Merge branch 'master_develop' of http://60.1.1.230/gaoxin/JL_Client into master_develop

# Conflicts:
#	Assets/ManagedResources/~Lua/Common/functions.lua
dev_chengFeng
jiaoyangna 2020-07-28 15:08:24 +08:00
commit d5b15a17ee
14 changed files with 173 additions and 127 deletions

View File

@ -409,13 +409,13 @@ function SetHeroBg(bg,cardBg,star,quality)
local bai = Util.GetGameObject(bg,"Effect_UI_yansekuang_BaiSe") local bai = Util.GetGameObject(bg,"Effect_UI_yansekuang_BaiSe")
if star <= 5 then if star <= 5 then
bg:GetComponent("Image").sprite = Util.LoadSprite(GetHeroCardStarImage[1]) bg:GetComponent("Image").sprite = Util.LoadSprite(GetHeroCardStarImage[1])
cardBg:GetComponent("Image").sprite = Util.LoadSprite(GetHeroCardQuantityImage[quality]) cardBg:GetComponent("Image").sprite = Util.LoadSprite(GetHeroCardQuantityImage[star])
if hong then if hong then
hong.gameObject:SetActive(false) hong.gameObject:SetActive(false)
end end
if bai then if bai then
bai.gameObject:SetActive(false) bai.gameObject:SetActive(false)
end end
elseif star <= 10 then elseif star <= 10 then
bg:GetComponent("Image").sprite = Util.LoadSprite(GetHeroCardStarImage[2]) bg:GetComponent("Image").sprite = Util.LoadSprite(GetHeroCardStarImage[2])
cardBg:GetComponent("Image").sprite = Util.LoadSprite(GetHeroCardQuantityImage[10]) cardBg:GetComponent("Image").sprite = Util.LoadSprite(GetHeroCardQuantityImage[10])
@ -702,25 +702,39 @@ end
--通过item稀有度读取背景框 --通过item稀有度读取背景框
function GetQuantityImageByquality(quality,star) function GetQuantityImageByquality(quality,star)
if star and star > 5 then if star then--and star > 5
return "r_characterbg_gules" if star == 1 then
elseif quality == 1 then return "r_characterbg_gray"
return "r_characterbg_gray" elseif star == 2 then
elseif quality == 2 then return "r_characterbg_green"
return "r_characterbg_green" elseif star == 3 then
elseif quality == 3 then return "r_characterbg_blue"
return "r_characterbg_blue" elseif star == 4 then
elseif quality == 4 then return "r_characterbg_purple"
return "r_characterbg_purple" elseif star == 5 then
elseif quality == 5 then return "r_characterbg_goden"
return "r_characterbg_goden" elseif star == 6 then
elseif quality == 6 then return "r_characterbg_gules"
return "r_characterbg_gules" elseif star >= 7 then
elseif quality == 7 then return "t_tongyong_topkaung"
return "t_tongyong_topkaung" end
else else
return "t_tongyong_topkaung" if quality == 0 or quality == 1 then
end return "r_characterbg_gray"
elseif quality == 2 then
return "r_characterbg_green"
elseif quality == 3 then
return "r_characterbg_blue"
elseif quality == 4 then
return "r_characterbg_purple"
elseif quality == 5 then
return "r_characterbg_goden"
elseif quality == 6 then
return "r_characterbg_gules"
elseif quality >= 7 then
return "t_tongyong_topkaung"
end
end
end end
@ -783,22 +797,38 @@ function GetHeroChipQuantityImageByquality(quality)
end end
--通过Hero稀有度读取背景框(小) --通过Hero稀有度读取背景框(小)
function GetHeroQuantityImageByquality(quality,star) function GetHeroQuantityImageByquality(quality,star)
if star and star > 5 then if star then--and star > 5
return "r_characterbg_gules" if star == 1 then
elseif quality == 0 or quality == 1 then return "r_characterbg_gray"
return "r_characterbg_gray" elseif star == 2 then
elseif quality == 2 then return "r_characterbg_green"
return "r_characterbg_green" elseif star == 3 then
elseif quality == 3 then return "r_characterbg_blue"
return "r_characterbg_blue" elseif star == 4 then
elseif quality == 4 then return "r_characterbg_purple"
return "r_characterbg_purple" elseif star == 5 then
elseif quality == 5 then return "r_characterbg_goden"
return "r_characterbg_goden" elseif star == 6 then
elseif quality == 6 then return "r_characterbg_gules"
return "r_characterbg_gules" elseif star >= 7 then
elseif quality >= 7 then return "t_tongyong_topkaung"
return "t_tongyong_topkaung" end
else
if quality == 0 or quality == 1 then
return "r_characterbg_gray"
elseif quality == 2 then
return "r_characterbg_green"
elseif quality == 3 then
return "r_characterbg_blue"
elseif quality == 4 then
return "r_characterbg_purple"
elseif quality == 5 then
return "r_characterbg_goden"
elseif quality == 6 then
return "r_characterbg_gules"
elseif quality >= 7 then
return "t_tongyong_topkaung"
end
end end
end end
--通过Hero稀有度读取背景框(卡库)外框 --通过Hero稀有度读取背景框(卡库)外框

