Merge branch 'china/dev' of http://60.1.1.230/gaoxin/JL_Client into china/dev
commit
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|
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chaozhijijin = 80,
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linglongBaojing = 671,
|
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TaiChuMiJuan = 670,
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}
|
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RedPointStatus = {
|
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|
@ -1431,6 +1431,14 @@ function TimeStampToDateStr2(timestamp)
|
|||
local cdate = os.date("*t", GetTimeStamp())
|
||||
return string.format(Language[12056], date.year, date.month, date.day, date.hour, date.min)
|
||||
end
|
||||
|
||||
-- 将时间转换为年月日
|
||||
function TimeStampToDateStr2(timestamp)
|
||||
local date = os.date("*t", timestamp)
|
||||
local cdate = os.date("*t", GetTimeStamp())
|
||||
return date.year..date.month..date.day
|
||||
end
|
||||
|
||||
-- 将时间戳转换为用于显示的日期字符串(时分秒)
|
||||
function TimeStampToDateStr3(second)
|
||||
local minute = math.floor(second / 60) % 60
|
||||
|
|
|
@ -200,7 +200,7 @@ local effectList = {
|
|||
caster.Event:DispatchEvent(BattleEventName.RoleViewBullet, skill, target)
|
||||
BattleLogic.WaitForTrigger(interval, function ()
|
||||
local dmg = BattleUtil.CalDamage(skill, caster, target, dt, f1)
|
||||
BattleUtil.CalTreat(caster, caster, floor(dmg * f2))
|
||||
BattleUtil.CalTreat(caster, caster, floor(dmg * f2),1,skill)
|
||||
end)
|
||||
end,
|
||||
--造成[a]%的[b]伤害,对[c]造成额外[d]%伤害
|
||||
|
@ -432,7 +432,7 @@ local effectList = {
|
|||
local f1 = args[2]
|
||||
BattleLogic.WaitForTrigger(interval, function ()
|
||||
local val = floor(BattleUtil.FP_Mul(caster:GetRoleData(BattlePropList[pro1]), f1))
|
||||
BattleUtil.CalTreat(caster, target, val)
|
||||
BattleUtil.CalTreat(caster, target, val,1,skill)
|
||||
end)
|
||||
end,
|
||||
--对[a]的伤害[b]%,持续[c]秒
|
||||
|
@ -742,7 +742,7 @@ local effectList = {
|
|||
[43] = function(caster, target, args, interval, skill)
|
||||
local i1 = args[1]
|
||||
BattleLogic.WaitForTrigger(interval, function ()
|
||||
BattleUtil.CalTreat(caster, target, i1)
|
||||
BattleUtil.CalTreat(caster, target, i1,1,skill)
|
||||
end)
|
||||
end,
|
||||
--造成[a]%的[b]伤害,计算伤害时额外计算[c]%的[d][e]和[f]%的[g][h]
|
||||
|
@ -993,7 +993,7 @@ local effectList = {
|
|||
local count = min(#arr, i1)
|
||||
local heal = floor(damage / count)
|
||||
for i=1, count do
|
||||
BattleUtil.CalTreat(caster, arr[i], heal)
|
||||
BattleUtil.CalTreat(caster, arr[i], heal,1,skill)
|
||||
end
|
||||
end)
|
||||
end,
|
||||
|
@ -1078,7 +1078,7 @@ local effectList = {
|
|||
if arr[1] ~= caster then
|
||||
caster.data:SubValue(RoleDataName.Hp, floor(caster:GetRoleData(RoleDataName.Hp) * f1))
|
||||
end
|
||||
BattleUtil.CalTreat(caster, arr[1], floor(caster:GetRoleData(RoleDataName.MaxHp) * f2))
|
||||
BattleUtil.CalTreat(caster, arr[1], floor(caster:GetRoleData(RoleDataName.MaxHp) * f2),1,skill)
|
||||
end
|
||||
end)
|
||||
end,
|
||||
|
@ -1357,7 +1357,7 @@ local effectList = {
|
|||
BattleLogic.WaitForTrigger(interval, function ()
|
||||
BattleUtil.RandomAction(f2, function ()
|
||||
