Merge branch 'china/dev' into china/dev_res
commit
a97cc47cce
|
@ -1195,10 +1195,10 @@ RectTransform:
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m_Father: {fileID: 391854018}
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m_RootOrder: 2
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 1, y: 0}
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m_AnchoredPosition: {x: -1.3999023, y: 370}
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m_SizeDelta: {x: -172.8, y: 181.9}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: -1.3999023, y: -624}
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m_SizeDelta: {x: 907.2, y: 181.90002}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &1220850633
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MonoBehaviour:
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@ -1601,10 +1601,10 @@ RectTransform:
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m_Father: {fileID: 391854018}
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m_RootOrder: 3
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 1, y: 0}
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m_AnchoredPosition: {x: -1.3999023, y: 985.7202}
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m_SizeDelta: {x: -172.8, y: 1049.6}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: -1.3999023, y: -5.4000244}
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m_SizeDelta: {x: 907.2, y: 1111.8999}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &1831826791
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CanvasRenderer:
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@ -448,7 +448,11 @@ function this.GetActivityTypeFromId(activityId)
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end
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function this.IsActivityTypeOpen(type)
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local globalActConfigs = ConfigManager.GetAllConfigsDataByKey(ConfigName.GlobalActivity, "Type", type)
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local globalActConfigs = ConfigManager.TryGetAllConfigsDataByKey(ConfigName.GlobalActivity, "Type", type)
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if not globalActConfigs or #globalActConfigs <= 0 then
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LogError("未找到活动相关配置,类型:"..tostring(type))
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return
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end
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local activityId = nil
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table.walk(globalActConfigs, function(actConfigInfo)
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if this.mission and this.mission[actConfigInfo.Id] then
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@ -754,6 +754,7 @@ function this.GetFakeBattleData(fakeId)
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battleData.enemyData[1].firstCamp = 1
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battleData.playerData.firstCamp = 0
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end
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battleData.enemyId=fakeId
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return battleData, fakeConfig.TimeSeed
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end
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@ -27,9 +27,9 @@ local SKIP_STATE = {
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}
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local UpdateBtnGMFunc = {
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[-1] = function()
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if not BattleManager.IsUnlockBattlePass() then
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return SKIP_STATE.LOCK, "25级或充值任意金额后解锁"
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end
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-- if not BattleManager.IsUnlockBattlePass() then
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-- return SKIP_STATE.LOCK, "25级或充值任意金额后解锁"
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-- end
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return SKIP_STATE.UNLOCK
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end,
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[BATTLE_TYPE.BACK]= function()
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@ -48,11 +48,26 @@ local UpdateBtnGMFunc = {
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-- return SKIP_STATE.NOUSE, "日常副本战斗无法跳过!"
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-- end,
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[BATTLE_TYPE.STORY_FIGHT] = function()
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if not BattleManager.IsUnlockBattlePass() then
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return SKIP_STATE.LOCK, "25级或充值任意金额后解锁"
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-- if not BattleManager.IsUnlockBattlePass() then
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-- return SKIP_STATE.LOCK, "25级或充值任意金额后解锁"
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-- end
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-- if FightPointPassManager.GetCurOpenFightIdIsBoss() then
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-- return SKIP_STATE.NOUSE, "首领关卡无法跳过!"
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-- end
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if this.curRound < 3 then
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return SKIP_STATE.NOUSE, "跳过功能将在第三回合解锁"
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end
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if FightPointPassManager.GetCurOpenFightIdIsBoss() then
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return SKIP_STATE.NOUSE, "首领关卡无法跳过!"
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return SKIP_STATE.UNLOCK
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end,
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[BATTLE_TYPE.DAILY_CHALLENGE] = function()
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-- if not BattleManager.IsUnlockBattlePass() then
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-- return SKIP_STATE.LOCK, "25级或充值任意金额后解锁"
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-- end
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-- if FightPointPassManager.GetCurOpenFightIdIsBoss() then
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-- return SKIP_STATE.NOUSE, "首领关卡无法跳过!"