View File

@ -239,7 +239,6 @@ end
function this.RequestBetBaseInfo(func,isPlayBattle) function this.RequestBetBaseInfo(func,isPlayBattle)
-- 未开启 -- 未开启
if not this.IsTopMatchActive() then if not this.IsTopMatchActive() then
LogGreen("this.isCanBet = false ")
this.isCanBet = false this.isCanBet = false
if func then func() end if func then func() end
return return
@ -248,22 +247,22 @@ function this.RequestBetBaseInfo(func,isPlayBattle)
NetManager.GetBetMatchInfo(0, function(msg) NetManager.GetBetMatchInfo(0, function(msg)
this.betBattleInfo = msg.championBattleInfo this.betBattleInfo = msg.championBattleInfo
isChange = false isChange = false
LogGreen("竞猜双方uid "..msg.championBattleInfo.myInfo.uid.." "..msg.championBattleInfo.enemyInfo.uid) -- LogGreen("竞猜双方uid "..msg.championBattleInfo.myInfo.uid.." "..msg.championBattleInfo.enemyInfo.uid)
this.betRateInfo = msg.championBetInfo this.betRateInfo = msg.championBetInfo
this.myBetTarget = msg.winUid this.myBetTarget = msg.winUid
this.myBetCoins = msg.myBetCoins this.myBetCoins = msg.myBetCoins
LogGreen("this.myBetTarget = msg.winUid "..this.myBetTarget.." "..msg.winUid) -- LogGreen("this.myBetTarget = msg.winUid "..this.myBetTarget.." "..msg.winUid)
this.process = msg.process this.process = msg.process
LogGreen("竞猜msg.process "..msg.process) -- LogGreen("竞猜msg.process "..msg.process)
Log(string.format(Language[10114], msg.winUid, msg.championBetInfo.id, msg.championBetInfo.redCoins, msg.championBetInfo.blueCoins)) Log(string.format(Language[10114], msg.winUid, msg.championBetInfo.id, msg.championBetInfo.redCoins, msg.championBetInfo.blueCoins))
-- 可以竞猜了 -- 可以竞猜了
this.isCanBet = true this.isCanBet = true
LogGreen("this.isCanBet = true ") -- LogGreen("this.isCanBet = true ")
Game.GlobalEvent:DispatchEvent(GameEvent.TopMatch.OnGuessDataUpdate) Game.GlobalEvent:DispatchEvent(GameEvent.TopMatch.OnGuessDataUpdate)
Game.GlobalEvent:DispatchEvent(GameEvent.TopMatch.OnGuessRateUpdate) Game.GlobalEvent:DispatchEvent(GameEvent.TopMatch.OnGuessRateUpdate)
LogGreen("this.baseInfo.battleState "..this.baseInfo.battleState) -- LogGreen("this.baseInfo.battleState "..this.baseInfo.battleState)
if this.baseInfo.battleState == TOP_MATCH_TIME_STATE.OPEN_IN_END and isPlayBattle then if this.baseInfo.battleState == TOP_MATCH_TIME_STATE.OPEN_IN_END and isPlayBattle then
LogGreen("this.baseInfo.battleState "..this.baseInfo.battleState) -- LogGreen("this.baseInfo.battleState "..this.baseInfo.battleState)
--当历史战斗记录以决出胜负 说明此时是第三场 不需要自动播放战斗动画 --当历史战斗记录以决出胜负 说明此时是第三场 不需要自动播放战斗动画
if not ArenaTopMatchManager.GetIsBattleEndState(this.CurTabIndex) then if not ArenaTopMatchManager.GetIsBattleEndState(this.CurTabIndex) then
--推送信息的not时候判断是否需要播放动画 --推送信息的not时候判断是否需要播放动画
@ -350,12 +349,12 @@ function this.RequestBetHistory(func)
end end
-- 竞猜成功回调 -- 竞猜成功回调
function this.OnGuessSuccess(msg) -- function this.OnGuessSuccess(msg)
-- LogGreen("竞猜成功回调") -- LogGreen("竞猜成功回调")
-- if this.isLogin then return end--上来就弹新关卡界面 所以不弹 -- if this.isLogin then return end--上来就弹新关卡界面 所以不弹
