Merge branch 'master_develop' of http://60.1.1.230/gaoxin/JL_Client into master_develop
commit
a350ec795d
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@ -507,9 +507,9 @@ function SoundManager.SetAudioSpeed(speed)
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-- for _, unit in ipairs(_backgroundSound) do
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-- unit.audio.pitch = speed
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-- end
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-- for _, unit in ipairs(_soundChannel) do
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-- unit.audio.pitch = speed
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-- end
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for _, unit in ipairs(_soundChannel) do
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unit.audio.pitch = speed
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end
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-- for _, unit in ipairs(_AmbientChannel) do
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-- unit.audio.pitch = speed
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-- end
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@ -339,6 +339,7 @@ function this.BtnClick(id)
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else
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JumpManager.GoJump(64001)
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end
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NetManager.TreasureOfHeavenScoreRequest()
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else
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if ExpeditionManager.ExpeditionState == 2 then
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PopupTipPanel.ShowTip(Language[12195])
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@ -184,7 +184,15 @@ function ExpeditionMainPanel:OnShow()
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endTime = ExpeditionManager.startTime + tonumber(ConfigManager.GetConfigData(ConfigName.GlobalSystemConfig,JumpType.Expedition).SeasonEnd) - GetTimeStamp() +
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ConfigManager.GetConfigData(ConfigName.GlobalSystemConfig,JumpType.Expedition).SeasonInterval * 60
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self:RemainTimeDown(self.timeTextGo,self.timeText,endTime)
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self:IsTreasureOpen()
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end
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--大闹天宫入口是否开启
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function ExpeditionMainPanel:IsTreasureOpen()
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self.Btn4:SetActive(TreasureOfHeavenManger.GetLimitTime() ~= -1)
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Util.GetGameObject(self.parent, "upLeftGo/Image"):SetActive(TreasureOfHeavenManger.GetLimitTime() ~= -1)
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end
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--实例化层数信息
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function ExpeditionMainPanel:OnShowNodeData(isMoveGrid)
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isPlayerMove = false
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@ -941,58 +941,60 @@ end
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--英雄身上魂印属性计算
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local function CalculateSoulPrintAddVal(_heroId)
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-- local allSoulPrintAddWarPowerVal = 0
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-- local curHeroData = HeroManager.GetSingleHeroData(_heroId)
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-- if curHeroData then
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-- if (table.nums(curHeroData.soulPrintList) >= 1) then
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-- for i = 1, #curHeroData.soulPrintList do
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-- LogError(_heroId)
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-- local cursoulPrintConfig = equipConfig[curHeroData.soulPrintList[i].equipId]
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-- if cursoulPrintConfig then
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-- allSoulPrintAddWarPowerVal = allSoulPrintAddWarPowerVal + cursoulPrintConfig.Score
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-- end
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-- end
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-- end
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-- end
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-- return allSoulPrintAddWarPowerVal
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local addAllProVal = {}
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local singleHeroProVal,lvProVal,allHeroProVal,specialProVal
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local allSoulPrintAddWarPowerVal = 0
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local curHeroData = HeroManager.GetSingleHeroData(_heroId)
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if curHeroData then
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if(table.nums(curHeroData.soulPrintList) >= 1) then
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for i = 1, #curHeroData.soulPrintList do
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local cursoulPrintConfig = equipConfig[curHeroData.soulPrintList[i].equipId]
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if cursoulPrintConfig then
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--基础属性计算
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local soulPrintPropertyList = cursoulPrintConfig.Property
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if soulPrintPropertyList and #soulPrintPropertyList > 0 then
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for i,v in pairs(soulPrintPropertyList) do
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if(addAllProVal[v[1]]) then
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addAllProVal[v[1]]=v[2]+addAllProVal[v[1]]
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else
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addAllProVal[v[1]]=v[2]
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end
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end
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end
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--被动技能计算