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-- end
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if this.curRound < 3 then
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return SKIP_STATE.NOUSE, "跳过功能将在第三回合解锁"
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end
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return SKIP_STATE.UNLOCK
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end,
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@ -363,16 +378,22 @@ function this:InitOption()
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this.Option:SetActive(true)
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Util.GetGameObject(this.BtnTimeScale, "lock"):SetActive(not BattleManager.IsUnlockBattleSpeed())
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local state, tip = self:GetSkipState()
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this.jumpLock:SetActive(state == SKIP_STATE.LOCK)
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Util.SetColor(this.BtnJumpFight, state == SKIP_STATE.NOUSE and UIColor.DEEPGRAY or UIColor.WRITE)
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-- 设置跳过按钮的状态
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this.SetJumpBtnState()
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-- 初始化战斗时间,刷新前端显示
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BattleManager.InitTimeScale()
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this.SwitchTimeScale()
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end
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-- 设置跳过按钮的状态
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function this.SetJumpBtnState()
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local state, tip = this:GetSkipState()
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this.jumpLock:SetActive(state == SKIP_STATE.LOCK)
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Util.SetColor(this.BtnJumpFight, state == SKIP_STATE.NOUSE and UIColor.DEEPGRAY or UIColor.WRITE)
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end
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function this.SwitchTimeScale()
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local _scale = BattleManager.GetTimeScale()
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local child = this.BtnTimeScale.transform.childCount - 3 -- 3倍速时-2
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@ -717,6 +738,8 @@ function this.OnRoundChanged(round)
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end
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this.roundText.text = string.format(Language[10211], curRound, maxRound)
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-- 设置跳过按钮的状态
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this.SetJumpBtnState()
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end
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-- 角色轮转回调
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function this.RoleTurnChange(role)
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@ -666,7 +666,7 @@ function this.OnAddRole(data)
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if this.isBoss and data.position == 2 then
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isBoss = true
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end
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tbRole[data] = EnemyView.New(go, data, data.position, this, isBoss)
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tbRole[data] = EnemyView.New(go, data, data.position, this, isBoss, this.fightData and this.fightData.enemyId or nil)
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end
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go.transform.localScale = Vector3.one
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go.transform.localPosition = Vector3.zero
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@ -6,11 +6,11 @@ function BattleUnit.New(go, role, position, root, isBoss)
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return o
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end
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function BattleUnit:ctor(go, role, position, root, isBoss)
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function BattleUnit:ctor(go, role, position, root, isBoss,enemyId)
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self._DelayFuncList = {}
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self._LoopFuncList = {}
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if self.onCreate then
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self:onCreate(go, role, position, root, isBoss)
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self:onCreate(go, role, position, root, isBoss,enemyId)
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end
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end
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@ -8,23 +8,23 @@ local reliveEffect1 = "fx_chongsheng_lianhua"
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local reliveEffect2 = "fx_chongsheng_lizhi"
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EnemyView = BattleUnit.New()
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function EnemyView.New(go, role, position, root, isBoss)
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function EnemyView.New(go, role, position, root, isBoss,enemysId)
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local o = BattleUnit.New(go, role, position, root)
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setmetatable(o, EnemyView)
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EnemyView.__index = EnemyView
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o:ctor(go, role, position, root, isBoss)
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o:ctor(go, role, position, root, isBoss,enemysId)
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return o
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end
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function EnemyView:onCreate(go, role, position, root, isBoss)
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function EnemyView:onCreate(go, role, position, root, isBoss,enemyId)
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self.spLoader = SpriteLoader.New()
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self.RootPanel = root
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self.GameObject = go
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self.role = role
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self.camp = role.camp
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self.isBoss = isBoss
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self.enemysId=enemyId --剧情id,用于处理剧情特殊显示
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-- 创建技能播放器
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self.castingEfectNode = self.RootPanel.enemySkillCast
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self.castingNameNode = Util.GetGameObject(self.castingEfectNode, "TongYong_Casting_Shang/DongHua/MingZi")
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@ -69,7 +69,10 @@ function EnemyView:onCreate(go, role, position, root, isBoss)
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self.nameText.text = SubString2(self.readingName,9)
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self.level.text = role:GetRoleData(RoleDataName.Level)
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self.elementImg.sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(role.roleData.element))
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if self.enemysId and self.enemysId==1017 then
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Util.GetGameObject(go, "Name"):GetComponent("RectTransform").anchoredPosition=Vector3.New(20,-180,0)
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Util.GetGameObject(go, "Pro"):GetComponent("RectTransform").anchoredPosition=Vector3.New(-77,-180,0)
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end
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--
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self.RoleLiveGO = poolManager:LoadLive(self.livePath, go.transform.parent, Vector3.one, Vector3.zero)
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self.RoleLiveGOGraphic = self.RoleLiveGO:GetComponent("SkeletonGraphic")
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@ -223,6 +223,12 @@ function this.RefreshMyInfo()
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sortNumTabs[i] = Util.GetGameObject(this.myInfo, "sortNum/sortNum ("..i..")")