local val = floor(BattleUtil.FP_Mul(caster:GetRoleData(BattlePropList[pro1]), f1))
|
||||
BattleUtil.CalTreat(caster, target, val)
|
||||
BattleUtil.CalTreat(caster, target, val,1,skill)
|
||||
end)
|
||||
end)
|
||||
end,
|
||||
|
@ -1509,7 +1509,7 @@ local effectList = {
|
|||
local OnBuffStart = function(buff)
|
||||
if buff.type == BuffName.Control then
|
||||
local val = floor(BattleUtil.FP_Mul(buff.target:GetRoleData(BattlePropList[pro1]), f2))
|
||||
BattleUtil.CalTreat(buff.caster, buff.target, val)
|
||||
BattleUtil.CalTreat(buff.caster, buff.target, val,1,skill)
|
||||
end
|
||||
end
|
||||
caster.Event:AddEvent(BattleEventName.BuffStart, OnBuffStart)
|
||||
|
@ -2285,7 +2285,7 @@ local effectList = {
|
|||
local f1 = args[2]
|
||||
BattleLogic.WaitForTrigger(interval, function ()
|
||||
local val = floor(BattleUtil.FP_Mul(target:GetRoleData(BattlePropList[pro1]), f1))
|
||||
BattleUtil.CalTreat(caster, target, val)
|
||||
BattleUtil.CalTreat(caster, target, val,1,skill)
|
||||
end)
|
||||
end,
|
||||
|
||||
|
|
|
@ -2780,23 +2780,23 @@ local passivityList = {
|
|||
-- a[int]
|
||||
[141] = function(role, args)
|
||||
local i1 = args[1]
|
||||
local buff
|
||||
BattleLogic.Event:AddEvent(BattleEventName.BattleRoundChange, function(curRound)
|
||||
local buff1=nil
|
||||
BattleLogic.Event:AddEvent(BattleEventName.BattleRoundStart, function(curRound)
|
||||
-- 第i1回合开始
|
||||
if curRound == i1 then
|
||||
buff = Buff.Create(role, BuffName.Shield, 0, ShieldTypeName.AllReduce, 0, 0)
|
||||
buff.cover = false
|
||||
buff.clear = false
|
||||
role:AddBuff(buff)
|
||||
buff1 = Buff.Create(role, BuffName.Shield, 0, ShieldTypeName.AllReduce, 0, 0)
|
||||
buff1.cover = false
|
||||
buff1.clear = false
|
||||
role:AddBuff(buff1)
|
||||
end
|
||||
if curRound == i1 + 1 then
|
||||
if buff then
|
||||
if buff.caster==role then
|
||||
buff.disperse = true
|
||||
if curRound == i1 + 1 then
|
||||
if buff1 then
|
||||
if buff1.caster==role then
|
||||
buff1.disperse = true
|
||||
end
|
||||
end
|
||||
end
|
||||
end,nil,nil,role)
|
||||
end)
|
||||
end,
|
||||
|
||||
|
||||
|
@ -4136,7 +4136,7 @@ local passivityList = {
|
|||
end
|
||||
|
||||
end
|
||||
end,nil,nil,role)
|
||||
end)
|
||||
end,
|
||||
|
||||
-- 对敌方造成伤害如被分摊其分摊比降低[a]%
|
||||
|
@ -6321,11 +6321,12 @@ local passivityList = {
|
|||
fireNum=fireNum+1
|
||||
end
|
||||
end
|
||||
num=fireNum
|
||||
end
|
||||
list=BattleUtil.SortByRage(list,0)
|
||||
|
||||
for i = 1, #list do
|
||||
if i<=fireNum then
|
||||
if i<=num then
|
||||
BattleUtil.CalRage(role, list[i], v1, ct)
|
||||
end
|
||||
end
|
||||
|
@ -7064,13 +7065,13 @@ local passivityList = {
|
|||
-- LogYellow("310 2 周围的目标造成[a]%的[b]属性伤害 value:"..value.position)
|
||||
local val = floor(BattleUtil.FP_Mul(f1, role:GetRoleData(BattlePropList[pro])))
|
||||
-- LogYellow("310 end pro: "..pro.." val: "..val)
|
||||
BattleUtil.FinalDamage(role, value, val)
|
||||
BattleUtil.FinalDamage(nil,role, value, val)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
role.Event:AddEvent(BattleEventName.RoleHit, onRoleHit,nil,nil,role)
|
||||
role.Event:AddEvent(BattleEventName.Seckill, onRoleHit,nil,nil,role)
|
||||
end,
|
||||
-- 触发追击技能时,该追击技能的伤害[a]% 提高[b]改变类型
|
||||
-- a[float] b[int,改变类型]
