From d59c3be520d823752cb4867bd6d33582be35daf2 Mon Sep 17 00:00:00 2001 From: "PC-202302260912\\Administrator" <419983115@qq.com> Date: Fri, 8 May 2026 11:15:24 +0800 Subject: [PATCH] 1 --- .../~Lua/Modules/Hero/HeroManager.lua | 1656 ++++++++--------- 1 file changed, 785 insertions(+), 871 deletions(-) diff --git a/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua b/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua index 82c456cb29..4c3339b44a 100644 --- a/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua @@ -20,34 +20,34 @@ local EquipStrengthen = ConfigManager.GetConfig(ConfigName.EquipStrengthen) local EquipSignSetting = ConfigManager.GetConfig(ConfigName.EquipSignSetting) local EquipRankUp = ConfigManager.GetConfig(ConfigName.EquipRankUp) local heroDatas = {} -this.heroSortedDatas = {} --排序后的英雄数据 +this.heroSortedDatas = {} -- 排序后的英雄数据 this.heroDataLists = {} this.heroLvEnd = {} ---3星=60,4=200,5=250 星级对应等级上限 ---this.heroLvBreakNum={}--3星=9000,4=60000,5=60000 星级对应突破系数 +-- 3星=60,4=200,5=250 星级对应等级上限 +-- this.heroLvBreakNum={}--3星=9000,4=60000,5=60000 星级对应突破系数 this.heroPropertyScore = {} ---每个属性评分 +-- 每个属性评分 this.heroPosCount = 5 this.heroQuantityCount = 6 this.heroProCount = 6 ---成员界面排序索引 +-- 成员界面排序索引 this.heroListPanelSortID = 1 this.heroListPanelProID = 0 ---穿脱装备界面临时数据 +-- 穿脱装备界面临时数据 this.roleEquipPanelCurHeroData = nil this.roleEquipPanelHeroListData = nil this.allProVal = {} ---临时计算英雄战力加成 +-- 临时计算英雄战力加成 this.heroResolveLicence = {} ---this.singleHeroProVal = {}--单体加成 ---this.lvProVal = {}--单体等级限制加成 ---this.allHeroProVal = {}--团体加成 ---this.specialProVal = {}--减乘 +-- this.singleHeroProVal = {}--单体加成 +-- this.lvProVal = {}--单体等级限制加成 +-- this.allHeroProVal = {}--团体加成 +-- this.specialProVal = {}--减乘 -this.awakeStarIndex = 10 -- 前端写死觉醒星级标志 +this.awakeStarIndex = 10 -- 前端写死觉醒星级标志 this.awakeNextStarIndex = 11 -- 前端写死觉醒星级标志 ---存储英雄身上对应的星级 +-- 存储英雄身上对应的星级 local curAllStarBreakIdData = { -- [1] = {[40]= 24}, -- [2] = {[40]= 22,[50]= 23} @@ -57,13 +57,13 @@ function this.Initialize() for i = 1, WarPowerTypeAllNum do this.allProVal[i] = { singleHeroProVal = {}, - --单体加成 + -- 单体加成 lvProVal = {}, - --单体等级限制加成 + -- 单体等级限制加成 allHeroProVal = {}, - --团体加成 + -- 团体加成 specialProVal = {} - --减乘 + -- 减乘 } end this.SetAllStarBreakIdData() @@ -77,7 +77,7 @@ function this.Initialize() end end ---初始化英雄数据 +-- 初始化英雄数据 function this.InitHeroData(_msgHeroList) local hero_resolve_licence = string.split(ConfigManager.GetConfigData(ConfigName.SpecialConfig, 36).Value, "#") for i = 1, #hero_resolve_licence do @@ -88,19 +88,19 @@ function this.InitHeroData(_msgHeroList) for i = 1, #_msgHeroList do this.UpdateHeroDatas(_msgHeroList[i], true) end - --赋值每个星级的英雄等级上限 + -- 赋值每个星级的英雄等级上限 -- this.UpdateHeroPower() - --赋值英雄战力 + -- 赋值英雄战力 -- 计算所有人的战斗力 HeroPowerManager.InitAllPower() end ---刷新本地数据 +-- 刷新本地数据 function this.UpdateHeroDatas(_msgHeroData, isFindHandBook) local heroData = HeroData.new(_msgHeroData, isFindHandBook) heroData.soulPrintList = {} heroData.godPrintList = {} - --乘减属性集合 + -- 乘减属性集合 heroData.MLSproList = {} heroData.heroBackData = _msgHeroData @@ -116,47 +116,44 @@ function this.UpdateHeroDatas(_msgHeroData, isFindHandBook) heroData.createTime = _msgHeroData.createTimelocal heroData.lockState = _msgHeroData.lockState heroData.createtype = _msgHeroData.createtype - heroData.changeId = _msgHeroData.changeId --置换id - heroData.changeProId = _msgHeroData.propertyId --英雄的阵营id - --LogError("changeproid=="..heroData.changeProId) - heroData.formationList = {} --所在编队list - --本地 or 援助 + heroData.changeId = _msgHeroData.changeId -- 置换id + heroData.changeProId = _msgHeroData.propertyId -- 英雄的阵营id + -- LogError("changeproid=="..heroData.changeProId) + heroData.formationList = {} -- 所在编队list + -- 本地 or 援助 local _configData = heroConfig[_id] heroData.heroConfig = heroConfig[_id] - --heroData.heroConfig.PropertyName=heroData.changeId + -- heroData.heroConfig.PropertyName=heroData.changeId heroData.maxStar = _configData.MaxRank - --Log(heroData.heroConfig.ReadingName.." _msgHeroData.starBreakId ".._msgHeroData.starBreakId) + -- Log(heroData.heroConfig.ReadingName.." _msgHeroData.starBreakId ".._msgHeroData.starBreakId) local actionPowerRormula = gameSetting[1].ActionPowerRormula - heroData.actionPower = - heroData.heroConfig.ActionPower + - math.floor( + heroData.actionPower = heroData.heroConfig.ActionPower + + math.floor( (actionPowerRormula[1] * math.pow(heroData.lv, 3) + actionPowerRormula[2] * math.pow(heroData.lv, 2) + - actionPowerRormula[3] * heroData.lv + - actionPowerRormula[4]) - ) + actionPowerRormula[3] * heroData.lv + actionPowerRormula[4])) - --_msgHeroData.actionPower - --英雄穿戴的装备 + -- _msgHeroData.actionPower + -- 英雄穿戴的装备 -- LogPink("_msgHeroData.equipIdList "..#_msgHeroData.equipIdList..heroData.heroConfig.ReadingName) heroData.equipIdList = _msgHeroData.equipIdList heroData.jewels = _msgHeroData.jewels heroData.faxiang = _msgHeroData.faxiang -- heroData.talismanList = _msgHeroData.especialEquipLevel --法宝等级 - heroData.baublesId = _msgHeroData.baublesId --法宝 - heroData.sealIdList = _msgHeroData.sealIdList --紫府神印list - --LogError("_msgHeroData.soulPos=="..#_msgHeroData.soulPos) + heroData.baublesId = _msgHeroData.baublesId -- 法宝 + heroData.sealIdList = _msgHeroData.sealIdList -- 紫府神印list + -- LogError("_msgHeroData.soulPos=="..#_msgHeroData.soulPos) heroData.soulPrintList = this.SetSoulPrint(_msgHeroData.soulPos, heroData.dynamicId) heroData.godPrintList = this.SetGodPrint(_msgHeroData.godSeals, heroData.dynamicId) GiftManager.InitHeroGift(_msgHeroData.id, _msgHeroData.giftEquipIds) heroData.giftIds = _msgHeroData.giftEquipIds - --heroData.equipStrongList=this.GetEquipStrongData(_msgHeroData.equipStrong,_msgHeroData.equipAdvanceLv) - --heroData.equipAdvanceLv =_msgHeroData.equipAdvanceLv + -- heroData.equipStrongList=this.GetEquipStrongData(_msgHeroData.equipStrong,_msgHeroData.equipAdvanceLv) + -- heroData.equipAdvanceLv =_msgHeroData.equipAdvanceLv heroData.skillIdList = {} heroData.potential = this.SetPotentialData(_msgHeroData.potential, _msgHeroData.id) - --主动技 + -- 主动技 this.UpdateSkillIdList(heroData) heroData.passiveSkillList = {} - --被动技 + -- 被动技 this.UpdatePassiveHeroSkill(heroData) heroData.hp = _configData.Hp heroData.attack = _configData.Attack @@ -181,9 +178,9 @@ function this.UpdateHeroDatas(_msgHeroData, isFindHandBook) heroData.profession = _configData.Profession heroData.ProfessionResourceId = _configData.ProfessionResourceId if GetHeroPosStr(_configData.Profession) then - heroData.professionIcon = GetHeroPosStr(_configData.Profession) --GetJobSpriteStrByJobNum(_configData.Profession) + heroData.professionIcon = GetHeroPosStr(_configData.Profession) -- GetJobSpriteStrByJobNum(_configData.Profession) else - heroData.professionIcon = GetHeroPosStr(1) --GetJobSpriteStrByJobNum(1) + heroData.professionIcon = GetHeroPosStr(1) -- GetJobSpriteStrByJobNum(1) end heroData.name = GetLanguageStrById(_configData.ReadingName) heroData.property = heroData.changeProId @@ -196,13 +193,13 @@ function this.UpdateHeroDatas(_msgHeroData, isFindHandBook) local _val = _msgHeroData.equipStrong[i].strongLv heroData.equipStrong[_key] = _val end - heroData.equipAdvanceLv = _msgHeroData.equipAdvanceLv --摘星阁装备突破数据 + heroData.equipAdvanceLv = _msgHeroData.equipAdvanceLv -- 摘星阁装备突破数据 heroData.harmonyGongMing = _msgHeroData.createtype heroData.GetStar = function(index) local godSoulLv = GodSoulManager.GetGodSoulLv(heroData.dynamicId) if godSoulLv and godSoulLv > 0 then - LogError("神印等级==============================="..tostring(godSoulLv)) + LogError("神印等级===============================" .. tostring(godSoulLv)) return godSoulLv, 3 elseif heroData.star >= 11 then return heroData.star, 3 @@ -218,18 +215,18 @@ function this.UpdateHeroDatas(_msgHeroData, isFindHandBook) this.SetEquipTreasureUpHeroDid(heroData.jewels, heroData.dynamicId) this.SetFaXiangUpHeroDid(heroData.faxiang, heroData.dynamicId) this.SetTalismanLv(heroData.dynamicId, heroData.talismanList) - --this.SetSoulPrintUpHeroDid(heroData.soulPrintList,heroData.dynamicId) + -- this.SetSoulPrintUpHeroDid(heroData.soulPrintList,heroData.dynamicId) isFindHandBook = isFindHandBook or true - if isFindHandBook then --图鉴 + if isFindHandBook then -- 图鉴 PlayerManager.SetHeroHandBookListData(heroData.id, heroData.star) CheckRedPointStatus(RedPointType.wujinBianDui) CheckRedPointStatus(RedPointType.LikeabilityRed) CheckRedPointStatus(RedPointType.EndlessPanel) end - heroData.warPower = 0 --HeroPowerManager.GetHeroPower(heroData.dynamicId) - --远征初始化血量 - --ExpeditionManager.InitHeroHpValue(heroData) - --特训数据 + heroData.warPower = 0 -- HeroPowerManager.GetHeroPower(heroData.dynamicId) + -- 远征初始化血量 + -- ExpeditionManager.InitHeroHpValue(heroData) + -- 特训数据 heroData.HeroTraining = _msgHeroData.training -- if not heroData.HeroTraining then @@ -250,7 +247,7 @@ function this.UpdateHeroDatas(_msgHeroData, isFindHandBook) GodSoulManager.BindHeroDatas(_msgHeroData) end ---设置英雄特训数据 +-- 设置英雄特训数据 function this.SetHeroTraining(dyn, data) if heroDatas[dyn] then -- heroDatas[dyn].HeroTraining.trainingLv=data.HeroTraining.trainingLv @@ -273,7 +270,8 @@ function this.GetHeroTrainPassiveSkill(_idDyn) if list then local unlockList = hero.HeroTraining.unlockIds for k, v in pairs(list) do - if CheckListIsContainValue1(unlockList, v.Id) and trainLv >= v.Level and v.PassiveSkill and #v.PassiveSkill >= 1 and type(v.PassiveSkill[1]) ~= "userdata" then + if CheckListIsContainValue1(unlockList, v.Id) and trainLv >= v.Level and v.PassiveSkill and + #v.PassiveSkill >= 1 and type(v.PassiveSkill[1]) ~= "userdata" then for i = 1, #v.PassiveSkill do table.insert(skillId, v.PassiveSkill[i]) end @@ -295,9 +293,9 @@ function this.SetPotentialData(msg, dyn) local data = msg[i] local lvData = {} lvData.lv = msg[i].upLv - lvData.giftLv = GiftManager.GetHeroPotencyLvById(dyn) --msg[i].giftLv + lvData.giftLv = GiftManager.GetHeroPotencyLvById(dyn) -- msg[i].giftLv list[msg[i].type] = lvData - --LogError("type=============="..msg[i].type.." lv==="..lvData.lv.." giftlv==="..lvData.giftLv) + -- LogError("type=============="..msg[i].type.." lv==="..lvData.lv.." giftlv==="..lvData.giftLv) end return list end @@ -318,7 +316,7 @@ function this.AddPotentialDataByType(dyn, type, lv) end end ---改变所有英雄的礼物等级 +-- 改变所有英雄的礼物等级 function this.ChangeAllHeroGiftLV() for i, v in pairs(heroDatas) do if v.potential then @@ -329,7 +327,7 @@ function this.ChangeAllHeroGiftLV() end end ---设置法灵 +-- 设置法灵 function this.SetHeroBaublesId(dyn, _id) if heroDatas[dyn] then heroDatas[dyn].baublesId = _id @@ -337,7 +335,7 @@ function this.SetHeroBaublesId(dyn, _id) end end ---检测英雄潜能红点 +-- 检测英雄潜能红点 function this.CheckHeroPotencyRedPoint(_did) local isOpen = CheckFunctionOpen(FUNCTION_OPEN_TYPE.Potency) if isOpen == false then @@ -346,7 +344,7 @@ function this.CheckHeroPotencyRedPoint(_did) if heroDatas[_did] then if heroDatas[_did].potential then for k, v in pairs(heroDatas[_did].potential) do - --LogError("k==========="..k) + -- LogError("k==========="..k) local isRed = this.CheckPotencyRedPointByType(_did, k) if isRed then return true @@ -357,7 +355,7 @@ function this.CheckHeroPotencyRedPoint(_did) return false end ---根据类型检测潜能红点 +-- 根据类型检测潜能红点 function this.CheckPotencyRedPointByType(_did, _type) local isOpen = CheckFunctionOpen(FUNCTION_OPEN_TYPE.Potency) if isOpen == false then @@ -366,8 +364,9 @@ function this.CheckPotencyRedPointByType(_did, _type) if heroDatas[_did] then if heroDatas[_did].potential[_type] then local lv = heroDatas[_did].potential[_type].lv - --LogError("_type=================".._type.." lv============="..lv) - local config = ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.PotentialNew, "Type", _type, "Level", lv) + -- LogError("_type=================".._type.." lv============="..lv) + local config = + ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.PotentialNew, "Type", _type, "Level", lv) if config.Consume and #config.Consume > 0 and tonumber(config.Consume[1][1]) ~= nil then local isCan = true for i = 1, #config.Consume do @@ -396,14 +395,15 @@ function this.ResetHeroPotentialData(_did) heroDatas[_did].potential = {} heroDatas[_did].potential[1] = {} heroDatas[_did].potential[1].lv = 1 - heroDatas[_did].potential[1].giftLv = 1 --TianShuMiJuanManger.GetAddPotentialLV() + heroDatas[_did].potential[1].giftLv = 1 -- TianShuMiJuanManger.GetAddPotentialLV() end end function this.GetCurIndex() for i = 1, 4 do if this.EquipData[i].configData.Limit2 == EquipRankUp[this.levelProId].Level then - if this.EquipData[i].configData.Cost and this.EquipData[i].configData.Cost[1][2] <= BagManager.GetTotalItemNum(this.EquipData[i].configData.Cost[1][1]) then + if this.EquipData[i].configData.Cost and this.EquipData[i].configData.Cost[1][2] <= + BagManager.GetTotalItemNum(this.EquipData[i].configData.Cost[1][1]) then this.curEquip = i return end @@ -445,7 +445,7 @@ function this.ChangeSkinId(heroId, skinId) heroDatas[heroId].icon = GetResourcePath(heroDatas[heroId].skinConfig.Icon) heroDatas[heroId].scale = heroDatas[heroId].skinConfig.Scale heroDatas[heroId].position = heroDatas[heroId].skinConfig.Position - --设置战斗力脏数据 + -- 设置战斗力脏数据 HeroPropManager.SetDirtyByType(heroId, Hero_Prop_Type.SkinAdd) end @@ -495,7 +495,7 @@ function this.SetFaXiangUpHeroDid(_equipTreasureDids, _heroDid) end end ---设置法宝等级 +-- 设置法宝等级 function this.SetTalismanLv(did, lv) heroDatas[did].talismanList = lv end @@ -509,7 +509,10 @@ function this.SetSoulPrint(soulPos, did) local soulPrintList = {} if (#soulPos > 0) then for i, v in ipairs(soulPos) do - local soulPrint = { equipId = v.equipId, position = v.position } + local soulPrint = { + equipId = v.equipId, + position = v.position + } SoulPrintManager.AddSoulPrintUpHeroDynamicId(v.equipId, did) table.insert(soulPrintList, soulPrint) end @@ -521,7 +524,10 @@ function this.SetGodPrint(soulPos, did) local soulPrintList = {} if (#soulPos > 0) then for i, v in ipairs(soulPos) do - local soulPrint = { equipId = v.equipId, position = v.position } + local soulPrint = { + equipId = v.equipId, + position = v.position + } GodPrintManager.AddSoulPrintUpHeroDynamicId(v.equipId, did) table.insert(soulPrintList, soulPrint) end @@ -529,7 +535,7 @@ function this.SetGodPrint(soulPos, did) return soulPrintList end ---一键卸下所有魂印 +-- 一键卸下所有魂印 function this.SetSoulPrintNil(did) if heroDatas[did] then for i = 1, #heroDatas[did].soulPrintList do @@ -539,7 +545,7 @@ function this.SetSoulPrintNil(did) heroDatas[did].soulPrintList = {} end ---一键卸下所有魂印 +-- 一键卸下所有魂印 function this.SetGodPrintNil(did) if heroDatas[did] then for i = 1, #heroDatas[did].godPrintList do @@ -555,14 +561,14 @@ function this.GetTalismanLv(did) end end ---设置已穿戴魂印数据 +-- 设置已穿戴魂印数据 function this.SetSoulPrintUpHeroDid(soulPos, _heroDid) if (soulPos) then SoulPrintManager.SetSoulPrintUpHeroDid(soulPos, _heroDid) end end ---获取所有英雄信息 +-- 获取所有英雄信息 function this.GetAllHeroDatas(_lvLimit) local lvLimit = 0 -- local allUpZhenHeroList = FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_ENDLESS_MAP) @@ -575,37 +581,32 @@ function this.GetAllHeroDatas(_lvLimit) table.insert(heros, v) end end - table.sort( - heros, - function(a, b) - return a.sortId < b.sortId - end - ) + table.sort(heros, function(a, b) + return a.sortId < b.sortId + end) return heros end ---获取所有英雄信息 +-- 获取所有英雄信息 function this.GetHeroDatasByNaturalAndProfession(_qua, _pro) local heros = {} for i, v in pairs(heroDatas) do - if v.heroConfig.Natural == _qua and v.heroConfig.PropertyName == _pro and CheckListIsContainValue1(HelpFightManager.upHeroList, v.dynamicId) == false then + if v.heroConfig.Natural == _qua and v.heroConfig.PropertyName == _pro and + CheckListIsContainValue1(HelpFightManager.upHeroList, v.dynamicId) == false then table.insert(heros, v) end end - table.sort( - heros, - function(a, b) - if a.star == b.star then - return a.lv > b.lv - else - return a.star > b.star - end + table.sort(heros, function(a, b) + if a.star == b.star then + return a.lv > b.lv + else + return a.star > b.star end - ) + end) return heros end ---获取该静态id sortid最小的英雄信息 +-- 获取该静态id sortid最小的英雄信息 function this.GetHeroDataByHeroSIdAndMinSortId(_heroSId) local heroData = {} @@ -641,7 +642,7 @@ function this.GetHeroDataByHeroSIdAndMinSortId(_heroSId) return heroData end ---获取该静态id 没有穿皮肤的 sortid最小的英雄信息 +-- 获取该静态id 没有穿皮肤的 sortid最小的英雄信息 function this.GetHeroDataByHeroSIdAndMinSortIdAndSkinId(_heroSId, _skinId) local heroData = {} @@ -678,23 +679,23 @@ function this.GetHeroDataByHeroSIdAndMinSortIdAndSkinId(_heroSId, _skinId) return heroData end ---获取所有英雄信息(分解 回溯用 ) -function this.GetAllHeroDataMsinusUpWar(_sortTypeId, type) --0全部 1-6属性 7-9 3、4、5星 +-- 获取所有英雄信息(分解 回溯用 ) +function this.GetAllHeroDataMsinusUpWar(_sortTypeId, type) -- 0全部 1-6属性 7-9 3、4、5星 local heros = {} local heros2 = {} for i, v in pairs(heroDatas) do - --队伍名称 以、 连接 + -- 队伍名称 以、 连接 v.isFormation = "" table.insert(heros, v) end - --标记编队上的英雄 + -- 标记编队上的英雄 if heros and LengthOfTable(heros) > 0 then for i, v in pairs(heros) do local isFormations = {} for n, w in pairs(FormationManager.formationList) do for m = 1, #w.teamHeroInfos do if w.teamHeroInfos[m] and v.dynamicId == w.teamHeroInfos[m].heroId then - --队伍名称 队伍id + -- 队伍名称 队伍id local isFormationStr = "" local curFormationId = 0 local temp = this.GetHeroFormationStr2(n) @@ -722,11 +723,11 @@ function this.GetAllHeroDataMsinusUpWar(_sortTypeId, type) --0全部 1-6属性 end end end - --所有的所在队伍id, + -- 所有的所在队伍id, heros[i].isFormations = isFormations end end - --筛选 + -- 筛选 if heros and LengthOfTable(heros) > 0 then for i, v in pairs(heros) do if (v.lv > 1 and type == 1) or (v.lv > 0 and type == 2) or (v.talismanList > 1 and type == 3) then @@ -794,55 +795,55 @@ end function this.GetHeroFormationStr2(teamId) if this.heroResolveLicence[teamId] then if teamId < FormationTypeDef.FORMATION_ARENA_DEFEND then - --LogError("ddddddddddddddddd") + -- LogError("ddddddddddddddddd") return Language[11106], FormationTypeDef.FORMATION_NORMAL elseif teamId == FormationTypeDef.FORMATION_ARENA_DEFEND then - --LogError("ddddddddddddddddd") + -- LogError("ddddddddddddddddd") return Language[11107], FormationTypeDef.FORMATION_ARENA_DEFEND elseif teamId == FormationTypeDef.FORMATION_ARENA_ATTACK then - --LogError("ddddddddddddddddd") + -- LogError("ddddddddddddddddd") return Language[11108], FormationTypeDef.FORMATION_ARENA_ATTACK elseif teamId == FormationTypeDef.FORMATION_ENDLESS_MAP then - --LogError("ddddddddddddddddd") + -- LogError("ddddddddddddddddd") return Language[10692], FormationTypeDef.FORMATION_ENDLESS_MAP -- elseif teamId == FormationTypeDef.FORMATION_GUILD_FIGHT_DEFEND then -- return Language[10682], FormationTypeDef.FORMATION_GUILD_FIGHT_DEFEND -- elseif teamId == FormationTypeDef.FORMATION_GUILD_FIGHT_ATTACK then -- return Language[10683], FormationTypeDef.FORMATION_GUILD_FIGHT_ATTACK elseif teamId == FormationTypeDef.BLOODY_BATTLE_ATTACK then - --LogError("ddddddddddddddddd") + -- LogError("ddddddddddddddddd") return Language[11109], FormationTypeDef.BLOODY_BATTLE_ATTACK elseif teamId == FormationTypeDef.EXPEDITION then - --LogError("ddddddddddddddddd") + -- LogError("ddddddddddddddddd") return Language[10697], FormationTypeDef.EXPEDITION elseif teamId == FormationTypeDef.ARENA_TOM_MATCH then - --LogError("ddddddddddddddddd") + -- LogError("ddddddddddddddddd") return Language[11110], FormationTypeDef.ARENA_TOM_MATCH elseif teamId == FormationTypeDef.JUMPSERVER_HIGHTLADDER then - --LogError("ddddddddddddddddd") + -- LogError("ddddddddddddddddd") return "宇宙武道会", FormationTypeDef.JUMPSERVER_HIGHTLADDER elseif teamId == FormationTypeDef.LuoFuZhengFeng1 then - --LogError("ddddddddddddddddd") + -- LogError("ddddddddddddddddd") return "宇宙武道会", FormationTypeDef.LuoFuZhengFeng1 elseif teamId == FormationTypeDef.LuoFuZhengFeng2 then - --LogError("ddddddddddddddddd") + -- LogError("ddddddddddddddddd") return "宇宙武道会", FormationTypeDef.LuoFuZhengFeng2 elseif teamId == FormationTypeDef.LuoFuZhengFeng3 then - --LogError("ddddddddddddddddd") + -- LogError("ddddddddddddddddd") return "宇宙武道会", FormationTypeDef.LuoFuZhengFeng3 elseif teamId == FormationTypeDef.LuoFuZhengFeng4 then - --LogError("ddddddddddddddddd") + -- LogError("ddddddddddddddddd") return "宇宙武道会", FormationTypeDef.LuoFuZhengFeng4 end end return "" end ---删除本地英雄信息 +-- 删除本地英雄信息 function this.DeleteHeroDatas(heroDIds) for i = 1, #heroDIds do if heroDatas[heroDIds[i]] then - --清除英雄装备上挂载的英雄id + -- 清除英雄装备上挂载的英雄id local equips = heroDatas[heroDIds[i]].equipIdList if equips and LengthOfTable(equips) > 0 then for j = 1, LengthOfTable(equips) do @@ -855,15 +856,15 @@ function this.DeleteHeroDatas(heroDIds) end end - --清除英雄法宝上挂载的英雄did - --local talismanList=heroDatas[heroDIds[i]].talismanList - --if talismanList and LengthOfTable(talismanList)>0 then + -- 清除英雄法宝上挂载的英雄did + -- local talismanList=heroDatas[heroDIds[i]].talismanList + -- if talismanList and LengthOfTable(talismanList)>0 then -- for i = 1, LengthOfTable(talismanList) do -- if TalismanManager.talismanTabs[talismanList[i]] then -- TalismanManager.talismanTabs[talismanList[i]].upHeroDid="0" -- end -- end - --end + -- end -- 清除佩戴的魂印 local soulPrintList = heroDatas[heroDIds[i]].soulPrintList @@ -873,18 +874,18 @@ function this.DeleteHeroDatas(heroDIds) end end - --清楚编队上的英雄 + -- 清楚编队上的英雄 FormationManager.AllFormationDeleCurHeroId(heroDIds[i]) - --清除英雄魂印上挂载的英雄did + -- 清除英雄魂印上挂载的英雄did SoulPrintManager.hasEquipSoulPrintId[heroDIds[i]] = nil - --删除远征英雄数据 + -- 删除远征英雄数据 ExpeditionManager.DelHeroHpValue(heroDatas[heroDIds[i]]) GodSoulManager.DeleteHeroId(heroDIds[i]) - --装备的法灵 + -- 装备的法灵 FaLingManager.SetEquipBelongHero(heroDatas[heroDIds[i]].baublesId, nil) HeroManager.SetHeroBaublesId(heroDIds[i], "") TrainBuildManager.RemoveTrainHero(heroDIds[i]) - --删除英雄 + -- 删除英雄 heroDatas[heroDIds[i]] = nil end end @@ -892,28 +893,26 @@ function this.DeleteHeroDatas(heroDIds) CheckRedPointStatus(RedPointType.Huaxutan_CompoundHero) end ---更新本地单个英雄基本信息 +-- 更新本地单个英雄基本信息 function this.UpdateSingleHeroDatas(heroDId, heroLv, heroStar, breakId, upStarId, isCallBackChangeWar) if heroDatas[heroDId] then - if heroLv then --鸿蒙阵上阵的等级是虚等级 升星不必赋值传nil 即可 + if heroLv then -- 鸿蒙阵上阵的等级是虚等级 升星不必赋值传nil 即可 heroDatas[heroDId].lv = heroLv end heroDatas[heroDId].star = heroStar - if breakId then --鸿蒙阵上阵的突破等级是虚等级 升星不必赋值传nil 即可 + if breakId then -- 鸿蒙阵上阵的突破等级是虚等级 升星不必赋值传nil 即可 heroDatas[heroDId].breakId = breakId end heroDatas[heroDId].upStarId = upStarId local actionPowerRormula = gameSetting[1].ActionPowerRormula - heroDatas[heroDId].actionPower = - heroDatas[heroDId].heroConfig.ActionPower + - math.floor( - (actionPowerRormula[1] * math.pow(heroDatas[heroDId].lv, 3) + actionPowerRormula[2] * math.pow(heroDatas[heroDId].lv, 2) + - actionPowerRormula[3] * heroDatas[heroDId].lv + - actionPowerRormula[4]) - ) + heroDatas[heroDId].actionPower = heroDatas[heroDId].heroConfig.ActionPower + + math.floor( + (actionPowerRormula[1] * math.pow(heroDatas[heroDId].lv, 3) + actionPowerRormula[2] * + math.pow(heroDatas[heroDId].lv, 2) + actionPowerRormula[3] * heroDatas[heroDId].lv + + actionPowerRormula[4])) PlayerManager.SetHeroHandBookListData(heroDatas[heroDId].id, heroDatas[heroDId].star) end - --设置战斗力脏数据 + -- 设置战斗力脏数据 -- 英雄基础数据变化 HeroPropManager.SetDirtyByType(heroDId, Hero_Prop_Type.Base) HeroPropManager.SetDirtyByType(heroDId, Hero_Prop_Type.PassiveSkill) @@ -923,77 +922,73 @@ function this.UpdateSingleHeroDatas(heroDId, heroLv, heroStar, breakId, upStarId end end ---更新本地单个英雄上锁 +-- 更新本地单个英雄上锁 function this.UpdateSingleHeroLockState(heroDId, lockState) if heroDatas[heroDId] then heroDatas[heroDId].lockState = lockState end end ---对比战力并更新战力值 +-- 对比战力并更新战力值 function this.CompareWarPower(heroDId) local oldWarPowerValue = heroDatas[heroDId].warPower local newWarPowerValue = HeroPowerManager.GetHeroPower(heroDId) heroDatas[heroDId].warPower = newWarPowerValue if oldWarPowerValue and newWarPowerValue then if oldWarPowerValue ~= newWarPowerValue then - if - not UIManager.IsOpen(UIName.RoleUpStarSuccessPanel) and - not UIManager.IsOpen(UIName.RoleUpLvBreakSuccessPanel) - then - UIManager.OpenPanel( - UIName.WarPowerChangeNotifyPanelV2, - { oldValue = oldWarPowerValue, newValue = newWarPowerValue } - ) + if not UIManager.IsOpen(UIName.RoleUpStarSuccessPanel) and + not UIManager.IsOpen(UIName.RoleUpLvBreakSuccessPanel) then + UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2, { + oldValue = oldWarPowerValue, + newValue = newWarPowerValue + }) end end end FormationManager.CheckHeroIdExist(heroDId) end ---对比战力并更新战力值 +-- 对比战力并更新战力值 function this.CompareWarPower1(heroDId, oldWarPowerValue) local newWarPowerValue = HeroPowerManager.GetHeroPower(heroDId) heroDatas[heroDId].warPower = newWarPowerValue if oldWarPowerValue and newWarPowerValue then if oldWarPowerValue ~= newWarPowerValue then - if - not UIManager.IsOpen(UIName.RoleUpStarSuccessPanel) and - not UIManager.IsOpen(UIName.RoleUpLvBreakSuccessPanel) - then - UIManager.OpenPanel( - UIName.WarPowerChangeNotifyPanelV2, - { oldValue = oldWarPowerValue, newValue = newWarPowerValue } - ) + if not UIManager.IsOpen(UIName.RoleUpStarSuccessPanel) and + not UIManager.IsOpen(UIName.RoleUpLvBreakSuccessPanel) then + UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2, { + oldValue = oldWarPowerValue, + newValue = newWarPowerValue + }) end end end FormationManager.CheckHeroIdExist(heroDId) end ---更新本地单个英雄技能信息 +-- 更新本地单个英雄技能信息 function this.UpdateSingleHeroSkillData(_heroDId) if heroDatas[_heroDId] then - --local herodata=heroDatas[_heroDId] - --local skillIdList={} - --for i = 1, #herodata.heroConfig.OpenSkillRules do + -- local herodata=heroDatas[_heroDId] + -- local skillIdList={} + -- for i = 1, #herodata.heroConfig.OpenSkillRules do -- if herodata.heroConfig.OpenSkillRules[i][1]==herodata.star then -- --skillIdList[i]=herodata.heroConfig.OpenSkillRules[i][2] -- table.insert(skillIdList,herodata.heroConfig.OpenSkillRules[i][2]) -- end - --end - --herodata.skillIdList={} - --for i = 1, #skillIdList do + -- end + -- herodata.skillIdList={} + -- for i = 1, #skillIdList do -- local heroSkill={} -- heroSkill.skillId=skillIdList[i] -- heroSkill.skillConfig=skillConfig[skillIdList[i]] -- table.insert( herodata.skillIdList,heroSkill) - --end - --heroDatas[_heroDId]=herodata + -- end + -- heroDatas[_heroDId]=herodata local heroData = heroDatas[_heroDId] heroData.skillIdList = {} - --主动技 + -- 主动技 if heroData.heroConfig.OpenSkillRules then for i = 1, #heroData.heroConfig.OpenSkillRules do if heroData.heroConfig.OpenSkillRules[i][1] == heroData.star then @@ -1005,9 +1000,9 @@ function this.UpdateSingleHeroSkillData(_heroDId) end end heroData.passiveSkillList = {} - --被动技 + -- 被动技 local OpenPassiveSkillRules = heroData.star >= this.awakeNextStarIndex and heroData.heroConfig.Awaken or - heroData.heroConfig.OpenPassiveSkillRules + heroData.heroConfig.OpenPassiveSkillRules if OpenPassiveSkillRules then for i = 1, #OpenPassiveSkillRules do if OpenPassiveSkillRules[i][1] == heroData.star then @@ -1021,8 +1016,8 @@ function this.UpdateSingleHeroSkillData(_heroDId) end end ---更新本地单个英雄法宝信息 -function this.UpdateHeroSingleTalismanData(heroDId, heroTalismanDatas, type) --type--1 穿单件法宝 2 卸单件法宝 +-- 更新本地单个英雄法宝信息 +function this.UpdateHeroSingleTalismanData(heroDId, heroTalismanDatas, type) -- type--1 穿单件法宝 2 卸单件法宝 if heroDatas[heroDId] then if type == 1 then heroDatas[heroDId].talismanList = {} @@ -1042,31 +1037,37 @@ function this.UpdateHeroSingleTalismanData(heroDId, heroTalismanDatas, type) --t this.CompareWarPower(heroDId) end ---更新本地单个英雄魂印信息 +-- 更新本地单个英雄魂印信息 function this.UpdateHeroSingleSoulPrint(heroDId, hasEquipSoulPrintId) local soulEquipPrintList = {} for i, v in pairs(hasEquipSoulPrintId[heroDId]) do - local soulPrint = { did = v.did, pos = v.pos } + local soulPrint = { + did = v.did, + pos = v.pos + } table.insert(soulEquipPrintList, soulPrint) end heroDatas[heroDId].soulPrintList = soulEquipPrintList this.CompareWarPower(heroDId) end ---更新本地单个英雄神印信息 +-- 更新本地单个英雄神印信息 function this.UpdateHeroSingleGodPrint(heroDId, hasEquipSoulPrintId) local soulEquipPrintList = {} for i, v in pairs(hasEquipSoulPrintId[heroDId]) do - local soulPrint = { did = v.did, pos = v.pos } + local soulPrint = { + did = v.did, + pos = v.pos + } table.insert(soulEquipPrintList, soulPrint) end heroDatas[heroDId].godPrintList = soulEquipPrintList this.CompareWarPower(heroDId) end ---获取单个英雄数据 +-- 获取单个英雄数据 function this.GetSingleHeroData(heroDId) - --LogGreen("heroDId"..tostring(heroDId)) + -- LogGreen("heroDId"..tostring(heroDId)) if heroDatas[heroDId] then return heroDatas[heroDId] elseif ExpeditionManager.GetSingleHeroData(heroDId) then @@ -1087,7 +1088,7 @@ function this.IsHaveHero(heroDId) return false end ---获取当前升星信息 +-- 获取当前升星信息 function this.GetHeroCurUpStarInfo(heroDId) local indexStar = 0 local RankupConsumeMaterial = {} @@ -1103,8 +1104,8 @@ function this.GetHeroCurUpStarInfo(heroDId) if v.heroConfig.RankupConsumeMaterial[j][1] == indexStar then local heroUpStarMaterialsData = {} heroUpStarMaterialsData.upStarData = v.heroConfig.RankupConsumeMaterial[j] - heroUpStarMaterialsData.upStarMaterialsData = heroRankUpGroup - [v.heroConfig.RankupConsumeMaterial[j][3]] + heroUpStarMaterialsData.upStarMaterialsData = heroRankUpGroup[v.heroConfig + .RankupConsumeMaterial[j][3]] table.insert(RankupConsumeMaterial, heroUpStarMaterialsData) end end @@ -1118,7 +1119,7 @@ function this.GetHeroCurUpStarInfo(heroDId) return RankupConsumeMaterial end ---获取当前升星信息 +-- 获取当前升星信息 function this.GetHeroCurUpStarInfo2(heroDId) local indexStar = 0 local RankupConsumeMaterial = {} @@ -1135,8 +1136,8 @@ function this.GetHeroCurUpStarInfo2(heroDId) if config.RankupConsumeMaterial[j][1] == indexStar then local heroUpStarMaterialsData = {} heroUpStarMaterialsData.upStarData = config.RankupConsumeMaterial[j] - heroUpStarMaterialsData.upStarMaterialsData = heroRankUpGroup - [config.RankupConsumeMaterial[j][3]] + heroUpStarMaterialsData.upStarMaterialsData = + heroRankUpGroup[config.RankupConsumeMaterial[j][3]] table.insert(RankupConsumeMaterial, heroUpStarMaterialsData) end end @@ -1149,18 +1150,18 @@ function this.GetHeroCurUpStarInfo2(heroDId) return RankupConsumeMaterial end ---检测卡库中的英雄是否有满足当前升星条件 +-- 检测卡库中的英雄是否有满足当前升星条件 function this.GetUpStarHeroListData(heroRankUpGroupId, heroData) local needHeroListData = {} - --0 没有 1 有满足条件单位英雄 + -- 0 没有 1 有满足条件单位英雄 needHeroListData = {} - --LogError("groupid=="..heroRankUpGroupId.." heroData.dynamicId=="..heroData.dynamicId) + -- LogError("groupid=="..heroRankUpGroupId.." heroData.dynamicId=="..heroData.dynamicId) local heroRankUpGroup = heroRankUpGroup[heroRankUpGroupId] for i, v in pairs(heroDatas) do - if v.dynamicId == heroData.dynamicId then --自己筛掉 + if v.dynamicId == heroData.dynamicId then -- 自己筛掉 else v.isFormation = "" - if heroRankUpGroup.Issame == 1 then --需要同名卡 + if heroRankUpGroup.Issame == 1 then -- 需要同名卡 if v.id == heroData.id then if v.star == heroRankUpGroup.StarLimit then if heroRankUpGroup.IsSameClan == 1 then @@ -1209,7 +1210,7 @@ function this.GetUpStarHeroListData(heroRankUpGroupId, heroData) end end end - --删除编队上的英雄 + -- 删除编队上的英雄 if needHeroListData and LengthOfTable(needHeroListData) > 0 then for i, v in pairs(needHeroListData) do for n, w in pairs(FormationManager.formationList) do @@ -1234,9 +1235,8 @@ function this.GetUpStarHeroListData(heroRankUpGroupId, heroData) else return a.id > b.id end - end - ) - --前边以前添加英雄代码不动 + end) + -- 前边以前添加英雄代码不动 local canSeleItemIds = {} if heroRankUpGroup.ItemCamp and #heroRankUpGroup.ItemCamp > 0 then for i = 1, #heroRankUpGroup.ItemCamp do @@ -1269,25 +1269,25 @@ function this.GetUpStarHeroListData(heroRankUpGroupId, heroData) end local needHeroListData2 = {} needHeroListData2.state = 0 - --0 没有 1 有满足条件单位英雄 + -- 0 没有 1 有满足条件单位英雄 needHeroListData2.heroList = {} if #needHeroListData > 0 or #canSeleItemIds > 0 then needHeroListData2.state = 1 end - --道具靠前 + -- 道具靠前 if #canSeleItemIds > 0 then for i, v in ipairs(canSeleItemIds) do local vData = {} vData.id = v - vData.type = RoleUpStarMatType.item --1道具 2 英雄 需要传给后端 - vData.index = i --用于祭品选择界面 查看是否选中 + vData.type = RoleUpStarMatType.item -- 1道具 2 英雄 需要传给后端 + vData.index = i -- 用于祭品选择界面 查看是否选中 table.insert(needHeroListData2.heroList, vData) end end - --英雄靠后 + -- 英雄靠后 if #needHeroListData > 0 then for i, v in ipairs(needHeroListData) do - v.type = RoleUpStarMatType.hero --1道具 2 英雄 需要传给后端 + v.type = RoleUpStarMatType.hero -- 1道具 2 英雄 需要传给后端 table.insert(needHeroListData2.heroList, v) end end @@ -1295,9 +1295,9 @@ function this.GetUpStarHeroListData(heroRankUpGroupId, heroData) return needHeroListData2 end ---计算每个星级的英雄等级最终上限 +-- 计算每个星级的英雄等级最终上限 function this.UpdateHeroLvEnd() - --计算每个最终等级上限 + -- 计算每个最终等级上限 this.heroLvEnd = {} for i, v in ConfigPairs(heroConfig) do local heroEndStar = v.Star @@ -1312,6 +1312,10 @@ function this.UpdateHeroLvEnd() end for i, v2 in ConfigPairs(heroRankUpConfig) do if v2.Star == v.Star then + if v.Id == 10095 then + LogError("**********s======"..v.Star.."/"..v2.Star) + LogError("**********s======"..heroEndStar.."/"..v2.OpenStar) + end if v2.OpenStar == heroEndStar then this.heroLvEnd[v.Id] = v2.OpenLevel end @@ -1319,14 +1323,14 @@ function this.UpdateHeroLvEnd() end end - --local threeStarLvEnd=3 - --local fourStarLvEnd=4 - --local fiveStarLvEnd=5 - --this.heroLvBreakNum[threeStarLvEnd]=0 - --this.heroLvBreakNum[fourStarLvEnd]=0 - --this.heroLvBreakNum[fiveStarLvEnd]=0 + -- local threeStarLvEnd=3 + -- local fourStarLvEnd=4 + -- local fiveStarLvEnd=5 + -- this.heroLvBreakNum[threeStarLvEnd]=0 + -- this.heroLvBreakNum[fourStarLvEnd]=0 + -- this.heroLvBreakNum[fiveStarLvEnd]=0 -- - --for i,v in ConfigPairs(heroRankUpConfig) do + -- for i,v in ConfigPairs(heroRankUpConfig) do -- if v.Star==threeStarLvEnd then -- if v.Type==1 and this.heroLvBreakNum[threeStarLvEnd] 0 and heroRankUpConfig[breakId].JudgeClass ~= 1 then --没突破完毕 显示当前突破的等级上限 + elseif breakId > 0 and heroRankUpConfig[breakId].JudgeClass ~= 1 then -- 没突破完毕 显示当前突破的等级上限 return heroRankUpConfig[breakId].OpenLevel - elseif breakId > 0 and heroRankUpConfig[breakId].JudgeClass == 1 then --突破完毕 显示当前进阶的等级上限 + elseif breakId > 0 and heroRankUpConfig[breakId].JudgeClass == 1 then -- 突破完毕 显示当前进阶的等级上限 if upStarId > 0 then return heroRankUpConfig[upStarId].OpenLevel else @@ -1382,12 +1386,12 @@ function this.UpdateHeroPowerProfession() if GuildSkillManager.UpdataHeroProList[v.heroConfig.Profession] then LogGreen("v.dynamicId " .. v.dynamicId) v.warPower = HeroPowerManager.GetHeroPower(v.dynamicId) - --this.CalculateHeroAllProValList(1, v.dynamicId, false)[HeroProType.WarPower] + -- this.CalculateHeroAllProValList(1, v.dynamicId, false)[HeroProType.WarPower] end end end ---获取同一类型的技能 +-- 获取同一类型的技能 function this.GetTypeAllSkillData(_skillName) local allTypeSkillData = {} for i, v in ConfigPairs(skillConfig) do @@ -1398,7 +1402,7 @@ function this.GetTypeAllSkillData(_skillName) return allTypeSkillData end ---获得英雄属性计算战斗力属性评分 +-- 获得英雄属性计算战斗力属性评分 function this.GetSingleProScoreVal() this.heroPropertyScore = {} for i, v in ConfigPairs(propertyConfig) do @@ -1406,7 +1410,7 @@ function this.GetSingleProScoreVal() end end ---设置英雄特训属性 +-- 设置英雄特训属性 function this.CaculateAttributeByTraining(dyn, data) if heroDatas[dyn] then -- heroDatas[dyn].HeroTraining.trainingLv=data.HeroTraining.trainingLv @@ -1419,7 +1423,7 @@ function this.CaculateAttributeByTraining(dyn, data) end end ---计算所有装备加成的属性值 +-- 计算所有装备加成的属性值 local function CalculateHeroUpEquipsProAddVal(_heroId) local addAllProVal = {} for i, v in ConfigPairs(propertyConfig) do @@ -1427,9 +1431,9 @@ local function CalculateHeroUpEquipsProAddVal(_heroId) end local curHeroData = HeroManager.GetSingleHeroData(_heroId) if curHeroData then - --Log("#curHeroData.equipIdList "..#curHeroData.equipIdList) + -- Log("#curHeroData.equipIdList "..