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sortNumTabs[i]:SetActive(false)
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end
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if not itemList2 then
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itemList2 = {}
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end
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for i = 1, #itemList2 do
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itemList2[i].gameObject:SetActive(false)
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end
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if myrank and myrank > 0 then
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if myrank < 4 then
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sortNumTabs[myrank]:SetActive(true)
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@ -231,13 +237,6 @@ function this.RefreshMyInfo()
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Util.GetGameObject(sortNumTabs[4], "rankNumberText"):GetComponent("Text").text = myrank
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end
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if not itemList2 then
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itemList2 = {}
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end
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for i = 1, #itemList2 do
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itemList2[i].gameObject:SetActive(false)
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end
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--获取奖励
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if curRankType == 3 then--竞技场
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for k,value in ConfigPairs(ConfigList[curRankType]) do
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|
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@ -246,6 +246,17 @@ function this.GetManyItems(text)
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end)
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return
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end
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if text == "一键法宝之灵" then
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local config = (ConfigManager.TryGetAllConfigsDataByKey(ConfigName.ItemConfig,"ItemType",ItemType.talismanSoulChip))
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local cor = coroutine.start(function()
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for k,v in ipairs(config) do
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local str = "1#" .. v.Id .."#" .. 500
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NetManager.GMEvent(str)
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coroutine.wait(0.1)
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end
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end)
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return
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end
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if text and text ~= "" then
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local list = string.split(text, "|")
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local cor = coroutine.start(function()
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|
|
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@ -27,6 +27,7 @@ function this:InitComponent(gameObject)
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self.itemList = {}
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self.maskList = {}
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self.maskImageList = {}
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self.heroNameList = {}--所有装备对应的英雄明list
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end
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function this:BindEvent()
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@ -116,32 +117,43 @@ function this:ShowSingleData(item,sdata,index)
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local equiped = Util.GetGameObject(item,"equiped")
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maskImage:SetActive(false)
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equiped:SetActive(sdata.Equiped)
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if not self.itemList[index] then
|
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self.itemList[index] = SubUIManager.Open(SubUIConfig.ItemView,itemtrans.transform)
|
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self.itemList[index].gameObject:SetActive(false)
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if not self.itemList[item] then
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self.itemList[item] = SubUIManager.Open(SubUIConfig.ItemView,itemtrans.transform)
|
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self.itemList[item].gameObject:SetActive(false)
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end
|
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|