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if cursoulPrintConfig.PassiveSkill then
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--单体加成 --单体等级限制加成 --团体加成 --减乘
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singleHeroProVal,lvProVal,allHeroProVal,specialProVal = this.CalculatePassiveSkillsValList(WarPowerType.SoulPrint,cursoulPrintConfig.PassiveSkill)
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end
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end
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end
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end
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if (table.nums(curHeroData.soulPrintList) >= 1) then
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for i = 1, #curHeroData.soulPrintList do
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-- LogError(_heroId)
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local cursoulPrintConfig = equipConfig[curHeroData.soulPrintList[i].equipId]
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if cursoulPrintConfig then
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allSoulPrintAddWarPowerVal = allSoulPrintAddWarPowerVal + cursoulPrintConfig.Score
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end
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end
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end
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end
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if singleHeroProVal and LengthOfTable(singleHeroProVal) > 0 then
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for i,v in pairs(singleHeroProVal) do
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if addAllProVal[i] then
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addAllProVal[i] = addAllProVal[i] + v
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else
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addAllProVal[i] = v
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end
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end
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end
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return addAllProVal,lvProVal,allHeroProVal,specialProVal
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return allSoulPrintAddWarPowerVal
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-- local addAllProVal = {}
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-- local singleHeroProVal,lvProVal,allHeroProVal,specialProVal
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-- local curHeroData = HeroManager.GetSingleHeroData(_heroId)
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-- if curHeroData then
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-- if(table.nums(curHeroData.soulPrintList) >= 1) then
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-- for i = 1, #curHeroData.soulPrintList do
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-- local cursoulPrintConfig = equipConfig[curHeroData.soulPrintList[i].equipId]
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-- if cursoulPrintConfig then
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-- --基础属性计算
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-- local soulPrintPropertyList = cursoulPrintConfig.Property
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-- if soulPrintPropertyList and #soulPrintPropertyList > 0 then
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-- for i,v in pairs(soulPrintPropertyList) do
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-- if(addAllProVal[v[1]]) then
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-- addAllProVal[v[1]]=v[2]+addAllProVal[v[1]]
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-- else
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-- addAllProVal[v[1]]=v[2]
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-- end
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-- end
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-- end
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-- --被动技能计算
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-- if cursoulPrintConfig.PassiveSkill then
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-- --单体加成 --单体等级限制加成 --团体加成 --减乘
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-- singleHeroProVal,lvProVal,allHeroProVal,specialProVal = this.CalculatePassiveSkillsValList(WarPowerType.SoulPrint,cursoulPrintConfig.PassiveSkill)
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-- end
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-- end
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-- end
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-- end
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-- end
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-- if singleHeroProVal and LengthOfTable(singleHeroProVal) > 0 then
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-- for i,v in pairs(singleHeroProVal) do
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-- if addAllProVal[i] then
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-- addAllProVal[i] = addAllProVal[i] + v
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-- else
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-- addAllProVal[i] = v
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-- end
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-- end
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-- end
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-- return addAllProVal,lvProVal,allHeroProVal,specialProVal
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end
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--英雄身上宝器属性计算
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local function CalculateEquipTreaSureAddVal(_heroId)
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@ -1583,7 +1585,8 @@ function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upSt
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-- end
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--end
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--魂印的属性加成
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local singleHeroSoulPrintProVal,lvSoulPrintProVal,allHeroSoulPrintProVal,specialSoulPrintProVal = CalculateSoulPrintAddVal(curHeroData.dynamicId)
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-- local singleHeroSoulPrintProVal,lvSoulPrintProVal,allHeroSoulPrintProVal,specialSoulPrintProVal = CalculateSoulPrintAddVal(curHeroData.dynamicId)
