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

skuld 2021-11-28 16:30:29 +08:00
commit b63ad78128
24 changed files with 390 additions and 197 deletions

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@ -27,6 +27,7 @@ GameEvent = {
GuidePanelScrollViewPos = "Guide.GuidePanelScrollViewPos",
BattleGuideDone = "Guide.BattleGuideDone",
FuncGuideDone = "Guide.FuncGuideDone",
},
Player = {
--金币数量改变

View File

@ -815,6 +815,7 @@ function this.GetSkillCombat(id)
BeforeBullet = combat.BeforeBullet,
SkillNumber = combat.SkillNumber,
SkillDuration = combat.SkillDuration,
DamageDelay = combat.DamageDelay,
BeforeOrientation = combat.BeforeOrientation,
Orientation = combat.Orientation,
HitOrientation = combat.HitOrientation,

View File

@ -652,9 +652,14 @@ function BattleUtil.ApplyDamageNoPassive(skill, atkRole, defRole, damage, bCrit,
damage = BattleUtil.CalShield(atkRole, defRole, damage,skill)
-- 造成的最终伤害
local damagingFunc = function(dmgDeduction)
--不计算增伤只计算减伤
if dmgDeduction<0 then
return
end
damage = damage - dmgDeduction
end
atkRole.Event:DispatchEvent(BattleEventName.PassiveDamaging, damagingFunc, defRole, damage, skill, dotType, bCrit,damageType, dotType,isDirect)
defRole.Event:DispatchEvent(BattleEventName.FinalBeDamageEnd, damagingFunc, atkRole, damage, skill, dotType, bCrit, damageType,isDirect)
BattleLogic.Event:DispatchEvent(BattleEventName.FinalDamage, damagingFunc, atkRole, defRole, damage, skill, dotType, bCrit, damageType)
@ -814,8 +819,8 @@ function BattleUtil.FinalDamageCountShield(skill, atkRole, defRole, damage, bCri
if defRole.type == BattleUnitType.Monster or defRole.type == BattleUnitType.Player then
return
end
-- 计算盾减伤
damage = BattleUtil.CalShield(atkRole, defRole, damage,skill)
-- 计算无敌盾减伤
damage = BattleUtil.CalAllReduceShield(atkRole, defRole, damage,skill)
if damage < 0 then damage = 0 end
if skill and skill.type==BattleSkillType.Special then

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@ -125,12 +125,12 @@ function RoleLogic:Init(uid, data, position)
local len=floor((#coverArgs-1)/2)
for i = 1, len do
local id=0
if #coverArgs>i+1 then
id=coverArgs[i+1]
if #coverArgs>i+i then
id=coverArgs[i+i]
end
local value=0
if #coverArgs>=i+2 then
value=coverArgs[i+2]
if #coverArgs>=i+i+1 then
value=coverArgs[i+i+1]
end
if id~=0 and value~=0 and #args>=id and args[id] then
args[id]=value

