小兵添加战力,小兵自动抽卡提交

tcx_xiyou_solider^2
PC-202302260912\Administrator 2024-04-26 18:00:38 +08:00
parent 82b5946448
commit bd04bea4c6
13 changed files with 766 additions and 12 deletions

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@ -528,6 +528,7 @@ UIName = {
HelpFightPanel = 536, --助战界面
HelpFightListPanel = 537,--助战列表界面
SmallSoldierFailPop = 538, --小兵失败界面
SmallSoldierAutoPanel=539, --神兵自动抽卡遮罩
}
SubUIConfig = {

View File

@ -260,6 +260,7 @@ GETSOLDIERSINFORESPONSE = protobuf.Descriptor();
GETSOLDIERSINFORESPONSE_LEVEL_FIELD = protobuf.FieldDescriptor();
GETSOLDIERSINFORESPONSE_SOLDIERS_FIELD = protobuf.FieldDescriptor();
GETSOLDIERSINFORESPONSE_UPLVENDTIME_FIELD = protobuf.FieldDescriptor();
GETSOLDIERSINFORESPONSE_ATTACKUP_FIELD = protobuf.FieldDescriptor();
RECRUITSOLDIERREQUEST = protobuf.Descriptor();
RECRUITSOLDIERRESPONSE = protobuf.Descriptor();
RECRUITSOLDIERRESPONSE_SOLDIER_FIELD = protobuf.FieldDescriptor();
@ -2663,11 +2664,21 @@ GETSOLDIERSINFORESPONSE_UPLVENDTIME_FIELD.default_value = 0
GETSOLDIERSINFORESPONSE_UPLVENDTIME_FIELD.type = 5
GETSOLDIERSINFORESPONSE_UPLVENDTIME_FIELD.cpp_type = 1
GETSOLDIERSINFORESPONSE_ATTACKUP_FIELD.name = "attackUp"
GETSOLDIERSINFORESPONSE_ATTACKUP_FIELD.full_name = ".rpc.protocols.GetSoldiersInfoResponse.attackUp"
GETSOLDIERSINFORESPONSE_ATTACKUP_FIELD.number = 4
GETSOLDIERSINFORESPONSE_ATTACKUP_FIELD.index = 3
GETSOLDIERSINFORESPONSE_ATTACKUP_FIELD.label = 1
GETSOLDIERSINFORESPONSE_ATTACKUP_FIELD.has_default_value = false
GETSOLDIERSINFORESPONSE_ATTACKUP_FIELD.default_value = 0
GETSOLDIERSINFORESPONSE_ATTACKUP_FIELD.type = 5
GETSOLDIERSINFORESPONSE_ATTACKUP_FIELD.cpp_type = 1
GETSOLDIERSINFORESPONSE.name = "GetSoldiersInfoResponse"
GETSOLDIERSINFORESPONSE.full_name = ".rpc.protocols.GetSoldiersInfoResponse"
GETSOLDIERSINFORESPONSE.nested_types = {}
GETSOLDIERSINFORESPONSE.enum_types = {}
GETSOLDIERSINFORESPONSE.fields = {GETSOLDIERSINFORESPONSE_LEVEL_FIELD, GETSOLDIERSINFORESPONSE_SOLDIERS_FIELD, GETSOLDIERSINFORESPONSE_UPLVENDTIME_FIELD}
GETSOLDIERSINFORESPONSE.fields = {GETSOLDIERSINFORESPONSE_LEVEL_FIELD, GETSOLDIERSINFORESPONSE_SOLDIERS_FIELD, GETSOLDIERSINFORESPONSE_UPLVENDTIME_FIELD, GETSOLDIERSINFORESPONSE_ATTACKUP_FIELD}
GETSOLDIERSINFORESPONSE.is_extendable = false
GETSOLDIERSINFORESPONSE.extensions = {}
RECRUITSOLDIERREQUEST.name = "RecruitSoldierRequest"