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self.itemList[item]:OnOpen(false, {sdata.Id,sdata.Num}, 1,true,false,false,sortingOrder)
|
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self.itemList[item].gameObject:SetActive(true)
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self.maskList[item] = itemmask
|
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self.maskImageList[item] = maskImage
|
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self.maskImageList[item]:SetActive(self.selectId == sdata.Id)
|
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|
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if not self.heroNameList[index] then
|
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if sdata.Equiped then
|
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local data = HeroManager.GetHeroIdListByEquipId(sdata.Id)
|
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for i = 1, #data do
|
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table.insert( self.heroNameList,data[i])
|
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end
|
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else
|
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self.heroNameList[index] = nil
|
||||
end
|
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end
|
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LogGreen("index:"..tostring(index))
|
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self.itemList[index]:OnOpen(false, {sdata.Id,sdata.Num}, 1,true,false,false,sortingOrder)
|
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self.itemList[index].gameObject:SetActive(true)
|
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self.maskList[index] = itemmask
|
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self.maskImageList[index] = maskImage
|
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self.maskImageList[index]:SetActive(self.selectId == sdata.Id)
|
||||
|
||||
|
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Util.AddOnceClick(self.maskList[index],function ()
|
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Util.AddOnceClick(self.maskList[item],function ()
|
||||
for i = 1, #self.maskImageList do
|
||||
self.maskImageList[i]:SetActive(false)
|
||||
end
|
||||
if self.selectId == sdata.Id then
|
||||
self.maskImageList[index]:SetActive(false)
|
||||
self.maskImageList[item]:SetActive(false)
|
||||
self.selectId = 0
|
||||
else
|
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self.maskImageList[index]:SetActive(true)
|
||||
self.maskImageList[item]:SetActive(true)
|
||||
self.selectId = sdata.Id
|
||||
end
|
||||
end)
|
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Util.AddOnceClick(equiped,function ()
|
||||
MsgPanel.ShowTwo(string.format("<size=45><color=#00FF66>%s</color>穿戴该装备,是否前往卸下?</size>",HeroManager.GetHeroIdListByEquipId(sdata.Id)[index]),function() end,function()
|
||||
MsgPanel.ShowTwo(string.format("<size=45><color=#00FF66>%s</color>穿戴该装备,是否前往卸下?</size>",self.heroNameList[index]),function() end,function()
|
||||
JumpManager.GoJump(22001)
|
||||
end,"取消","确定")
|
||||
end)
|
||||
|
@ -152,6 +164,7 @@ function this:OnClose()
|
|||
self.equipList={}
|
||||
self.maskList = {}
|
||||
self.maskImageList = {}
|
||||
self.heroNameList = {}
|
||||
end
|
||||
|
||||
function this:OnDestroy()
|
||||
|
|
|
@ -7,8 +7,6 @@ local IMAGE = {
|
|||
[4] = "r_hero_jinengdian01",
|
||||
}
|
||||
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
|
||||
local maxLevel = tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,133).Value)
|
||||
local statePower = tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,134).Value)
|
||||
|
||||
function Cultivation:InitComponent()
|
||||
self.spLoader = SpriteLoader.New()
|
||||
|
@ -19,6 +17,7 @@ function Cultivation:InitComponent()
|
|||
self.textPre = Util.GetGameObject(self.grid,"TextPre")
|
||||
self.textPre:SetActive(false)
|
||||
self.Tips = Util.GetGameObject(self.gameObject,"Frame/Tips"):GetComponent("Text")
|
||||
self.title = Util.GetGameObject(self.gameObject,"Frame/Bg/title/Text"):GetComponent("Text")
|
||||
|
||||
self.Slide = Util.GetGameObject(self.gameObject,"Frame/Slide")
|
||||
self.level = Util.GetGameObject(self.Slide,"level"):GetComponent("Text")
|
||||
|
@ -44,11 +43,11 @@ function Cultivation:BindEvent()
|
|||
self:ClosePanel()
|
||||
end)
|
||||
Util.AddOnceClick(self.upGradeBtn, function()
|
||||
if (self.curMaxPower-PracticeManager.CultivationLevel*statePower) < statePower then
|
||||
if (self.curMaxPower-self.achivePower) < self.statePower then
|
||||
PopupTipPanel.ShowTip("战力不足无法升级!")
|
||||
return
|
||||
end
|
||||
if maxLevel <= PracticeManager.CultivationLevel then
|
||||
if self.maxLevel <= PracticeManager.CultivationLevel then
|
||||
PopupTipPanel.ShowTip("等级已达上限!")
|
||||
return
|
||||
end
|
||||
|
@ -88,8 +87,11 @@ function Cultivation:OnShow()
|
|||
--战力
|
||||
self.curMaxPower = PlayerManager.maxForce
|
||||
self.lastLevel = PracticeManager.CultivationLevel--上次的等级
|
||||
self.maxLevel,self.statePower,self.achivePower = PracticeManager.getDataOfCur()
|
||||
|
||||
self.lastPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
|
||||