|
||||
|
@ -7564,17 +7565,19 @@ local passivityList = {
|
|||
if deadRole~=role then
|
||||
return
|
||||
end
|
||||
BattleUtil.RandomAction(p1, function ()
|
||||
local list = RoleManager.Query(function(r)
|
||||
return r.camp ~= role.camp
|
||||
BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime,function()
|
||||
BattleUtil.RandomAction(p1, function ()
|
||||
local list = RoleManager.Query(function(r)
|
||||
return r.camp ~= role.camp
|
||||
end)
|
||||
if #list < 1 then return end
|
||||
local index = Random.RangeInt(1, #list)
|
||||
local target = list[index]
|
||||
BattleUtil.Seckill(nil,role,target)
|
||||
end)
|
||||
if #list < 1 then return end
|
||||
local index = Random.RangeInt(1, #list)
|
||||
local target = list[index]
|
||||
BattleUtil.Seckill(nil,role,target)
|
||||
end)
|
||||
end
|
||||
BattleLogic.Event:AddEvent(BattleEventName.RoleRealDead, onRoleRealDead,nil,nil,role)
|
||||
role.Event:AddEvent(BattleEventName.RoleRealDead, onRoleRealDead,nil,nil,role)
|
||||
end,
|
||||
--行动后,每剩余1点怒气对[a]自己造成伤害[b][c]%的伤害
|
||||
--a[int 1:自己],b[int],c[float]
|
||||
|
@ -7776,7 +7779,16 @@ local passivityList = {
|
|||
end
|
||||
end
|
||||
role.Event:AddEvent(BattleEventName.PassiveDamaging, onPassiveDamaging,nil,nil,role)
|
||||
|
||||
|
||||
local onPassiveTreat=function(treatFactorFunc, targetRole,skill)
|
||||
if skill and skill.type == BattleSkillType.Special then
|
||||
local deltaRage = allRage - num
|
||||
if deltaRage > 0 then
|
||||
treatFactorFunc(1-f1*deltaRage,CountTypeName.Sub)
|
||||
end
|
||||
end
|
||||
end
|
||||
role.Event:AddEvent(BattleEventName.PassiveTreatingFactor,onPassiveTreat,nil,nil,role)
|
||||
end,
|
||||
-- 直接伤害击杀目标后下回合必定暴击
|
||||
-- a[int]
|
||||
|
|
|
@ -520,7 +520,7 @@ function BattleUtil.Seckill(skill, atkRole, defRole)
|
|||
atkRole.Event:DispatchEvent(BattleEventName.RoleKill, defRole,skill)
|
||||
BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoleDead, defRole, atkRole)
|
||||
|
||||
atkRole.Event:DispatchEvent(BattleEventName.Seckill, defRole)
|
||||
atkRole.Event:DispatchEvent(BattleEventName.Seckill, defRole,damage,nil,finalDmg)
|
||||
defRole.Event:DispatchEvent(BattleEventName.BeSeckill, atkRole)
|
||||
BattleLogic.Event:DispatchEvent(BattleEventName.Seckill, atkRole, defRole)
|
||||
end
|
||||
|
@ -551,7 +551,7 @@ function BattleUtil.SeckillHP(skill, atkRole, defRole, pro)
|
|||
defRole.Event:DispatchEvent(BattleEventName.RoleDead, atkRole)
|
||||
atkRole.Event:DispatchEvent(BattleEventName.RoleKill, defRole,skill)
|
||||
BattleLogic.Event:DispatchEvent(BattleEventName.BattleRoleDead, defRole, atkRole)
|
||||
atkRole.Event:DispatchEvent(BattleEventName.Seckill, defRole)
|
||||
atkRole.Event:DispatchEvent(BattleEventName.Seckill, defRole,damage,nil,finalDmg)
|
||||
defRole.Event:DispatchEvent(BattleEventName.BeSeckill, atkRole)
|
||||
BattleLogic.Event:DispatchEvent(BattleEventName.Seckill, atkRole, defRole)
|
||||
end
|
||||
|
@ -822,7 +822,7 @@ function BattleUtil.CalDamage(skill, atkRole, defRole, damageType, baseFactor, i
|
|||
return finalDmg, bCrit
|
||||
end
|
||||
|
||||
function BattleUtil.CalTreat(castRole, targetRole, value, baseFactor)
|
||||
function BattleUtil.CalTreat(castRole, targetRole, value, baseFactor,skill)