-- if MapManager.isInMap or UIManager.IsOpen(UIName.BattlePanel) or UIManager.IsOpen(UIName.ArenaTopMatchPanel) then return end--在关卡里 副本里不弹 新加巅峰赛界面不弹 -- if MapManager.isInMap or UIManager.IsOpen(UIName.BattlePanel) or UIManager.IsOpen(UIName.ArenaTopMatchPanel) then return end--在关卡里 副本里不弹 新加巅峰赛界面不弹
-- UIManager.OpenPanel(UIName.GuessCoinDropPopup, msg.roundTimes, msg.itemId, msg.itemNum) -- UIManager.OpenPanel(UIName.GuessCoinDropPopup, msg.roundTimes, msg.itemId, msg.itemNum)
end -- end
-- 判断是否可以竞猜 -- 判断是否可以竞猜
function this.IsCanBet() function this.IsCanBet()
@ -409,11 +408,11 @@ function this.Request_32_EliminationData(func)
if this.baseInfo.battleStage ~= TOP_MATCH_STAGE.ELIMINATION and this.baseInfo.battleStage~= TOP_MATCH_STAGE.OVER then return end if this.baseInfo.battleStage ~= TOP_MATCH_STAGE.ELIMINATION and this.baseInfo.battleStage~= TOP_MATCH_STAGE.OVER then return end
NetManager.GetTopMatchEliminationInfo(1, function(msg) NetManager.GetTopMatchEliminationInfo(1, function(msg)
LogPink("获取32强数据成功, 数据长度 = "..#msg.championBattlePairInfo) -- LogPink("获取32强数据成功, 数据长度 = "..#msg.championBattlePairInfo)
for i = 1, #msg.championBattlePairInfo do -- for i = 1, #msg.championBattlePairInfo do
LogPink("roundTImes "..msg.championBattlePairInfo[i].roundTImes.." .teamId "..msg.championBattlePairInfo[i].teamId.." .position ".. msg.championBattlePairInfo[i].position -- LogPink("roundTImes "..msg.championBattlePairInfo[i].roundTImes.." .teamId "..msg.championBattlePairInfo[i].teamId.." .position ".. msg.championBattlePairInfo[i].position
.." attackInfo.uid ".. msg.championBattlePairInfo[i].attackInfo.uid.." defInfo.uid ".. msg.championBattlePairInfo[i].defInfo.uid.." fightResult ".. msg.championBattlePairInfo[i].fightResult) -- .." attackInfo.uid ".. msg.championBattlePairInfo[i].attackInfo.uid.." defInfo.uid ".. msg.championBattlePairInfo[i].defInfo.uid.." fightResult ".. msg.championBattlePairInfo[i].fightResult)
end -- end
this.EliminationData_32 = this.RequestEliminationDataMerge(msg.championBattlePairInfo) this.EliminationData_32 = this.RequestEliminationDataMerge(msg.championBattlePairInfo)
-- this.EliminationData_32 = msg.championBattlePairInfo -- this.EliminationData_32 = msg.championBattlePairInfo
if func then func() end if func then func() end
@ -429,12 +428,12 @@ function this.Request_4_EliminationData(func)
NetManager.GetTopMatchEliminationInfo(2, function(msg) NetManager.GetTopMatchEliminationInfo(2, function(msg)
-- this.EliminationData_4 = msg.championBattlePairInfo -- this.EliminationData_4 = msg.championBattlePairInfo
LogPink("获取4强数据成功, 数据长度 = "..#msg.championBattlePairInfo) -- LogPink("获取4强数据成功, 数据长度 = "..#msg.championBattlePairInfo)
for i = 1, #msg.championBattlePairInfo do -- for i = 1, #msg.championBattlePairInfo do
LogPink("roundTImes "..msg.championBattlePairInfo[i].roundTImes.." .teamId "..msg.championBattlePairInfo[i].teamId.." .position ".. msg.championBattlePairInfo[i].position) -- LogPink("roundTImes "..msg.championBattlePairInfo[i].roundTImes.." .teamId "..msg.championBattlePairInfo[i].teamId.." .position ".. msg.championBattlePairInfo[i].position)