#curHeroData.equipIdList) local equipSuit = this.GetCurHeroEquipSuitPros(curHeroData.equipIdList) - --[id] = 件数 + -- [id] = 件数 for i = 1, #curHeroData.equipIdList do local curEquip = EquipManager.GetSingleHeroSingleEquipData(curHeroData.equipIdList[i], _heroId) if curEquip then @@ -1444,7 +1448,7 @@ local function CalculateHeroUpEquipsProAddVal(_heroId) end end end - --屏蔽装备套装加的属性 + -- 屏蔽装备套装加的属性 if equipSuit and #equipSuit > 0 then for i, v in ipairs(equipSuit) do local curSuitConfig = equipsuite[i] @@ -1468,7 +1472,7 @@ local function CalculateHeroUpEquipsProAddVal(_heroId) end return addAllProVal end ---计算所有法宝加成的属性值 +-- 计算所有法宝加成的属性值 local function CalculateHeroUpTalismanProAddVal(_heroId, _breakId, _upStarId, teamCurPropertyName) local addAllProVal = {} local singleHeroProVal, lvProVal, allHeroProVal, specialProVal @@ -1486,16 +1490,10 @@ local function CalculateHeroUpTalismanProAddVal(_heroId, _breakId, _upStarId, te if data then lv = data.lv end - local talismanConFig = - ConfigManager.TryGetConfigDataByDoubleKey( - ConfigName.EquipTalismana, - "TalismanaId", - curTalisman[2], - "Level", - lv - ) + local talismanConFig = ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.EquipTalismana, + "TalismanaId", curTalisman[2], "Level", lv) if talismanConFig then - --主属性 + -- 主属性 for j = 1, #talismanConFig.Property do if addAllProVal[talismanConFig.Property[j][1]] then addAllProVal[talismanConFig.Property[j][1]] = @@ -1504,14 +1502,14 @@ local function CalculateHeroUpTalismanProAddVal(_heroId, _breakId, _upStarId, te addAllProVal[talismanConFig.Property[j][1]] = talismanConFig.Property[j][2] end end - --副属性 + -- 副属性 if talismanConFig.SpecialProperty and #talismanConFig.SpecialProperty > 0 then for k = 1, #talismanConFig.SpecialProperty do if talismanConFig.SpecialProperty[k][1] == curHeroData.profession then if addAllProVal[talismanConFig.SpecialProperty[k][2]] then addAllProVal[talismanConFig.SpecialProperty[k][2]] = addAllProVal[talismanConFig.SpecialProperty[k][2]] + - talismanConFig.SpecialProperty[k][3] + talismanConFig.SpecialProperty[k][3] else addAllProVal[talismanConFig.SpecialProperty[k][2]] = talismanConFig.SpecialProperty[k][3] @@ -1554,7 +1552,7 @@ local function CalculateHeroUpTalismanProAddVal(_heroId, _breakId, _upStarId, te end return addAllProVal, lvProVal, allHeroProVal, specialProVal end ---英雄身上魂印属性计算 +-- 英雄身上魂印属性计算 local function CalculateSoulPrintAddVal(_heroId) -- local allSoulPrintAddWarPowerVal = 0 -- local curHeroData = HeroManager.GetSingleHeroData(_heroId) @@ -1571,7 +1569,6 @@ local function CalculateSoulPrintAddVal(_heroId) -- end -- return allSoulPrintAddWarPowerVal - local addAllProVal = {} local singleHeroProVal, lvProVal, allHeroProVal, specialProVal local curHeroData = HeroManager.GetSingleHeroData(_heroId) @@ -1581,7 +1578,7 @@ local function CalculateSoulPrintAddVal(_heroId) for i = 1, #curHeroData.soulPrintList do local cursoulPrintConfig = equipConfig[curHeroData.soulPrintList[i].equipId] if cursoulPrintConfig then - --基础属性计算 + -- 基础属性计算 local soulPrintPropertyList = cursoulPrintConfig.Property if soulPrintPropertyList and #soulPrintPropertyList > 0 then for i, v in pairs(soulPrintPropertyList) do @@ -1592,7 +1589,7 @@ local function CalculateSoulPrintAddVal(_heroId) end end end - --被动技能计算 + -- 被动技能计算 if cursoulPrintConfig.PassiveSkill and #cursoulPrintConfig.PassiveSkill > 0 then for i = 1, #cursoulPrintConfig.PassiveSkill do table.insert(curAllPassiveSkillIds, cursoulPrintConfig.PassiveSkill[i]) @@ -1600,8 +1597,8 @@ local function CalculateSoulPrintAddVal(_heroId) end end end - singleHeroProVal, lvProVal, allHeroProVal, specialProVal = this.CalculatePassiveSkillsValList( - WarPowerType.SoulPrint, curAllPassiveSkillIds) + singleHeroProVal, lvProVal, allHeroProVal, specialProVal = + this.CalculatePassiveSkillsValList(WarPowerType.SoulPrint, curAllPassiveSkillIds) end end if singleHeroProVal and LengthOfTable(singleHeroProVal) > 0 then @@ -1615,7 +1612,7 @@ local function CalculateSoulPrintAddVal(_heroId) end return addAllProVal, lvProVal, allHeroProVal, specialProVal end ---英雄身上魂印属性计算 +-- 英雄身上魂印属性计算 local function CalculateSoulPrintAddVal2(_heroId) local allSoulPrintAddWarPowerVal = 0 local curHeroData = HeroManager.GetSingleHeroData(_heroId) @@ -1632,7 +1629,6 @@ local function CalculateSoulPrintAddVal2(_heroId) end return allSoulPrintAddWarPowerVal - -- local addAllProVal = {} -- local singleHeroProVal,lvProVal,allHeroProVal,specialProVal -- local curHeroData = HeroManager.GetSingleHeroData(_heroId) @@ -1672,7 +1668,7 @@ local function CalculateSoulPrintAddVal2(_heroId) -- end -- return addAllProVal,lvProVal,allHeroProVal,specialProVal end ---英雄身上宝器属性计算 +-- 英雄身上宝器属性计算 local function CalculateEquipTreaSureAddVal(_heroId) local addAllProVal = {} local minLv = 0 @@ -1684,21 +1680,18 @@ local function CalculateEquipTreaSureAddVal(_heroId) if #curHeroData.jewels > 0 then for i = 1, #curHeroData.jewels do local did = curHeroData.jewels[i] - local curEuipTreaSureData = - EquipTreasureManager.GetSingleTreasureByIdDyn(did) or - ExpeditionManager.GetSingleTreasureByIdDyn(did) or - MonsterCampManager.GetSingleTreasureByIdDyn(did) + local curEuipTreaSureData = EquipTreasureManager.GetSingleTreasureByIdDyn(did) or + ExpeditionManager.GetSingleTreasureByIdDyn(did) or + MonsterCampManager.GetSingleTreasureByIdDyn(did) if curEuipTreaSureData == nil then LogError("curEuipTreaSureData==nil") end if curEuipTreaSureData then local curEuipTreaSureConfig = jewelConfig[curEuipTreaSureData.id] for _, configInfo in ConfigPairs(jewelRankupConfig) do - --强化的属性 - if - configInfo.PoolID == curEuipTreaSureConfig.LevelupPool and configInfo.Type == 1 and - configInfo.Level == curEuipTreaSureData.lv - then + -- 强化的属性 + if configInfo.PoolID == curEuipTreaSureConfig.LevelupPool and configInfo.Type == 1 and + configInfo.Level == curEuipTreaSureData.lv then for j = 1, #configInfo.Property do if addAllProVal[configInfo.Property[j][1]] then addAllProVal[configInfo.Property[j][1]] = @@ -1708,11 +1701,9 @@ local function CalculateEquipTreaSureAddVal(_heroId) end end end - --精炼的属性 - if - configInfo.PoolID == curEuipTreaSureConfig.RankupPool and configInfo.Type == 2 and - configInfo.Level == curEuipTreaSureData.refineLv - then + -- 精炼的属性 + if configInfo.PoolID == curEuipTreaSureConfig.RankupPool and configInfo.Type == 2 and + configInfo.Level == curEuipTreaSureData.refineLv then for j = 1, #configInfo.Property do if addAllProVal[configInfo.Property[j][1]] then addAllProVal[configInfo.Property[j][1]] = @@ -1722,8 +1713,8 @@ local function CalculateEquipTreaSureAddVal(_heroId) end end end - --神应属性 - --屏蔽宝物树加成的属性 2023/08/09 + -- 神应属性 + -- 屏蔽宝物树加成的属性 2023/08/09 -- local tLv = curEuipTreaSureData.treeLv -- if -- configInfo.PoolID == curEuipTreaSureConfig.GodHoodPool and configInfo.Type == 3 and @@ -1741,7 +1732,7 @@ local function CalculateEquipTreaSureAddVal(_heroId) end if #curHeroData.jewels > 1 then - --取 强化 精炼 最小值 + -- 取 强化 精炼 最小值 LogError("curEuipTreaSureData.lv==" .. curEuipTreaSureData.lv) if minLv then if curEuipTreaSureData.lv < minLv then @@ -1761,17 +1752,15 @@ local function CalculateEquipTreaSureAddVal(_heroId) end end end - --math.min() - --取 强化 精炼 共鸣属性 + -- math.min() + -- 取 强化 精炼 共鸣属性 if #curHeroData.jewels > 1 then local lvjewelResonanceConfig local refineLvjewelResonanceConfig for _, curjewelResonanceConfig in ConfigPairs(jewelResonanceConfig) do if lvjewelResonanceConfig then - if - curjewelResonanceConfig.Type == 1 and curjewelResonanceConfig.Level <= minLv and - curjewelResonanceConfig.Id > lvjewelResonanceConfig.Id - then + if curjewelResonanceConfig.Type == 1 and curjewelResonanceConfig.Level <= minLv and + curjewelResonanceConfig.Id > lvjewelResonanceConfig.Id then lvjewelResonanceConfig = curjewelResonanceConfig end else @@ -1780,10 +1769,8 @@ local function CalculateEquipTreaSureAddVal(_heroId) end end if refineLvjewelResonanceConfig then - if - curjewelResonanceConfig.Type == 2 and curjewelResonanceConfig.Level <= mainRefineLv and - curjewelResonanceConfig.Id > refineLvjewelResonanceConfig.Id - then + if curjewelResonanceConfig.Type == 2 and curjewelResonanceConfig.Level <= mainRefineLv and + curjewelResonanceConfig.Id > refineLvjewelResonanceConfig.Id then refineLvjewelResonanceConfig = curjewelResonanceConfig end else @@ -1799,7 +1786,7 @@ local function CalculateEquipTreaSureAddVal(_heroId) if addAllProVal[lvjewelResonanceConfig.Property[j][1]] then addAllProVal[lvjewelResonanceConfig.Property[j][1]] = addAllProVal[lvjewelResonanceConfig.Property[j][1]] + - lvjewelResonanceConfig.Property[j][2] + lvjewelResonanceConfig.Property[j][2] else addAllProVal[lvjewelResonanceConfig.Property[j][1]] = lvjewelResonanceConfig.Property[j][2] end @@ -1811,7 +1798,7 @@ local function CalculateEquipTreaSureAddVal(_heroId) if addAllProVal[refineLvjewelResonanceConfig.Property[j][1]] then addAllProVal[refineLvjewelResonanceConfig.Property[j][1]] = addAllProVal[refineLvjewelResonanceConfig.Property[j][1]] + - refineLvjewelResonanceConfig.Property[j][2] + refineLvjewelResonanceConfig.Property[j][2] else addAllProVal[refineLvjewelResonanceConfig.Property[j][1]] = refineLvjewelResonanceConfig.Property[j][2] @@ -1825,19 +1812,19 @@ local function CalculateEquipTreaSureAddVal(_heroId) return addAllProVal end ---计算所有英雄被动技能的属性值 +-- 计算所有英雄被动技能的属性值 local function CalculateHeroPassiveSkillProAddVal(_type, _heroId, _breakId, _upStarId, teamCurPropertyName) local singleHeroProVal, lvProVal, allHeroProVal, specialProVal local curHeroData = HeroManager.GetSingleHeroData(_heroId) if curHeroData then local allOpenPassiveSkillIds = {} if _type == 1 then - allOpenPassiveSkillIds = - this.GetAllPassiveSkillIds(curHeroData.heroConfig, curHeroData.breakId, curHeroData.upStarId) + allOpenPassiveSkillIds = this.GetAllPassiveSkillIds(curHeroData.heroConfig, curHeroData.breakId, + curHeroData.upStarId) else allOpenPassiveSkillIds = this.GetAllPassiveSkillIds(curHeroData.heroConfig, _breakId, _upStarId) end - --单体加成 --单体等级限制加成 --团体加成 --减乘 + -- 单体加成 --单体等级限制加成 --团体加成 --减乘 singleHeroProVal, lvProVal, allHeroProVal, specialProVal = this.CalculatePassiveSkillsValList(WarPowerType.Hero, allOpenPassiveSkillIds, teamCurPropertyName, curHeroData) @@ -1845,10 +1832,10 @@ local function CalculateHeroPassiveSkillProAddVal(_type, _heroId, _breakId, _upS return singleHeroProVal, lvProVal, allHeroProVal, specialProVal end ---计算其他属性值 (角色基础属性+角色升级属性)* 星级系数+升星变量+进阶总属性 ---proValue 初始属性 rebirth=0 化境增长 lvNum 对应属性等级 breakNum 突破系数 +-- 计算其他属性值 (角色基础属性+角色升级属性)* 星级系数+升星变量+进阶总属性 +-- proValue 初始属性 rebirth=0 化境增长 lvNum 对应属性等级 breakNum 突破系数 function this.CalculateProVal(proValue, lvNum, breakId, upStarId, proId) - --LogError("breakId upStarId "..breakId.." "..upStarId.." "..lvNum) + -- LogError("breakId upStarId "..breakId.." "..upStarId.." "..lvNum) local curProLvNum = 0 if heroLevelConfig[lvNum] then for i = 1, #heroLevelConfig[lvNum].CharacterLevelPara do @@ -1857,8 +1844,8 @@ function this.CalculateProVal(proValue, lvNum, breakId, upStarId, proId) end end end - local breakRankupPara = { 0, 0, 0 } - local upStarRankupPara = { 0, 0, 0 } + local breakRankupPara = {0, 0, 0} + local upStarRankupPara = {0, 0, 0} if heroRankUpConfig[breakId] then for i = 1, #heroRankUpConfig[breakId].RankupPara do if heroRankUpConfig[breakId].RankupPara[i][1] == proId then @@ -1874,16 +1861,16 @@ function this.CalculateProVal(proValue, lvNum, breakId, upStarId, proId) end end - if upStarRankupPara[3] == 0 then --星级系数 ==0 让其 == 10000 万分比 + if upStarRankupPara[3] == 0 then -- 星级系数 ==0 让其 == 10000 万分比 upStarRankupPara[3] = 10000 end - --LogError("proValue "..proValue.." curProLvNum "..curProLvNum.." upStarRankupPara[3]/10000 "..upStarRankupPara[3]/10000 .." upStarRankupPara[2] "..upStarRankupPara[2].." breakRankupPara[2] "..breakRankupPara[2]) + -- LogError("proValue "..proValue.." curProLvNum "..curProLvNum.." upStarRankupPara[3]/10000 "..upStarRankupPara[3]/10000 .." upStarRankupPara[2] "..upStarRankupPara[2].." breakRankupPara[2] "..breakRankupPara[2]) return math.floor((proValue + curProLvNum) * upStarRankupPara[3] / 10000 + upStarRankupPara[2] + breakRankupPara[2]) end ---计算其他属性值 角色面板属性*(1+升星增加值/10000)*等级系数+角色面板属性*突破系数/10000 ---proValue 初始属性 rebirth=0 化境增长 lvNum 等级系数 breakNum 突破系数 ---local function CalculateProVal2(proValue, lvNum, breakId,upStarId) +-- 计算其他属性值 角色面板属性*(1+升星增加值/10000)*等级系数+角色面板属性*突破系数/10000 +-- proValue 初始属性 rebirth=0 化境增长 lvNum 等级系数 breakNum 突破系数 +-- local function CalculateProVal2(proValue, lvNum, breakId,upStarId) -- local breakRankupPara = 0 -- local upStarRankupPara = 0 -- if heroRankUpConfig[breakId] then @@ -1895,34 +1882,34 @@ end -- --Log("proValue "..proValue.." upStarRankupPara "..upStarRankupPara.." lvNum "..lvNum.." breakRankupPara "..breakRankupPara) -- -- return math.floor(proValue * (1 + upStarRankupPara/10000) * lvNum+proValue*breakRankupPara/10000) ---end +-- end ---计算speed属性值 0#0#10#1 abcd公式 x=breakId 刚才公式算出的数据 + 速度升级参数 * speed基础属性 ---proValue速度基础属性 lv等级 +-- 计算speed属性值 0#0#10#1 abcd公式 x=breakId 刚才公式算出的数据 + 速度升级参数 * speed基础属性 +-- proValue速度基础属性 lv等级 local function CalculateSpeedProVal(proValue, breakId, speedNum) - --local SpeedFormulaData = ConfigManager.GetConfig(ConfigName.GameSetting) - --local curSpeedFormulaData = SpeedFormulaData[1].SpeedFormula - --breakId = breakId % 100 - --local val = math.floor(((curSpeedFormulaData[1] * math.pow(breakId, 3) + curSpeedFormulaData[2] * math.pow(breakId, 2) + curSpeedFormulaData[3] * breakId + curSpeedFormulaData[4]) + proValue * speedNum)) + -- local SpeedFormulaData = ConfigManager.GetConfig(ConfigName.GameSetting) + -- local curSpeedFormulaData = SpeedFormulaData[1].SpeedFormula + -- breakId = breakId % 100 + -- local val = math.floor(((curSpeedFormulaData[1] * math.pow(breakId, 3) + curSpeedFormulaData[2] * math.pow(breakId, 2) + curSpeedFormulaData[3] * breakId + curSpeedFormulaData[4]) + proValue * speedNum)) return 0 - --val + -- val end ---计算其他属性值 初始属性*(1+化境增长)*等级系数 + 初始属性*突破系数 ---proValue 初始属性 rebirth 化境增长 lvNum 等级系数 breakNum 突破系数 +-- 计算其他属性值 初始属性*(1+化境增长)*等级系数 + 初始属性*突破系数 +-- proValue 初始属性 rebirth 化境增长 lvNum 等级系数 breakNum 突破系数 function this.CalculateProValMap(_heroDid, _proType) Log("属性ID " .. _proType) - --proValue,rebirth,lvNum,breakId + -- proValue,rebirth,lvNum,breakId local curheroData = {} if heroDatas[_heroDid] then curheroData = heroDatas[_heroDid] end - --local speedNum=heroLevelConfig[curheroData.lv].SpeedLevelPara + -- local speedNum=heroLevelConfig[curheroData.lv].SpeedLevelPara local allEquipAddProVal = {} allEquipAddProVal = CalculateHeroUpEquipsProAddVal(curheroData.dynamicId) - local allPokemonPeiJianAddPro = - DiffMonsterManager.CalculateAllPokemonPeiJiAllProAddVal(curheroData.heroConfig.Profession) - --添加所有异妖配件的属性 + local allPokemonPeiJianAddPro = DiffMonsterManager.CalculateAllPokemonPeiJiAllProAddVal(curheroData.heroConfig + .Profession) + -- 添加所有异妖配件的属性 for k, v in pairs(allPokemonPeiJianAddPro) do if allEquipAddProVal[k] then allEquipAddProVal[k] = allEquipAddProVal[k] + v @@ -1941,14 +1928,14 @@ function this.CalculateProValMap(_heroDid, _proType) proValue = curheroData.speed end if _proType == HeroProType.Speed then - --return CalculateSpeedProVal(proValue,curheroData.breakId,speedNum)+allEquipAddProVal[_proType] + -- return CalculateSpeedProVal(proValue,curheroData.breakId,speedNum)+allEquipAddProVal[_proType] else return this.CalculateProVal(proValue, curheroData.lv, curheroData.breakId, curheroData.upStarId, _proType) + - allEquipAddProVal[_proType] + allEquipAddProVal[_proType] end end ---计算战斗力 +-- 计算战斗力 local function CalculateWarForce(powerVal) local powerEndVal = 0 for i, v in pairs(powerVal) do @@ -1958,18 +1945,16 @@ local function CalculateWarForce(powerVal) end return math.floor(powerEndVal) end ---计算战斗力 +-- 计算战斗力 local function CalculateSingleModuleWarForce(powerVal) local powerEndVal = 0 for i, v in pairs(powerVal) do if v > 0 then local curProConfig = propertyConfig[i] if curProConfig and curProConfig.TargetPropertyId > 0 then - powerVal[curProConfig.TargetPropertyId] = - math.floor( - powerVal[curProConfig.TargetPropertyId] + - powerVal[curProConfig.TargetPropertyId] * powerVal[i] / 10000 - ) + powerVal[curProConfig.TargetPropertyId] = math.floor( + powerVal[curProConfig.TargetPropertyId] + powerVal[curProConfig.TargetPropertyId] * powerVal[i] / + 10000) end if curProConfig and curProConfig.Style == 2 then powerVal[i] = powerVal[i] / 10000 @@ -2007,89 +1992,54 @@ function this.CalculatePassiveSkillsValList(index, skillids, teamCurPropertyName local skillid = skillids[i] if passiveSkillLogicConfig[skillid] then local curSkillData = passiveSkillLogicConfig[skillid] - --LogError("skillid "..skillid) - if curSkillData.EffectiveRange == 2 then --战前个人 + -- LogError("skillid "..skillid) + if curSkillData.EffectiveRange == 2 then -- 战前个人 if curSkillData.Type == 90 then - this.GetProAndValByFormula( - this.allProVal[index].singleHeroProVal, - this.allProVal[index].specialProVal, - curSkillData.Value[1], - curSkillData.Value[2], - curSkillData.Value[3], - curHeroData - ) + this.GetProAndValByFormula(this.allProVal[index].singleHeroProVal, + this.allProVal[index].specialProVal, curSkillData.Value[1], curSkillData.Value[2], + curSkillData.Value[3], curHeroData) elseif curSkillData.Type == 94 then - this.GetProAndValByFormula( - this.allProVal[index].singleHeroProVal, - this.allProVal[index].specialProVal, - curSkillData.Value[2], - curSkillData.Value[1], - curSkillData.Value[3] - ) + this.GetProAndValByFormula(this.allProVal[index].singleHeroProVal, + this.allProVal[index].specialProVal, curSkillData.Value[2], curSkillData.Value[1], + curSkillData.Value[3]) elseif curSkillData.Type == 171 then - this.GetProAndValByFormula( - this.allProVal[index].lvProVal, - this.allProVal[index].specialProVal, - curSkillData.Value[1], - curSkillData.Value[2] - ) + this.GetProAndValByFormula(this.allProVal[index].lvProVal, this.allProVal[index].specialProVal, + curSkillData.Value[1], curSkillData.Value[2]) end - elseif curSkillData.EffectiveRange == 3 then --战前团体 + elseif curSkillData.EffectiveRange == 3 then -- 战前团体 if curSkillData.Type == 90 then - this.GetProAndValByFormula( - this.allProVal[index].allHeroProVal, - this.allProVal[index].specialProVal, - curSkillData.Value[1], - curSkillData.Value[2], - curSkillData.Value[3] - ) + this.GetProAndValByFormula(this.allProVal[index].allHeroProVal, this.allProVal[index].specialProVal, + curSkillData.Value[1], curSkillData.Value[2], curSkillData.Value[3]) elseif curSkillData.Type == 94 then - this.GetProAndValByFormula( - this.allProVal[index].allHeroProVal, - this.allProVal[index].specialProVal, - curSkillData.Value[2], - curSkillData.Value[1], - curSkillData.Value[3] - ) + this.GetProAndValByFormula(this.allProVal[index].allHeroProVal, this.allProVal[index].specialProVal, + curSkillData.Value[2], curSkillData.Value[1], curSkillData.Value[3]) elseif curSkillData.Type == 129 then if teamCurPropertyName and teamCurPropertyName == curSkillData.Value[1] then -- --LogGreen("teamCurPropertyName "..teamCurPropertyName .." "..curSkillData.Value[1]) - this.GetProAndValByFormula( - this.allProVal[index].allHeroProVal, - this.allProVal[index].specialProVal, - curSkillData.Value[3], - curSkillData.Value[2], - curSkillData.Value[4], - curSkillData.Value[1] - ) + this.GetProAndValByFormula(this.allProVal[index].allHeroProVal, + this.allProVal[index].specialProVal, curSkillData.Value[3], curSkillData.Value[2], + curSkillData.Value[4], curSkillData.Value[1]) elseif not teamCurPropertyName then -- --LogGreen("not teamCurPropertyName") - this.GetProAndValByFormula( - this.allProVal[index].allHeroProVal, - this.allProVal[index].specialProVal, - curSkillData.Value[3], - curSkillData.Value[2], - curSkillData.Value[4], - curSkillData.Value[1] - ) + this.GetProAndValByFormula(this.allProVal[index].allHeroProVal, + this.allProVal[index].specialProVal, curSkillData.Value[3], curSkillData.Value[2], + curSkillData.Value[4], curSkillData.Value[1]) end elseif curSkillData.Type == 171 then - --目前没有 - --this.GetProAndValByFormula(lvProVal,curSkillData,specialProVal) + -- 目前没有 + -- this.GetProAndValByFormula(lvProVal,curSkillData,specialProVal) end