|
||||
-- 灵兽无效
|
||||
if targetRole.type == BattleUnitType.Monster then
|
||||
return
|
||||
|
@ -851,10 +851,10 @@ function BattleUtil.CalTreat(castRole, targetRole, value, baseFactor)
|
|||
-- 基础伤害增加系数
|
||||
local addDamageFactor = 1 + castRole:GetRoleData(RoleDataName.DamageBocusFactor)
|
||||
targetRole.Event:DispatchEvent(BattleEventName.RoleBeHealed, castRole)
|
||||
BattleUtil.ApplyTreat(castRole, targetRole, value, baseFactor,critDamageFactor,addDamageFactor)
|
||||
BattleUtil.ApplyTreat(castRole, targetRole, value, baseFactor,critDamageFactor,addDamageFactor,skill)
|
||||
end
|
||||
|
||||
function BattleUtil.ApplyTreat(castRole, targetRole, value, baseFactor,critDamageFactor,addDamageFactor)
|
||||
function BattleUtil.ApplyTreat(castRole, targetRole, value, baseFactor,critDamageFactor,addDamageFactor,skill)
|
||||
-- 灵兽无效
|
||||
if targetRole.type == BattleUnitType.Monster then
|
||||
return
|
||||
|
@ -875,7 +875,7 @@ function BattleUtil.ApplyTreat(castRole, targetRole, value, baseFactor,critDamag
|
|||
local treatFactorFunc = function(df, dt)
|
||||
baseFactor = BattleUtil.CountValue(baseFactor, df, dt)
|
||||
end
|
||||
castRole.Event:DispatchEvent(BattleEventName.PassiveTreatingFactor, treatFactorFunc, targetRole)
|
||||
castRole.Event:DispatchEvent(BattleEventName.PassiveTreatingFactor, treatFactorFunc, targetRole,skill)
|
||||
targetRole.Event:DispatchEvent(BattleEventName.PassiveBeTreatedFactor, treatFactorFunc, castRole)
|
||||
|
||||
local factor = castRole.isTeam and 1 or castRole:GetRoleData(RoleDataName.TreatFacter) --释放者为team则不计算治疗加成属性
|
||||
|
|
|
@ -87,6 +87,14 @@ function this.GetATaiChuMiJuanData(data)
|
|||
end
|
||||
end
|
||||
|
||||
function this.CheckRedPointTaiChu()
|
||||
if (not PlayerPrefs.HasKey("TaiChu"..PlayerManager.uid) or PlayerPrefs.GetString("TaiChu"..PlayerManager.uid) ~= TimeStampToDateStr2(GetTimeStamp())) and LengthOfTable(this.TaiChuMiJuanData) > 0 then
|
||||
return true
|
||||
else
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
function this.SetSelectIndex(dataType,goodsId,b)
|
||||
this.selectIndex.dataType = dataType
|
||||
this.selectIndex.goodsId = goodsId
|
||||
|
|
|
@ -28,8 +28,8 @@ function YiJingBaoKu:InitComponent()
|
|||
self.helpBtn = Util.GetGameObject(self.gameObject, "helpBtn")
|
||||
self.helpPosition=self.helpBtn:GetComponent("RectTransform").localPosition
|
||||
self.rewardPre = Util.GetGameObject(self.gameObject, "rightUp/rewardPre")
|
||||
self.zhenqibaogeBtn = Util.GetGameObject(self.gameObject,"rightUp/zhenqibaogeBtn")
|
||||
self.zhenqibaogeBtn:GetComponent("Image").sprite = self.spLoader:LoadSprite("r_zhenqibaohe_zh")
|
||||
self.zhenqibaogeBtn = Util.GetGameObject(self.gameObject,"rightUp/zqbg")
|
||||
self.zqbgEffect = Util.GetGameObject(self.zhenqibaogeBtn,"Fx_Circle 1")
|
||||
|
||||
--mid
|
||||
self.grid = Util.GetGameObject(self.gameObject, "mid/content/grid")
|
||||
|
@ -95,8 +95,9 @@ end
|
|||
--界面打开或者重新打开后,界面刷新时调用(用于子类重写)
|
||||
function YiJingBaoKu:OnShow(_sortingOrder)
|
||||
self.gameObject:SetActive(true)
|
||||
Util.AddParticleSortLayer(self.effect, _sortingOrder - sortingOrder)
|
||||
sortingOrder = _sortingOrder
|
||||
Util.AddParticleSortLayer(self.effect, sortingOrder + 1)