View File

@ -27,7 +27,7 @@ local timePressStarted
local callBack
local count = 1
local autoTimer=nil
local maxKillNum=10
local curKillNum=0
local timeImg = {
@ -287,13 +287,53 @@ function FightPointPassMainPanel:InitComponent()
this.numTxt=Util.GetGameObject(self.gameObject, "battlePanel/hpBar/numTxt"):GetComponent("Text")
this.onHookObj= Util.GetGameObject(self.gameObject, "Bg/getBoxReward/Button")
this.btn_hookReward=Util.GetGameObject(self.gameObject, "Bg/getBoxReward/Button")
this.btnAutoObj=Util.GetGameObject(self.gameObject, "soldierObj/btn_auto")
this.btn_auto=Util.GetGameObject(self.gameObject, "soldierObj/btn_auto/Image")
this.autoTxt=Util.GetGameObject(self.gameObject, "soldierObj/btn_auto/Text"):GetComponent("Text")
this.autoTxt.text="自动"
end
--绑定事件(用于子类重写)
function FightPointPassMainPanel:BindEvent()
invadeMonster:BindEvent()
Util.AddClick(this.btn_auto,function ()
if BagManager.GetItemCountById(tonumber(cost[1]))<tonumber(cost[2]) then
PopupTipPanel.ShowTip("道具不足")
SmallSoldierManager.isAuto=false
return
end
SmallSoldierManager.isAuto=true
if autoTimer then
autoTimer:Stop()
autoTimer=nil
end
UIManager.OpenPanel(UIName.SmallSoldierAutoPanel)
autoTimer=Timer.New(function ()
if SmallSoldierManager.isAuto==false then
if autoTimer then
autoTimer:Stop()
autoTimer=nil
end
return
end
if BagManager.GetItemCountById(tonumber(cost[1]))<tonumber(cost[2]) then
PopupTipPanel.ShowTip("道具不足")
SmallSoldierManager.isAuto=false
if autoTimer then
autoTimer:Stop()
autoTimer=nil
end
UIManager.ClosePanel(UIName.SmallSoldierAutoPanel)
return
end
NetManager.RecruitSoldierRequest(function ()
this.RefreshSoliderInfo()
end)
end,3,-1,true):Start()
UIManager.OpenPanel(UIName.SmallSoldierAutoPanel)
end)
Util.AddClick(this.costImg.gameObject,function ()
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,tonumber(cost[1]))
end)
@ -722,8 +762,8 @@ function this.BattleLogic()
local proList=HeroPropManager.GetHeroProp(this.heroList[i].data.dynamicId, FormationTypeDef.FORMATION_NORMAL)
--LogError("prolist[2]==============="..proList[2])
--for i=1,5 do
bossHp=bossHp-proList[2]
allAttacck=allAttacck+proList[2]
bossHp=bossHp - math.floor(proList[2]*(1+SmallSoldierManager.soliderAdd/100)+0.5)
allAttacck=allAttacck+math.floor(proList[2]*(1+SmallSoldierManager.soliderAdd/100)+0.5)
this.Floater:ArtFloatingOnHook(ArtFloatingType.Damage,ArtFloatingColor.White,proList[2])
--end
@ -763,7 +803,7 @@ function this.BattleLogic()
if aaa.effect then
aaa.effect:SetActive(false)
end
local attack=math.floor(aaa.data.attributes[2].value*(1+add)+0.5)
local attack=math.floor(math.floor(aaa.data.attributes[2].value*(1+add)+0.5)*(1+SmallSoldierManager.soliderAdd/100)+0.5)
bossHp=bossHp-attack
allAttacck=allAttacck+attack
this.Floater:ArtFloatingOnHook(ArtFloatingType.Damage,ArtFloatingColor.White,attack)
@ -779,7 +819,7 @@ function this.BattleLogic()
--end
end
curAttack=allAttacck
--LogError("curAttack======================================="..allAttacck)
LogError("curAttack======================================="..allAttacck)
--this.hpBar.fillAmount=bossHp/curSoliderStageConfig.Hp
--this.SetHp(curSoliderStageConfig.Hp,bossHp,curSoliderStageConfig.HpNumber)
cd=0