end -- end
this.EliminationData_4 = this.RequestEliminationDataMerge(msg.championBattlePairInfo) this.EliminationData_4 = this.RequestEliminationDataMerge(msg.championBattlePairInfo)
LogPink("获取4强数据成功, 数据长度 = "..#this.EliminationData_4) -- LogPink("获取4强数据成功, 数据长度 = "..#this.EliminationData_4)
if func then func() end if func then func() end
end) end)
end end
@ -451,7 +450,7 @@ function this.RequestEliminationDataMerge(EliminationData)
table.insert(newEliminationData[curKey],EliminationDataV) table.insert(newEliminationData[curKey],EliminationDataV)
end end
end end
LogPink("newEliminationData, 数据长度 = "..LengthOfTable(newEliminationData)) -- LogPink("newEliminationData, 数据长度 = "..LengthOfTable(newEliminationData))
local datas = {} local datas = {}
for newEliminationDataI, newEliminationDataV in pairs(newEliminationData) do for newEliminationDataI, newEliminationDataV in pairs(newEliminationData) do
-- LogPink("newEliminationDataI "..newEliminationDataI) -- LogPink("newEliminationDataI "..newEliminationDataI)
@ -560,7 +559,7 @@ end
-- 获取当前阶段名称 -- 获取当前阶段名称
function this.GetCurTopMatchName() function this.GetCurTopMatchName()
LogPink("```````````````````````````````````````````````````") -- LogPink("```````````````````````````````````````````````````")
LogPink("this.baseInfo.progress "..this.baseInfo.progress) LogPink("this.baseInfo.progress "..this.baseInfo.progress)
local titleName = Language[10121]--逐胜之巅 local titleName = Language[10121]--逐胜之巅
local stageName = "" local stageName = ""
@ -676,15 +675,15 @@ function this.GetRankNameByRank(rank)
end end
--- 判断淘汰赛阶段的轮数 --- 判断淘汰赛阶段的轮数
local maxTurn = this.GetEliminationMaxRound() local maxTurn = this.GetEliminationMaxRound()
LogPink("maxTurn "..maxTurn) -- LogPink("maxTurn "..maxTurn)
if curTurn <= 0 then curTurn = maxTurn end if curTurn <= 0 then curTurn = maxTurn end
local opTurn = maxTurn - curTurn + 1 --- 将服务器发过来的轮数倒序,方便计算 local opTurn = maxTurn - curTurn + 1 --- 将服务器发过来的轮数倒序,方便计算
--- 如果是结算状态,按下一轮处理 --- 如果是结算状态,按下一轮处理
LogPink("opTurn "..opTurn) -- LogPink("opTurn "..opTurn)
if curState == TOP_MATCH_TIME_STATE.OPEN_IN_END or curState == TOP_MATCH_TIME_STATE.OVER then if curState == TOP_MATCH_TIME_STATE.OPEN_IN_END or curState == TOP_MATCH_TIME_STATE.OVER then
opTurn = opTurn - 1 opTurn = opTurn - 1
end end
LogPink("opTurn "..opTurn) -- LogPink("opTurn "..opTurn)
--- 轮数为0表示决赛的结算阶段 --- 轮数为0表示决赛的结算阶段
if opTurn == 0 then if opTurn == 0 then
if rank == 1 then if rank == 1 then
@ -777,7 +776,7 @@ function this.RequestRankData(page,func)
local length=#this.rankData local length=#this.rankData
for i, v in ipairs(msg.rankInfos) do for i, v in ipairs(msg.rankInfos) do
if v.personInfo.rank<=8 then if v.personInfo.rank<=8 then
LogGreen("前八名数据 "..length+i.." uid "..v.personInfo.uid) -- LogGreen("前八名数据 "..length+i.." uid "..v.personInfo.uid)
this.rankData[length+i]=v.personInfo this.rankData[length+i]=v.personInfo
end end
end end
