英雄添加按战力排序
parent
146197b320
commit
b63e9b7e81
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@ -176,10 +176,14 @@ function this:SortHeroDatas(_heroDatas)
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if a.heroConfig.Quality == b.heroConfig.Quality then
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if a.star == b.star then
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if a.lv == b.lv then
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if a.id == b.id then
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return a.sortId > b.sortId
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if a.warPower == b.warPower then
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if a.id == b.id then
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return a.sortId > b.sortId
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else
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return a.id > b.id
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end
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else
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return a.id > b.id
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return a.warPower > b.warPower
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end
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else
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return a.lv > b.lv
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@ -198,10 +202,14 @@ function this:SortHeroDatas(_heroDatas)
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if a.heroConfig.Quality == b.heroConfig.Quality then
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if a.star == b.star then
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if a.heroConfig.Natural == b.heroConfig.Natural then
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if a.id == b.id then
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return a.sortId > b.sortId
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if a.warPower == b.warPower then
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if a.id == b.id then
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return a.sortId > b.sortId
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else
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return a.id > b.id
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end
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else
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return a.id > b.id
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return a.warPower > b.warPower
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end
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else
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return a.heroConfig.Natural > b.heroConfig.Natural
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@ -189,10 +189,14 @@ function this:SortHeroDatas(_heroDatas)
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if a.heroConfig.Quality == b.heroConfig.Quality then
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if a.star == b.star then
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if a.lv == b.lv then
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if a.id == b.id then
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return a.sortId > b.sortId
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if a.warPower == b.warPower then
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if a.id == b.id then
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return a.sortId > b.sortId
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else
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return a.id > b.id
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end
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else
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return a.id > b.id
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return a.warPower > b.warPower
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end
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else
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return a.lv > b.lv
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@ -259,12 +259,12 @@ function PatFacePanel:OnShowOb3Data()
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elseif patFaceSingleData.OpenRules[1] == 7 then
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self.obg3nameText.text = Language[10551]
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local rewardTable = {}
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if patFaceSingleData.Id == 24 then--特殊写 id 不能变
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-- if patFaceSingleData.Id == 24 then--特殊写 id 不能变
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rewardTable = ConfigManager.GetConfigData(ConfigName.ChampionshipReward,1).SeasonReward--巅峰战
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else
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local rewardInfo = {77,0}
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rewardTable[1] = rewardInfo--巅峰战
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end
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-- else
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-- local rewardInfo = {77,0}
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-- rewardTable[1] = rewardInfo--巅峰战
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-- end
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for i = 1, math.max(#guildWarRewardTabs, #rewardTable) do
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local go = guildWarRewardTabs[i]
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if not go then
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@ -516,10 +516,14 @@ function this.SortHeroDatas(_heroDatas)
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if a.heroConfig.Quality == b.heroConfig.Quality then
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if a.star == b.star then
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if a.lv == b.lv then
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if a.id == b.id then
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return a.sortId > b.sortId
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if a.warPower == b.warPower then
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if a.id == b.id then
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return a.sortId > b.sortId
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else
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return a.id > b.id
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end
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else
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return a.id > b.id
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return a.warPower > b.warPower
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end
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else
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return a.lv > b.lv
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@ -538,10 +542,14 @@ function this.SortHeroDatas(_heroDatas)
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if a.heroConfig.Quality == b.heroConfig.Quality then
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if a.star == b.star then
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if a.heroConfig.Natural == b.heroConfig.Natural then
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if a.id == b.id then
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return a.sortId > b.sortId
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if a.warPower == b.warPower then
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if a.id == b.id then
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return a.sortId > b.sortId
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else
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return a.id > b.id
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end
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else
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return a.id > b.id
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return a.warPower > b.warPower
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end
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else