View File

@ -14,6 +14,7 @@ local isUp=true
local type=0
local oldData=nil
local newData=nil
local isNewUp=false --新抽取的是否比老的大
function SmallSoldierInfoPanel:InitComponent()
self.spLoader = SpriteLoader.New()
self.btn_close=Util.GetGameObject(self.gameObject, "mask")
@ -139,6 +140,45 @@ function SmallSoldierInfoPanel:OnShow()
self.skipObj:SetActive(oldData~=nil)
self.skipImg:SetActive(state==1)
if SmallSoldierManager.isAuto then
if oldData==nil then
NetManager.ReplaceSoldierRequest(1,0,function ()
HeroPropManager.SetFuncPropDirty(Func_Prop_Type.Solider)
NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
local tempPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
if oldWarPower ~= tempPower then
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPower,newValue = tempPower})
end
isUp=true
Game.GlobalEvent:DispatchEvent(GameEvent.Solider.ShowSoliderChangeInfo,newData.type,isUp)
self:ClosePanel()
end)
else
if isNewUp then
NetManager.ReplaceSoldierRequest(1,1,function ()
HeroPropManager.SetFuncPropDirty(Func_Prop_Type.Solider)
NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
local tempPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
if oldWarPower ~= tempPower then
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPower,newValue = tempPower})
isUp= tempPower- oldWarPower>0
oldWarPower=tempPower
end
Game.GlobalEvent:DispatchEvent(GameEvent.Solider.ShowSoliderChangeInfo,newData.type,isUp)
self:ClosePanel()
end)
else
NetManager.ReplaceSoldierRequest(2,0,function ()
self:ClosePanel()
end)
end
end
end
end
--显示小兵信息
function SmallSoldierInfoPanel:ShwoSoliderInfo(go,data,_type)
@ -246,8 +286,10 @@ function SmallSoldierInfoPanel:ShwoSoliderInfo(go,data,_type)
powerUp:SetActive(allDaamge>0)
if allDaamge>0 then
powerUpTxt.text=allDaamge
isNewUp=true
else
powerDownTxt.text=allDaamge*-1
isNewUp=false
end
end
else

View File

@ -15,6 +15,8 @@ function this.Initialize()
this.soldierList={}
--界面boss信息
this.bossInfo=nil
this.soliderAdd=0
this.isAuto=false
end
function this.InitData(msg)
@ -22,6 +24,9 @@ function this.InitData(msg)
this.soldierList={}
this.level=msg.level
this.upEndTime=msg.upLvEndTime
this.soliderAdd=msg.attackUp
LogError("msg.attackUp================================================================="..msg.attackUp)
if msg.soldiers then
for i=1,#msg.soldiers do
local v= msg.soldiers[i]
@ -106,16 +111,18 @@ function this.GetCurrAllAttack()
local heroId=team.teamHeroInfos[i].heroId
local proList=HeroPropManager.GetHeroProp(heroId, FormationTypeDef.FORMATION_NORMAL)
if proList then
allAttack=allAttack+proList[2]
allAttack=allAttack+ math.floor(proList[2]*(1+this.soliderAdd/100)+0.5)
end
end
end
local lotteryConfig=ConfigManager.GetConfigData(ConfigName.SoldiersLotteryConfig,SmallSoldierManager.level)
local add=lotteryConfig.SoldiersUP/10000
for k, v in pairs(this.soldierList) do
allAttack=allAttack+math.floor(v.attributes[2].value*(1+add)+0.5)
local add=math.floor(v.attributes[2].value*(1+add)+0.5)
--LogError("add============================"..add.." math.floor(add*(1+this.soliderAdd/100)+0.5=="..math.floor(add*(1+this.soliderAdd/100)+0.5))
allAttack=allAttack+ math.floor(add*(1+this.soliderAdd/100)+0.5)
end
LogError("挂机总伤害===================================================="..allAttack)
--LogError("挂机总伤害===================================================="..allAttack)
return allAttack
end

View File

@ -130,7 +130,7 @@ function SmallSoldierUpFigthInfoPanel:ShwoSoliderInfo(go,data,_type)
local img=Util.GetGameObject(go, "Image"):GetComponent("Image")
proName.text =GetLanguageStrById(ConfigManager.GetConfigData(ConfigName.PropertyConfig,data.attributes[i].id).Info)
local addValue=math.floor(data.attributes[i].value*(1+addPro)+0.5)
value.text= addValue..string.format(" 士气加成 (%s)%%",addPro*100)
value.text= addValue --..string.format(" 士气加成 (%s)%%",addPro*100)
if oldData and newData then
img.gameObject:SetActive(true)
local imgStr=nil