View File

@ -417,10 +417,16 @@ local DotTypeTip = {
}
--
function EnemyView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill)
if skill and skill.continueTime > 0 and skill.attackCount > 1 then
local space = skill.continueTime / skill.attackCount
local count = skill.attackCount
local d = math.floor(dmg/count)
if skill then
-- 技能配置
local combatId = BattleManager.GetCombatIdBySkin(skill.id, atkRole.roleData.skinId)
local combat = BattleManager.GetSkillCombat(combatId)
--
local delay = combat.DamageDelay or 0
local continue = skill.continueTime or 0
local count = skill.attackCount or 1
local space = continue / count
local d = math.floor(dmg / count)
-- 如果平均伤害小于0 则
if d == 0 then
d = dmg
@ -429,7 +435,11 @@ function EnemyView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType,
if BattleManager.IsBattleTestPanel() then
LogYellow(string.format("目标阵营:%s, 位置:%s, 总伤害:%s, 伤害段数:%s每段伤害%s", self.camp, self.role.position, dmg, count, d))
end
-- 伤害文字延时,有些受击特效不是立刻播放文字
self:DelayFunc(delay/1000, function()
-- 伤害文字
if count ~= 1 then
-- 多段伤害
-- 后续伤害延迟打出
self:LoopFunc(space, count - 1, function()
self:OnceDamaged(atkRole, d, bCrit, finalDmg, damageType, dotType, skill)
@ -437,14 +447,24 @@ function EnemyView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType,
-- 立刻打出第一次伤害
local fd = dmg - d *(count - 1)
self:OnceDamaged(atkRole, fd, bCrit, finalDmg, damageType, dotType, skill)
-- 被伤害卡牌表现
self:DOHitEffect(continue)
else
self:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill)
-- 被伤害卡牌表现
self:DOHitEffect()
end
end)
-- 播放特效
self.SkillCaster:CheckSkillHitEffect("hit", combat, skill)
else
if BattleManager.IsBattleTestPanel() then
LogYellow(string.format("目标阵营:%s, 位置:%s, 总伤害:%s", self.camp, self.role.position, dmg))
end
-- 伤害文字
self:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill)
-- 被伤害卡牌表现
self:DOHitEffect()
end
end
--
@ -476,26 +496,35 @@ function EnemyView:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotTyp
end
end
end
self.RoleLiveGOTran:DOShakeAnchorPos(0.3, Vector2.New(200, 100), 100, 50, false, true):OnComplete(function ()
self.RoleLiveGO.transform.anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2] )
end)
self.RoleLiveGOGraphic:DOColor(Color.New(1,0,0,1), 0.3):OnComplete(function ()
self.RoleLiveGOGraphic:DOColor(Color.New(1,1,1,1), 0.1)
end)
-- 受击放大1.2倍
self:DoScale(1.2, 0.3, function()
self:DoScale(1, 0.1)
end)
-- 播放受击动画
self:PlaySpineAnim(self.RoleLiveGOGraphic, 0, "hit", false)
-- bo
if skill then
local combatId = BattleManager.GetCombatIdBySkin(skill.id, atkRole.roleData.skinId)
local combat = BattleManager.GetSkillCombat(combatId)
self.SkillCaster:CheckSkillHitEffect("hit", combat, skill)
end
end
-- 播放卡牌受击效果
function EnemyView:DOHitEffect(time, func)
-- 时间修正
if not time or time < 0.3 then
time = 0.3
end
-- 受击放大1.2倍
self:DoScale(1.2, 0.1)
-- 卡面变红
self.RoleLiveGOGraphic:DOColor(Color.New(1,0,0,1), 0.1):OnComplete(function ()
self.RoleLiveGOGraphic:DOColor(Color.New(1,1,1,1), 0.1):SetDelay(time)
end)
-- 震动
self.RoleLiveGOTran:DOShakeAnchorPos(time, Vector2.New(200, 100), 100, 50, false, true):OnComplete(function ()
self.RoleLiveGO.transform.anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2] )
-- 恢复大小
self:DoScale(1, 0.1)
-- 回调
if func then
func()
end
end)
end
function EnemyView:OnHealed(castRole)
local sortingOrder = nil
local go = BattleManager.LoadAsset(healEffect, sortingOrder)