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return a.heroConfig.Natural > b.heroConfig.Natural
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@ -839,12 +847,17 @@ function this.SetOneKeyGo()
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local heros = HeroManager.GetAllHeroDatas(limitLevel)
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--按战力从大到小排序
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table.sort(heros,function(a,b)
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local aWarPower = HeroManager.CalculateHeroAllProValList(1,a.dynamicId,false)[HeroProType.WarPower]
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local bWarPower = HeroManager.CalculateHeroAllProValList(1,b.dynamicId,false)[HeroProType.WarPower]
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if aWarPower==bWarPower then
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-- local aWarPower = HeroManager.CalculateHeroAllProValList(1,a.dynamicId,false)[HeroProType.WarPower]
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-- local bWarPower = HeroManager.CalculateHeroAllProValList(1,b.dynamicId,false)[HeroProType.WarPower]
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-- if aWarPower==bWarPower then
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-- return a.id>b.id
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-- else
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-- return aWarPower>bWarPower
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-- end
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if a.warPower == b.bWarPower then
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return a.id>b.id
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else
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return aWarPower>bWarPower
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return a.aWarPower > b.bWarPower
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end
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end)
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--遍历英雄 去除已上阵英雄
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@ -1615,6 +1615,11 @@ function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upSt
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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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-- for index, value in pairs(allHeroProVal) do
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-- if value > 0 then
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-- LogError("allHeroProVal 最终 加成 "..index.." "..value)
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-- end
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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,soulPrinSpecialProVal)
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@ -349,7 +349,7 @@ function RoleInfoPanel:OnShow()
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index = i
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end
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end
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teamHero=FormationManager.GetAllFormationHeroId()
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teamHero=FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_NORMAL)--
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this:UpdateLiveList()--加载当前 和 左右数据
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if this.leftLiveObj and leftHeroData then
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LogError(Language[11833])
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@ -275,19 +275,20 @@ function this:SetSelectBtn()
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end
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function this:SortHeroDatas(_heroDatas)
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--上阵最优先,星级优先,同星级等级优先,同星级同等级按sortId排序。排序时降序排序。
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Log("sortType "..sortType)
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table.sort(_heroDatas, function(a, b)
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if (teamHero[a.dynamicId] and teamHero[b.dynamicId]) or
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(not teamHero[a.dynamicId] and not teamHero[b.dynamicId])
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then
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if (teamHero[a.dynamicId] and teamHero[b.dynamicId]) or (not teamHero[a.dynamicId] and not teamHero[b.dynamicId]) then
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if sortType==SortTypeConst.Lv then
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if a.lv ==b.lv then
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if a.heroConfig.Quality ==b.heroConfig.Quality then--Natural
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if a.star == b.star then
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if a.heroConfig.Natural ==b.heroConfig.Natural then--Natural
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return a.heroConfig.Id < b.heroConfig.Id
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if a.warPower == b.warPower then
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if a.heroConfig.Natural ==b.heroConfig.Natural then--Natural
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return a.heroConfig.Id < b.heroConfig.Id
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else
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return a.heroConfig.Natural > b.heroConfig.Natural
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end
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else
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return a.heroConfig.Natural > b.heroConfig.Natural
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return a.warPower > b.warPower
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end
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else
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return a.star > b.star
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@ -302,11 +303,15 @@ function this:SortHeroDatas(_heroDatas)
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if a.heroConfig.Quality ==b.heroConfig.Quality then--Natural
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if a.star == b.star then
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if a.lv == b.lv then
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if a.heroConfig.Natural ==b.heroConfig.Natural then--Natural
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return a.heroConfig.Id < b.heroConfig.Id
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else
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return a.heroConfig.Natural > b.heroConfig.Natural
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end
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if a.warPower == b.warPower then
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if a.heroConfig.Natural ==b.heroConfig.Natural then--Natural
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return a.heroConfig.Id < b.heroConfig.Id
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else
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return a.heroConfig.Natural > b.heroConfig.Natural
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end
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else
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return a.warPower > b.warPower
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end
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else
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return a.lv > b.lv
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end
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@ -316,7 +321,7 @@ function this:SortHeroDatas(_heroDatas)
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else
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return a.heroConfig.Quality > b.heroConfig.Quality
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end
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end
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end
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else
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return teamHero[a.dynamicId] and not teamHero[b.dynamicId]
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end
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