Merge branch '0功能/本周版本优化内容' of http://60.1.1.230/gaoxin/JL_Client into 0功能/本周版本优化内容
commit
cce6cb12fb
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@ -574,22 +574,22 @@ end
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function this.GetMonsterPros(id, lv, star)
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local proList = PokemonManager.GetSinglePokemonAddProDataByLvAndStar(id, lv, star)
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local allProVal = {}
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table.insert(allProVal, 1, lv) --等级
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table.insert(allProVal, 2, proList[HeroProType.Hp]) --生命
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table.insert(allProVal, 3, proList[HeroProType.Hp]) --最大生命
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table.insert(allProVal, 4, proList[HeroProType.Attack]) --攻击力
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table.insert(allProVal, 5, proList[HeroProType.PhysicalDefence]) --护甲
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table.insert(allProVal, 6, proList[HeroProType.MagicDefence]) --魔抗
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table.insert(allProVal, 7, proList[HeroProType.Speed]) --速度
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table.insert(allProVal, 8, proList[HeroProType.DamageBocusFactor]) --伤害加成系数(%)
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table.insert(allProVal, 9, proList[HeroProType.DamageReduceFactor]) --伤害减免系数(%)
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table.insert(allProVal, 10, proList[HeroProType.Hit]) --命中率(%)
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table.insert(allProVal, 11, proList[HeroProType.Dodge]) --闪避率(%)
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table.insert(allProVal, 12, proList[HeroProType.CritFactor]) --暴击率(%)
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table.insert(allProVal, 13, proList[HeroProType.CritDamageFactor]) --暴击伤害系数(%)
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table.insert(allProVal, 14, proList[HeroProType.AntiCritDamageFactor]) --抗暴率(%)
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table.insert(allProVal, 15, proList[HeroProType.TreatFacter]) --治疗加成系数(%)
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table.insert(allProVal, 16, proList[HeroProType.CureFacter]) --受到治疗系数(%)
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table.insert(allProVal, 1, lv or 0) --等级
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table.insert(allProVal, 2, proList[HeroProType.Hp] or 0) --生命
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table.insert(allProVal, 3, proList[HeroProType.Hp] or 0) --最大生命
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table.insert(allProVal, 4, proList[HeroProType.Attack] or 0) --攻击力
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table.insert(allProVal, 5, proList[HeroProType.PhysicalDefence] or 0) --护甲
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table.insert(allProVal, 6, proList[HeroProType.MagicDefence] or 0) --魔抗
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table.insert(allProVal, 7, proList[HeroProType.Speed] or 0) --速度
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table.insert(allProVal, 8, proList[HeroProType.DamageBocusFactor] or 0) --伤害加成系数(%)
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table.insert(allProVal, 9, proList[HeroProType.DamageReduceFactor] or 0) --伤害减免系数(%)
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table.insert(allProVal, 10, proList[HeroProType.Hit] or 1) --命中率(%) 默认为1
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table.insert(allProVal, 11, proList[HeroProType.Dodge] or 0) --闪避率(%)
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table.insert(allProVal, 12, proList[HeroProType.CritFactor] or 0) --暴击率(%)
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table.insert(allProVal, 13, proList[HeroProType.CritDamageFactor] or 0) --暴击伤害系数(%)
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table.insert(allProVal, 14, proList[HeroProType.AntiCritDamageFactor] or 0) --抗暴率(%)
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table.insert(allProVal, 15, proList[HeroProType.TreatFacter] or 1) --治疗加成系数(%) 默认为1
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table.insert(allProVal, 16, proList[HeroProType.CureFacter] or 1) --受到治疗系数(%)默认为1
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table.insert(allProVal, 17, 0) --异妖伤害加成系数(%)
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table.insert(allProVal, 18, 0) --异妖减伤率(%)
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table.insert(allProVal, 19, 0) --火系伤害减免系数(%)
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@ -622,7 +622,7 @@ function this.GetMonsterDataFromGroup(gId, camp)
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star = star
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}
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local pros = this.GetMonsterPros(id, level, star)
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mUnit.propertys = pros
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mUnit.property = pros
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local mSkill = ConfigManager.GetConfigDataByDoubleKey(ConfigName.SpiritAnimalSkill, "SpiritAnimalMatch", id, "StarMatch", star)
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mUnit.unitSkillIds = mSkill.Id
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list[i] = this.PokemonUnitAdapter(mUnit, camp)
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@ -273,6 +273,10 @@ end
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-- 打开,重新打开时回调
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function DynamicActivityPanel:OnShow()
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local activiytId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.DynamicAct)
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if not activiytId and activiytId <= 0 then
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self:ClosePanel()
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end
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this.btnBack:SetActive(true)
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this.tabList:SetActive(true)
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this.bottomBar:SetActive(true)
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