View File

@ -456,10 +456,16 @@ local DotTypeTip = {
}
--
function PlayerView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill)
if skill and skill.continueTime > 0 and skill.attackCount > 1 then
local space = skill.continueTime / skill.attackCount
local count = skill.attackCount
local d = math.floor(dmg/count)
if skill then
-- 技能配置
local combatId = BattleManager.GetCombatIdBySkin(skill.id, atkRole.roleData.skinId)
local combat = BattleManager.GetSkillCombat(combatId)
--
local delay = combat.DamageDelay or 0
local continue = skill.continueTime or 0
local count = skill.attackCount or 1
local space = continue / count
local d = math.floor(dmg / count)
-- 如果平均伤害小于0 则
if d == 0 then
d = dmg
@ -468,7 +474,11 @@ function PlayerView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType
if BattleManager.IsBattleTestPanel() then
LogYellow(string.format("目标阵营:%s, 位置:%s, 总伤害:%s, 伤害段数:%s每段伤害%s", self.camp, self.role.position, dmg, count, d))
end
-- 伤害文字延时,有些受击特效不是立刻播放文字
self:DelayFunc(delay/1000, function()
-- 伤害文字
if count ~= 1 then
-- 多段伤害
-- 后续伤害延迟打出
self:LoopFunc(space, count - 1, function()
self:OnceDamaged(atkRole, d, bCrit, finalDmg, damageType, dotType, skill)
@ -476,14 +486,24 @@ function PlayerView:OnDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType
-- 立刻打出第一次伤害
local fd = dmg - d *(count - 1)
self:OnceDamaged(atkRole, fd, bCrit, finalDmg, damageType, dotType, skill)
-- 被伤害卡牌表现
self:DOHitEffect(continue)
else
self:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill)
-- 被伤害卡牌表现
self:DOHitEffect()
end
end)
-- 播放特效
self.SkillCaster:CheckSkillHitEffect("hit", combat, skill)
else
if BattleManager.IsBattleTestPanel() then
LogYellow(string.format("目标阵营:%s, 位置:%s, 总伤害:%s", self.camp, self.role.position, dmg))
end
-- 伤害文字
self:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotType, skill)
-- 被伤害卡牌表现
self:DOHitEffect()
end
end
--
@ -515,43 +535,49 @@ function PlayerView:OnceDamaged(atkRole, dmg, bCrit, finalDmg, damageType, dotTy
end
end
end
-- 播放受击动画
self:PlaySpineAnim(self.RoleLiveGOGraphic, 0, "hit", false)
end
-- 播放卡牌受击效果
function PlayerView:DOHitEffect(time, func)
-- 时间修正
if not time or time < 0.3 then
time = 0.3
end
-- 受击放大1.2倍
self:DoScale(1.2, 0.1)
-- 卡面变红
DoTween.To(DG.Tweening.Core.DOGetter_float( function () return 1 end),
DG.Tweening.Core.DOSetter_float(function (progress)
local color = Color.New(1, progress, progress, 1)
Util.SetColor(self.GameObject, color)
Util.SetColor(self.RoleLiveGOGraphic, color)
end), 0, 0.3):SetEase(Ease.Linear):OnComplete(function()
end), 0, 0.1):SetEase(Ease.Linear):OnComplete(function()
DoTween.To(DG.Tweening.Core.DOGetter_float( function () return 0 end),
DG.Tweening.Core.DOSetter_float(function (progress)
local color = Color.New(1, progress, progress, 1)
Util.SetColor(self.GameObject, color)
Util.SetColor(self.RoleLiveGOGraphic, color)
end), 1, 0.1):SetEase(Ease.Linear)
end), 1, 0.1):SetEase(Ease.Linear):SetDelay(time)
end)
self.GameObject.transform.parent:DOShakeAnchorPos(0.3, Vector2.New(200, 100), 100, 50, false, true):OnComplete(function ()
-- 震动
self.GameObject.transform.parent:DOShakeAnchorPos(time, Vector2.New(200, 100), 100, 50, false, true):OnComplete(function ()
if self.GameObject then
self.GameObject.transform.parent.anchoredPosition = Vector2.New(self.role.position == 1 and -145 or 0, -221)
end
end)
-- 受击放大1.2倍
self:DoScale(1.2, 0.3, function()
-- 恢复大小
self:DoScale(1, 0.1)
end)
-- 播放受击动画
self:PlaySpineAnim(self.RoleLiveGOGraphic, 0, "hit", false)
-- 播放受击特效
if skill then
local combatId = BattleManager.GetCombatIdBySkin(skill.id, atkRole.roleData.skinId)
local combat = BattleManager.GetSkillCombat(combatId)
self.SkillCaster:CheckSkillHitEffect("hit", combat, skill)
-- 回调
if func then
func()
end
end)
end
function PlayerView:OnHealed(castRole)
local sortingOrder = self.GameObject:GetComponent("Canvas").sortingOrder + 21
local go = BattleManager.LoadAsset(healEffect, sortingOrder)

