【新战力计算】 加编队界面 和 升星预览战力计算方法
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@ -1617,6 +1617,8 @@ FormationTypeDef = {
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MAGIC_MIRROR = 1403, --妖
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TAOIST_MIRROR = 1404, --道
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GUILD_TRANSCRIPT = 1501, --公会副本
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FORMATION_TEMPORARY = 10000, --临时编队
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}
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--编队需要拉取主线
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@ -288,7 +288,6 @@ function this.RefreshFormation(isTop)
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end
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end
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this.order = #this.choosedList
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-- 妖灵师等级限制
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limitLevel = 0
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limitLevel = CarbonManager.difficulty == 4 and EndLessMapManager.limiteLevel or 0
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@ -315,6 +314,9 @@ function this.SetCardsData()
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or this.curFormationIndex == FormationTypeDef.TAOIST_MIRROR then
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this.opView.RefreshFormation(this.choosedList)
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end
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LogGreen("刷新编队·············· ")
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FormationManager.UpdateTemporaryFormation(this.choosedList)
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this.formationPower = 0--战力
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--元素共鸣
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this.ElementalResonanceView:GetElementalType(this.choosedList,1)
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@ -472,8 +474,9 @@ function this.SetCardSingleData(o, heroId, _pos, _heroData)
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end
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--战力计算
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function this.CalculateAllHeroPower(curHeroData,allHeroTeamAddProVal)
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local allEquipAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false,nil,nil,true,allHeroTeamAddProVal)
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this.formationPower = this.formationPower + allEquipAddProVal[HeroProType.WarPower]
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-- HeroPowerManager.GetHeroPower(dId, formationId)
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local allEquipAddProVal = HeroPowerManager.GetHeroPower(curHeroData.dynamicId, FormationTypeDef.FORMATION_TEMPORARY)--HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false,nil,nil,true,allHeroTeamAddProVal)
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this.formationPower = this.formationPower + allEquipAddProVal--[HeroProType.WarPower]
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end
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@ -1450,7 +1450,7 @@ function this.TimeFormat()
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if dynamicAct then
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if isRefeshIcon then
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local curindex = GlobalActConfig[dynamicAct].ShowArt
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Util.GetGameObject(this.btnDynamicActivity,"Image"):GetComponent("Image").sprite = Util.LoadSprite(mainDynamicActivityIcon[curindex])
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-- Util.GetGameObject(this.btnDynamicActivity,"Image"):GetComponent("Image").sprite = Util.LoadSprite(mainDynamicActivityIcon[curindex])
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isRefeshIcon = false
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end
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local info = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.DynamicAct)
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@ -527,6 +527,7 @@ function this.EquipWearRequest(_heroId, _equipIds,_type, func)
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local data = buffer:DataByte()
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--local msg = HeroInfoProto_pb.GetAllEquipResponse()
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--msg:ParseFromString(data)
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HeroPropManager.SetDirtyByType(_heroId, Hero_Prop_Type.Equip)
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if func then
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func(msg)
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end
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@ -545,6 +546,7 @@ function this.EquipUnLoadOptRequest(_heroId, _equipIds, _type,func)
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local data = buffer:DataByte()
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--local msg = HeroInfoProto_pb.GetAllEquipResponse()
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--msg:ParseFromString(data)
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HeroPropManager.SetDirtyByType(_heroId, Hero_Prop_Type.Equip)
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if func then
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func(msg)
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end
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@ -250,8 +250,8 @@ function this:UpdateHeroUpStarProUpShow()
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if nextUpStarConFig then nextProUpVal = nextUpStarConFig.PropertiesDisplay end
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--this.proUpVal.text = GetPropertyFormatStr(2, nextProUpVal)
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--this.UpdateHeroUpStarProUpSkillShow(this.skillInfoGrid,self:NextStarUpSkillTabs())
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local nextallAddProVal=HeroManager.CalculateHeroAllProValList(2,curHeroData.dynamicId,false,curHeroData.breakId,upStarRankUpConfig.Id)
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local nextallAddProVal,curPower = HeroPowerManager.GetNextHeroPower(curHeroData.dynamicId, nil,upStarRankUpConfig.Id)
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-- local nextallAddProVal=HeroManager.CalculateHeroAllProValList(2,curHeroData.dynamicId,false,curHeroData.breakId,upStarRankUpConfig.Id)
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this:ProShow(this.atkPro_UpStar,allAddProVal,HeroProType.Attack,nextallAddProVal)
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this:ProShow(this.hpPro_UpStar,allAddProVal,HeroProType.Hp,nextallAddProVal)
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this:ProShow(this.phyDef_UpStar,allAddProVal,HeroProType.PhysicalDefence,nextallAddProVal)
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@ -107,6 +107,8 @@ function TalismanInfoPanel:BindEvent()
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end
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NetManager.TalismanUpStarRequest(tostring(curHeroData.dynamicId),function (msg)
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HeroManager.SetTalismanLv(curHeroData.dynamicId,curHeroData.talismanList+1)--本地标记等级
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LogGreen("请求法宝升星 ssssssss ")
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HeroPropManager.SetDirtyByType(curHeroData.dynamicId, Hero_Prop_Type.Talisman)
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UIManager.OpenPanel(UIName.TalismanUpStarSuccessPanel,curHeroData,function ()
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self:OnShowPanelData()
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end,function() self:ClosePanel() end)
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@ -492,6 +492,7 @@ function VipPanelV2:OnBtnLvUpClicked()
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NetManager.RequestVipLevelUp(function(respond)
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self:OnShow()
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SoundManager.PlaySound(SoundConfig.Sound_VipUpLevel)
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HeroPropManager.SetFuncPropDirty(Func_Prop_Type.Vip)
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end)
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end
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