diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua b/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua index 29d88007d6..e3fa0ad898 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua @@ -574,22 +574,22 @@ end function this.GetMonsterPros(id, lv, star) local proList = PokemonManager.GetSinglePokemonAddProDataByLvAndStar(id, lv, star) local allProVal = {} - table.insert(allProVal, 1, lv) --等级 - table.insert(allProVal, 2, proList[HeroProType.Hp]) --生命 - table.insert(allProVal, 3, proList[HeroProType.Hp]) --最大生命 - table.insert(allProVal, 4, proList[HeroProType.Attack]) --攻击力 - table.insert(allProVal, 5, proList[HeroProType.PhysicalDefence]) --护甲 - table.insert(allProVal, 6, proList[HeroProType.MagicDefence]) --魔抗 - table.insert(allProVal, 7, proList[HeroProType.Speed]) --速度 - table.insert(allProVal, 8, proList[HeroProType.DamageBocusFactor]) --伤害加成系数(%) - table.insert(allProVal, 9, proList[HeroProType.DamageReduceFactor]) --伤害减免系数(%) - table.insert(allProVal, 10, proList[HeroProType.Hit]) --命中率(%) - table.insert(allProVal, 11, proList[HeroProType.Dodge]) --闪避率(%) - table.insert(allProVal, 12, proList[HeroProType.CritFactor]) --暴击率(%) - table.insert(allProVal, 13, proList[HeroProType.CritDamageFactor]) --暴击伤害系数(%) - table.insert(allProVal, 14, proList[HeroProType.AntiCritDamageFactor]) --抗暴率(%) - table.insert(allProVal, 15, proList[HeroProType.TreatFacter]) --治疗加成系数(%) - table.insert(allProVal, 16, proList[HeroProType.CureFacter]) --受到治疗系数(%) + table.insert(allProVal, 1, lv or 0) --等级 + table.insert(allProVal, 2, proList[HeroProType.Hp] or 0) --生命 + table.insert(allProVal, 3, proList[HeroProType.Hp] or 0) --最大生命 + table.insert(allProVal, 4, proList[HeroProType.Attack] or 0) --攻击力 + table.insert(allProVal, 5, proList[HeroProType.PhysicalDefence] or 0) --护甲 + table.insert(allProVal, 6, proList[HeroProType.MagicDefence] or 0) --魔抗 + table.insert(allProVal, 7, proList[HeroProType.Speed] or 0) --速度 + table.insert(allProVal, 8, proList[HeroProType.DamageBocusFactor] or 0) --伤害加成系数(%) + table.insert(allProVal, 9, proList[HeroProType.DamageReduceFactor] or 0) --伤害减免系数(%) + table.insert(allProVal, 10, proList[HeroProType.Hit] or 1) --命中率(%) 默认为1 + table.insert(allProVal, 11, proList[HeroProType.Dodge] or 0) --闪避率(%) + table.insert(allProVal, 12, proList[HeroProType.CritFactor] or 0) --暴击率(%) + table.insert(allProVal, 13, proList[HeroProType.CritDamageFactor] or 0) --暴击伤害系数(%) + table.insert(allProVal, 14, proList[HeroProType.AntiCritDamageFactor] or 0) --抗暴率(%) + table.insert(allProVal, 15, proList[HeroProType.TreatFacter] or 1) --治疗加成系数(%) 默认为1 + table.insert(allProVal, 16, proList[HeroProType.CureFacter] or 1) --受到治疗系数(%)默认为1 table.insert(allProVal, 17, 0) --异妖伤害加成系数(%) table.insert(allProVal, 18, 0) --异妖减伤率(%) table.insert(allProVal, 19, 0) --火系伤害减免系数(%) @@ -622,7 +622,7 @@ function this.GetMonsterDataFromGroup(gId, camp) star = star } local pros = this.GetMonsterPros(id, level, star) - mUnit.propertys = pros + mUnit.property = pros local mSkill = ConfigManager.GetConfigDataByDoubleKey(ConfigName.SpiritAnimalSkill, "SpiritAnimalMatch", id, "StarMatch", star) mUnit.unitSkillIds = mSkill.Id list[i] = this.PokemonUnitAdapter(mUnit, camp) diff --git a/Assets/ManagedResources/~Lua/Modules/DynamicActivity/DynamicActivityPanel.lua b/Assets/ManagedResources/~Lua/Modules/DynamicActivity/DynamicActivityPanel.lua index 2868da74f6..f0f7fcae6e 100644 --- a/Assets/ManagedResources/~Lua/Modules/DynamicActivity/DynamicActivityPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/DynamicActivity/DynamicActivityPanel.lua @@ -273,6 +273,10 @@ end -- 打开,重新打开时回调 function DynamicActivityPanel:OnShow() + local activiytId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.DynamicAct) + if not activiytId and activiytId <= 0 then + self:ClosePanel() + end this.btnBack:SetActive(true) this.tabList:SetActive(true) this.bottomBar:SetActive(true)