View File

@ -331,7 +331,8 @@ function this.LingShouBuildData()
showData.sasId = 0
showData.monsterId = tempData.Reward[1]
showData.iconId = LSrewardData[1].Reward[1][1]
showData.battleId = tempData.Fakebattle
local tempConfigId = ConfigManager.GetConfigDataByKey(ConfigName.SpiritAnimalSummon,"ActivityID",activityId,"FocusID",showData.monsterId)
showData.battleId = tempConfigId.Fakebattle
else
local tempData = SpiritAnimalSummonConfig[v.progress]
showData.sasId = tempData.Id

View File

@ -694,8 +694,10 @@ function this.ExcuteBattle()
PopupTipPanel.ShowTip(tip)
return
end
-- 检测是否有前置引导
GuideManager.BeforeFightCheck(curFightId, function()
this.SetInitAnim()
end)
end

View File

@ -140,6 +140,7 @@ function this.RefreshFightId(msg)
PlayerPrefs.SetInt(PlayerManager.uid .. OLD_ID, oldFight)
-- 最后一关更新
--if data.NextLevel ~= -1 then
Game.GlobalEvent:DispatchEvent(GameEvent.Mission.OnPassFight, oldFight)
-- 服务器更新关卡状态
this.curOpenFight = msg.fightId

View File

@ -185,7 +185,7 @@ function this:BuildRateData(actType,UpItem,upItemList)
break
end
end
rateList = this:RefreshMonsterRate(upItemList,_upRateList)
rateList = this:RefreshMonsterRate(UpItem,_upRateList)
elseif actType == ActivityTypeDef.XiangYaoDuoBao then
local rewardData,showData,curScore = DynamicActivityManager.XiangYaoBuildData(activityType)
for n,m in ipairs(upItemList) do

View File

@ -3,6 +3,7 @@ local this = GuideManager
local GuideConfig = ConfigManager.GetConfig(ConfigName.GuideConfig)
local GlobalSystemConfig = ConfigManager.GetConfig(ConfigName.GlobalSystemConfig)
local SpecialConfig = ConfigManager.GetConfig(ConfigName.SpecialConfig)
local MainLevelConfig = ConfigManager.GetConfig(ConfigName.MainLevelConfig)
local openDic = {}
local funcDic = {}
@ -18,6 +19,7 @@ function this.Initialize()
Game.GlobalEvent:AddEvent(GameEvent.Player.OnLevelChange, this.OnLevelChange)
Game.GlobalEvent:AddEvent(GameEvent.Practice.PracticeGuide,this.PracticeGuideFun)
Game.GlobalEvent:AddEvent(GameEvent.EndLess.GuidePanel,this.EndlessGuideFun)
Game.GlobalEvent:AddEvent(GameEvent.Mission.OnPassFight,this.OnFightPass)
end
this.IsFirstOpenHarmonyBei = false
@ -106,6 +108,60 @@ function this.OnFunctionOpen(funcId)
this.CheckFuncGuide()
end
-- 通过关卡时判断
function this.OnFightPass(fightId)
if not fightId then return end
if not AppConst.isGuide then
return
end
local guideId = MainLevelConfig[fightId].PassGuideId
if not guideId or guideId == 0 then
return
end
if funcDic[guideId] then
-- funcDic[guideId] = nil
return
end
--
table.insert(_FuncGuideList, guideId)
this.CheckFuncGuide()
end
-- 通过关卡时判断
function this.BeforeFightCheck(fightId, func)
-- 引导完成
local function OnFuncGuideDone()
if func then
func()
end
Game.GlobalEvent:RemoveEvent(GameEvent.Guide.FuncGuideDone, OnFuncGuideDone)
end
Game.GlobalEvent:AddEvent(GameEvent.Guide.FuncGuideDone, OnFuncGuideDone)
-- 正确性检测
if not fightId then
OnFuncGuideDone()
return
end
-- 是否开启引导
if not AppConst.isGuide then
OnFuncGuideDone()
return
end
-- 判断是否需要引导
local guideId = MainLevelConfig[fightId].BeforeGuideId
if not guideId or guideId == 0 then
OnFuncGuideDone()
return
end
-- 引导过了
if funcDic[guideId] then
-- funcDic[guideId] = nil
OnFuncGuideDone()
return
end
-- 功能引导检测
table.insert(_FuncGuideList, guideId)
this.CheckFuncGuide()
end
-- 将引导加入引导队列
@ -164,6 +220,8 @@ function GuideManager.CheckFuncGuide()
GuideManager.ShowGuide(guideId)
end
table.remove(_FuncGuideList, 1)
else
Game.GlobalEvent:DispatchEvent(GameEvent.Guide.FuncGuideDone)
end
end