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local allSoulPrintAddWarPowerVal = CalculateSoulPrintAddVal(curHeroData.dynamicId)
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-- LogError("魂印的单体属性加成 "..allSoulPrintAddWarPowerVal)
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--宝器加成 宝器本身属性 + 宝器激活的强化共鸣 和 精炼共鸣
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local equipTreasureAddPro = CalculateEquipTreaSureAddVal(curHeroData.dynamicId)
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@ -1627,19 +1630,19 @@ function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upSt
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this.DoubleTableCompound(allAddProVal, allPokemonPeiJianAddPro)
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this.DoubleTableCompound(allAddProVal, guildSkillAllProAdd)
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this.DoubleTableCompound(allAddProVal, falismanSingleHeroProVal)
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this.DoubleTableCompound(allAddProVal,singleHeroSoulPrintProVal)
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-- this.DoubleTableCompound(allAddProVal,singleHeroSoulPrintProVal)
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this.DoubleTableCompound(allAddProVal, playerDcorateAdd)
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this.DoubleTableCompound(allAddProVal, heroSkillSingleHeroProVal)
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this.DoubleTableCompound(allAddProVal, equipTreasureAddPro)
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this.DoubleTableCompound(allAddProVal, vipAddPro)
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--100等级所有属性合并
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this.DoubleTableCompound(lvProVal, falismanLvProVal)
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this.DoubleTableCompound(lvProVal,lvSoulPrintProVal)
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-- this.DoubleTableCompound(lvProVal,lvSoulPrintProVal)
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this.DoubleTableCompound(lvProVal, heroSkillLvProVal)
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--团体所有属性合并
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if not _isAllHeroProVal then
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this.DoubleTableCompound(allHeroProVal, falismanAllHeroProVal)
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this.DoubleTableCompound(allHeroProVal,allHeroSoulPrintProVal)
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-- this.DoubleTableCompound(allHeroProVal,allHeroSoulPrintProVal)
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this.DoubleTableCompound(allHeroProVal, heroSkillAllHeroProVal)
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this.DoubleTableCompound(allHeroProVal, teamAddPro)
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end
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@ -1650,7 +1653,7 @@ function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upSt
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-- end
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--4公式特殊(减乘)所有属性加成
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this.DoubleTableCompound(specialProVal, falismanSpecialProVal)
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this.DoubleTableCompound(specialProVal,specialSoulPrintProVal)
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-- this.DoubleTableCompound(specialProVal,specialSoulPrintProVal)
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this.DoubleTableCompound(specialProVal, heroSkillSpecialProVal)
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--100等级所有属性合并
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local forNum = curLvNum - 100
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@ -1766,10 +1769,10 @@ curHeroData.MLSproList={}
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if _type == 1 then
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--最后加魂印战力
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allAddProVal[HeroProType.WarPower] =
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allEquipScore + CalculateWarForce(allAddProVal)
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allEquipScore + CalculateWarForce(allAddProVal) + allSoulPrintAddWarPowerVal
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elseif _type == 2 then
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allAddProVal[HeroProType.WarPower] =
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allEquipScore + CalculateWarForce(allAddProVal)
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allEquipScore + CalculateWarForce(allAddProVal) + allSoulPrintAddWarPowerVal
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--最后加魂印战力
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end
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--for i, v in pairs(allAddProVal) do
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@ -77,13 +77,11 @@ function TreasureOfHeavenPanel:refresh()
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treasureState = TreasureOfHeavenManger.GetTreasureState()--秘宝礼包状态 0:可购买 1:已购买
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rewardStateData = TreasureOfHeavenManger.GetState()--任务状态
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if #rewardStateData <= 0 then
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NetManager.TreasureOfHeavenScoreRequest(function(msg)
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curScore = TreasureOfHeavenManger.GetScore()--当前分数
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rewardStateData = TreasureOfHeavenManger.GetState()--任务状态
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curScore = TreasureOfHeavenManger.GetScore()--当前分数
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rewardStateData = TreasureOfHeavenManger.GetState()--任务状态
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TreasureOfHeavenPanel:topBar()
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TreasureOfHeavenPanel:showTaskList()
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end)
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TreasureOfHeavenPanel:topBar()
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TreasureOfHeavenPanel:showTaskList()
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else
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curScore = TreasureOfHeavenManger.GetScore()--当前分数
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TreasureOfHeavenPanel:topBar()
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