@ -926,8 +925,8 @@ function this.GetIsBattleEndState(type)
oldTwoOutOfThreeIndex = this.GetBaseData().process oldTwoOutOfThreeIndex = this.GetBaseData().process
elseif type == 2 then--竞猜 elseif type == 2 then--竞猜
oldTwoOutOfThreeIndex = this.GetProcess() oldTwoOutOfThreeIndex = this.GetProcess()
LogPink("oldTwoOutOfThreeIndex "..oldTwoOutOfThreeIndex)
end end
-- LogPink("oldTwoOutOfThreeIndex "..oldTwoOutOfThreeIndex)
local baseData = ArenaTopMatchManager.GetBaseData() local baseData = ArenaTopMatchManager.GetBaseData()
-- 没开启或者开启没参赛都属于未参赛 -- 没开启或者开启没参赛都属于未参赛
local isJoin = baseData.joinState == 1 local isJoin = baseData.joinState == 1
@ -947,7 +946,7 @@ function this.GetCurTabIndex()
end end
--是否显示竞猜结果 --是否显示竞猜结果
function this.SetcurIsShowDoGuessPopup(isShow) function this.SetcurIsShowDoGuessPopup(isShow)
LogRed("SetcurIsShowDoGuessPopup "..tostring(isShow)) -- LogRed("SetcurIsShowDoGuessPopup "..tostring(isShow))
this.curIsShowDoGuessPopup = isShow this.curIsShowDoGuessPopup = isShow
end end
function this.GetcurIsShowDoGuessPopup() function this.GetcurIsShowDoGuessPopup()
@ -973,7 +972,7 @@ function this.ChangeData(type)
oldTwoOutOfThreeIndex = this.GetProcess() oldTwoOutOfThreeIndex = this.GetProcess()
end end
if oldTwoOutOfThreeIndex == 0 or oldTwoOutOfThreeIndex == 1 then if oldTwoOutOfThreeIndex == 0 or oldTwoOutOfThreeIndex == 1 then
LogPink("isChange "..tostring(isChange)) -- LogPink("isChange "..tostring(isChange))
if not isChange then if not isChange then
old_baseInfo_battleState = this.baseInfo.battleState old_baseInfo_battleState = this.baseInfo.battleState
old_baseInfo_endTime = this.baseInfo.endTime old_baseInfo_endTime = this.baseInfo.endTime
@ -1058,11 +1057,11 @@ function this.RefreshGuessTipView()
local myBetTarget = ArenaTopMatchManager.GetMyBetTarget() local myBetTarget = ArenaTopMatchManager.GetMyBetTarget()
local IsBeted = myBetTarget and myBetTarget ~= 0 local IsBeted = myBetTarget and myBetTarget ~= 0
local isShow = ArenaTopMatchManager.GetcurIsShowDoGuessPopup() local isShow = ArenaTopMatchManager.GetcurIsShowDoGuessPopup()
LogGreen("isShow "..tostring(isShow)) -- LogGreen("isShow "..tostring(isShow))
-- if -- if
local upWinNum,downWinNum = ArenaTopMatchManager.GetTwoOutOfThreeInfo(2) local upWinNum,downWinNum = ArenaTopMatchManager.GetTwoOutOfThreeInfo(2)
local isBattleEnd = (upWinNum >= 2 or downWinNum >= 2) local isBattleEnd = (upWinNum >= 2 or downWinNum >= 2)
LogRed("三局两胜是否结束 "..tostring(isBattleEnd)) -- LogRed("三局两胜是否结束 "..tostring(isBattleEnd))
--打开竞猜提示(处于秋后算账) --打开竞猜提示(处于秋后算账)
if IsBeted and isShow and (isBattleEnd and this.baseInfo.battleStage == TOP_MATCH_STAGE.ELIMINATION or this.baseInfo. battleStage == TOP_MATCH_STAGE.CHOOSE) then if IsBeted and isShow and (isBattleEnd and this.baseInfo.battleStage == TOP_MATCH_STAGE.ELIMINATION or this.baseInfo. battleStage == TOP_MATCH_STAGE.CHOOSE) then
if this.baseInfo.battleState == TOP_MATCH_TIME_STATE.OPEN_IN_END then if this.baseInfo.battleState == TOP_MATCH_TIME_STATE.OPEN_IN_END then