|
||||
Util.SetParticleSortLayer(self.zqbgEffect, sortingOrder + 1)
|
||||
|
||||
self.actId = self.actConfig.ActId
|
||||
self.actType = self.actConfig.ActiveType > 0 and self.actConfig.ActiveType or self.actConfig.FunType
|
||||
|
|
|
@ -268,6 +268,7 @@ function this:InitComponent()
|
|||
this.jiantouObj=Util.GetGameObject(self.gameObject, "jiantouObj")
|
||||
|
||||
this.taiChuMiJuanBtn = Util.GetGameObject(self.gameObject, "taichumijuan")
|
||||
this.taichumijuanRed=Util.GetGameObject(this.taiChuMiJuanBtn, "redPoint")
|
||||
end
|
||||
|
||||
function this:SetPosFunc(v2)
|
||||
|
@ -296,6 +297,7 @@ end
|
|||
--绑定事件(用于子类重写)
|
||||
function this:BindEvent()
|
||||
Util.AddOnceClick(this.taiChuMiJuanBtn,function()
|
||||
|
||||
NetManager.TaiChuSecretvolumeRequest(function(msg)
|
||||
local data = {}
|
||||
if not msg or not msg.secretvolume or #msg.secretvolume < 1 then
|
||||
|
@ -314,6 +316,8 @@ function this:BindEvent()
|
|||
table.sort(data,function(a,b)
|
||||
return a.id < b.id
|
||||
end)
|
||||
PlayerPrefs.SetString("TaiChu"..PlayerManager.uid,TimeStampToDateStr2(GetTimeStamp()))
|
||||
CheckRedPointStatus(RedPointType.TaiChuMiJuan)
|
||||
UIManager.OpenPanel(UIName.taiChuMiJuan,data)
|
||||
end)
|
||||
end)
|
||||
|
@ -711,6 +715,7 @@ function this.BindRedPoint()
|
|||
BindRedPointObject(RedPointType.Huaxutan,this.rpCompoundHero)
|
||||
BindRedPointObject(RedPointType.RightUp2,this.rpRightUp2)
|
||||
BindRedPointObject(RedPointType.JumpServer_MainCity, this.rpJumpServer)
|
||||
BindRedPointObject(RedPointType.TaiChuMiJuan, this.taichumijuanRed)
|
||||
end
|
||||
-- 绑定红点
|
||||
function this.ClearRedPoint()
|
||||
|
@ -734,6 +739,7 @@ function this.ClearRedPoint()
|
|||
ClearRedPointObject(RedPointType.Huaxutan,this.rpCompoundHero)
|
||||
ClearRedPointObject(RedPointType.RightUp2,this.rpRightUp2)
|
||||
ClearRedPointObject(RedPointType.JumpServer_MainCity, this.rpJumpServer)
|
||||
ClearRedPointObject(RedPointType.TaiChuMiJuan, this.taichumijuanRed)
|
||||
end
|
||||
|
||||
--添加事件监听(用于子类重写)
|
||||
|
|
|
@ -313,6 +313,7 @@ function this.RefreshUpdateIndication(buffer)
|
|||
CheckRedPointStatus(RedPointType.Guild_AidBox)
|
||||
CheckRedPointStatus(RedPointType.Guild_AidGuild)
|
||||
CheckRedPointStatus(RedPointType.Guild_AidMy)
|
||||
CheckRedPointStatus(RedPointType.TaiChuMiJuan)
|
||||
|
||||
LuckyTurnTableManager.SetTimes(msg.hadLuckTime,msg.hadAdvanceLuckyTime)
|
||||
CheckRedPointStatus(RedPointType.Arena_Free)
|
||||
|
|
|
@ -542,6 +542,7 @@ function this.RegisterRedCheckFunc()
|
|||
RPData:AddCheckFunc(RedPointType.XunBaoMiZong,DynamicActivityManager.XunBaoMiZongRedCheck)
|
||||
|
||||
RPData:AddCheckFunc(RedPointType.linglongBaojing,LingLongBaoJingManager.CheckRedPointLingLong)
|
||||
RPData:AddCheckFunc(RedPointType.TaiChuMiJuan,DynamicActivityManager.CheckRedPointTaiChu)
|
||||
end
|
||||
|
||||
|
||||
|
|
|
@ -142,14 +142,10 @@ function Practice:BtnClickEvent()
|
|||
PracticeManager.ShowTipsOnUpgrade()
|
||||
NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
|
||||
if PracticeManager.PracticeBigLevel - oldBigLevel == 1 then
|
||||
-- self.effect:SetActive(true)
|
||||
-- Timer.New(function ()
|
||||