end else - --LogError("被动技能在被动技能表PassiveSkillLogicConfig没有找到 " .. skillid) + -- LogError("被动技能在被动技能表PassiveSkillLogicConfig没有找到 " .. skillid) end end return this.allProVal[index].singleHeroProVal, this.allProVal[index].lvProVal, this.allProVal[index].allHeroProVal, - this.allProVal[ - index - ].specialProVal + this.allProVal[index].specialProVal end function this.GetProAndValByFormula(proTable, specialProVal, curProId, curProVal, curProlGs, heroPro) - if curProlGs == 1 then --公式 (绝对值加a+b) + if curProlGs == 1 then -- 公式 (绝对值加a+b) local curProConfig = ConfigManager.GetConfigDataByKey(ConfigName.PropertyConfig, "PropertyIdInBattle", curProId) if propertyConfig[curProConfig.PropertyId].Style == 1 then if proTable[curProConfig.PropertyId] then @@ -2104,11 +2054,11 @@ function this.GetProAndValByFormula(proTable, specialProVal, curProId, curProVal proTable[curProConfig.PropertyId] = curProVal * 10000 end end - elseif curProlGs == 2 then --公式 (百分比加a+oa*b) + elseif curProlGs == 2 then -- 公式 (百分比加a+oa*b) local curProConfig1 = ConfigManager.GetConfigDataByKey(ConfigName.PropertyConfig, "PropertyIdInBattle", curProId) - local curProConfig2 = - ConfigManager.TryGetConfigDataByKey(ConfigName.PropertyConfig, "TargetPropertyId", curProConfig1.PropertyId) + local curProConfig2 = ConfigManager.TryGetConfigDataByKey(ConfigName.PropertyConfig, "TargetPropertyId", + curProConfig1.PropertyId) if curProConfig2 then if proTable[curProConfig2.PropertyId] then proTable[curProConfig2.PropertyId] = proTable[curProConfig2.PropertyId] + curProVal * 10000 @@ -2122,7 +2072,7 @@ function this.GetProAndValByFormula(proTable, specialProVal, curProId, curProVal proTable[curProConfig1.PropertyId] = curProVal * 10000 end end - elseif curProlGs == 3 then --公式 (绝对值减a-b) + elseif curProlGs == 3 then -- 公式 (绝对值减a-b) local curProConfig = ConfigManager.GetConfigDataByKey(ConfigName.PropertyConfig, "PropertyIdInBattle", curProId) if propertyConfig[curProConfig.PropertyId].Style == 1 then if proTable[curProConfig.PropertyId] then @@ -2137,15 +2087,18 @@ function this.GetProAndValByFormula(proTable, specialProVal, curProId, curProVal proTable[curProConfig.PropertyId] = curProVal * 10000 end end - elseif curProlGs == 4 then --公式 (百分比减a*(1-b)) - --目前没有 - --specialProVal + elseif curProlGs == 4 then -- 公式 (百分比减a*(1-b)) + -- 目前没有 + -- specialProVal local curProConfig = ConfigManager.GetConfigDataByKey(ConfigName.PropertyConfig, "PropertyIdInBattle", curProId) - local singleProInfo = { proId = curProConfig.PropertyId, value = curProVal } + local singleProInfo = { + proId = curProConfig.PropertyId, + value = curProVal + } if heroPro.MLSproList then table.insert(heroPro.MLSproList, singleProInfo) end - else --171 无公式 + else -- 171 无公式 local curProConfig = ConfigManager.GetConfigDataByKey(ConfigName.PropertyConfig, "PropertyIdInBattle", curProId) if propertyConfig[curProConfig.PropertyId].Style == 1 then if proTable[curProConfig.PropertyId] then @@ -2163,97 +2116,97 @@ function this.GetProAndValByFormula(proTable, specialProVal, curProId, curProVal end end ---团队加成 +-- 团队加成 function this.GetAllHeroTeamAddProVal(teamHeroInfos, curteamHeroDid) local teamProVal = {} - --英雄 法宝 魂印 被动技能 + -- 英雄 法宝 魂印 被动技能 local heroAllNum = 0 for i = 1, 6 do if teamHeroInfos[i] then heroAllNum = heroAllNum + 1 local heroSkillSingleHeroProVal, heroSkillLvProVal, heroSkillAllHeroProVal, heroSkillSpecialProVal = - CalculateHeroPassiveSkillProAddVal(1, teamHeroInfos[i].heroId, nil, nil, - curteamHeroDid and HeroManager.GetSingleHeroData(curteamHeroDid).changeProId or nil) + CalculateHeroPassiveSkillProAddVal(1, teamHeroInfos[i].heroId, nil, nil, curteamHeroDid and + HeroManager.GetSingleHeroData(curteamHeroDid).changeProId or nil) local falismanSingleHeroProVal, falismanLvProVal, falismanAllHeroProVal, falismanSpecialProVal = - CalculateHeroUpTalismanProAddVal(teamHeroInfos[i].heroId, nil, nil, - curteamHeroDid and HeroManager.GetSingleHeroData(curteamHeroDid).changeProId or nil) + CalculateHeroUpTalismanProAddVal(teamHeroInfos[i].heroId, nil, nil, curteamHeroDid and + HeroManager.GetSingleHeroData(curteamHeroDid).changeProId or nil) local soulPrinSingleHeroProVal, soulPrinLvProVal, soulPrinAllHeroProVal, soulPrinSpecialProVal = - CalculateSoulPrintAddVal(teamHeroInfos[i].heroId) - local heroSkinSingleProVal, heroSkinAllHeroProVal = HeroSkinManager.CaculateSkinProVal(teamHeroInfos[i] - .heroId) + CalculateSoulPrintAddVal(teamHeroInfos[i].heroId) + local heroSkinSingleProVal, heroSkinAllHeroProVal = + HeroSkinManager.CaculateSkinProVal(teamHeroInfos[i].heroId) this.DoubleTableCompound(teamProVal, heroSkillAllHeroProVal) this.DoubleTableCompound(teamProVal, falismanAllHeroProVal) this.DoubleTableCompound(teamProVal, soulPrinAllHeroProVal) this.DoubleTableCompound(teamProVal, heroSkinAllHeroProVal) end end - --灵兽编队加成 + -- 灵兽编队加成 local pokemonFormationAllHeroProVal = PokemonManager.GetPokemonFormationTeamAddPro(heroAllNum) this.DoubleTableCompound(teamProVal, pokemonFormationAllHeroProVal) - --神兵编队加成 + -- 神兵编队加成 local weaponFormationAllHeroProVal = GodWeaponManager.GetWeaponFormationTeamAddPro(heroAllNum) this.DoubleTableCompound(teamProVal, weaponFormationAllHeroProVal) - --灵兽羁绊加成 + -- 灵兽羁绊加成 local pokemonFetterAddPro = PokemonManager.GetAllPokemonFetterAddPros() this.DoubleTableCompound(teamProVal, pokemonFetterAddPro) - --神兵羁绊加成 + -- 神兵羁绊加成 local weaponFetterAddPro = GodWeaponManager.GetAllWeaponFetterAddPros() this.DoubleTableCompound(teamProVal, weaponFetterAddPro) - --神将羁绊加成 + -- 神将羁绊加成 local heroFetterAddPro = TianShuMiJuanManger.GetAllFetterAddProsBy(1) this.DoubleTableCompound(teamProVal, heroFetterAddPro) - --魂印羁绊加成 + -- 魂印羁绊加成 local hunyinFetterAddPro = TianShuMiJuanManger.GetAllFetterAddProsBy(2) this.DoubleTableCompound(teamProVal, hunyinFetterAddPro) - --光环加成 + -- 光环加成 local aureoleProAdd = FormationManager.GetCurFormationElementAdd(teamHeroInfos) this.DoubleTableCompound(teamProVal, aureoleProAdd) - --修行加成 + -- 修行加成 local practiceAddPro = PracticeManager.GetCurAllGetAdd() this.DoubleTableCompound(teamProVal, practiceAddPro) return teamProVal end ---计算英雄身上所有属性加成(包括装备就、异妖的加成) ---_type==1 计算当前英雄的所有属性 _type==2 根据_heroDid之后_breakId传过来的值进行计算 _isAllHeroProVal==true 团体加成综合 用字段_allHeroProVal +-- 计算英雄身上所有属性加成(包括装备就、异妖的加成) +-- _type==1 计算当前英雄的所有属性 _type==2 根据_heroDid之后_breakId传过来的值进行计算 _isAllHeroProVal==true 团体加成综合 用字段_allHeroProVal function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upStarId, _isAllHeroProVal, _allHeroProVal, - formationHeroNum, formationId) + formationHeroNum, formationId) -- LogRed(" ------- ------------ 原战斗计算方式不应调用 ----------- -------") local curHeroData = this.GetSingleHeroData(_heroDid) or _heroDid local curLvNum = curHeroData.lv - --添加该英雄装备的属性 + -- 添加该英雄装备的属性 local allEquipScore = PlayerManager.GetSingHeroAllEquipSkillListScore(curHeroData) - --获取单个英雄装备被动技能累计评分 + -- 获取单个英雄装备被动技能累计评分 local allAddProVal = {} - --单体所有属性加成 + -- 单体所有属性加成 local lvProVal = {} - --100等级所有属性加成 升一级 加一次 + -- 100等级所有属性加成 升一级 加一次 local allHeroProVal = _allHeroProVal or {} - --团体所有属性加成 + -- 团体所有属性加成 local specialProVal = {} - --4公式特殊(减乘)所有属性加成 + -- 4公式特殊(减乘)所有属性加成 allAddProVal = CalculateHeroUpEquipsProAddVal(curHeroData.dynamicId) LogRed_Prop("装备加成") LogRedTable_Prop(allAddProVal) - --异妖配件的加成 + -- 异妖配件的加成 local allPokemonPeiJianAddPro = DiffMonsterManager.CalculateAllPokemonPeiJiAllProAddVal(curHeroData.heroConfig - .Profession) + .Profession) LogRed_Prop("异妖配件的加成") LogRedTable_Prop(allPokemonPeiJianAddPro) - --科技树加成 + -- 科技树加成 local treeAllProAdd = WorkShopManager.HeroCalculateTreeWarForce(curHeroData.heroConfig.Profession) LogRed_Prop("科技树加成") LogRedTable_Prop(treeAllProAdd) - --公会技能加成 + -- 公会技能加成 local guildSkillAllProAdd = GuildSkillManager.HeroCalculateGuildSkillWarForce(curHeroData.heroConfig.Profession) LogRed_Prop("公会技能加成") LogRedTable_Prop(guildSkillAllProAdd) - --四象心法加成 + -- 四象心法加成 local fourQuaderAllProAdd = PracticeManager.HeroCalculateFourQuaWarForce(curHeroData.heroConfig.Profession) LogRed_Prop("四象心法加成") LogRedTable_Prop(fourQuaderAllProAdd) - --FaXiangManager.CalculateWarForceBase - --英雄被动技能属性加成 + -- FaXiangManager.CalculateWarForceBase + -- 英雄被动技能属性加成 local heroSkillSingleHeroProVal, heroSkillLvProVal, heroSkillAllHeroProVal, heroSkillSpecialProVal = {}, {}, {}, {} if _type == 1 then heroSkillSingleHeroProVal, heroSkillLvProVal, heroSkillAllHeroProVal, heroSkillSpecialProVal = @@ -2269,7 +2222,7 @@ function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upSt LogRed_Prop("英雄被动技的团体属性加成") LogRedTable_Prop(heroSkillAllHeroProVal) - --法宝的属性加成 falismanProAdd + -- 法宝的属性加成 falismanProAdd local falismanSingleHeroProVal, falismanLvProVal, falismanAllHeroProVal, falismanSpecialProVal = {}, {}, {}, {} if _type == 1 then falismanSingleHeroProVal, falismanLvProVal, falismanAllHeroProVal, falismanSpecialProVal = @@ -2284,9 +2237,9 @@ function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upSt LogRedTable_Prop(falismanLvProVal) LogRed_Prop("法宝的团体属性加成") LogRedTable_Prop(falismanAllHeroProVal) - --魂印的属性加成 + -- 魂印的属性加成 local singleHeroSoulPrintProVal, lvSoulPrintProVal, allHeroSoulPrintProVal, specialSoulPrintProVal = - CalculateSoulPrintAddVal(curHeroData.dynamicId) + CalculateSoulPrintAddVal(curHeroData.dynamicId) LogRed_Prop("法术单体加成") LogRedTable_Prop(singleHeroSoulPrintProVal) LogRed_Prop("法术100+加成") @@ -2298,15 +2251,15 @@ function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upSt local allSoulPrintAddWarPowerVal = CalculateSoulPrintAddVal2(curHeroData.dynamicId) LogRed_Prop("法术战斗力加成 " .. allSoulPrintAddWarPowerVal) - --宝器加成 宝器本身属性 + 宝器激活的强化共鸣 和 精炼共鸣 + -- 宝器加成 宝器本身属性 + 宝器激活的强化共鸣 和 精炼共鸣 local equipTreasureAddPro = CalculateEquipTreaSureAddVal(curHeroData.dynamicId) LogRed_Prop("宝器加成") LogRedTable_Prop(equipTreasureAddPro) - --玩家称号 皮肤 坐骑属性加成 + -- 玩家称号 皮肤 坐骑属性加成 local playerDcorateAdd = PlayerManager.CalculatePlayerDcorateProAddVal() LogRed_Prop("玩家称号 皮肤 坐骑属性加成") LogRedTable_Prop(playerDcorateAdd) - --编队光环加成 + -- 编队光环加成 local teamAddPro = FormationManager.GetCurFormationElementAddByType(FormationTypeDef.FORMATION_NORMAL, curHeroData.dynamicId) LogRed_Prop("编队光环加成") @@ -2320,7 +2273,7 @@ function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upSt this.DoubleTableCompound(allAddProVal, heroSkinSingleProVal) this.DoubleTableCompound(allAddProVal, heroSkinAllHeroProVal) - --灵兽 现在只在编队战力中计算 因为单个英雄可以上多个编队 + -- 灵兽 现在只在编队战力中计算 因为单个英雄可以上多个编队 local pokemonFormationAllHeroProVal = {} if formationId then local formation = FormationManager.GetFormationByID(formationId) @@ -2331,7 +2284,7 @@ function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upSt end LogRed_Prop("灵兽加成") LogRedTable_Prop(pokemonFormationAllHeroProVal) - --神兵 现在只在编队战力中计算 因为单个英雄可以上多个编队 + -- 神兵 现在只在编队战力中计算 因为单个英雄可以上多个编队 local weaponFormationAllHeroProVal = {} if formationId then local formation = FormationManager.GetFormationByID(formationId) @@ -2342,23 +2295,23 @@ function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upSt end LogRed_Prop("神兵加成") LogRedTable_Prop(weaponFormationAllHeroProVal) - --灵兽羁绊 + -- 灵兽羁绊 local pokemonFetterAddPro = PokemonManager.GetAllPokemonFetterAddPros() LogRed_Prop("灵兽羁绊 最终 加成 ") LogRedTable_Prop(pokemonFetterAddPro) - --神兵羁绊 + -- 神兵羁绊 local weaponFetterAddPro = GodWeaponManager.GetAllWeaponFetterAddPros() LogRed_Prop("神兵羁绊 最终 加成 ") LogRedTable_Prop(weaponFetterAddPro) - --神将羁绊 + -- 神将羁绊 local heroFetterAddPro = TianShuMiJuanManger.GetAllFetterAddProsBy(1) LogRed_Prop("神将羁绊 最终 加成 ") LogRedTable_Prop(heroFetterAddPro) - --法术羁绊 + -- 法术羁绊 local hunyinFetterAddPro = TianShuMiJuanManger.GetAllFetterAddProsBy(2) LogRed_Prop("法术羁绊 最终 加成 ") LogRedTable_Prop(hunyinFetterAddPro) - --灵兽羁绊单加战力 暂时去掉 + -- 灵兽羁绊单加战力 暂时去掉 -- local allPokemonFetterAddWarPowerVal = PokemonManager.GetAllPokemonFetterAddProsSWarPower()--allSoulPrintAddWarPowerVal-- -- LogError("灵兽羁绊加成静态战力 "..allPokemonFetterAddWarPowerVal) -- if pokemonFetterAddPro and LengthOfTable(pokemonFetterAddPro) > 0 then @@ -2368,13 +2321,13 @@ function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upSt -- end -- end -- end - --修行加成 + -- 修行加成 local practiceAddPro = PracticeManager.GetCurAllGetAdd() LogRed_Prop("修行加成") LogRedTable_Prop(practiceAddPro) - --法相属性加成 + -- 法相属性加成 local faXiangAddPro = FaXiangManager.CalculateAllFaXiangAddPro(curHeroData) - --单体所有属性合并 + -- 单体所有属性合并 this.DoubleTableCompound(allAddProVal, allPokemonPeiJianAddPro) this.DoubleTableCompound(allAddProVal, faXiangAddPro) this.DoubleTableCompound(allAddProVal, guildSkillAllProAdd) @@ -2387,11 +2340,11 @@ function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upSt this.DoubleTableCompound(allAddProVal, vipAddPro) this.DoubleTableCompound(allAddProVal, heroSkinSingleProVal) this.DoubleTableCompound(allAddProVal, heroSkinAllHeroProVal) - --100等级所有属性合并 + -- 100等级所有属性合并 this.DoubleTableCompound(lvProVal, falismanLvProVal) this.DoubleTableCompound(lvProVal, lvSoulPrintProVal) this.DoubleTableCompound(lvProVal, heroSkillLvProVal) - --团体所有属性合并 + -- 团体所有属性合并 if not _isAllHeroProVal then this.DoubleTableCompound(allHeroProVal, falismanAllHeroProVal) this.DoubleTableCompound(allHeroProVal, allHeroSoulPrintProVal) @@ -2405,76 +2358,56 @@ function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upSt this.DoubleTableCompound(allHeroProVal, weaponFormationAllHeroProVal) this.DoubleTableCompound(allHeroProVal, practiceAddPro) end - --4公式特殊(减乘)所有属性加成 + -- 4公式特殊(减乘)所有属性加成 this.DoubleTableCompound(specialProVal, falismanSpecialProVal) this.DoubleTableCompound(specialProVal, specialSoulPrintProVal) this.DoubleTableCompound(specialProVal, heroSkillSpecialProVal) - --100等级所有属性合并 + -- 100等级所有属性合并 local forNum = curLvNum - 100 if forNum > 0 then for k = 1, forNum do this.DoubleTableCompound(allAddProVal, lvProVal) end end - --团体所有属性合并 + -- 团体所有属性合并 this.DoubleTableCompound(allAddProVal, allHeroProVal) - --4公式特殊 - --Log("proValue * (1 + upStarRankupPara/10000) * lvNum+proValue*breakRankupPara/10000") + -- 4公式特殊 + -- Log("proValue * (1 + upStarRankupPara/10000) * lvNum+proValue*breakRankupPara/10000") local GrowProVal = {} if _type == 1 then - --allAddProVal[HeroProType.Speed]=CalculateSpeedProVal(curHeroData.speed,curHeroData.breakId,speedNum)+allAddProVal[HeroProType.Speed] - --allAddProVal[HeroProType.WarPower]=allEquipScore+CalculateWarForce( allAddProVal[HeroProType.Hp], allAddProVal[HeroProType.PhysicalDefence],allAddProVal[HeroProType.MagicDefence],allAddProVal[HeroProType.Attack],allAddProVal[HeroProType.CritFactor],allAddProVal[HeroProType.Hit],allAddProVal[HeroProType.Dodge],allAddProVal[HeroProType.DamageBocusFactor],allAddProVal[HeroProType.DamageReduceFactor],allAddProVal[HeroProType.Speed]) - GrowProVal[HeroProType.Attack] = - this.CalculateProVal( - curHeroData.attack, - curLvNum, - curHeroData.breakId, - curHeroData.upStarId, - HeroProType.Attack - ) - GrowProVal[HeroProType.Hp] = - this.CalculateProVal(curHeroData.hp, curLvNum, curHeroData.breakId, curHeroData.upStarId, HeroProType.Hp) - GrowProVal[HeroProType.PhysicalDefence] = - this.CalculateProVal( - curHeroData.pDef, - curLvNum, - curHeroData.breakId, - curHeroData.upStarId, - HeroProType.PhysicalDefence - ) - GrowProVal[HeroProType.MagicDefence] = - this.CalculateProVal( - curHeroData.mDef, - curLvNum, - curHeroData.breakId, - curHeroData.upStarId, - HeroProType.MagicDefence - ) + -- allAddProVal[HeroProType.Speed]=CalculateSpeedProVal(curHeroData.speed,curHeroData.breakId,speedNum)+allAddProVal[HeroProType.Speed] + -- allAddProVal[HeroProType.WarPower]=allEquipScore+CalculateWarForce( allAddProVal[HeroProType.Hp], allAddProVal[HeroProType.PhysicalDefence],allAddProVal[HeroProType.MagicDefence],allAddProVal[HeroProType.Attack],allAddProVal[HeroProType.CritFactor],allAddProVal[HeroProType.Hit],allAddProVal[HeroProType.Dodge],allAddProVal[HeroProType.DamageBocusFactor],allAddProVal[HeroProType.DamageReduceFactor],allAddProVal[HeroProType.Speed]) + GrowProVal[HeroProType.Attack] = this.CalculateProVal(curHeroData.attack, curLvNum, curHeroData.breakId, + curHeroData.upStarId, HeroProType.Attack) + GrowProVal[HeroProType.Hp] = this.CalculateProVal(curHeroData.hp, curLvNum, curHeroData.breakId, + curHeroData.upStarId, HeroProType.Hp) + GrowProVal[HeroProType.PhysicalDefence] = this.CalculateProVal(curHeroData.pDef, curLvNum, curHeroData.breakId, + curHeroData.upStarId, HeroProType.PhysicalDefence) + GrowProVal[HeroProType.MagicDefence] = this.CalculateProVal(curHeroData.mDef, curLvNum, curHeroData.breakId, + curHeroData.upStarId, HeroProType.MagicDefence) elseif _type == 2 then - GrowProVal[HeroProType.Attack] = - this.CalculateProVal(curHeroData.attack, curLvNum, _breakId, _upStarId, HeroProType.Attack) - GrowProVal[HeroProType.Hp] = - this.CalculateProVal(curHeroData.hp, curLvNum, _breakId, _upStarId, HeroProType.Hp) - GrowProVal[HeroProType.PhysicalDefence] = - this.CalculateProVal(curHeroData.pDef, curLvNum, _breakId, _upStarId, HeroProType.PhysicalDefence) - GrowProVal[HeroProType.MagicDefence] = - this.CalculateProVal(curHeroData.mDef, curLvNum, _breakId, _upStarId, HeroProType.MagicDefence) - --allAddProVal[HeroProType.Speed]=CalculateSpeedProVal(curHeroData.speed,_breakId,speedNum)+allAddProVal[HeroProType.Speed] - --allAddProVal[HeroProType.WarPower]=allEquipScore+CalculateWarForce( allAddProVal[HeroProType.Hp], allAddProVal[HeroProType.PhysicalDefence],allAddProVal[HeroProType.MagicDefence],allAddProVal[HeroProType.Attack],allAddProVal[HeroProType.CritFactor],allAddProVal[HeroProType.Hit],allAddProVal[HeroProType.Dodge],allAddProVal[HeroProType.DamageBocusFactor],allAddProVal[HeroProType.DamageReduceFactor],allAddProVal[HeroProType.Speed]) + GrowProVal[HeroProType.Attack] = this.CalculateProVal(curHeroData.attack, curLvNum, _breakId, _upStarId, + HeroProType.Attack) + GrowProVal[HeroProType.Hp] = this.CalculateProVal(curHeroData.hp, curLvNum, _breakId, _upStarId, HeroProType.Hp) + GrowProVal[HeroProType.PhysicalDefence] = this.CalculateProVal(curHeroData.pDef, curLvNum, _breakId, _upStarId, + HeroProType.PhysicalDefence) + GrowProVal[HeroProType.MagicDefence] = this.CalculateProVal(curHeroData.mDef, curLvNum, _breakId, _upStarId, + HeroProType.MagicDefence) + -- allAddProVal[HeroProType.Speed]=CalculateSpeedProVal(curHeroData.speed,_breakId,speedNum)+allAddProVal[HeroProType.Speed] + -- allAddProVal[HeroProType.WarPower]=allEquipScore+CalculateWarForce( allAddProVal[HeroProType.Hp], allAddProVal[HeroProType.PhysicalDefence],allAddProVal[HeroProType.MagicDefence],allAddProVal[HeroProType.Attack],allAddProVal[HeroProType.CritFactor],allAddProVal[HeroProType.Hit],allAddProVal[HeroProType.Dodge],allAddProVal[HeroProType.DamageBocusFactor],allAddProVal[HeroProType.DamageReduceFactor],allAddProVal[HeroProType.Speed]) end