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@ -90,7 +90,6 @@ function ArenaTopMatchPanel:OnOpen(...)
local args = {...} local args = {...}
this._CurTabIndex = args[1] or 1 this._CurTabIndex = args[1] or 1
ArenaTopMatchManager.SetCurTabIndex(this._CurTabIndex) ArenaTopMatchManager.SetCurTabIndex(this._CurTabIndex)
LogGreen("``````````````````````````````````````this._CurTabIndex "..this._CurTabIndex)
ArenaTopMatchManager.RequestTopMatchBaseInfo() ArenaTopMatchManager.RequestTopMatchBaseInfo()
end end
@ -98,12 +97,10 @@ end
function ArenaTopMatchPanel:OnShow() function ArenaTopMatchPanel:OnShow()
commonTitle:OnShow() commonTitle:OnShow()
if this.TabCtrl then if this.TabCtrl then
LogBlue("this._CurTabIndex1 "..this._CurTabIndex)
if this._CurTabIndex > 5 then if this._CurTabIndex > 5 then
ArenaTopMatchManager.SetCurTabIndex(2) ArenaTopMatchManager.SetCurTabIndex(2)
end end
this._CurTabIndex = ArenaTopMatchManager.GetCurTabIndex() this._CurTabIndex = ArenaTopMatchManager.GetCurTabIndex()
LogBlue("this._CurTabIndex2 "..this._CurTabIndex)
this.TabCtrl:ChangeTab(this._CurTabIndex) this.TabCtrl:ChangeTab(this._CurTabIndex)
end end
SoundManager.PlayMusic(SoundConfig.BGM_Arena) SoundManager.PlayMusic(SoundConfig.BGM_Arena)
@ -166,7 +163,6 @@ end
-- --
function this.OpenView(index) function this.OpenView(index)
this._CurLogicIndex = index this._CurLogicIndex = index
LogGreen("``````````````````````````````````````index "..index)
ArenaTopMatchManager.SetCurTabIndex(index) ArenaTopMatchManager.SetCurTabIndex(index)
this._CurTabIndex = index this._CurTabIndex = index
@ -206,7 +202,6 @@ function this.OpenView(index)
end end
function this.CloseView(index) function this.CloseView(index)
LogGreen(this._CurLogicIndex.." "..index)
-- if this._CurLogicIndex ~= index then return end -- if this._CurLogicIndex ~= index then return end
local logic = this.ViewLogicList[index] local logic = this.ViewLogicList[index]
if logic then if logic then