View File

@ -135,7 +135,7 @@ function this.RegisterMessage(network)
-- 神印信息推送
socket:RegistNetMessage(MessageTypeProto_pb.PurpleMansionSealIndication, this.PracticeImprintData)
-- Vip等级奖励信息推送
-- socket:RegistNetMessage(MessageTypeProto_pb.VIP_LEVEL_STATE_RESPONSE, this.RefreshLevleRewardDatas)
socket:RegistNetMessage(MessageTypeProto_pb.VIP_LEVEL_STATE_RESPONSE, this.RefreshLevleRewardDatas)
-- --心愿抽卡信息推送
socket:RegistNetMessage(MessageTypeProto_pb.wishDrawCardIndication, this.WishDrawCardInfoIndication)
-- --心愿抽卡信息推送

View File

@ -206,7 +206,6 @@ function RewardTalismanSingleShowPopup2:SetBtns()
self.btnSwitch:SetActive(self.openType == 4)
self.btnUpgrade:SetActive(self.openType == 2)
self.btnUpstar:SetActive(self.openType == 2)
self.mid:GetComponent("LayoutElement").minHeight = not self.isShowGet and 850 or 250
if self.equipData and self.equipData ~= 0 then
isGongMing = HarmonyManager.IsInfo(self.equipData.upHeroDid)
@ -276,9 +275,6 @@ function RewardTalismanSingleShowPopup2:OnShow()
self.treeLevel.text = string.format("[神应等级:%s/%s]",self.equipData.treeLv,self.equipData.maxTreeLv)
if (self.equipData.treeLv < 1 and SacredTreeManager.CulAttri(self.equipData) < 1) or self.openType == 1 then
self.treeAttri:SetActive(false)
if not self.isShowGet then
self.mid:GetComponent("LayoutElement").minHeight = 450
end
else
self.treeAttri:SetActive(true)
self:SetPropertyShow2(treeInfo,self.TreeAttriList,self.treeGrid,self.TreeAttriList2)
@ -288,9 +284,6 @@ function RewardTalismanSingleShowPopup2:OnShow()
if self.equipData.upHeroDid == "" or self.equipData.upHeroDid == "0" then
self.baseMaster:SetActive(false)
self.refineMaster:SetActive(false)
if not self.isShowGet then
self.mid:GetComponent("LayoutElement").minHeight = 250
end
else
--强化共鸣
self:GongMingSetData(1,self.BaseMasterList,self.baseMasterGrid,self.baseMasterName,self.baseMaster)
@ -330,6 +323,15 @@ function RewardTalismanSingleShowPopup2:OnShow()
ForceRebuildLayout(self.midBar.transform)
ForceRebuildLayout(self.midBar.transform)
local maxHeight = self.isShowGet and 250 or 850
local sizeDelta = GetPreferredHeight(self.midBar.transform)
if sizeDelta >= maxHeight then
self.mid:GetComponent("LayoutElement").minHeight = maxHeight
else
self.mid:GetComponent("LayoutElement").minHeight = sizeDelta
end
if self.func then
self.func()
end
@ -486,9 +488,6 @@ function RewardTalismanSingleShowPopup2:GongMingSetData(curTabIndex,proPreList,g
end
if curJewelResonanceConfig.SortId < 1 then
go.gameObject:SetActive(false)
if not self.isShowGet then
self.mid:GetComponent("LayoutElement").minHeight = self.mid:GetComponent("LayoutElement").minHeight - 100
end
return
end
go.gameObject:SetActive(true)