View File

@ -23,6 +23,7 @@ local showHero = 1
local isBackBattle = false
local conditionGo = {}
local starListEffect = {}
local soliderAutoTimer=nil
--初始化组件(用于子类重写)
--此界面无奈做了两套显示逻辑一个是掉落小于等于25时背景根据元素数量做拉伸状态 另一个是元素大于25做界面做可滑动
function RewardItemPopup:InitComponent()
@ -239,6 +240,17 @@ function RewardItemPopup:OnOpen(...)
if not drop or (#drop.itemlist < 1 and #drop.equipId < 1 and #drop.Hero < 1 and #drop.soulEquip < 1 and #drop.pokemon < 1 and #drop.magicSoldier<1) then
return
end
if soliderAutoTimer then
soliderAutoTimer:Stop()
soliderAutoTimer=nil
end
if SmallSoldierManager.isAuto then
soliderAutoTimer = Timer.New(function ()
self:ClosePanel()
end, 1):Start()
end
end
function this.InitGrid()
@ -599,6 +611,10 @@ function RewardItemPopup:OnClose()
compShowType = 0
return
end
if soliderAutoTimer then
soliderAutoTimer:Stop()
soliderAutoTimer=nil
end
BagManager.SetDropIsSHowEquipPrint(true)
local fightConFigData = ConfigManager.GetConfigData(ConfigName.MainLevelConfig, FightPointPassManager.curOpenFight)
if compShowType == 1 then

View File

@ -0,0 +1,55 @@
require("Base/BasePanel")
SmallSoldierAutoPanel = Inherit(BasePanel)
local this = SmallSoldierAutoPanel
--初始化组件(用于子类重写)
function SmallSoldierAutoPanel:InitComponent()
this.btnClose = Util.GetGameObject(self.gameObject, "btn_close")
this.tipTxt=Util.GetGameObject(self.gameObject, "tip"):GetComponent("Text")
this.tipTxt.text="自动抽取神兵中,点击任意位置停止"
end
--绑定事件(用于子类重写)
function SmallSoldierAutoPanel:BindEvent()
Util.AddClick(this.btnClose, function ()
SmallSoldierManager.isAuto=false
self:ClosePanel()
end)
end
--添加事件监听(用于子类重写)
function SmallSoldierAutoPanel:AddListener()
end
--移除事件监听(用于子类重写)
function SmallSoldierAutoPanel:RemoveListener()
end
function SmallSoldierAutoPanel:OnSortingOrderChange()
end
--界面打开时调用(用于子类重写)
function SmallSoldierAutoPanel:OnOpen(battlePanel, showRecord, backPanel,_fightType)
this:SetSortingOrder(6200)
end
--界面关闭时调用(用于子类重写)
function SmallSoldierAutoPanel:OnClose()
end
--界面销毁时调用(用于子类重写)
function SmallSoldierAutoPanel:OnDestroy()
end
return SmallSoldierAutoPanel

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 0c444e298512d6546b2d946303ee209e
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -8,6 +8,7 @@ local orginLayer
local fightType
local isBackBattle = false
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local soliderAutoTimer
--初始化组件(用于子类重写)
function SmallSoldierFailPop:InitComponent()
this.spLoader = SpriteLoader.New()
@ -57,6 +58,12 @@ function SmallSoldierFailPop:OnOpen(battlePanel, showRecord, backPanel,_fightTyp
end
this.btnGrowUp:SetActive(true)
if SmallSoldierManager.isAuto then
soliderAutoTimer = Timer.New(function ()
self:ClosePanel()
end, 3):Start()
end
end
@ -78,6 +85,10 @@ end
--界面关闭时调用(用于子类重写)
function SmallSoldierFailPop:OnClose()
Game.GlobalEvent:DispatchEvent(GameEvent.Map.MaskState,0)
if soliderAutoTimer then
soliderAutoTimer:Stop()
soliderAutoTimer=nil
end
end
--界面销毁时调用(用于子类重写)