Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev
commit
b145159311
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@ -599,6 +599,8 @@ function this.EquipTreasureBuildRequest(_IdDyn, _type,_mats,func)
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if func then
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if func then
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func(msg)
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func(msg)
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end
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end
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-- 宝物属性改变需要重新计算战斗力
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EquipTreasureManager.SetTreasureDirty(_IdDyn, true)
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end)
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end)
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end
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end
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@ -8,6 +8,7 @@ local jewerLevelUpConfig = ConfigManager.GetConfig(ConfigName.JewelRankupConfig)
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local EquipTreasureData = require("Modules.RoleInfo.EquipTreasureData")
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local EquipTreasureData = require("Modules.RoleInfo.EquipTreasureData")
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function this.Initialize()
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function this.Initialize()
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this.TreasurePowerData = {}
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end
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end
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--初始化所有宝器数据
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--初始化所有宝器数据
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function this.InitAllEquipTreasure(_equipData)
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function this.InitAllEquipTreasure(_equipData)
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@ -524,6 +525,9 @@ end
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--计算战斗力
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--计算战斗力
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function this.CalculateWarForce(Did)
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function this.CalculateWarForce(Did)
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-- Log("CalculateWarForce "..Did)
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local power = 0
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if this.IsTreasureDirty(Did) then
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local curTreasure = allTreasures[Did]
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local curTreasure = allTreasures[Did]
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if not curTreasure then
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if not curTreasure then
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curTreasure = MonsterCampManager.GetSingleTreasureByIdDyn(Did)
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curTreasure = MonsterCampManager.GetSingleTreasureByIdDyn(Did)
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@ -535,10 +539,51 @@ function this.CalculateWarForce(Did)
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curTreasure = GoodFriendManager.GetSingleTreasureByIdDyn(Did)
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curTreasure = GoodFriendManager.GetSingleTreasureByIdDyn(Did)
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end
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end
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if curTreasure then
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if curTreasure then
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return this.CalculateWarForceBase(curTreasure.id, curTreasure.lv, curTreasure.refineLv, curTreasure.treeLv,curTreasure)
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power = this.CalculateWarForceBase(curTreasure.id, curTreasure.lv, curTreasure.refineLv, curTreasure.treeLv,curTreasure)
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end
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end
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return 0
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this.SetTreasurePower(Did, power)
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this.SetTreasureDirty(Did, false)
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else
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if this.TreasurePowerData and this.TreasurePowerData[Did] then
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power = this.TreasurePowerData[Did].power or 0
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end
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end
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end
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return power
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end
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-- 判断脏数据
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function this.IsTreasureDirty(dId)
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if not this.TreasurePowerData then
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this.TreasurePowerData = {}
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end
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if not this.TreasurePowerData[dId] then
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this.TreasurePowerData[dId] = {}
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end
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return this.TreasurePowerData[dId].isDirty ~= false
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end
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-- 设置脏数据
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function this.SetTreasureDirty(dId, isDirty)
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if not this.TreasurePowerData then
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this.TreasurePowerData = {}
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end
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if not this.TreasurePowerData[dId] then
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this.TreasurePowerData[dId] = {}
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end
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this.TreasurePowerData[dId].isDirty = isDirty ~= false
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end
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-- 设置宝物战斗力
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function this.SetTreasurePower(dId, power)
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if not this.TreasurePowerData then
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this.TreasurePowerData = {}
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end
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if not this.TreasurePowerData[dId] then
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this.TreasurePowerData[dId] = {}
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end
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this.TreasurePowerData[dId].power = power or 0
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end
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function this.CalculateWarForceBase(sId, lv, rlv, tlv,curTreasure)
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function this.CalculateWarForceBase(sId, lv, rlv, tlv,curTreasure)
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-- LogGreen("sId:"..sId.." lv:"..lv.." rlv:"..rlv.." tlv:"..tlv)
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-- LogGreen("sId:"..sId.." lv:"..lv.." rlv:"..rlv.." tlv:"..tlv)
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local curEuipTreaSureConfig = ConfigManager.GetConfigData(ConfigName.JewelConfig, sId)
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local curEuipTreaSureConfig = ConfigManager.GetConfigData(ConfigName.JewelConfig, sId)
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