LogRed_Prop("成长属性") LogRedTable_Prop(GrowProVal) this.DoubleTableCompound(allAddProVal, GrowProVal) - LogRed_Prop("所有属性综合1") LogRedTable_Prop(allAddProVal) - --for i, v in pairs(allAddProVal) do + -- for i, v in pairs(allAddProVal) do -- if v > 0 then -- LogError("基础属性综合前端算allAddProVal 2 "..i.." "..v) -- end - --end + -- end for k, v in pairs(allAddProVal) do -- 添加一些默认属性 local curProConfig = propertyConfig[k] @@ -2485,36 +2418,36 @@ function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upSt end end end - --计算装备异妖 特殊百分比加成 (在英雄自身、装备、异妖 绝对值属性算完之后 最后计算百分比加成) + -- 计算装备异妖 特殊百分比加成 (在英雄自身、装备、异妖 绝对值属性算完之后 最后计算百分比加成) if curProConfig and allAddProVal[k] > 0 and curProConfig.TargetPropertyId > 0 then if k ~= 69 and k ~= 70 then allAddProVal[curProConfig.TargetPropertyId] = propertyConfig[curProConfig.TargetPropertyId].Style == 1 and - math.floor(allAddProVal[curProConfig.TargetPropertyId] + - allAddProVal[curProConfig.TargetPropertyId] * allAddProVal[k] / 10000) - or allAddProVal[curProConfig.TargetPropertyId] + - allAddProVal[curProConfig.TargetPropertyId] * allAddProVal[k] / 10000 + math.floor( + allAddProVal[curProConfig.TargetPropertyId] + allAddProVal[curProConfig.TargetPropertyId] * + allAddProVal[k] / 10000) or allAddProVal[curProConfig.TargetPropertyId] + + allAddProVal[curProConfig.TargetPropertyId] * allAddProVal[k] / 10000 else - allAddProVal[curProConfig.TargetPropertyId] = allAddProVal[curProConfig.TargetPropertyId] + - allAddProVal[k] / 100 + allAddProVal[curProConfig.TargetPropertyId] = + allAddProVal[curProConfig.TargetPropertyId] + allAddProVal[k] / 100 end end - --战斗里面 PropertyConfig里Style字段,2类型的统一需要除以100在战斗里面 + -- 战斗里面 PropertyConfig里Style字段,2类型的统一需要除以100在战斗里面 if curProConfig and allAddProVal[k] > 0 and isWar and curProConfig.Style == 2 then allAddProVal[k] = allAddProVal[k] / 10000 elseif curProConfig and allAddProVal[k] > 0 and isWar == false and curProConfig.Style == 2 then allAddProVal[k] = allAddProVal[k] / 100 end - --战斗里面 PropertyConfig里面 IfFormula==1,策划投放的是属性绝对值,转化为战斗里面的是属性系数,转化公式为: 属性系数=属性绝对值*0.1/(等级+10)/100 + -- 战斗里面 PropertyConfig里面 IfFormula==1,策划投放的是属性绝对值,转化为战斗里面的是属性系数,转化公式为: 属性系数=属性绝对值*0.1/(等级+10)/100 if curProConfig and allAddProVal[k] > 0 and isWar and curProConfig.IfFormula == 1 then allAddProVal[k] = math.floor(allAddProVal[k] * 0.1 / (curHeroData.lv + 10) / 10000) elseif curProConfig and allAddProVal[k] > 0 and isWar == false and curProConfig.IfFormula == 1 then - --allAddProVal[k]=math.floor(allAddProVal[k]*0.1/(curHeroData.lv+10)/100) + -- allAddProVal[k]=math.floor(allAddProVal[k]*0.1/(curHeroData.lv+10)/100) end end LogRed_Prop("所有属性综合2") LogRedTable_Prop(allAddProVal) - --目前没有 王振兴加 最后计算个属性的乘减算 + -- 目前没有 王振兴加 最后计算个属性的乘减算 if curHeroData.MLSproList and LengthOfTable(curHeroData.MLSproList) > 0 then for k, v in pairs(curHeroData.MLSproList) do local mlsPro = curHeroData.MLSproList[k] @@ -2526,24 +2459,22 @@ function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upSt end end curHeroData.MLSproList = {} - --Log("allEquipScore "..allEquipScore) - --最后计算英雄战斗力 + -- Log("allEquipScore "..allEquipScore) + -- 最后计算英雄战斗力 if _type == 1 then - --最后加魂印战力 加灵兽羁绊静态战力 - allAddProVal[HeroProType.WarPower] = - allEquipScore + CalculateWarForce(allAddProVal) + - allSoulPrintAddWarPowerVal -- + allPokemonFetterAddWarPowerVal + -- 最后加魂印战力 加灵兽羁绊静态战力 + allAddProVal[HeroProType.WarPower] = allEquipScore + CalculateWarForce(allAddProVal) + + allSoulPrintAddWarPowerVal -- + allPokemonFetterAddWarPowerVal elseif _type == 2 then - allAddProVal[HeroProType.WarPower] = - allEquipScore + CalculateWarForce(allAddProVal) + - allSoulPrintAddWarPowerVal -- + allPokemonFetterAddWarPowerVal - --最后加魂印战力 + allAddProVal[HeroProType.WarPower] = allEquipScore + CalculateWarForce(allAddProVal) + + allSoulPrintAddWarPowerVal -- + allPokemonFetterAddWarPowerVal + -- 最后加魂印战力 end - --for i, v in pairs(allAddProVal) do + -- for i, v in pairs(allAddProVal) do -- if v > 0 then -- LogError("最后allAddProVal 3 "..i.." "..v) -- end - --end + -- end -- LogGreenTable(allAddProVal) -- LogRed("原方式:"..allAddProVal[HeroProType.WarPower]) -- local power = HeroPowerManager.GetHeroPower(_heroDid, formationId) @@ -2566,30 +2497,30 @@ function this.DoubleTableCompound(allProVal, addProVal) end end ---计算英雄身上单个模块战斗力 ---1 装备 2 异妖 3 戒灵 4 天赋树 5 魂印 6 法宝 7 英雄自身 +-- 计算英雄身上单个模块战斗力 +-- 1 装备 2 异妖 3 戒灵 4 天赋树 5 魂印 6 法宝 7 英雄自身 function this.CalculateSingleModuleProPower(_type, _heroDid) local curHeroData = heroDatas[_heroDid] local curLvNum = curHeroData.lv -- heroLevelConfig[curHeroData.lv].CharacterLevelPara - --local speedNum = heroLevelConfig[curHeroData.lv].SpeedLevelPara + -- local speedNum = heroLevelConfig[curHeroData.lv].SpeedLevelPara if _type == 1 then local allEquipScore = PlayerManager.GetSingHeroAllEquipSkillListScore(curHeroData) - --获取单个英雄装备被动技能累计评分 + -- 获取单个英雄装备被动技能累计评分 local allAddEquipProVal = CalculateHeroUpEquipsProAddVal(curHeroData.dynamicId) - --添加该英雄装备的属性 + -- 添加该英雄装备的属性 return allEquipScore + CalculateSingleModuleWarForce(allAddEquipProVal) elseif _type == 2 then - --elseif _type == 3 then + -- elseif _type == 3 then -- local allTalentProVal=TalentManager.GetAllTypeTalentProVal()--添加所有戒灵的属性 -- return CalculateSingleModuleWarForce( allTalentProVal) - local allPokemonPeiJianAddPro = - DiffMonsterManager.CalculateAllPokemonPeiJiAllProAddVal(curHeroData.heroConfig.Profession) - --添加所有异妖配件的属性 + local allPokemonPeiJianAddPro = DiffMonsterManager.CalculateAllPokemonPeiJiAllProAddVal(curHeroData.heroConfig + .Profession) + -- 添加所有异妖配件的属性 return CalculateSingleModuleWarForce(allPokemonPeiJianAddPro) elseif _type == 4 then local treeAllProAdd = WorkShopManager.HeroCalculateTreeWarForce(curHeroData.heroConfig.Profession) - --计算所有科技树属性 + -- 计算所有科技树属性 return CalculateSingleModuleWarForce(treeAllProAdd) elseif _type == 5 then return 0 @@ -2597,34 +2528,16 @@ function this.CalculateSingleModuleProPower(_type, _heroDid) return 0 elseif _type == 7 then local allAddProVal = {} - allAddProVal[HeroProType.Attack] = - this.CalculateProVal( - curHeroData.attack, - curLvNum, - curHeroData.breakId, - curHeroData.upStarId, - HeroProType.Attack - ) - allAddProVal[HeroProType.Hp] = - this.CalculateProVal(curHeroData.hp, curLvNum, curHeroData.breakId, curHeroData.upStarId, HeroProType.Hp) - allAddProVal[HeroProType.PhysicalDefence] = - this.CalculateProVal( - curHeroData.pDef, - curLvNum, - curHeroData.breakId, - curHeroData.upStarId, - HeroProType.PhysicalDefence - ) - allAddProVal[HeroProType.MagicDefence] = - this.CalculateProVal( - curHeroData.mDef, - curLvNum, - curHeroData.breakId, - curHeroData.upStarId, - HeroProType.MagicDefence - ) - --allAddProVal[HeroProType.Speed]=CalculateSpeedProVal(curHeroData.speed,curHeroData.breakId,speedNum) - --if curHeroData.heroConfig.SecondaryFactor then + allAddProVal[HeroProType.Attack] = this.CalculateProVal(curHeroData.attack, curLvNum, curHeroData.breakId, + curHeroData.upStarId, HeroProType.Attack) + allAddProVal[HeroProType.Hp] = this.CalculateProVal(curHeroData.hp, curLvNum, curHeroData.breakId, + curHeroData.upStarId, HeroProType.Hp) + allAddProVal[HeroProType.PhysicalDefence] = this.CalculateProVal(curHeroData.pDef, curLvNum, + curHeroData.breakId, curHeroData.upStarId, HeroProType.PhysicalDefence) + allAddProVal[HeroProType.MagicDefence] = this.CalculateProVal(curHeroData.mDef, curLvNum, curHeroData.breakId, + curHeroData.upStarId, HeroProType.MagicDefence) + -- allAddProVal[HeroProType.Speed]=CalculateSpeedProVal(curHeroData.speed,curHeroData.breakId,speedNum) + -- if curHeroData.heroConfig.SecondaryFactor then -- for i = 1, #curHeroData.heroConfig.SecondaryFactor do -- if allAddProVal[curHeroData.heroConfig.SecondaryFactor[i][1]] then -- allAddProVal[curHeroData.heroConfig.SecondaryFactor[i][1]] = allAddProVal[curHeroData.heroConfig.SecondaryFactor[i][1]] + @@ -2633,50 +2546,50 @@ function this.CalculateSingleModuleProPower(_type, _heroDid) -- allAddProVal[curHeroData.heroConfig.SecondaryFactor[i][1]] = curHeroData.heroConfig.SecondaryFactor[i][2] -- end -- end - --end + -- end return CalculateSingleModuleWarForce(allAddProVal) end return 0 end ---计算英雄战斗属性 ---目前一次顺序 >等级>生命>最大生命>攻击力>护甲>魔抗>速度>伤害加成系数(%)>伤害减免系数(%)>命中率(%)>闪避率(%)>暴击率(%)>暴击伤害系数(%)>治疗加成系数(%) +-- 计算英雄战斗属性 +-- 目前一次顺序 >等级>生命>最大生命>攻击力>护甲>魔抗>速度>伤害加成系数(%)>伤害减免系数(%)>命中率(%)>闪避率(%)>暴击率(%)>暴击伤害系数(%)>治疗加成系数(%) -- >火系伤害加成系数(%)>火系伤害减免系数(%)>冰系伤害加成系数(%)>冰系伤害减免系数(%)>雷系伤害加成系数(%)>雷系伤害减免系数(%)>风系伤害加成系数(%) -- >风系伤害减免系数(%)>地系伤害加成系数(%)>地系伤害减免系数(%)>暗系伤害加成系数(%)>暗系伤害减免系数(%) function this.CalculateWarAllProVal(heroDid) - local allEquipAddProVal = HeroPropManager.GetHeroProp(heroDid) --HeroManager.CalculateHeroAllProValList(1, heroDid, true) + local allEquipAddProVal = HeroPropManager.GetHeroProp(heroDid) -- HeroManager.CalculateHeroAllProValList(1, heroDid, true) local allProVal = {} - --等级 + -- 等级 table.insert(allProVal, 1, HeroManager.GetSingleHeroData(heroDid).lv) - --生命 + -- 生命 table.insert(allProVal, 2, allEquipAddProVal[HeroProType.Hp]) - --最大生命 + -- 最大生命 table.insert(allProVal, 3, allEquipAddProVal[HeroProType.Hp]) - --攻击力 + -- 攻击力 table.insert(allProVal, 4, allEquipAddProVal[HeroProType.Attack]) - --护甲 + -- 护甲 table.insert(allProVal, 5, allEquipAddProVal[HeroProType.PhysicalDefence]) - --魔抗 + -- 魔抗 table.insert(allProVal, 6, allEquipAddProVal[HeroProType.MagicDefence]) - --速度 + -- 速度 table.insert(allProVal, 7, allEquipAddProVal[HeroProType.Speed]) - --伤害加成系数(%) + -- 伤害加成系数(%) table.insert(allProVal, 8, allEquipAddProVal[HeroProType.DamageBocusFactor]) - --伤害减免系数(%) + -- 伤害减免系数(%) table.insert(allProVal, 9, allEquipAddProVal[HeroProType.DamageReduceFactor]) - --命中率(%) + -- 命中率(%) table.insert(allProVal, 10, allEquipAddProVal[HeroProType.Hit]) - --闪避率(%) + -- 闪避率(%) table.insert(allProVal, 11, allEquipAddProVal[HeroProType.Dodge]) - --暴击率(%) + -- 暴击率(%) table.insert(allProVal, 12, allEquipAddProVal[HeroProType.CritFactor]) - --暴击伤害系数(%) + -- 暴击伤害系数(%) table.insert(allProVal, 13, allEquipAddProVal[HeroProType.CritDamageFactor]) - --抗暴率(%) + -- 抗暴率(%) table.insert(allProVal, 14, allEquipAddProVal[HeroProType.AntiCritFactor]) - --治疗加成系数(%) + -- 治疗加成系数(%) table.insert(allProVal, 15, allEquipAddProVal[HeroProType.TreatFacter]) - --受到治疗系数(%) + -- 受到治疗系数(%) table.insert(allProVal, 16, allEquipAddProVal[HeroProType.CureFacter]) -- 人系伤害加成 table.insert(allProVal, 17, allEquipAddProVal[HeroProType.RenBonus]) @@ -2702,19 +2615,19 @@ function this.CalculateWarAllProVal(heroDid) return allProVal end ---地图临时背包数据 +-- 地图临时背包数据 this.mapShotTimeItemData = {} ---地图临时英雄数据存储 +-- 地图临时英雄数据存储 function this.InitMapShotTimeHeroBagData(_mapHero) this.mapShotTimeItemData[#this.mapShotTimeItemData + 1] = _mapHero end ---通过职业筛选英雄 +-- 通过职业筛选英雄 function this.GetHeroDataByProfession(_profession) local heros = {} local index = 1 for i, v in pairs(heroDatas) do - if v.profession == _profession or _profession == 0 then --0 全职业 + if v.profession == _profession or _profession == 0 then -- 0 全职业 heros[index] = v index = index + 1 end @@ -2722,11 +2635,11 @@ function this.GetHeroDataByProfession(_profession) return heros end ---通过属性,等级筛选英雄 +-- 通过属性,等级筛选英雄 function this.GetHeroDataByProperty(_property, _lvLimit) local heros = {} local lvLimit = 0 - --local allUpZhenHeroList = FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_ENDLESS_MAP) + -- local allUpZhenHeroList = FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_ENDLESS_MAP) if _lvLimit then lvLimit = _lvLimit end @@ -2742,12 +2655,13 @@ function this.GetHeroDataByProperty(_property, _lvLimit) return heros end ---通过职业,阵营筛选英雄 +-- 通过职业,阵营筛选英雄 function this.GetHeroDataByPropertyAndProfession(_property, _profession, _star) local heros = {} local index = 1 for i, v in pairs(heroDatas) do - if (v.profession == _profession or _profession == 0) and (v.PropertyName == _property or _property == 0) and (v.star >= _star) then --0 全职业 + if (v.profession == _profession or _profession == 0) and (v.PropertyName == _property or _property == 0) and + (v.star >= _star) then -- 0 全职业 heros[index] = v index = index + 1 end @@ -2755,7 +2669,7 @@ function this.GetHeroDataByPropertyAndProfession(_property, _profession, _star) return heros end ---通过品阶筛选英雄 +-- 通过品阶筛选英雄 function this.GetHeroDataByNatural(_natural) local heros = {} for _, heroInfo in pairs(heroDatas) do @@ -2766,12 +2680,12 @@ function this.GetHeroDataByNatural(_natural) return heros end ---检测单个英雄是否有可穿的法宝 +-- 检测单个英雄是否有可穿的法宝 function this.GetHeroIsUpTalisman(heroDid) if heroDatas[heroDid] then local heroData = heroDatas[heroDid] local isOpenTalisman = TalismanManager.GetCurHeroIsOpenTalisman(heroData.star) - if isOpenTalisman == false then --法宝是否开启 + if isOpenTalisman == false then -- 法宝是否开启 return {} end local curTalismanData @@ -2779,24 +2693,21 @@ function this.GetHeroIsUpTalisman(heroDid) curTalismanData = TalismanManager.GetSingleTalismanData(heroData.talismanList[1]) end local GetAllTalismanData = TalismanManager.GetAllTalismanData(false, "0") - table.sort( - GetAllTalismanData, - function(a, b) - return a.power > b.power - end - ) + table.sort(GetAllTalismanData, function(a, b) + return a.power > b.power + end) if curTalismanData then if GetAllTalismanData and #GetAllTalismanData > 0 then for i = 1, #GetAllTalismanData do if GetAllTalismanData[i].power > curTalismanData.power then - return { GetAllTalismanData[i] } + return {GetAllTalismanData[i]} end end end return {} else if GetAllTalismanData and #GetAllTalismanData > 0 then - return { GetAllTalismanData[1] } + return {GetAllTalismanData[1]} else return {} end @@ -2805,7 +2716,7 @@ function this.GetHeroIsUpTalisman(heroDid) return {} end ---获取妖灵师技能最大等级 +-- 获取妖灵师技能最大等级 function this.GetHeroSkillMaxLevel(heroTId, type) local curHeroData = ConfigManager.GetConfigData(ConfigName.HeroConfig, heroTId) local maxSkillLv @@ -2823,7 +2734,7 @@ function this.GetHeroSkillMaxLevel(heroTId, type) return maxSkillLv end ---获取所有英雄信息(回溯功能) +-- 获取所有英雄信息(回溯功能) function this.GetReturnHeroDatas(_star) local heros = {} local heros2 = {} @@ -2831,7 +2742,7 @@ function this.GetReturnHeroDatas(_star) v.isFormation = "" table.insert(heros, v) end - --标记编队上的英雄 + -- 标记编队上的英雄 if heros and LengthOfTable(heros) > 0 then for i, v in pairs(heros) do for n, w in pairs(FormationManager.formationList) do @@ -2866,7 +2777,7 @@ function this.GetCurHeroSidAndCurStarAllSkillDatas(sid, star) end end local OpenPassiveSkillRules = star >= this.awakeNextStarIndex and curHeroConfig.Awaken or - curHeroConfig.OpenPassiveSkillRules + curHeroConfig.OpenPassiveSkillRules if OpenPassiveSkillRules then for i = 1, #OpenPassiveSkillRules do if OpenPassiveSkillRules[i][1] == star then @@ -2888,9 +2799,10 @@ function this.GetCurHeroSidAndCurStarAllSkillDatas2(sid, star, star2) if star2 then aaa = star2 end - --LogError("aaa=="..aaa) + -- LogError("aaa=="..aaa) local curHeroConfig = ConfigManager.GetConfigData(ConfigName.HeroConfig, sid) - local heroRankUp = ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.HeroRankupConfig, "Type", 2, "OpenStar", aaa) + local heroRankUp = + ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.HeroRankupConfig, "Type", 2, "OpenStar", aaa) if curHeroConfig.OpenSkillRules then for i = 1, #curHeroConfig.OpenSkillRules do if curHeroConfig.OpenSkillRules[i][1] == aaa then @@ -2905,7 +2817,7 @@ function this.GetCurHeroSidAndCurStarAllSkillDatas2(sid, star, star2) end end local OpenPassiveSkillRules = star >= this.awakeNextStarIndex and curHeroConfig.Awaken or - curHeroConfig.OpenPassiveSkillRules + curHeroConfig.OpenPassiveSkillRules if OpenPassiveSkillRules and heroRankUp then local list = {} for i = 1, #OpenPassiveSkillRules do @@ -2928,7 +2840,7 @@ function this.GetCurHeroSidAndCurStarAllSkillDatas2(sid, star, star2) skillIndex = skillIndex + 1 list[index] = 1 end - --LogError("index=="..index.." limitstar=="..heroRankUpConfig[index].OpenStar.." star=="..star) + -- LogError("index=="..index.." limitstar=="..heroRankUpConfig[index].OpenStar.." star=="..star) end end end @@ -2951,7 +2863,7 @@ function this.GetCurHeroSkillDatasAndEquip(sid, star) end end end - --法宝 + -- 法宝 if curHeroConfig.EquipTalismana then local heroSkill = {} local equip = curHeroConfig.EquipTalismana[2] @@ -2967,7 +2879,7 @@ function this.GetCurHeroSkillDatasAndEquip(sid, star) return allSkillDatas end ---获取当前技能信息 +-- 获取当前技能信息 function this.GetCurHeroAllSkillDatas(sid, star) local allSkillDatas = {} local skillIndex = 1 @@ -3017,7 +2929,7 @@ function this.GetCurHeroAllSkillDatas(sid, star) return allSkillDatas end ---获取当前技能信息 +-- 获取当前技能信息 function this.GetCurHeroAllAwakeSkillDatas(sid, star) local allSkillDatas = {} local skillIndex = 1 @@ -3084,7 +2996,7 @@ function this.IsHeroHaveTalismanFunc(heroId) return false end ---获取迷宫寻宝所有英雄信息 +-- 获取迷宫寻宝所有英雄信息 function this.GetFingTreasureAllHeroDatas() local allUpZhenHeroList = FindTreasureManager.GetAllUpHeros() local heros = {} @@ -3096,15 +3008,15 @@ function this.GetFingTreasureAllHeroDatas() return heros end ---回溯 和 献祭 返回item信息 +-- 回溯 和 献祭 返回item信息 local rewardGroup = ConfigManager.GetConfig(ConfigName.RewardGroup) function this.GetHeroReturnItems(selectHeroData, type) local allRewardData = {} if type == GENERAL_POPUP_TYPE.ResolveRecall then local specificValue = tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig, 34).Value) / 10000 local ShowItemlist = {} - --HeroReturn 的 ReturnHero + RankupReturn * specificValue + HeroLevelConfig 的 Consume * specificValue - --先把回溯英雄放进去 + -- HeroReturn 的 ReturnHero + RankupReturn * specificValue + HeroLevelConfig 的 Consume * specificValue + -- 先把回溯英雄放进去 for i, v in pairs(selectHeroData) do local curHeroData = heroDatas[i] if not curHeroData then @@ -3116,28 +3028,22 @@ function this.GetHeroReturnItems(selectHeroData, type) else pId = heroRankUpConfig[curHeroData.breakId].Phase[2] end - local heroReturnConfig = - ConfigManager.TryGetConfigDataByDoubleKey( - ConfigName.HeroReturn, - "HeroId", - curHeroData.id, - "Star", - pId - ) + local heroReturnConfig = ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.HeroReturn, "HeroId", + curHeroData.id, "Star", pId) local rewardShowStr1 = {} if not heroReturnConfig then - LogRed("pId:" .. - pId .. " curHeroData.breakId:" .. curHeroData.breakId .. " curHeroData.id:" .. curHeroData.id) + LogRed("pId:" .. pId .. " curHeroData.breakId:" .. curHeroData.breakId .. " curHeroData.id:" .. + curHeroData.id) else - ShowItemlist[heroReturnConfig.HeroId] = { heroReturnConfig.HeroId, 1, curHeroData.star } + ShowItemlist[heroReturnConfig.HeroId] = {heroReturnConfig.HeroId, 1, curHeroData.star} rewardShowStr1 = heroReturnConfig.RankupReturn if rewardShowStr1 then for k, v in ipairs(rewardShowStr1) do