View File

@ -93,7 +93,12 @@ function RoleInfoPopup:BindEvent()
Util.AddClick(this.ShenhunBtn,function()
local s = function()
local pro = {}
local lv = curHeroData.godSoulLv
local lv = 0
if this.isOther then
lv = curHeroData.godSoulLv
else
lv = GodSoulManager.GetGodSoulLv(curHeroData.dynamicId)
end
local skillList = GodSoulManager.GetGodSoulDataByLv(curHeroData.heroConfig.Id,0)
for i = 1,LengthOfTable(skillList) do
@ -191,7 +196,6 @@ function RoleInfoPopup:OnOpen(...)
this.selsectSkillImage:SetActive(false)
local arg = { ... }
curHeroData = arg[1]
LogGreen("curHeroData:"..curHeroData.dynamicId)
this.isOther = arg[2]
choosedList = arg[3] or nil
formationHeroNum = arg[4] or nil

View File

@ -218,6 +218,9 @@ function SoulPrintPopUp:RefreshShow(type)
self.equipInfoText.text = GetLanguageStrById(itemConfig[soulId].ItemDescribe)
self.equipQuaText.text= GetStringByEquipQua(equipConfig[soulId].Quality, GetQuaStringByEquipQua(equipConfig[soulId].Quality))
self.equipType.text= Language[11089]..GetEquipPosStrByEquipPosNum(equipConfig[soulId].Position)
self.topBar:GetComponent("Image").sprite = self.spLoader:LoadSprite("t_tongyong_di_"..equipConfig[soulId].Quality)
self.effectbaijin:SetActive(equipConfig[soulId].Quality==7)
Util.SetParticleSortLayer(self.effectbaijin,self.sortingOrder + 1)
if equipConfig[soulId] then --魂印效果
local txt = ""

View File

@ -120,7 +120,7 @@ function this.Show()
local skillId=curTalismanConFig.Property[i][1]
local curValue=curTalismanConFig.Property[i][2]
proName.text= " "..GetLanguageStrById(propertyConfig[skillId].Info).."+<size=40>"..curValue.."</size>"
proName.text= " <size=40>"..GetLanguageStrById(propertyConfig[skillId].Info).."+"..curValue.."</size>"
proImage.sprite=this.spLoader:LoadSprite(artResourcesConfig[propertyConfig[skillId].PropertyIcon].Name)
Util.GetGameObject(proImage.gameObject,"Image"):GetComponent("Image"):SetNativeSize()
end

View File

@ -229,7 +229,7 @@ function this.OnShowHeroAndTalisman()
local skillId=curTalismanConFig.Property[i][1]
local curValue=curTalismanConFig.Property[i][2]
proName.text= " "..GetLanguageStrById(propertyConfig[skillId].Info).."+<size=40>"..curValue.."</size>"
proName.text= " <size=40>"..GetLanguageStrById(propertyConfig[skillId].Info).."+"..curValue.."</size>"
proImage.sprite=this.spLoader:LoadSprite(artResourcesConfig[propertyConfig[skillId].PropertyIcon].Name)
Util.GetGameObject(proImage.gameObject,"Image"):GetComponent("Image"):SetNativeSize()
end

View File

@ -211,7 +211,11 @@ function this.RefreshPanel(eventId, isFirstOpen)
-- 显示立绘
if resId > 0 and resId ~= 999 then
local data = artResConfig[resId]
if NameManager.roleName == tostring(PlayerManager.uid) then
this.RoleName.text =string.gsub(GetLanguageStrById(data.Desc), Language[11252], "")
else
this.RoleName.text =string.gsub(GetLanguageStrById(data.Desc), Language[11252], NameManager.roleName)
end
-- 初始化特效
StoryManager.InitEffect(this.effectRoot)