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@ -100,7 +100,6 @@ function ATM_EliminationView:OnOpen(...)
this.empty:SetActive(not _IsShowData) this.empty:SetActive(not _IsShowData)
this.middle:SetActive(_IsShowData) this.middle:SetActive(_IsShowData)
GroupIndex=1 GroupIndex=1
LogRed("battleState "..battleState)
-- if battleState==1 then return end -- if battleState==1 then return end
if this.tabCtrl then if this.tabCtrl then
this.tabCtrl:ChangeTab(1) this.tabCtrl:ChangeTab(1)

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@ -51,7 +51,7 @@ local function _CheckGuess()
PopupTipPanel.ShowTip(Language[10166]) PopupTipPanel.ShowTip(Language[10166])
return false return false
end end
LogRed("isCanGuessByBattleEndState "..tostring(isCanGuessByBattleEndState)) -- LogRed("isCanGuessByBattleEndState "..tostring(isCanGuessByBattleEndState))
if baseInfo.battleState == TOP_MATCH_TIME_STATE.OPEN_IN_GUESS and isCanGuessByBattleEndState then if baseInfo.battleState == TOP_MATCH_TIME_STATE.OPEN_IN_GUESS and isCanGuessByBattleEndState then
return true return true
end end
@ -204,7 +204,6 @@ function this.RefreshBaseShow()
if IsCanBet then -- 判断是否有竞猜信息 if IsCanBet then -- 判断是否有竞猜信息
local betBattleInfo = ArenaTopMatchManager.GetBetBattleInfo() local betBattleInfo = ArenaTopMatchManager.GetBetBattleInfo()
this.emptyPanel:SetActive(false) this.emptyPanel:SetActive(false)
LogGreen("sssssssssssss "..tostring(IsCanBet))
this.guessPanel:SetActive(true) this.guessPanel:SetActive(true)
commonInfo.SetActive(true) commonInfo.SetActive(true)
commonInfo.SetInfoData(2, betBattleInfo.myInfo, betBattleInfo.enemyInfo, betBattleInfo.result, false,true) commonInfo.SetInfoData(2, betBattleInfo.myInfo, betBattleInfo.enemyInfo, betBattleInfo.result, false,true)
@ -213,21 +212,15 @@ function this.RefreshBaseShow()
-- 刷新赔率显示 -- 刷新赔率显示
this.RefreshBetRateShow() this.RefreshBetRateShow()
-- 有战斗结果了就显示查看详细按钮 -- 有战斗结果了就显示查看详细按钮
LogGreen("betBattleInfo.result "..betBattleInfo.result)
this.battleDetailBtn:SetActive(betBattleInfo.result ~= -1) this.battleDetailBtn:SetActive(betBattleInfo.result ~= -1)
local myBetTarget = ArenaTopMatchManager.GetMyBetTarget() local myBetTarget = ArenaTopMatchManager.GetMyBetTarget()
LogGreen(" 本地保存的竞猜uid myBetTarget "..myBetTarget)
LogGreen("betBattleInfo.enemyInfo.uid "..betBattleInfo.enemyInfo.uid)
LogGreen("betBattleInfo.myInfo.uid "..betBattleInfo.myInfo.uid)
local IsBeted = myBetTarget and myBetTarget ~= 0 local IsBeted = myBetTarget and myBetTarget ~= 0
local upWinNum,downWinNum = ArenaTopMatchManager.GetTwoOutOfThreeInfo(2) local upWinNum,downWinNum = ArenaTopMatchManager.GetTwoOutOfThreeInfo(2)
isCanGuessByBattleEndState = true isCanGuessByBattleEndState = true
LogRed("isCanGuessByBattleEndState "..tostring(isCanGuessByBattleEndState))
if battleStage == TOP_MATCH_STAGE.ELIMINATION then if battleStage == TOP_MATCH_STAGE.ELIMINATION then
if upWinNum ~= 0 or downWinNum ~= 0 then if upWinNum ~= 0 or downWinNum ~= 0 then
isCanGuessByBattleEndState = false isCanGuessByBattleEndState = false
LogRed("isCanGuessByBattleEndState "..tostring(isCanGuessByBattleEndState))
end end
end end
if IsBeted or not isCanGuessByBattleEndState then if IsBeted or not isCanGuessByBattleEndState then
@ -247,7 +240,6 @@ function this.RefreshBaseShow()
this.blueGuess:SetActive(false) this.blueGuess:SetActive(false)
end end
else else
LogGreen("sssssssssssss "..tostring(IsCanBet))
this.emptyPanel:SetActive(true) this.emptyPanel:SetActive(true)
this.guessPanel:SetActive(false) this.guessPanel:SetActive(false)
commonInfo.SetActive(false) commonInfo.SetActive(false)
@ -283,7 +275,6 @@ function this.RefreshBetRateShow()
local myBetTarget = ArenaTopMatchManager.GetMyBetTarget() local myBetTarget = ArenaTopMatchManager.GetMyBetTarget()
if battleState == TOP_MATCH_TIME_STATE.OPEN_IN_GUESS and myBetTarget and myBetTarget ~= 0 then if battleState == TOP_MATCH_TIME_STATE.OPEN_IN_GUESS and myBetTarget and myBetTarget ~= 0 then
ArenaTopMatchManager.SetCoinNum(BagManager.GetItemCountById(GUESS_COIN)) ArenaTopMatchManager.SetCoinNum(BagManager.GetItemCountById(GUESS_COIN))
Log("<color=yellow>处于战斗时 存储的临时竞猜币数量 "..BagManager.GetItemCountById(GUESS_COIN).."</color>")
end end
end end