if v[1] and v[2] then if not ShowItemlist[v[1]] then - ShowItemlist[v[1]] = { v[1], v[2] * specificValue } + ShowItemlist[v[1]] = {v[1], v[2] * specificValue} else - ShowItemlist[v[1]] = { v[1], ShowItemlist[v[1]][2] + v[2] * specificValue } + ShowItemlist[v[1]] = {v[1], ShowItemlist[v[1]][2] + v[2] * specificValue} end end end @@ -3147,13 +3053,13 @@ function this.GetHeroReturnItems(selectHeroData, type) if rewardShowStr1 then for k, v in ipairs(rewardShowStr1) do if not ShowItemlist[v[1]] then - ShowItemlist[v[1]] = { v[1], v[2] * specificValue } + ShowItemlist[v[1]] = {v[1], v[2] * specificValue} else - ShowItemlist[v[1]] = { v[1], ShowItemlist[v[1]][2] + v[2] * specificValue } + ShowItemlist[v[1]] = {v[1], ShowItemlist[v[1]][2] + v[2] * specificValue} end end end - --this.GetHeroReturnItems2(ShowItemlist,allRewardData) + -- this.GetHeroReturnItems2(ShowItemlist,allRewardData) end local dropList = {} for n, m in pairs(ShowItemlist) do @@ -3166,13 +3072,13 @@ function this.GetHeroReturnItems(selectHeroData, type) end return dropList elseif type == GENERAL_POPUP_TYPE.ResolveDismantle then - --if type == GENERAL_POPUP_TYPE.ResolveDismantle or type== GENERAL_POPUP_TYPE.ResolveRecall then --献祭 + -- if type == GENERAL_POPUP_TYPE.ResolveDismantle or type== GENERAL_POPUP_TYPE.ResolveRecall then --献祭 local specificValue = tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig, 35).Value) / 10000 for i, v in pairs(selectHeroData) do - --当英雄一次都未突破和进阶时 - --val=itemConfig.ResolveReward+heroLevelConfig.SumConsume else val=HeroRankupConfig.SumConsume+heroLevelConfig.SumConsume - --1裸角色卡(没有突破过的角色卡)熔炼后返还的材料=当前等级返还升级材料+item表返还材料 - --2有过突破的卡 =当前等级返还升级材料+突破表返还材料+升星返还材料 + -- 当英雄一次都未突破和进阶时 + -- val=itemConfig.ResolveReward+heroLevelConfig.SumConsume else val=HeroRankupConfig.SumConsume+heroLevelConfig.SumConsume + -- 1裸角色卡(没有突破过的角色卡)熔炼后返还的材料=当前等级返还升级材料+item表返还材料 + -- 2有过突破的卡 =当前等级返还升级材料+突破表返还材料+升星返还材料 local curHeroData = heroDatas[i] if not curHeroData then return @@ -3193,7 +3099,7 @@ function this.GetHeroReturnItems(selectHeroData, type) local showItem = rewardGroup[rewardGroupId].ShowItem if showItem and LengthOfTable(showItem) > 0 then for i = 1, #showItem do - table.insert(ShowItemlist, { showItem[i][1], showItem[i][2] }) + table.insert(ShowItemlist, {showItem[i][1], showItem[i][2]}) end end end @@ -3204,12 +3110,11 @@ function this.GetHeroReturnItems(selectHeroData, type) if heroRankUpConfig then local sumConsume = heroRankUpConfig.Value for i = 1, #sumConsume do - table.insert(ShowItemlist, { sumConsume[i][1], sumConsume[i][2] * specificValue }) + table.insert(ShowItemlist, {sumConsume[i][1], sumConsume[i][2] * specificValue}) end else - LogRed("pId:" .. - pId .. " curHeroData.breakId:" .. curHeroData.breakId .. " curHeroData.id:" .. - curHeroData.id) + LogRed("pId:" .. pId .. " curHeroData.breakId:" .. curHeroData.breakId .. + " curHeroData.id:" .. curHeroData.id) end end @@ -3219,7 +3124,7 @@ function this.GetHeroReturnItems(selectHeroData, type) if heroRankUpConfig then local sumConsume = heroRankUpConfig.Value for i = 1, #sumConsume do - table.insert(ShowItemlist, { sumConsume[i][1], sumConsume[i][2] * specificValue }) + table.insert(ShowItemlist, {sumConsume[i][1], sumConsume[i][2] * specificValue}) end end else @@ -3243,7 +3148,7 @@ function this.GetHeroReturnItems(selectHeroData, type) if rewardShowStr2 then for i = 1, #rewardShowStr2 do if rewardShowStr2[i] and rewardShowStr2[i][1] then - table.insert(ShowItemlist, { rewardShowStr2[i][1], rewardShowStr2[i][2] * specificValue }) + table.insert(ShowItemlist, {rewardShowStr2[i][1], rewardShowStr2[i][2] * specificValue}) end end end @@ -3256,14 +3161,11 @@ function this.GetHeroReturnItems(selectHeroData, type) v.num = math.floor(v.num) table.insert(dropList, v) end - table.sort( - dropList, - function(a, b) - return itemConfig[a.id].Quantity > itemConfig[b.id].Quantity - end - ) + table.sort(dropList, function(a, b) + return itemConfig[a.id].Quantity > itemConfig[b.id].Quantity + end) return dropList - elseif type == GENERAL_POPUP_TYPE.TalismanResolve then --法宝回归 + elseif type == GENERAL_POPUP_TYPE.TalismanResolve then -- 法宝回归 local ShowItemlist = this.GetReturnItemsByType(selectHeroData) local dropList = {} for k, v in pairs(ShowItemlist) do @@ -3272,12 +3174,9 @@ function this.GetHeroReturnItems(selectHeroData, type) curReward.num = math.floor(v[2]) table.insert(dropList, curReward) end - table.sort( - dropList, - function(a, b) - return itemConfig[a.id].Quantity > itemConfig[b.id].Quantity - end - ) + table.sort(dropList, function(a, b) + return itemConfig[a.id].Quantity > itemConfig[b.id].Quantity + end) return dropList elseif type == GENERAL_POPUP_TYPE.ResolveReStar then local ShowItemlist = {} @@ -3287,14 +3186,14 @@ function this.GetHeroReturnItems(selectHeroData, type) if not curHeroData then return end - local pid = {} --配方id + local pid = {} -- 配方id for i = 1, #curHeroData.heroConfig.ReturnBook do if curHeroData.heroConfig.ReturnBook[i][1] == curHeroData.star then if not pid[curHeroData.heroConfig.ReturnBook[i][2]] then pid[curHeroData.heroConfig.ReturnBook[i][2]] = 0 end - pid[curHeroData.heroConfig.ReturnBook[i][2]] = pid[curHeroData.heroConfig.ReturnBook[i][2]] + - curHeroData.heroConfig.ReturnBook[i][3] + pid[curHeroData.heroConfig.ReturnBook[i][2]] = + pid[curHeroData.heroConfig.ReturnBook[i][2]] + curHeroData.heroConfig.ReturnBook[i][3] end end for k, v in pairs(pid) do @@ -3338,13 +3237,14 @@ function this.GetReturnItemsByType(selectHeroData) if curHeroData.talismanList and curHeroData.talismanList > 1 then local temp1 = tonumber(ConfigManager.GetConfigData(ConfigName.HeroConfig, curHeroData.id).EquipTalismana[2]) for i = 1, curHeroData.talismanList - 1 do - temp = ConfigManager.GetConfigDataByDoubleKey(ConfigName.EquipTalismana, "TalismanaId", temp1, "Level", i) - .RankupBasicMaterial + temp = ConfigManager.GetConfigDataByDoubleKey(ConfigName.EquipTalismana, "TalismanaId", temp1, "Level", + i).RankupBasicMaterial for i = 1, #temp do if not ShowItemlist[temp[i][1]] then - ShowItemlist[temp[i][1]] = { temp[i][1], temp[i][2] * specificValue } + ShowItemlist[temp[i][1]] = {temp[i][1], temp[i][2] * specificValue} else - ShowItemlist[temp[i][1]] = { temp[i][1], ShowItemlist[temp[i][1]][2] + temp[i][2] * specificValue } + ShowItemlist[temp[i][1]] = + {temp[i][1], ShowItemlist[temp[i][1]][2] + temp[i][2] * specificValue} end end end @@ -3368,10 +3268,10 @@ function this.GetHeroReturnItems2(ShowItemlist, allRewardData) end end ---更新英雄主动技能 +-- 更新英雄主动技能 function this.UpdateSkillIdList(heroData) heroData.skillIdList = {} - --主动技 + -- 主动技 if heroData.heroConfig.OpenSkillRules then for i = 1, #heroData.heroConfig.OpenSkillRules do if heroData.heroConfig.OpenSkillRules[i][1] == heroData.star then @@ -3384,21 +3284,21 @@ function this.UpdateSkillIdList(heroData) end end ---更新英雄被动技能 +-- 更新英雄被动技能 function this.UpdatePassiveHeroSkill(heroData) - heroData.passiveSkillList = {} --被动技 + heroData.passiveSkillList = {} -- 被动技 local OpenPassiveSkillRules = heroData.star >= this.awakeNextStarIndex and heroData.heroConfig.Awaken or - heroData.heroConfig.OpenPassiveSkillRules + heroData.heroConfig.OpenPassiveSkillRules if OpenPassiveSkillRules then for i = 1, #OpenPassiveSkillRules do - if OpenPassiveSkillRules[i][1] == 1 then --突破 + if OpenPassiveSkillRules[i][1] == 1 then -- 突破 if heroData.breakId >= OpenPassiveSkillRules[i][2] then local heroSkill = {} heroSkill.skillId = OpenPassiveSkillRules[i][3] heroSkill.skillConfig = passiveSkillConfig[heroSkill.skillId] table.insert(heroData.passiveSkillList, heroSkill) end - else --升星 + else -- 升星 if heroData.upStarId >= OpenPassiveSkillRules[i][2] then local heroSkill = {} heroSkill.skillId = OpenPassiveSkillRules[i][3] @@ -3411,25 +3311,28 @@ function this.UpdatePassiveHeroSkill(heroData) end -----------新魂印开始 ---增加魂印装备的英雄did +-- 增加魂印装备的英雄did function this.AddSoulPrintUpHeroDynamicId(heroDid, soulPrintSid, soulPrintPos) if heroDatas[heroDid] then - local singleSoulPrint = { equipId = soulPrintSid, position = soulPrintPos } + local singleSoulPrint = { + equipId = soulPrintSid, + position = soulPrintPos + } table.insert(heroDatas[heroDid].soulPrintList, singleSoulPrint) SoulPrintManager.AddSoulPrintUpHeroDynamicId(soulPrintSid, heroDid) - --设置战斗力脏数据 + -- 设置战斗力脏数据 HeroPropManager.SetDirtyByType(heroDid, Hero_Prop_Type.SoulPrint) end end ---删除魂印装备的英雄did +-- 删除魂印装备的英雄did function this.DelSoulPrintUpHeroDynamicId(heroDid, soulPrintSid) if heroDatas[heroDid] then for i = 1, #heroDatas[heroDid].soulPrintList do if heroDatas[heroDid].soulPrintList[i] and heroDatas[heroDid].soulPrintList[i].equipId == soulPrintSid then table.remove(heroDatas[heroDid].soulPrintList, i) SoulPrintManager.DelSoulPrintUpHeroDynamicId(soulPrintSid, heroDid) - --设置战斗力脏数据 + -- 设置战斗力脏数据 HeroPropManager.SetDirtyByType(heroDid, Hero_Prop_Type.SoulPrint) end end @@ -3438,13 +3341,16 @@ end ------------新魂印结束 ---添加神印 +-- 添加神印 function this.AddGodPrintUpHeroDynamicId(heroDid, soulPrintSid, soulPrintPos) if heroDatas[heroDid] then - local singleSoulPrint = { equipId = soulPrintSid, position = soulPrintPos } + local singleSoulPrint = { + equipId = soulPrintSid, + position = soulPrintPos + } table.insert(heroDatas[heroDid].godPrintList, singleSoulPrint) GodPrintManager.AddSoulPrintUpHeroDynamicId(soulPrintSid, heroDid) - --设置战斗力脏数据 + -- 设置战斗力脏数据 HeroPropManager.SetDirtyByType(heroDid, Hero_Prop_Type.GodPrint) end end @@ -3471,7 +3377,7 @@ function this.ChangeGodPrint(heroDId, _pos, printId) end end ---根据id获取穿戴神印的位置 +-- 根据id获取穿戴神印的位置 function this.GetHeroGodPrintPosByID(heroDId, printId) if heroDatas[heroDId] and heroDatas[heroDId].godPrintList then local gods = heroDatas[heroDId].godPrintList @@ -3484,36 +3390,37 @@ function this.GetHeroGodPrintPosByID(heroDId, printId) end end ---删除神印装备的英雄did +-- 删除神印装备的英雄did function this.DelGodPrintUpHeroDynamicId(heroDid, soulPrintSid) if heroDatas[heroDid] then for i = 1, #heroDatas[heroDid].godPrintList do if heroDatas[heroDid].godPrintList[i] and heroDatas[heroDid].godPrintList[i].equipId == soulPrintSid then table.remove(heroDatas[heroDid].godPrintList, i) GodPrintManager.DelSoulPrintUpHeroDynamicId(soulPrintSid, heroDid) - --设置战斗力脏数据 + -- 设置战斗力脏数据 HeroPropManager.SetDirtyByType(heroDid, Hero_Prop_Type.GodPrint) end end end end ---天赋技能(被动技能) +-- 天赋技能(被动技能) function this.GetAllPassiveSkillIds(heroConfig, breakId, upStarId) local allPassiveSkillIds = {} local allPassiveSkillIdcompound = {} local allOpenPassiveSkillIdcompound = {} local allUpStarOpenData = {} - --只用于界面升星开放技能提示显示用 + -- 只用于界面升星开放技能提示显示用 local compoundNum = 0 local compoundOPenNum = 0 local OpenPassiveSkillRules = nil - OpenPassiveSkillRules = (upStarId and upStarId ~= 0 and heroRankUpConfig[upStarId] and heroRankUpConfig[upStarId].OpenStar >= this.awakeNextStarIndex) and - heroConfig.Awaken or heroConfig.OpenPassiveSkillRules + OpenPassiveSkillRules = (upStarId and upStarId ~= 0 and heroRankUpConfig[upStarId] and + heroRankUpConfig[upStarId].OpenStar >= this.awakeNextStarIndex) and heroConfig.Awaken or + heroConfig.OpenPassiveSkillRules OpenPassiveSkillRules = GetPassiveByMaxStar(heroConfig, OpenPassiveSkillRules) if OpenPassiveSkillRules then for i = 1, #OpenPassiveSkillRules do - if OpenPassiveSkillRules[i][1] == 1 then --突破 + if OpenPassiveSkillRules[i][1] == 1 then -- 突破 if breakId >= OpenPassiveSkillRules[i][2] then -- local openPassiveSkillRules = allPassiveSkillIds,OpenPassiveSkillRules table.insert(allPassiveSkillIds, OpenPassiveSkillRules[i][3]) @@ -3524,9 +3431,8 @@ function this.GetAllPassiveSkillIds(heroConfig, breakId, upStarId) allOpenPassiveSkillIdcompound[OpenPassiveSkillRules[i][2]] = 1 end end - else --升星 - allUpStarOpenData[heroRankUpConfig[OpenPassiveSkillRules[i][2]].Phase[2]] = - OpenPassiveSkillRules[i] + else -- 升星 + allUpStarOpenData[heroRankUpConfig[OpenPassiveSkillRules[i][2]].Phase[2]] = OpenPassiveSkillRules[i] if upStarId >= OpenPassiveSkillRules[i][2] then table.insert(allPassiveSkillIds, OpenPassiveSkillRules[i][3]) if allOpenPassiveSkillIdcompound[OpenPassiveSkillRules[i][2]] then @@ -3559,47 +3465,41 @@ function this.GetAllPassiveSkillIds(heroConfig, breakId, upStarId) return allPassiveSkillIds, compoundOPenNum, compoundNum, allUpStarOpenData end ---战中英雄被动技获取 +-- 战中英雄被动技获取 function this.GetHeroAllPassiveSkillIds(curHeroData) local allPassiveSkillIds = {} if not curHeroData then return allPassiveSkillIds end - --英雄天赋被动技 + -- 英雄天赋被动技 if curHeroData.heroConfig.OpenPassiveSkillRules then local openPassiveSkillRules = curHeroData.star >= this.awakeNextStarIndex and curHeroData.heroConfig.Awaken or - curHeroData.heroConfig.OpenPassiveSkillRules + curHeroData.heroConfig.OpenPassiveSkillRules for i = 1, #openPassiveSkillRules do local skillType = openPassiveSkillRules[i][1] local skillRanUpId = openPassiveSkillRules[i][2] local skillId = openPassiveSkillRules[i][3] - if skillType == 1 then --突破 + if skillType == 1 then -- 突破 if curHeroData.breakId >= skillRanUpId and passiveSkillLogicConfig[skillId].EffectiveRange == 1 then table.insert(allPassiveSkillIds, skillId) end - else --升星 + else -- 升星 if curHeroData.upStarId >= skillRanUpId and passiveSkillLogicConfig[skillId].EffectiveRange == 1 then table.insert(allPassiveSkillIds, skillId) end end end end - --法宝被动技 + -- 法宝被动技 if curHeroData.heroConfig.EquipTalismana and curHeroData.star >= curHeroData.heroConfig.EquipTalismana[1] then local curTalisman = ConfigManager.GetConfigData(ConfigName.HeroConfig, curHeroData.id).EquipTalismana if curTalisman and curTalisman[2] then - local talismanConFig = - ConfigManager.GetConfigDataByDoubleKey( - ConfigName.EquipTalismana, - "TalismanaId", - curTalisman[2], - "Level", - curHeroData.talismanList - ) + local talismanConFig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.EquipTalismana, "TalismanaId", + curTalisman[2], "Level", curHeroData.talismanList) if talismanConFig then - --当前法宝全部天赋数据(天赋可能为空) - local dowerAllData = - ConfigManager.GetAllConfigsDataByKey(ConfigName.EquipTalismana, "TalismanaId", curTalisman[2]) + -- 当前法宝全部天赋数据(天赋可能为空) + local dowerAllData = ConfigManager.GetAllConfigsDataByKey(ConfigName.EquipTalismana, "TalismanaId", + curTalisman[2]) for i = 1, #dowerAllData do if dowerAllData[i].OpenSkillRules and curHeroData.talismanList >= dowerAllData[i].Level then for k = 1, #dowerAllData[i].OpenSkillRules do @@ -3612,7 +3512,7 @@ function this.GetHeroAllPassiveSkillIds(curHeroData) end end end - --魂印被动技 + -- 魂印被动技 if (table.nums(curHeroData.soulPrintList) >= 1) then for i = 1, #curHeroData.soulPrintList do local cursoulPrintConfig = equipConfig[curHeroData.soulPrintList[i].equipId] @@ -3631,7 +3531,7 @@ function this.GetHeroAllPassiveSkillIds(curHeroData) return allPassiveSkillIds end ---获取当前类型英雄是否存在 +-- 获取当前类型英雄是否存在 function this.GetCurHeroIsHaveBySid(heroSId) for i, v in pairs(heroDatas) do if v.id == heroSId then @@ -3647,14 +3547,14 @@ function this.IsHeroPosOpen(did) return this.GetSingleHeroData(did).heroConfig.RecommendTeamId[1] ~= 0 end ---单个红点判断 +-- 单个红点判断 local isHeroUpTuPo = false local isHeroUpStar = false local upTuPoRankUpConfig = {} local upStarRankUpConfig = {} local heroRankupConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig) ---编队所有英雄判断 +-- 编队所有英雄判断 function this.GetFormationHeroRedPoint() local teamHero = FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_NORMAL) for i, v in pairs(teamHero) do @@ -3667,7 +3567,8 @@ function this.GetFormationHeroRedPoint() local heroConfig = curHeroData.heroConfig local lvs = string.split(limits[1], "#") local stars = string.split(limits[2], "#") - if PlayerManager.level >= tonumber(lvs[2]) and heroConfig ~= nil and heroConfig.MaxRank >= tonumber(stars[2]) then + if PlayerManager.level >= tonumber(lvs[2]) and heroConfig ~= nil and heroConfig.MaxRank >= + tonumber(stars[2]) then isCanUpEquipTreasure = true else isCanUpEquipTreasure = false @@ -3678,29 +3579,23 @@ function this.GetFormationHeroRedPoint() else isCanUpEquipTreasure = false end - if - this.GetCurHeroUpLvOrUpStarSData(curHeroData) or this.LvUpBtnRedPoint(curHeroData) or - this.IsShowUpStarRedPoint(curHeroData) or - this.IsShowFlyUpRedPoint(curHeroData) or - #this.GetHeroIsUpEquip(curHeroData.dynamicId) > 0 or - this.GetIsShowSoulPrintRedPoint(curHeroData) or - this.GetIsShowTalismanRedPoint(curHeroData) or - this.GetIsShowGodPrintRedPoint(curHeroData) or + if this.GetCurHeroUpLvOrUpStarSData(curHeroData) or this.LvUpBtnRedPoint(curHeroData) or + this.IsShowUpStarRedPoint(curHeroData) or this.IsShowFlyUpRedPoint(curHeroData) or + #this.GetHeroIsUpEquip(curHeroData.dynamicId) > 0 or this.GetIsShowSoulPrintRedPoint(curHeroData) or + this.GetIsShowTalismanRedPoint(curHeroData) or this.GetIsShowGodPrintRedPoint(curHeroData) or (isCanUpEquipTreasure and #HeroManager.GetHeroIsUpTreasure(curHeroData.dynamicId, 0) > 0) or HeroManager.CheckIsUpTreasure(curHeroData.jewels[1], 0) or HeroManager.CheckIsUpTreasure(curHeroData.jewels[2], 0) or GiftManager.CheckRoleRedPointById(curHeroData.dynamicId) or HeroManager.CheckHeroPotencyRedPoint(curHeroData.dynamicId) or - GodSoulManager.CheckRedPointGodSoul(curHeroData) or - HeroManager.RefreshRedShow(curHeroData) - then + GodSoulManager.CheckRedPointGodSoul(curHeroData) or HeroManager.RefreshRedShow(curHeroData) then return true end end return SacredTreeManager.CheckRedPoint() end ---化虚坛红点判断 +-- 化虚坛红点判断 function this.GetAllHeroCompoundRedPoint() if ActTimeCtrlManager.IsQualifiled(FUNCTION_OPEN_TYPE.COMPOUND_HERO) then for i, v in pairs(heroDatas) do @@ -3714,7 +3609,7 @@ function this.GetAllHeroCompoundRedPoint() return false end ---单个英雄所有红点判断 +-- 单个英雄所有红点判断 function this.GetCurHeroIsShowRedPoint(curHeroData) local isCanUpEquipTreasure local config = ConfigManager.GetConfigData(ConfigName.SpecialConfig, 40) @@ -3724,7 +3619,8 @@ function this.GetCurHeroIsShowRedPoint(curHeroData) local heroConfig = curHeroData.heroConfig local lvs = string.split(limits[1], "#") local stars = string.split(limits[2], "#") - if PlayerManager.level >= tonumber(lvs[2]) and heroConfig ~= nil and heroConfig.MaxRank >= tonumber(stars[2]) then + if PlayerManager.level >= tonumber(lvs[2]) and heroConfig ~= nil and heroConfig.MaxRank >= + tonumber(stars[2]) then isCanUpEquipTreasure = true else isCanUpEquipTreasure = false @@ -3737,39 +3633,36 @@ function this.GetCurHeroIsShowRedPoint(curHeroData) end return this.GetCurHeroUpLvOrUpStarSData(curHeroData) or this.LvUpBtnRedPoint(curHeroData) or - this.IsShowUpStarRedPoint(curHeroData) or - #this.GetHeroIsUpEquip(curHeroData.dynamicId) > 0 or - this.GetIsShowSoulPrintRedPoint(curHeroData) or - this.GetIsShowTalismanRedPoint(curHeroData) or - this.GetIsShowGodPrintRedPoint(curHeroData) or - (#this.GetHeroIsUpTreasure(curHeroData.dynamicId, 0) > 0 and isCanUpEquipTreasure) or - HeroManager.CheckIsUpTreasure(curHeroData.jewels[1], 0) or - HeroManager.CheckIsUpTreasure(curHeroData.jewels[2], 0) or - GodSoulManager.CheckRedPointGodSoul(curHeroData) or - GiftManager.CheckRoleRedPointById(curHeroData.dynamicId) or - HeroManager.CheckHeroPotencyRedPoint(curHeroData.dynamicId) or - HeroManager.IsShowFlyUpRedPoint(curHeroData) or - HeroManager.RefreshRedShow(curHeroData) + this.IsShowUpStarRedPoint(curHeroData) or #this.GetHeroIsUpEquip(curHeroData.dynamicId) > 0 or + this.GetIsShowSoulPrintRedPoint(curHeroData) or this.GetIsShowTalismanRedPoint(curHeroData) or + this.GetIsShowGodPrintRedPoint(curHeroData) or + (#this.GetHeroIsUpTreasure(curHeroData.dynamicId, 0) > 0 and isCanUpEquipTreasure) or + HeroManager.CheckIsUpTreasure(curHeroData.jewels[1], 0) or + HeroManager.CheckIsUpTreasure(curHeroData.jewels[2], 0) or + GodSoulManager.CheckRedPointGodSoul(curHeroData) or + GiftManager.CheckRoleRedPointById(curHeroData.dynamicId) or + HeroManager.CheckHeroPotencyRedPoint(curHeroData.dynamicId) or + HeroManager.IsShowFlyUpRedPoint(curHeroData) or HeroManager.RefreshRedShow(curHeroData) end ---获取当前英雄的下一突破 和 升星 静态数据 +-- 获取当前英雄的下一突破 和 升星 静态数据 function this.GetCurHeroUpLvOrUpStarSData(curHeroData) isHeroUpTuPo = false isHeroUpStar = false upTuPoRankUpConfig = {} upStarRankUpConfig = {} for i, v in ConfigPairs(heroRankUpConfig) do - if v.Star == curHeroData.heroConfig.Star then --初始星级相等 - if v.Show == 1 then -- 1 突破 - if v.Id ~= curHeroData.breakId and curHeroData.lv == v.LimitLevel then --and curHeroData.star == v.LimitStar - --Log("突破 "..v.Id) + if v.Star == curHeroData.heroConfig.Star then -- 初始星级相等 + if v.Show == 1 then -- 1 突破 + if v.Id ~= curHeroData.breakId and curHeroData.lv == v.LimitLevel then -- and curHeroData.star == v.LimitStar + -- Log("突破 "..v.Id) isHeroUpTuPo = true upTuPoRankUpConfig = v end end if v.Show == 2 then -- 2 升星 if v.Id ~= curHeroData.upStarId and curHeroData.star == v.LimitStar then - --Log("升星 "..v.Id) + -- Log("升星 "..v.Id) upStarRankUpConfig = v isHeroUpStar = true end @@ -3778,7 +3671,7 @@ function this.GetCurHeroUpLvOrUpStarSData(curHeroData) end end ---获取某一个星级的所有英雄 +-- 获取某一个星级的所有英雄 function this.GetAllNumStarData(star) local heros = {} local heros2 = FormationManager.GetAllFormationHeroId() @@ -3791,11 +3684,12 @@ function this.GetAllNumStarData(star) return heros end ---单个英雄升级红点 +-- 单个英雄升级红点 function this.LvUpBtnRedPoint(curHeroData) HeroManager.GetCurHeroUpLvOrUpStarSData(curHeroData) - --是否为最大等级 - --print( curHeroData.lv.." 