559,7 +559,11 @@ function this.SetCardSingleData(o, heroId, _pos, _heroData)
pro.sprite=this.spLoader:LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName))
local star,starType = heroData.GetStar()
if starType == 3 then
fg.sprite = this.spLoader:LoadSprite("t_zhandoukuang_zhuangshi006")
if heroData.star>11 then
fg.sprite = this.spLoader:LoadSprite("t_zhandoukuang_lanjin02")
else
fg.sprite = this.spLoader:LoadSprite("t_zhandoukuang_zhuangshi006")
end
end
SetCardStars(starGrid,star,starType)
if heroData.star > 9 then

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@ -117,6 +117,14 @@ function this:ShowSingleData(go,heroData,index)
end
local star,starType = heroData.GetStar(1)
SetHeroStars(self.spLoader, starGrid, star,starType)
SetHeroFlyEffect(Util.GetGameObject(go, "GameObject"),self.spLoader,heroData.star,sortingOrder + 1,1,3,0,true)
local meshs1=starGrid:GetComponentsInChildren(typeof(UnityEngine.ParticleSystem))
for key, value in pairs(meshs1:ToTable()) do
local mat=value:GetComponent(typeof(UnityEngine.Renderer))
if mat.material.shader.name=="UI Particles/Additive" then
mat.material.shader=poolManager:LoadAsset("UI-Particle-Add_1",poolManager.AssetType.Other)
end
end
Util.SetParticleSortLayer(starGrid,sortingOrder + 1)
Util.AddOnceClick(go, function()
for i = 1, #self.maskList do

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@ -48,7 +48,7 @@ function this:InitComponent(gameObject,Golds,DemonCrystals,stage)
local scrollParent = Util.GetGameObject(gameObject, "HarmonyPanel/scroll"):GetComponent("RectTransform").rect
this.NumText = Util.GetGameObject(gameObject,"HarmonyPanel/itemNumText"):GetComponent("Text")
this.ScrollView=SubUIManager.Open(SubUIConfig.ScrollCycleView,Util.GetGameObject(gameObject,"HarmonyPanel/scroll").transform,
this.item,this.scrollbar,Vector2.New(-scrollParent.x*2,-scrollParent.y*2),1,5,Vector2.New(42,15))
this.item,this.scrollbar,Vector2.New(-scrollParent.x*2,-scrollParent.y*2),1,5,Vector2.New(42,35))
this.ScrollView.moveTween.MomentumAmount = 1
this.ScrollView.moveTween.Strength = 1
@ -265,7 +265,7 @@ function this.SingleItemDataShow(clone,Itemdata)
local starGrid = Util.GetGameObject(clone.transform, "GameObject/star")
local star,starType = Itemdata.GetStar(1)
SetHeroStars(this.spLoader, starGrid, star,starType,nil,nil,Vector2.New(0,1))
local effect=SetHeroFlyEffect(Util.GetGameObject(clone.transform, "GameObject"),this.spLoader,Itemdata.star,this.sortingOrder+1,1,4,20)
local effect=SetHeroFlyEffect(Util.GetGameObject(clone.transform, "GameObject"),this.spLoader,Itemdata.star,this.sortingOrder+1,1,3,20)
if effect then
local particles=effect:GetComponentsInChildren(typeof(UnityEngine.ParticleSystem))
for key, value in pairs(particles:ToTable()) do

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@ -2430,11 +2430,9 @@ function this.GetCurHeroSkillDatasAndEquip(sid, star)
if curHeroConfig.EquipTalismana then
local heroSkill = {}
local equip=curHeroConfig.EquipTalismana[2]
LogError("equip=="..equip)
local equipConfig=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.EquipTalismana,"TalismanaId",equip,"Level",25)
if equipConfig then
heroSkill.skillId = equipConfig.OpenSkillRules[1]
LogError("equipConfig.OpenSkillRules[1]=="..equipConfig.OpenSkillRules[1])
heroSkill.skillConfig = passiveSkillConfig[heroSkill.skillId]
allSkillDatas[skillIndex] = heroSkill
skillIndex = skillIndex + 1

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@ -165,10 +165,13 @@ function HomeLand:BindEvent()
end)
--特权加速
Util.AddOnceClick(self.mapData[i].btnUsePri,function ()
local level = HomeLandManager.BuildData[i].dataSingle.level
NetManager.ArchitectureOperateRequest({HomeLandManager.BuildData[i].dataMain.Id},4,4021,function ()
PrivilegeManager.RefreshPrivilegeUsedTimes(4021,1)
self.mapData[i].leftTime = -1
PopupTipPanel.ShowTip(string.format("<color=#00FF00>%s</color>已升级至<color=#00FF00>%s</color>级",HomeLandManager.BuildData[i].dataMain.Name,HomeLandManager.BuildData[i].dataSingle.level))
if level ~= HomeLandManager.BuildData[i].dataSingle.level then
PopupTipPanel.ShowTip(string.format("<color=#00FF00>%s</color>已升级至<color=#00FF00>%s</color>级",HomeLandManager.BuildData[i].dataMain.Name,HomeLandManager.BuildData[i].dataSingle.level))
end
--特效
self.mapData[i].effect2:SetActive(true)
Timer.New(function ()

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@ -368,7 +368,7 @@ function SingleRecruitPanel:UpdataPanelData(_heroData)
this.info:SetActive(heroStaticData.Star == 5 or heroStaticData.Star == 4)
this.infoBodyGo:SetActive(heroStaticData.Star == 5)
this.infoTitle.text=GetLanguageStrById(heroStaticData.HeroLocationDesc1)
this.posQuality.sprite=this.spLoader:LoadSprite(GetHeroQualityStr(heroStaticData.Natural))
this.posQuality.sprite=this.spLoader:LoadSprite(GetHeroQualityStr(heroStaticData.Natural,heroStaticData.star))
if heroStaticData.Star == 5 then
local t={}
local upStarSkillDataList={} --数据容器

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@ -747,7 +747,7 @@ function this:UpdateHeroInfoData()
------------------------------------------
this.heroName.text = curHeroData.name
this.profession.sprite =this.spLoader:LoadSprite(GetProStrImageByProNum(curHeroData.heroConfig.PropertyName))
this.posQuality.sprite=this.spLoader:LoadSprite(GetHeroQualityStr(curHeroData.heroConfig.Natural))
this.posQuality.sprite=this.spLoader:LoadSprite(GetHeroQualityStr(curHeroData.heroConfig.Natural,curHeroData.star))
this.unlockImage:SetActive(curHeroData.lockState == 0)
this.lockImage:SetActive(curHeroData.lockState == 1)
--魂印