Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev
commit
a6cc38d08b
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@ -6368,6 +6444,85 @@ Animator:
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@ -1727,6 +1727,18 @@ function TimeToMS(t)
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return string.format("%02d:%02d", _min, _sec)
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end
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--- 将一段时间转换为分或秒
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function TimeToMorS(t)
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if not t or t < 0 then
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return "0"
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elseif t > 0 and t < 60 then
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return math.floor(t).."秒"
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else
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local _min = math.floor(t / 60)
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return string.format("%02d分", _min)
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end
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end
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--- 获取今天某时间点时间戳
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function Today_N_OClockTimeStamp(n)
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local currentTime = math.floor(GetTimeStamp())
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@ -10965,6 +10965,40 @@ local passivityList = {
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BattleLogic.Event:AddEvent(BattleEventName.PassiveTreatingFactor,onPassiveTreatFactor,nil,nil,role)
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end,
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-- 主动攻击目标时,额外对目标造成[a]属性[b]%/目标最大数量的伤害
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-- a[int]b[float]
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[427] = function(role, args,id,judge)
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local pro = args[1]
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local v1 = args[2]
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local onHit = function(target, damage, bCrit, finalDmg,damageType,skill)
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--只对技能的直接目标生效,分摊出去的不会回血 2020/12/17 王振兴
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if not skill then
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return
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end
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--如果是boss 并且额外伤害是根据最大生命则返回
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local isBoss=BattleUtil.CheckIsBoss(target)
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if isBoss and pro==12 then
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return
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end
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local val = floor( BattleUtil.FP_Mul(v1, target:GetRoleData(BattlePropList[pro]))/skill:GetMaxTargetNum())
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BattleUtil.FinalDamageCountShield(nil,role, target, val)
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end
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local onSkillCast = function(skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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role.Event:AddEvent(BattleEventName.RoleHit, onHit,nil,nil,role)
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end
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-- 技能后后
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local onSkillCastEnd = function(skill)
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if skill and not skill.isTriggerJudge and judge==1 then
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return
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end
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role.Event:RemoveEvent(BattleEventName.RoleHit, onHit)
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end
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role.Event:AddEvent(BattleEventName.SkillCast, onSkillCast,nil,nil,role)
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role.Event:AddEvent(BattleEventName.SkillCastEnd, onSkillCastEnd,nil,nil,role)
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end,
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}
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@ -121,6 +121,9 @@ function GuildMainCityPanel:InitComponent()
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this.btnRedPacket=Util.GetGameObject(this.rightBox,"redPacket")
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this.btnRedPacketRedPoint=Util.GetGameObject(this.btnRedPacket,"redPoint")
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this.timeCount = Util.GetGameObject(self.transform,"Bg/btnCarDelay/Time")
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this.timeText = Util.GetGameObject(this.timeCount,"Text"):GetComponent("Text")
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if not this.playerInfoView then
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this.playerInfoView = SubUIManager.Open(SubUIConfig.PlayerInfoView, this.transform)
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end
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@ -407,6 +410,41 @@ end
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-- 计时显示
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local _BGMFlag = nil
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function this._TimeUpdate()
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--车迟斗法倒计时显示
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local timeDown = -1
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if GuildCarDelayManager.progress == GuildCarDelayProType.Challenge then
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if PrivilegeManager.GetPrivilegeRemainValue(PRIVILEGE_TYPE.GUILD_CAR_DELEAY_CHALLENGE) > 0 then
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timeDown = GuildCarDelayManager.ChallengeCdTime
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if timeDown > 0 then
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this.timeText.text = string.format("%s后可挑战",TimeToMorS(timeDown))
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else
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this.timeText.text = string.format("挑战中")
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end
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else
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this.timeText.text = string.format("15点开始抢夺")
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end
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elseif GuildCarDelayManager.progress == GuildCarDelayProType.Loot then
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if PrivilegeManager.GetPrivilegeRemainValue(PRIVILEGE_TYPE.GUILD_CAR_DELEAY_LOOT) > 0 then
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timeDown = GuildCarDelayManager.ChallengeCdTime
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if timeDown > 0 then
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this.timeText.text = string.format("%s后可抢夺",TimeToMorS(timeDown))
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else
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this.timeText.text = string.format("抢夺中")
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end
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else
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this.timeText.text = string.format("每日8点开启")
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end
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else
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this.timeText.text = string.format("每日8点开启")
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end
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--这个结构不适合做==0的判断,无奈写了个Timer
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if timeDown == 1 then
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Timer.New(function ()
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CheckRedPointStatus(RedPointType.LegendExplore)
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end,1.5):Start()
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end
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local curStage = GuildFightManager.GetCurFightStage()
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if curStage == GUILD_FIGHT_STAGE.DISSMISS or curStage == GUILD_FIGHT_STAGE.CLOSE then
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||||
if not _BGMFlag or _BGMFlag == 1 then
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||||
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