最大:"..HeroManager.heroLvEnd[curHeroData.heroConfig.Id]) + -- 是否为最大等级 + -- print( curHeroData.lv.." 最大:"..HeroManager.heroLvEnd[curHeroData.heroConfig.Id]) + LogError("ffffffffff"..curHeroData.heroConfig.Id) if curHeroData.lv >= HeroManager.heroLvEnd[curHeroData.heroConfig.Id] then return false end @@ -3813,12 +3707,10 @@ function this.LvUpBtnRedPoint(curHeroData) isUpLvMaterials = false end end - --如果此时需要进阶 每次都要跳转 - if - isHeroUpStar and upStarRankUpConfig and curTuPoRankUpConfig and curTuPoRankUpConfig.JudgeClass == 1 and - curHeroData.lv >= curTuPoRankUpConfig.OpenLevel - then --当前突破全部完成 - if curStarRankUpConfig then --进阶过处理 + -- 如果此时需要进阶 每次都要跳转 + if isHeroUpStar and upStarRankUpConfig and curTuPoRankUpConfig and curTuPoRankUpConfig.JudgeClass == 1 and + curHeroData.lv >= curTuPoRankUpConfig.OpenLevel then -- 当前突破全部完成 + if curStarRankUpConfig then -- 进阶过处理 if curHeroData.lv == curStarRankUpConfig.OpenLevel then return false else @@ -3828,7 +3720,7 @@ function this.LvUpBtnRedPoint(curHeroData) return false end end - else --从未进阶过处理 + else -- 从未进阶过处理 return false end else @@ -3841,8 +3733,8 @@ function this.LvUpBtnRedPoint(curHeroData) return false end ---单个英雄升星红点 -function this.IsShowUpStarRedPoint(curHeroData, isNoDeleFormation) --isNoDeleFormation 可选传参数 材料筛选是否去除上阵英雄 +-- 单个英雄升星红点 +function this.IsShowUpStarRedPoint(curHeroData, isNoDeleFormation) -- isNoDeleFormation 可选传参数 材料筛选是否去除上阵英雄 HeroManager.GetCurHeroUpLvOrUpStarSData(curHeroData) -- if curHeroData.lv >= HeroManager.heroLvEnd[curHeroData.heroConfig.Id] then -- return false @@ -3851,20 +3743,21 @@ function this.IsShowUpStarRedPoint(curHeroData, isNoDeleFormation) --isNoDeleFor local curUpStarData = HeroManager.GetHeroCurUpStarInfo(curHeroData.dynamicId) if curUpStarData and #curUpStarData > 0 then else - --培养已满 + -- 培养已满 return false end if upStarRankUpConfig and upStarRankUpConfig.LimitLevel then if curHeroData.lv < upStarRankUpConfig.LimitLevel then return false - --等级不够 + -- 等级不够 end else - --不能升星 + -- 不能升星 return false end - if upStarRankUpConfig and HarmonyManager.GetSingleAdditions(HarmonyAddType.AddLv) < upStarRankUpConfig.LimitHongmengLevel then -- 鸿蒙阵神将共鸣等级 + if upStarRankUpConfig and HarmonyManager.GetSingleAdditions(HarmonyAddType.AddLv) < + upStarRankUpConfig.LimitHongmengLevel then -- 鸿蒙阵神将共鸣等级 return false end @@ -3874,7 +3767,7 @@ function this.IsShowUpStarRedPoint(curHeroData, isNoDeleFormation) --isNoDeleFor if ConsumeMaterial[i][2] > 0 then if BagManager.GetItemCountById(ConsumeMaterial[i][1]) < ConsumeMaterial[i][2] then return false - --材料不足 + -- 材料不足 end end end @@ -3885,21 +3778,23 @@ function this.IsShowUpStarRedPoint(curHeroData, isNoDeleFormation) --isNoDeleFor if curUpStarData and #curUpStarData > 0 then for i = 1, #curUpStarData do local curSelectUpStarData = curUpStarData[i] - local upStarHeroListData = - HeroManager.GetUpStarHeroListData(curSelectUpStarData.upStarMaterialsData.Id, curHeroData) + local upStarHeroListData = HeroManager.GetUpStarHeroListData(curSelectUpStarData.upStarMaterialsData.Id, + curHeroData) local curSelectHeroList = {} - --if curSelectUpStarData.upStarMaterialsData.Issame ==1 or curSelectUpStarData.upStarMaterialsData.IsId > 0 then + -- if curSelectUpStarData.upStarMaterialsData.Issame ==1 or curSelectUpStarData.upStarMaterialsData.IsId > 0 then upStarMaterialIsAll[curSelectUpStarData.upStarData[2]] = 2 if #upStarHeroListData.heroList >= curSelectUpStarData.upStarData[4] then for j = 1, #upStarHeroListData.heroList do - if (upStarHeroListData.heroList[j].type == RoleUpStarMatType.hero and upStarHeroListData.heroList[j].lockState == 0 and - (upStarHeroListData.heroList[j].isFormation == "" or isNoDeleFormation) and - #curSelectHeroList < curSelectUpStarData.upStarData[4] and - not upStarConsumeMaterial[upStarHeroListData.heroList[j].dynamicId] and - not HarmonyManager.IsChangeColor(upStarHeroListData.heroList[j].dynamicId) and - not (HarmonyManager:IsEnvoy(upStarHeroListData.heroList[j].dynamicId) and HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv) and HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv).heroTid == 0)) - or upStarHeroListData.heroList[j].type == RoleUpStarMatType.item - then + if (upStarHeroListData.heroList[j].type == RoleUpStarMatType.hero and + upStarHeroListData.heroList[j].lockState == 0 and + (upStarHeroListData.heroList[j].isFormation == "" or isNoDeleFormation) and #curSelectHeroList < + curSelectUpStarData.upStarData[4] and + not upStarConsumeMaterial[upStarHeroListData.heroList[j].dynamicId] and + not HarmonyManager.IsChangeColor(upStarHeroListData.heroList[j].dynamicId) and + not (HarmonyManager:IsEnvoy(upStarHeroListData.heroList[j].dynamicId) and + HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv) and + HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv).heroTid == 0)) or + upStarHeroListData.heroList[j].type == RoleUpStarMatType.item then table.insert(curSelectHeroList, upStarHeroListData.heroList[j]) end end @@ -3912,7 +3807,7 @@ function this.IsShowUpStarRedPoint(curHeroData, isNoDeleFormation) --isNoDeleFor end end end - --end + -- end end end -- 消耗位置材料状态 @@ -3924,8 +3819,8 @@ function this.IsShowUpStarRedPoint(curHeroData, isNoDeleFormation) --isNoDeleFor return true end ---单个英雄升星红点 -function this.IsShowFlyUpRedPoint(curHeroData, isNoDeleFormation) --isNoDeleFormation 可选传参数 材料筛选是否去除上阵英雄 +-- 单个英雄升星红点 +function this.IsShowFlyUpRedPoint(curHeroData, isNoDeleFormation) -- isNoDeleFormation 可选传参数 材料筛选是否去除上阵英雄 HeroManager.GetCurHeroUpLvOrUpStarSData(curHeroData) -- if curHeroData.lv >= HeroManager.heroLvEnd[curHeroData.heroConfig.Id] then -- return false @@ -3936,10 +3831,10 @@ function this.IsShowFlyUpRedPoint(curHeroData, isNoDeleFormation) --isNoDeleForm local upStarRankUpConfig = nil local heroRankUpConfig = ConfigManager.GetConfig(ConfigName.HeroRankupConfig) for i, v in ConfigPairs(heroRankUpConfig) do - if v.Star == curHeroData.heroConfig.Star then --初始星级相等 - if v.Show == 2 then -- 2 升星 + if v.Star == curHeroData.heroConfig.Star then -- 初始星级相等 + if v.Show == 2 then -- 2 升星 if v.Id ~= curHeroData.upStarId and curHeroData.star == v.LimitStar then - --Log("升星 "..v.Id) + -- Log("升星 "..v.Id) upStarRankUpConfig = v end end @@ -3948,19 +3843,20 @@ function this.IsShowFlyUpRedPoint(curHeroData, isNoDeleFormation) --isNoDeleForm if curUpStarData and #curUpStarData > 0 then else - --培养已满 + -- 培养已满 return false end if upStarRankUpConfig and upStarRankUpConfig.LimitLevel then if curHeroData.lv < upStarRankUpConfig.LimitLevel then return false - --等级不够 + -- 等级不够 end else - --不能升星 + -- 不能升星 return false end - if upStarRankUpConfig and upStarRankUpConfig.LimitHongmengLevel and HarmonyManager.GetSingleAdditions(HarmonyAddType.AddLv) < upStarRankUpConfig.LimitHongmengLevel then + if upStarRankUpConfig and upStarRankUpConfig.LimitHongmengLevel and + HarmonyManager.GetSingleAdditions(HarmonyAddType.AddLv) < upStarRankUpConfig.LimitHongmengLevel then return false end if upStarRankUpConfig then @@ -3969,7 +3865,7 @@ function this.IsShowFlyUpRedPoint(curHeroData, isNoDeleFormation) --isNoDeleForm if ConsumeMaterial[i][2] > 0 then if BagManager.GetItemCountById(ConsumeMaterial[i][1]) < ConsumeMaterial[i][2] then return false - --材料不足 + -- 材料不足 end end end @@ -3993,14 +3889,16 @@ function this.IsShowFlyUpRedPoint(curHeroData, isNoDeleFormation) --isNoDeleForm local curSelectHeroList = {} if #upStarHeroListData.heroList >= curSelectUpStarData.upStarData[4] then for j = 1, #upStarHeroListData.heroList do - if (upStarHeroListData.heroList[j].type == RoleUpStarMatType.hero and upStarHeroListData.heroList[j].lockState == 0 and - (upStarHeroListData.heroList[j].isFormation == "" or isNoDeleFormation) and - #curSelectHeroList < curSelectUpStarData.upStarData[4] and - not upStarConsumeMaterial[upStarHeroListData.heroList[j].dynamicId] and - not HarmonyManager.IsChangeColor(upStarHeroListData.heroList[j].dynamicId) and - not (HarmonyManager:IsEnvoy(upStarHeroListData.heroList[j].dynamicId) and HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv) and HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv).heroTid == 0)) - or upStarHeroListData.heroList[j].type == RoleUpStarMatType.item - then + if (upStarHeroListData.heroList[j].type == RoleUpStarMatType.hero and + upStarHeroListData.heroList[j].lockState == 0 and + (upStarHeroListData.heroList[j].isFormation == "" or isNoDeleFormation) and + #curSelectHeroList < curSelectUpStarData.upStarData[4] and + not upStarConsumeMaterial[upStarHeroListData.heroList[j].dynamicId] and + not HarmonyManager.IsChangeColor(upStarHeroListData.heroList[j].dynamicId) and + not (HarmonyManager:IsEnvoy(upStarHeroListData.heroList[j].dynamicId) and + HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv) and + HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv).heroTid == 0)) or + upStarHeroListData.heroList[j].type == RoleUpStarMatType.item then table.insert(curSelectHeroList, upStarHeroListData.heroList[j]) end end @@ -4025,12 +3923,12 @@ function this.IsShowFlyUpRedPoint(curHeroData, isNoDeleFormation) --isNoDeleForm return true end ---单个英雄装备红点 --检测单个英雄是否有可穿的装备 +-- 单个英雄装备红点 --检测单个英雄是否有可穿的装备 function this.GetHeroIsUpEquip(heroDid) if heroDatas[heroDid] then local heroData = heroDatas[heroDid] local lackEquips = {} - --六个装备位 + -- 六个装备位 for i = 1, 6 do local equipIdAndWarPower = {} equipIdAndWarPower.pos = i @@ -4044,8 +3942,8 @@ function this.GetHeroIsUpEquip(heroDid) if not heroData.equipIdList[i] then else - local curEquipConFigData = - EquipManager.GetSingleHeroSingleEquipData(heroData.equipIdList[i], heroDid) + local curEquipConFigData = EquipManager.GetSingleHeroSingleEquipData(heroData.equipIdList[i], + heroDid) if not curEquipConFigData then LogBlue("-------------------------" .. heroData.equipIdList[i] .. " " .. heroDid) else @@ -4057,7 +3955,7 @@ function this.GetHeroIsUpEquip(heroDid) end end - --有同系 且未在英雄身上的装备 + -- 有同系 且未在英雄身上的装备 local equips = BagManager.GetEquipDataByEquipPosition(heroData.heroConfig.Profession) for _, v in ipairs(equips) do @@ -4065,7 +3963,7 @@ function this.GetHeroIsUpEquip(heroDid) else local equipConfigData = equipConfig[v.id] local pos = equipConfigData.Position - --比较战力 高战力的装备add + -- 比较战力 高战力的装备add if lackEquips[pos].pos == equipConfigData.Position then if lackEquips[pos].id == 0 then lackEquips[pos].id = v.id @@ -4081,7 +3979,7 @@ function this.GetHeroIsUpEquip(heroDid) end end - --去掉与自己本身自带的重合装备 + -- 去掉与自己本身自带的重合装备 local allUpEquipDidTabs = {} for i = 1, #lackEquips do if lackEquips[i].id ~= 0 then @@ -4104,7 +4002,7 @@ function this.GetHeroIsUpEquip(heroDid) return {} end ---宝物 +-- 宝物 function this.GetHeroIsUpTreasure(heroDid, pos) if heroDatas[heroDid] then local heroData = heroDatas[heroDid] @@ -4122,8 +4020,7 @@ function this.GetHeroIsUpTreasure(heroDid, pos) for i = 1, #heroData.jewels do if not heroData.jewels[i] then else - local curEquipConFigData = - EquipTreasureManager.GetSingleTreasureByIdDyn(heroData.jewels[i]) + local curEquipConFigData = EquipTreasureManager.GetSingleTreasureByIdDyn(heroData.jewels[i]) if not curEquipConFigData then LogBlue("-------------------------" .. heroData.jewels[i] .. " " .. heroDid) else @@ -4140,7 +4037,7 @@ function this.GetHeroIsUpTreasure(heroDid, pos) end local allEquipTreasures = EquipTreasureManager.GetAllTreasuresByLocation(pos, pro) for k, v in ipairs(allEquipTreasures) do - --比较战力 高战力的装备add + -- 比较战力 高战力的装备add if lackEquips[v.equipType].id == "0" then lackEquips[v.equipType].id = v.idDyn lackEquips[v.equipType].warPower = EquipTreasureManager.CalculateWarForce(v.idDyn) @@ -4153,7 +4050,7 @@ function this.GetHeroIsUpTreasure(heroDid, pos) end end - --去掉与自己本身自带的重合装备 + -- 去掉与自己本身自带的重合装备 local allUpEquipDidTabs = {} for k, v in pairs(lackEquips) do if v.id ~= "0" then @@ -4176,12 +4073,12 @@ function this.GetHeroIsUpTreasure(heroDid, pos) return {} end ---单个英雄魂印红点 ---获取魂印环形布局数据 didMaxLen最大槽位数量 didLen可装备槽位数量 didLv最大动态等级 maxLv配置最大等级 +-- 单个英雄魂印红点 +-- 获取魂印环形布局数据 didMaxLen最大槽位数量 didLen可装备槽位数量 didLv最大动态等级 maxLv配置最大等级 function this.GetSoulPrintLoopUIMaxData(_heroData) - --local d = string.split(ConfigManager.GetConfigData(ConfigName.SpecialConfig, 37).Value, "#") - --local d =#EquipSignSetting - --LogError("#EquipSignSetting==============="..#EquipSignSetting) + -- local d = string.split(ConfigManager.GetConfigData(ConfigName.SpecialConfig, 37).Value, "#") + -- local d =#EquipSignSetting + -- LogError("#EquipSignSetting==============="..#EquipSignSetting) local _d = {} local maxLv = 0 for k, v in ConfigPairs(EquipSignSetting) do @@ -4199,13 +4096,13 @@ function this.GetSoulPrintLoopUIMaxData(_heroData) end end - --当前动态最大等级 + -- 当前动态最大等级 local didLv = 0 - --最大槽位数量 + -- 最大槽位数量 local didMaxLen = 0 - --可装备槽位数量(与是否装备英雄无关) + -- 可装备槽位数量(与是否装备英雄无关) local didLen = 0 - if #_d < maxLv then --未达到最大等级 +1显示锁定 + if #_d < maxLv then -- 未达到最大等级 +1显示锁定 didMaxLen = #_d + 1 else didMaxLen = #_d @@ -4213,12 +4110,11 @@ function this.GetSoulPrintLoopUIMaxData(_heroData) didLv = EquipSignSetting[didMaxLen].SlotPosition didLen = #_d - return didMaxLen, didLen, didLv, maxLv end ---单个英雄魂印红点 ---获取魂印环形布局数据 didMaxLen最大槽位数量 didLen可装备槽位数量 didLv最大动态等级 maxLv配置最大等级 +-- 单个英雄魂印红点 +-- 获取魂印环形布局数据 didMaxLen最大槽位数量 didLen可装备槽位数量 didLv最大动态等级 maxLv配置最大等级 function this.GetGodPrintLoopUIMaxData(star) local d = string.split(ConfigManager.GetConfigData(ConfigName.SpecialConfig, 149).Value, "#") local allNum = 0 @@ -4243,7 +4139,7 @@ function this.GetIsShowSoulPrintRedPoint(curHeroData) end local didMaxLen, didLen, didLv, maxLv = this.GetSoulPrintLoopUIMaxData(curHeroData) if curHeroData.soulPrintList and #curHeroData.soulPrintList >= didLen then - return false --空位置 已装满 + return false -- 空位置 已装满 end local allUpSoulPrint = {} if curHeroData.soulPrintList then @@ -4256,7 +4152,7 @@ function this.GetIsShowSoulPrintRedPoint(curHeroData) LogError("allBagSoulPrintData[i].id==" .. allBagSoulPrintData[i].id) if not allUpSoulPrint[allBagSoulPrintData[i].id] and equipConfig[allBagSoulPrintData[i].id].Range[1] == 0 then return true - --有空位可以穿戴 + -- 有空位可以穿戴 end local isHaveCurHeroid = false for j = 1, #equipConfig[allBagSoulPrintData[i].id].Range do @@ -4267,7 +4163,7 @@ function this.GetIsShowSoulPrintRedPoint(curHeroData) end if not allUpSoulPrint[allBagSoulPrintData[i].id] and isHaveCurHeroid then return true - --有空位可以穿戴 + -- 有空位可以穿戴 end end return false @@ -4279,10 +4175,10 @@ function this.GetIsShowGodPrintRedPoint(curHeroData) return false end if curHeroData.godPrintList and #curHeroData.godPrintList >= 3 then - return false --空位置 已装满 + return false -- 空位置 已装满 end local allNum, openNum = this.GetGodPrintLoopUIMaxData(curHeroData.star) - --LogError("openNum=="..openNum.." curHeroData.star=="..curHeroData.star) + -- LogError("openNum=="..openNum.." curHeroData.star=="..curHeroData.star) if openNum ~= 0 and #curHeroData.godPrintList == openNum then return false end @@ -4301,7 +4197,7 @@ function this.GetIsShowGodPrintRedPoint(curHeroData) return false end ---检测适用佩戴神将 +-- 检测适用佩戴神将 function this.CheckHeroIsCanAddGodPrint(index, herodata) local isCan = false if index == 0 then @@ -4324,7 +4220,7 @@ function this.CheckHeroIsCanAddGodPrint(index, herodata) return isCan end ---单个英雄法宝红点 +-- 单个英雄法宝红点 function this.GetIsShowTalismanRedPoint(curHeroData) LogError("获取法宝红点----------------------------------------------") local isOpen = TalismanManager.GetCurHeroIsOpenTalisman(curHeroData) @@ -4335,9 +4231,9 @@ function this.GetIsShowTalismanRedPoint(curHeroData) if not isOpen then LogError("++++++++++++++++++++++++++++++++++++++++++++++no open") return false - --功能未开启 + -- 功能未开启 end - --如果英雄没装备法宝 + -- 如果英雄没装备法宝 if curHeroData.baublesId == nil or curHeroData.baublesId == "" then local list = FaLingManager.GetAllEquipDataNoBless() if #list > 0 then @@ -4347,7 +4243,7 @@ function this.GetIsShowTalismanRedPoint(curHeroData) return false end else - --如果有法宝 + -- 如果有法宝 local isStrong = FaLingManager.CheckEquipStrongRedPoint(curHeroData.baublesId) if isStrong then return true @@ -4360,7 +4256,7 @@ function