self.Tips.text = ConfigManager.GetConfigData(ConfigName.QAConfig,112).content
|
||||
self.title.text = string.format("最高战力每提升%s万可提升1级修为",self.statePower/10000)
|
||||
--设置四个属性
|
||||
for i = 1, #self.configData.ProRank do
|
||||
local go = self.textPreList[i]
|
||||
|
@ -104,12 +106,12 @@ function Cultivation:OnShow()
|
|||
self.level.text = string.format("%s级",PracticeManager.CultivationLevel)
|
||||
self.power.text = self.curMaxPower
|
||||
--数字
|
||||
if maxLevel > PracticeManager.CultivationLevel then
|
||||
self.value.text = string.format("%s/%s",self.curMaxPower-statePower*PracticeManager.CultivationLevel,statePower)
|
||||
if self.curMaxPower-statePower*PracticeManager.CultivationLevel > statePower then
|
||||
if self.maxLevel > PracticeManager.CultivationLevel then
|
||||
self.value.text = string.format("%s/%s",self.curMaxPower-self.achivePower,self.statePower)
|
||||
if self.curMaxPower-self.achivePower > self.statePower then
|
||||
self.fill:GetComponent("RectTransform").sizeDelta = Vector3.New(445,26,0)
|
||||
else
|
||||
local size = (self.curMaxPower%statePower)/statePower
|
||||
local size = (self.curMaxPower-self.achivePower)/self.statePower
|
||||
self.fill:GetComponent("RectTransform").sizeDelta = Vector3.New(445*size,26,0)
|
||||
end
|
||||
self.btnText.text = "升 级"
|
||||
|
|
|
@ -723,12 +723,43 @@ function this.SetCultivationLevel(_level,func)
|
|||
end
|
||||
end
|
||||
|
||||
function this.getDataOfCur()
|
||||
local maxLevel = 0--最大等级
|
||||
local statePower = 0--当前升一级需要的战力
|
||||
local achivePower = 0--当前等级已达到的战力
|
||||
|
||||
local levelList = string.split(ConfigManager.GetConfigData(ConfigName.SpecialConfig,133).Value, "#")
|
||||
local statePowerList = string.split(ConfigManager.GetConfigData(ConfigName.SpecialConfig,134).Value, "#")
|
||||
local limitPowerList = string.split(ConfigManager.GetConfigData(ConfigName.SpecialConfig,139).Value, "#")
|
||||
maxLevel = tonumber(levelList[#levelList])
|
||||
|
||||
for i = #levelList, 1,-1 do
|
||||
if this.CultivationLevel <= tonumber(levelList[i]) then
|
||||
statePower = tonumber(statePowerList[i])
|
||||
end
|
||||
end
|
||||
for i = 1, #levelList do
|
||||
if this.CultivationLevel <= tonumber(levelList[i]) then
|
||||
if levelList[i-1] then
|
||||
achivePower = achivePower + (this.CultivationLevel - tonumber(levelList[i-1]))*statePower
|
||||
break
|
||||
else
|
||||
achivePower = this.CultivationLevel*statePower
|
||||
break
|
||||
end
|
||||
else
|
||||
achivePower = tonumber(limitPowerList[i])
|
||||
end
|
||||
end
|
||||
-- LogGreen("修为等级:"..tostring(this.CultivationLevel).." maxLevel:"..tostring(maxLevel).." statePower:"..tostring(statePower).." achivePower:"..tostring(achivePower).." 最高战力:"..tostring(PlayerManager.maxForce))
|
||||
return maxLevel,statePower,achivePower
|
||||
end
|
||||
|
||||
function this.CheckPlayerCultivetionRed()
|
||||
local maxLevel = tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,133).Value)
|
||||
local statePower = tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,134).Value)
|
||||
local maxLevel,statePower,achivePower = this.getDataOfCur()
|
||||
if maxLevel > this.CultivationLevel then
|
||||
FormationManager.UserPowerChanged()
|
||||
if (PlayerManager.maxForce - statePower*this.CultivationLevel) > statePower then
|
||||
if (PlayerManager.maxForce - achivePower) > statePower then
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
|
|
@ -58,9 +58,16 @@ function TailsManSouPanel:BindEvent()
|
|||
local s = function(data)
|
||||
local lis1 = {}
|
||||
for k,v in pairs(data) do
|
||||
table.insert(lis1,string.format("<color=#00FF00>%s+%s</color>",propertyConfig[k].Info,GetPropertyFormatStr(propertyConfig[k].Style,v)))
|
||||
table.insert(lis1,{str = string.format("<color=#00FF00>%s+%s</color>",propertyConfig[k].Info,GetPropertyFormatStr(propertyConfig[k].Style,v)),sort = propertyConfig[k].SortId})
|
||||
end
|
||||
return lis1
|
||||
table.sort(lis1,function(a,b)
|
||||
return a.sort < b.sort
|
||||
end)
|
||||
local list2 = {}
|
||||
for i = 1,#lis1 do
|
||||
table.insert(list2,lis1[i].str)
|
||||
end
|
||||
return list2
|
||||
end
|
||||
local data = {}
|
||||
local singData = {}
|
||||
|
|
|
@ -178,9 +178,9 @@ function TailsmanSoulMainPanel:GetProData()
|
|||
end
|
||||
local str = ""
|
||||
for i = 1,#curData do
|
||||
str = string.format("<color=#ecdfc8>%s:%s</color>",propertyConfig[curData[i][1]].Info,GetEquipPropertyFormatStr(propertyConfig[curData[i][1]].Style,curData[i][2]) )
|
||||
str = string.format("<color=#ecdfc8>%s:%s</color>",propertyConfig[curData[i][1]].Info,GetPropertyFormatStr(propertyConfig[curData[i][1]].Style,curData[i][2]) )
|
||||
if nextProData[curData[i][1]] then
|
||||
str = str..string.format("<color=#00FF00>(+%s)</color>",GetEquipPropertyFormatStr(propertyConfig[curData[i][1]].Style,nextProData[curData[i][1]] - curData[i][2]))
|
||||
str = str..string.format("<color=#00FF00>(+%s)</color>",GetPropertyFormatStr(propertyConfig[curData[i][1]].Style,nextProData[curData[i][1]] - curData[i][2]))
|
||||
end
|
||||
table.insert(proData,str)
|
||||
end
|
||||
|
|
Loading…
Reference in New Issue