UIManager.OpenPanel(UIName.CongratulationPopup,CONGRATULATION_TYPE.Practice,XinXianConfig[PracticeManager.PracticeLevel])
|
||||
if PracticeManager.PracticeBigLevel == 2 then
|
||||
Game.GlobalEvent:DispatchEvent(GameEvent.Practice.PracticeGuide)
|
||||
end
|
||||
-- self.effect:SetActive(false)
|
||||
-- end,1):Start()
|
||||
UIManager.OpenPanel(UIName.CongratulationPopup,CONGRATULATION_TYPE.Practice,XinXianConfig[PracticeManager.PracticeLevel])
|
||||
if PracticeManager.PracticeBigLevel == 2 then
|
||||
Game.GlobalEvent:DispatchEvent(GameEvent.Practice.PracticeGuide)
|
||||
end
|
||||
end
|
||||
self:OnShow()
|
||||
end)
|
||||
|
|
|
@ -255,56 +255,52 @@ function this:SetSelectBtn()
|
|||
this.selectBtn.transform:SetParent(tabs[proId].transform)
|
||||
this.selectBtn:GetComponent("RectTransform").localPosition = Vector3.zero
|
||||
end
|
||||
|
||||
function this:SortHeroDatas(_heroDatas)
|
||||
--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。
|
||||
table.sort(_heroDatas, function(a, b)
|
||||
--如果都在编队或都不在编队
|
||||
if (teamHero[a.dynamicId] and teamHero[b.dynamicId]) or (not teamHero[a.dynamicId] and not teamHero[b.dynamicId]) then
|
||||
if sortType==SortTypeConst.Lv then
|
||||
if a.lv ==b.lv then
|
||||
if a.heroConfig.Quality ==b.heroConfig.Quality then--Natural
|
||||
--根据等级排列
|
||||
if sortType == SortTypeConst.Lv then
|
||||
--判断等级是否相同
|
||||
if a.lv == b.lv then
|
||||
--判断战力是否相同
|
||||
if a.warPower == b.warPower then
|
||||
---判断星级是否相同
|
||||
if a.star == b.star then
|
||||
if a.warPower == b.warPower then
|
||||
if a.heroConfig.Natural ==b.heroConfig.Natural then--Natural
|
||||
return a.heroConfig.Id < b.heroConfig.Id
|
||||
else
|
||||
return a.heroConfig.Natural > b.heroConfig.Natural
|
||||
end
|
||||
else
|
||||
return a.warPower > b.warPower
|
||||
end
|
||||
--返回图鉴排序
|
||||
return a.heroConfig.Sort < b.heroConfig.Sort
|
||||
else
|
||||
return a.star > b.star
|
||||
end
|
||||
else
|
||||
return a.heroConfig.Quality > b.heroConfig.Quality
|
||||
return a.warPower > b.warPower
|
||||
end
|
||||
else
|
||||
return a.lv>b.lv
|
||||
return a.lv > b.lv
|
||||
end
|
||||
--根据品阶排列
|
||||
elseif sortType==SortTypeConst.Natural then
|
||||
if a.heroConfig.Quality ==b.heroConfig.Quality then--Natural
|
||||
if a.star == b.star then
|
||||
--是否星级相同
|
||||
if a.star == b.star then
|
||||
--判断战力是否相同
|
||||
if a.warPower == b.warPower then
|
||||
--判断等级是否相同
|
||||
if a.lv == b.lv then
|
||||
if a.warPower == b.warPower then
|
||||
if a.heroConfig.Natural ==b.heroConfig.Natural then--Natural
|
||||
return a.heroConfig.Id < b.heroConfig.Id
|
||||
else
|
||||
return a.heroConfig.Natural > b.heroConfig.Natural
|
||||
end
|
||||
else
|
||||
return a.warPower > b.warPower
|
||||
end
|
||||
--返回图鉴排序
|
||||
return a.heroConfig.Sort < b.heroConfig.Sort
|
||||
else
|
||||
return a.lv > b.lv
|
||||
end
|
||||
else
|
||||
return a.star > b.star
|
||||
return a.lv > b.lv
|
||||
end
|
||||
else
|
||||
return a.heroConfig.Quality > b.heroConfig.Quality
|
||||
return a.star > b.star
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
--一个在一个不在先返回在的+不在的
|
||||
return teamHero[a.dynamicId] and not teamHero[b.dynamicId]
|
||||
end
|
||||
end)
|
||||
|
|
Loading…
Reference in New Issue