this.GetIsShowTalismanRedPoint(curHeroData) return false end ---改变英雄礼物 +-- 改变英雄礼物 function this.ChangeHeroGift(_dyn, list) if heroDatas[_dyn] then heroDatas[_dyn].giftIds = list @@ -4370,12 +4266,12 @@ function this.ChangeHeroGift(_dyn, list) end end ---根据类型获取英雄潜能加成 +-- 根据类型获取英雄潜能加成 function this.GetHeroPotencyAddByType(_dyn, _type) if heroDatas[_dyn] and heroDatas[_dyn].potential and heroDatas[_dyn].potential[_type] then local poten = heroDatas[_dyn].potential[_type] - local allLv = poten.lv + poten.giftLv --+TianShuMiJuanManger.GetAddPotentialLV() - --LogError("poten.lv====="..poten.lv.." poten.giftLv=="..poten.giftLv.." TianShuMiJuanManger.GetAddPotentialLV()=="..TianShuMiJuanManger.GetAddPotentialLV()) + local allLv = poten.lv + poten.giftLv -- +TianShuMiJuanManger.GetAddPotentialLV() + -- LogError("poten.lv====="..poten.lv.." poten.giftLv=="..poten.giftLv.." TianShuMiJuanManger.GetAddPotentialLV()=="..TianShuMiJuanManger.GetAddPotentialLV()) local config = ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.PotentialNew, "Type", _type, "Level", allLv) if config then local pro = config.Attribute / 10000 @@ -4388,7 +4284,7 @@ end function this.GetHeroPotencyAddByTypeAndPotencyData(_data, _type) if _data and _type and _data[_type] then local aaa = _data[_type] - local allLv = aaa.lv + aaa.giftLv --+TianShuMiJuanManger.GetAddPotentialLV() + local allLv = aaa.lv + aaa.giftLv -- +TianShuMiJuanManger.GetAddPotentialLV() local config = ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.PotentialNew, "Type", _type, "Level", allLv) if config then local pro = config.Attribute / 10000 @@ -4403,7 +4299,7 @@ function this.ResetHero(dynamicloadId) heroDatas[dynamicloadId].lv = 1 heroDatas[dynamicloadId].breakId = 0 heroDatas[dynamicloadId].warPower = HeroPowerManager.GetHeroPower(heroDatas[dynamicloadId].dynamicId) - --this.CalculateHeroAllProValList(1, heroDatas[dynamicloadId].dynamicId, false)[HeroProType.WarPower] + -- this.CalculateHeroAllProValList(1, heroDatas[dynamicloadId].dynamicId, false)[HeroProType.WarPower] end FormationManager.ResolvDownBattleCurHeroId(dynamicloadId) end @@ -4413,18 +4309,18 @@ function this.ResetHeroStar(dynamicloadId) heroDatas[dynamicloadId].star = 5 heroDatas[dynamicloadId].upStarId = 0 heroDatas[dynamicloadId].warPower = HeroPowerManager.GetHeroPower(heroDatas[dynamicloadId].dynamicId) - --this.CalculateHeroAllProValList(1, heroDatas[dynamicloadId].dynamicId, false)[HeroProType.WarPower] + -- this.CalculateHeroAllProValList(1, heroDatas[dynamicloadId].dynamicId, false)[HeroProType.WarPower] end end ---神将合成 +-- 神将合成 function this.ByCompoundHeroGetAllHeros() local upSortHeroList = {} local downSoryHeroList = {} local text = "" for i, v in pairs(heroDatas) do text = "" - if v.star == 4 or v.star == 5 or v.star == 3 then --四星 五星 才能加 3星 是狗粮 + if v.star == 4 or v.star == 5 or v.star == 3 then -- 四星 五星 才能加 3星 是狗粮 for n, w in pairs(FormationManager.formationList) do for m = 1, #w.teamHeroInfos do if v.dynamicId == w.teamHeroInfos[m].heroId then @@ -4469,11 +4365,11 @@ function this.ByCompoundHeroGetAllHeros() return upSortHeroList, downSoryHeroList end ---神将置换 +-- 神将置换 function this.ByReplaceHeroGetAllHeros() local sortHeroList = {} for i, v in pairs(heroDatas) do - if v.star == 4 or v.star == 5 then --四星 五星 + if v.star == 4 or v.star == 5 then -- 四星 五星 v.isFormation = "" table.insert(sortHeroList, v) end @@ -4492,7 +4388,7 @@ function this.ByReplaceHeroGetAllHeros() return sortHeroList end ---修改神将changeId (1是增加/修改 0是恢复默认值0) +-- 修改神将changeId (1是增加/修改 0是恢复默认值0) function this.ResetHeroChangeId(dynamicloadId, changeId) if heroDatas[dynamicloadId] then if changeId then @@ -4521,10 +4417,16 @@ function this.CheckRepeatTreasure(func) this._WearCount[jId] = this._WearCount[jId] + 1 -- 判断最终穿戴的人(根据战斗力判断) if not this._TreasureToTarget[jId] then - this._TreasureToTarget[jId] = { id = heroData.dynamicId, power = heroData.warPower } + this._TreasureToTarget[jId] = { + id = heroData.dynamicId, + power = heroData.warPower + } end if this._TreasureToTarget[jId].power < heroData.warPower then - this._TreasureToTarget[jId] = { id = heroData.dynamicId, power = heroData.warPower } + this._TreasureToTarget[jId] = { + id = heroData.dynamicId, + power = heroData.warPower + } end else -- 没有这件装备 @@ -4544,7 +4446,9 @@ end function this.UnloadRepeatTreasure(func) this._CheckIndex = this._CheckIndex + 1 if this._CheckIndex > #this.heroDataLists then - if func then func() end + if func then + func() + end return end -- 计算需要卸载的装备 @@ -4552,8 +4456,8 @@ function this.UnloadRepeatTreasure(func) local heroData = this.heroDataLists[this._CheckIndex] if heroData and heroData.jewels and #heroData.jewels > 0 then for _, jId in ipairs(heroData.jewels) do - if this._NoTreasure[jId] == 1 -- 没有这件装备 - or this._WearCount[jId] > 1 then -- 重复 + if this._NoTreasure[jId] == 1 -- 没有这件装备 + or this._WearCount[jId] > 1 then -- 重复 table.insert(unloadList, jId) end end @@ -4579,21 +4483,25 @@ function this.EquipRepeatTreasure(func) for jId, heroData in pairs(this._TreasureToTarget) do if this._WearCount[jId] > 1 then -- 重复 _MaxIndex = _MaxIndex + 1 - NetManager.EquipWearRequest(heroData.id, { jId }, 2, function() + NetManager.EquipWearRequest(heroData.id, {jId}, 2, function() _EquipIndex = _EquipIndex + 1 EquipTreasureManager.SetTreasureUpOrDown(jId, heroData.id) this.WearTreasure(heroData.id, jId) - --对比战力并更新战力值 播放战力变更动画 + -- 对比战力并更新战力值 播放战力变更动画 HeroManager.CompareWarPower(heroData.id) if _EquipIndex >= _MaxIndex then - if func then func() end + if func then + func() + end end end) end end -- 没有直接结束 if _MaxIndex == 0 then - if func then func() end + if func then + func() + end end end @@ -4626,17 +4534,19 @@ function this.ClearHeroAllJewels(did) end end ---根据界面数据加载动态立绘 +-- 根据界面数据加载动态立绘 function this.LoadHerolive(_heroData, _objPoint) - --TODO:动态加载立绘 + -- TODO:动态加载立绘 local t = _heroData.painting - local testLive = poolManager:LoadLive(t, _objPoint.transform, - Vector3.one * _heroData.scale, Vector3.New(_heroData.position[1], _heroData.position[2], 0)) + local testLive = poolManager:LoadLive(t, _objPoint.transform, Vector3.one * _heroData.scale, + Vector3.New(_heroData.position[1], _heroData.position[2], 0)) local SkeletonGraphic = testLive:GetComponent("SkeletonGraphic") local clip = "idle" - local idle = function() SkeletonGraphic.AnimationState:SetAnimation(0, clip, true) end + local idle = function() + SkeletonGraphic.AnimationState:SetAnimation(0, clip, true) + end SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete + idle poolManager:SetLiveClearCall(_heroData.live, testLive, function() SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete - idle @@ -4644,13 +4554,15 @@ function this.LoadHerolive(_heroData, _objPoint) return testLive end ---根据界面数据加载动态立绘 +-- 根据界面数据加载动态立绘 function this.LoadHerolive1(data, _objPoint) - --TODO:动态加载立绘 - local testLive = poolManager:LoadLive(GetResourcePath(data.Painting), _objPoint.transform, - Vector3.one * data.Scale, Vector3.New(data.Position[1], data.Position[2], 0)) + -- TODO:动态加载立绘 + local testLive = poolManager:LoadLive(GetResourcePath(data.Painting), _objPoint.transform, Vector3.one * data.Scale, + Vector3.New(data.Position[1], data.Position[2], 0)) local SkeletonGraphic = testLive:GetComponent("SkeletonGraphic") - local idle = function() SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true) end + local idle = function() + SkeletonGraphic.AnimationState:SetAnimation(0, "idle", true) + end SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete + idle poolManager:SetLiveClearCall(GetResourcePath(data.Live), testLive, function() SkeletonGraphic.AnimationState.Complete = SkeletonGraphic.AnimationState.Complete - idle @@ -4664,11 +4576,10 @@ end function this.SortHeroDatas(_heroDatas) local teamHero = FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_NORMAL) - --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。 + -- 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) if (teamHero[a.dynamicId] and teamHero[b.dynamicId]) or - (not teamHero[a.dynamicId] and not teamHero[b.dynamicId]) - then + (not teamHero[a.dynamicId] and not teamHero[b.dynamicId]) then if a.heroConfig.Natural == b.heroConfig.Natural then local aGodLv = GodSoulManager.GetGodSoulLv(a.dynamicId) local bGodLv = GodSoulManager.GetGodSoulLv(b.dynamicId) @@ -4694,11 +4605,12 @@ function this.SortHeroDatas(_heroDatas) end) end ---脱下皮肤 +-- 脱下皮肤 function this.ChangeDownSkinId(heroSId, skinId) for k, v in pairs(heroDatas) do if v.id == heroSId and v.skinId == skinId then - NetManager.ChangeHeroSkin(v.dynamicId, 0, function() end) + NetManager.ChangeHeroSkin(v.dynamicId, 0, function() + end) v.skinId = 0 v.skinConfig = heroConfig[v.id] v.live = GetResourcePath(v.skinConfig.Live) @@ -4721,7 +4633,7 @@ function this.GetAllHerosByStar(curStar) return heros end ---判断是否是十一星神将 +-- 判断是否是十一星神将 function this.IsElevenStar(v) -- body if v == this.awakeNextStarIndex then @@ -4731,10 +4643,10 @@ function this.IsElevenStar(v) end end ---判断是否是十天赋神将 IsTenTalent +-- 判断是否是十天赋神将 IsTenTalent function this.IsTenTalent(v) -- body - --print(v," ")--,heroConfig[v].MaxRank) + -- print(v," ")--,heroConfig[v].MaxRank) if heroConfig[v].MaxRank >= this.awakeStarIndex then return true else @@ -4742,16 +4654,16 @@ function this.IsTenTalent(v) end end ---套装新属性计算 ---{{Star,{4#61#100}},{},{} +-- 套装新属性计算 +-- {{Star,{4#61#100}},{},{} local equipSuiteConfig = ConfigManager.GetConfig(ConfigName.EquipSuiteConfig) function this.GetCurHeroEquipSuitPros(equipIdList) local equipSuit = {} local curEquipLists = {} for i = 1, #equipIdList do - --套装加成 + -- 套装加成 local curEquip = EquipManager.GetSingleEquipData(equipIdList[i]) - if equipSuiteConfig[curEquip.equipConfig.Star] then --有套装 + if equipSuiteConfig[curEquip.equipConfig.Star] then -- 有套装 table.insert(curEquipLists, curEquip) end end @@ -4765,7 +4677,7 @@ function this.GetCurHeroEquipSuitPros(equipIdList) local configInfo = equipSuiteConfig[curEquipLists[i].equipConfig.Star] if configInfo and num > 1 then -- LogPink("curEquipLists[i].equipConfig.Star "..curEquipLists[i].equipConfig.Star.." "..num) - local curequipSuit = { configInfo.Id, configInfo.SuiteValue[num - 1] } + local curequipSuit = {configInfo.Id, configInfo.SuiteValue[num - 1]} table.insert(equipSuit, 1, curequipSuit) end num = num - 1 @@ -4781,9 +4693,9 @@ function this.GetCurHeroBaiJinEquipSuitPros(equipIdList) local equipSuit = {} local curEquipLists = {} for i = 1, #equipIdList do - --套装加成 + -- 套装加成 local curEquip = EquipManager.GetSingleEquipData(equipIdList[i]) - if equipSuiteConfig[curEquip.equipConfig.Star] then --有套装 + if equipSuiteConfig[curEquip.equipConfig.Star] then -- 有套装 table.insert(curEquipLists, curEquip) end end @@ -4801,7 +4713,7 @@ function this.GetCurHeroBaiJinEquipSuitPros(equipIdList) local skill = configInfo.SuiteSkill[x] if skill[1] == num then -- LogPink("curEquipLists[i].equipConfig.Star "..configInfo.Id.." "..num) - local curequipSuit = { configInfo.Id, skill } + local curequipSuit = {configInfo.Id, skill} table.insert(equipSuit, 1, curequipSuit) break end @@ -4815,11 +4727,11 @@ function this.GetCurHeroBaiJinEquipSuitPros(equipIdList) return equipSuit end ---设置英雄皮肤脏数据 +-- 设置英雄皮肤脏数据 function this.SetHerosSkinWarPowerState() for i, v in pairs(heroDatas) do if v.skinId ~= 0 then - --设置战斗力脏数据 + -- 设置战斗力脏数据 HeroPropManager.SetDirtyByType(i, Hero_Prop_Type.SkinAdd) end end @@ -4851,13 +4763,13 @@ end function this.UpdateSingleHeroWarPower(dynamicId) if dynamicId and heroDatas[dynamicId] then - HeroPropManager.SetHeroDirty(dynamicId) --SetDirtyByType(dynamicId, Hero_Prop_Type.Base) + HeroPropManager.SetHeroDirty(dynamicId) -- SetDirtyByType(dynamicId, Hero_Prop_Type.Base) -- heroDatas[dynamicId].warPower = this.CalculateHeroAllProValList(1, dynamicId, false)[HeroProType.WarPower] -- LogGreen(heroDatas[dynamicId].heroConfig.ReadingName.." "..heroDatas[dynamicId].lv.." warPower ".. heroDatas[dynamicId].warPower) end end ---查找英雄身上的装备List +-- 查找英雄身上的装备List function this.GetEquipedEquipList() local EquipedEquipList = {} for _, heroData in ipairs(this.heroDataLists) do @@ -4869,7 +4781,7 @@ function this.GetEquipedEquipList() return EquipedEquipList end ---通过装备id找英雄id +-- 通过装备id找英雄id function this.GetHeroIdByEquipId(_id) for _, heroData in ipairs(this.heroDataLists) do for i = 1, #heroData.equipIdList do @@ -4880,7 +4792,7 @@ function this.GetHeroIdByEquipId(_id) end end ---通过装备id找英雄idList +-- 通过装备id找英雄idList function this.GetHeroIdListByEquipId(_id) local heroList = {} for _, heroData in ipairs(this.heroDataLists) do @@ -4899,15 +4811,16 @@ function this.CheckIsUpTreasure(Did, index) return false end local curEquipData = EquipTreasureManager.GetSingleEquipTreasreData(Did) or - MonsterCampManager.GetSingleTreasureByIdDyn(Did) or ExpeditionManager.GetSingleTreasureByIdDyn(Did) or - GoodFriendManager.GetSingleTreasureByIdDyn(Did) + MonsterCampManager.GetSingleTreasureByIdDyn(Did) or + ExpeditionManager.GetSingleTreasureByIdDyn(Did) or + GoodFriendManager.GetSingleTreasureByIdDyn(Did) local isMax, isMatEnough, items local indexType = curEquipData.equipType == 1 and HarmonyAddType.HunSoulPrint or HarmonyAddType.LingSoulPrint if index == 1 then isMax = curEquipData.lv == curEquipData.maxLv items, isMatEnough = this.GetCostItems(curEquipData, curEquipData.strongConfig) - isMatEnough = isMatEnough and - --not (HarmonyManager.IsInfo(curEquipData.upHeroDid) and HarmonyManager.GetSingleAdditions(indexType) ~= -1) + isMatEnough = + isMatEnough and -- not (HarmonyManager.IsInfo(curEquipData.upHeroDid) and HarmonyManager.GetSingleAdditions(indexType) ~= -1) not (HarmonyManager.IsInfo(curEquipData.upHeroDid)) elseif index == 2 then isMax = curEquipData.refineLv == curEquipData.maxRefineLv @@ -4921,9 +4834,8 @@ function this.CheckIsUpTreasure(Did, index) -- local lvUpCost= ConfigManager.GetConfigData(ConfigName.GodHoodTreeLevel,curEquipData.treeLv).LvupCost -- isMatEnough=BagManager.GetItemCountById(lvUpCost[1])>=lvUpCost[2] else - --红点修改 - isMax = (curEquipData.lv == curEquipData.maxLv) and - (curEquipData.refineLv == curEquipData.maxRefineLv) --and (curEquipData.treeLv>=curEquipData.maxTreeLv) + -- 红点修改 + isMax = (curEquipData.lv == curEquipData.maxLv) and (curEquipData.refineLv == curEquipData.maxRefineLv) -- and (curEquipData.treeLv>=curEquipData.maxTreeLv) items, isMatEnough = this.GetCostItems(curEquipData, curEquipData.refineConfig) if not isMatEnough then items, isMatEnough = this.GetCostItems(curEquipData, curEquipData.strongConfig) @@ -4940,7 +4852,7 @@ function this.CheckIsUpTreasure(Did, index) return false end ---获取消耗物品数据 +-- 获取消耗物品数据 function this.GetCostItems(curEquipData, _config) if _config == nil then return @@ -4968,7 +4880,7 @@ function this.GetCostItems(curEquipData, _config) for i = 1, #config.JewelExpend do local id = config.JewelExpend[i] local item = {} - --同类型宝物 + -- 同类型宝物 local type = id[1] if type == 1 then item.id = curEquipData.id @@ -5050,7 +4962,7 @@ function this.GetHoodTreeUpCost(_treeLv) end function this.CalculatePvpBonusForShow(data) - --因为后端无法区分是否为PVP,所以前端处理,把PVP伤害加成和减免从伤害加成和减免中去除 + -- 因为后端无法区分是否为PVP,所以前端处理,把PVP伤害加成和减免从伤害加成和减免中去除 if data[51] and data[69] then data[51] = data[51] - data[69] or 0 end @@ -5070,7 +4982,7 @@ function this.InVersion(heroTid) return end local serverOpenTime = PlayerManager.GetServerOpenTime() - local openDay = math.ceil(math.max(0, GetTimeStamp() - serverOpenTime) / (60 * 60 * 24)) --当前是开服第几天 + local openDay = math.ceil(math.max(0, GetTimeStamp() - serverOpenTime) / (60 * 60 * 24)) -- 当前是开服第几天 if openDay >= con.Version then return true end @@ -5083,7 +4995,7 @@ function this.ChipIdToHeroId(chipId) end end ---获取对应的属性描述 +-- 获取对应的属性描述 function this.GetAttSingleText(id, value) if propertyConfig[id].Style == 1 then return propertyConfig[id].Info, string.format("+%s", value) @@ -5092,7 +5004,7 @@ function this.GetAttSingleText(id, value) end end ---获取对应的特训属性 +-- 获取对应的特训属性 function this.GetHeroTrainingAddPro(_id) local hero = nil for i = 1, #this.heroDataLists do @@ -5113,7 +5025,7 @@ function this.GetHeroTrainingAddPro(_id) trainData.TrainSettingID) local datas = {} for i = 1, #trainingsetting do - --LogError(trainingsetting[i].Level) + -- LogError(trainingsetting[i].Level) if trainingsetting[i].Level < level then for j = 1, #trainingsetting[i].AttackProperty do local tAttack = trainingsetting[i].AttackProperty[j] @@ -5140,7 +5052,7 @@ function this.GetHeroTrainingAddPro(_id) end end elseif trainingsetting[i].Level == level then - --LogError("trainfinfo"..hero.HeroTraining.attackExp..trainingsetting[i].TrainExp1 ) + -- LogError("trainfinfo"..hero.HeroTraining.attackExp..trainingsetting[i].TrainExp1 ) if hero.HeroTraining.attackExp >= trainingsetting[i].TrainExp1 then for j = 1, #trainingsetting[i].AttackProperty do local tAttack = trainingsetting[i].AttackProperty[j] @@ -5176,7 +5088,7 @@ function this.GetHeroTrainingAddPro(_id) return datas end ---判断是否能解锁特训技能 +-- 判断是否能解锁特训技能 function this.CheckTrainingCanLevelUp(heroData, trainingData) if not trainingData then return false @@ -5193,7 +5105,8 @@ function this.CheckTrainingCanLevelUp(heroData, trainingData) for i = 1, #OtherCondition do local t = OtherCondition[i] for j = 1, #this.heroDataLists do - if this.heroDataLists[j].id == t[1] and this.heroDataLists[j].HeroTraining.trainingLv >= t[2] and #this.heroDataLists[j].HeroTraining.unlockIds >= t[3] then + if this.heroDataLists[j].id == t[1] and this.heroDataLists[j].HeroTraining.trainingLv >= t[2] and + #this.heroDataLists[j].HeroTraining.unlockIds >= t[3] then if not conditioncheckCount[this.heroDataLists[j].id] then conditioncheckCount[this.heroDataLists[j].id] = 1 end @@ -5212,7 +5125,7 @@ function this.CheckTrainingCanLevelUp(heroData, trainingData) return lock end ---判断是否特训满了 +-- 判断是否特训满了 function this.IsHeroTrainingMax(heroData) local t = ConfigManager.TryGetAllConfigsDataByKey(ConfigName.Train, "HeroID", heroData.id) if #t == 0 then @@ -5227,7 +5140,7 @@ function this.IsHeroTrainingMax(heroData) return false end ---礼物格子 +-- 礼物格子 function this.ReturnGiftCount() local count = 0 if not CheckFunctionOpen(FUNCTION_OPEN_TYPE.Train) then @@ -5307,7 +5220,8 @@ function this.RefreshRedShow(curHeroData) if not TrainingSetting then return false end - if (TrainingSetting.TrainExp1 > curHeroData.HeroTraining.attackExp or TrainingSetting.TrainExp2 > curHeroData.HeroTraining.defenseExp or TrainingSetting.TrainExp3 > curHeroData.HeroTraining.hpExp) then + if (TrainingSetting.TrainExp1 > curHeroData.HeroTraining.attackExp or TrainingSetting.TrainExp2 > + curHeroData.HeroTraining.defenseExp or TrainingSetting.TrainExp3 > curHeroData.HeroTraining.hpExp) then isSHow = false end