View File

@ -160,9 +160,9 @@ function this.SetPlayerInfo()
local myResult = -1 local myResult = -1
local blueInfo = nil local blueInfo = nil
local redInfo = nil local redInfo = nil
LogPink("battleInfo.result "..battleInfo.result) -- LogPink("battleInfo.result "..battleInfo.result)
local battleEndResultSortState = true --true 战斗最终直接赋值 false 颠倒赋值 local battleEndResultSortState = true --true 战斗最终直接赋值 false 颠倒赋值
LogRed("PlayerManager.uid "..PlayerManager.uid.." "..attInfo.uid.." "..defInfo.uid) -- LogRed("PlayerManager.uid "..PlayerManager.uid.." "..attInfo.uid.." "..defInfo.uid)
if attInfo.uid == PlayerManager.uid then if attInfo.uid == PlayerManager.uid then
blueInfo = attInfo blueInfo = attInfo
redInfo = defInfo redInfo = defInfo
@ -176,7 +176,6 @@ function this.SetPlayerInfo()
end end
battleEndResultSortState = false battleEndResultSortState = false
end end
LogPink("myResult "..myResult)
--if battleInfo.result == 0 then -- 如果进攻方失败,则如果我是进攻方则我失败,反之胜利 --if battleInfo.result == 0 then -- 如果进攻方失败,则如果我是进攻方则我失败,反之胜利
-- myResult = attInfo.uid == PlayerManager.uid and 0 or 1 -- myResult = attInfo.uid == PlayerManager.uid and 0 or 1
--elseif battleInfo.result == 1 then -- 如果进攻方胜利,则如果我是进攻方则我胜利 --elseif battleInfo.result == 1 then -- 如果进攻方胜利,则如果我是进攻方则我胜利
@ -185,7 +184,6 @@ function this.SetPlayerInfo()
local baseData = ArenaTopMatchManager.GetBaseData() local baseData = ArenaTopMatchManager.GetBaseData()
commonInfo.SetActive(true) commonInfo.SetActive(true)
LogRed("battleEndResultSortState "..tostring(battleEndResultSortState))
commonInfo.SetInfoData(1, blueInfo, redInfo, myResult, baseData == TOP_MATCH_STAGE.CHOOSE,battleEndResultSortState) commonInfo.SetInfoData(1, blueInfo, redInfo, myResult, baseData == TOP_MATCH_STAGE.CHOOSE,battleEndResultSortState)
end end
@ -229,7 +227,6 @@ function this.FreshTeam()
end end
local formation = FormationManager.GetFormationByID(FormationTypeDef.ARENA_TOM_MATCH) local formation = FormationManager.GetFormationByID(FormationTypeDef.ARENA_TOM_MATCH)
for i, hero in ipairs(formation.teamHeroInfos) do for i, hero in ipairs(formation.teamHeroInfos) do
LogGreen("hero.position "..hero.position)
local heroData = HeroManager.GetSingleHeroData(hero.heroId) local heroData = HeroManager.GetSingleHeroData(hero.heroId)
local heroGo = Util.GetGameObject(this.myBaby[hero.position], "hero") local heroGo = Util.GetGameObject(this.myBaby[hero.position], "hero")
heroGo:SetActive(true) heroGo:SetActive(true)

View File

@ -176,10 +176,14 @@ function this:SortHeroDatas(_heroDatas)
if a.heroConfig.Quality == b.heroConfig.Quality then if a.heroConfig.Quality == b.heroConfig.Quality then
if a.star == b.star then if a.star == b.star then
if a.lv == b.lv then if a.lv == b.lv then
if a.id == b.id then if a.warPower == b.warPower then
return a.sortId > b.sortId if a.id == b.id then
return a.sortId > b.sortId
else
return a.id > b.id
end
else else
return a.id > b.id return a.warPower > b.warPower
end end
else else
return a.lv > b.lv return a.lv > b.lv
@ -198,10 +202,14 @@ function this:SortHeroDatas(_heroDatas)
if a.heroConfig.Quality == b.heroConfig.Quality then if a.heroConfig.Quality == b.heroConfig.Quality then
if a.star == b.star then if a.star == b.star then
if a.heroConfig.Natural == b.heroConfig.Natural then if a.heroConfig.Natural == b.heroConfig.Natural then
if a.id == b.id then if a.warPower == b.warPower then
return a.sortId > b.sortId if a.id == b.id then
return a.sortId > b.sortId
else
return a.id > b.id
end
else else
return a.id > b.id return a.warPower > b.warPower
end end
else else
return a.heroConfig.Natural > b.heroConfig.Natural return a.heroConfig.Natural > b.heroConfig.Natural

View File

@ -189,10 +189,14 @@ function this:SortHeroDatas(_heroDatas)
if a.heroConfig.Quality == b.heroConfig.Quality then if a.heroConfig.Quality == b.heroConfig.Quality then
if a.star == b.star then if a.star == b.star then
if a.lv == b.lv then if a.lv == b.lv then
if a.id == b.id then if a.warPower == b.warPower then
return a.sortId > b.sortId if a.id == b.id then
return a.sortId > b.sortId
else
return a.id > b.id
end
else else
return a.id > b.id return a.warPower > b.warPower
end end
else else
return a.lv > b.lv return a.lv > b.lv

View File

@ -259,12 +259,12 @@ function PatFacePanel:OnShowOb3Data()
elseif patFaceSingleData.OpenRules[1] == 7 then elseif patFaceSingleData.OpenRules[1] == 7 then
self.obg3nameText.text = Language[10551] self.obg3nameText.text = Language[10551]
local rewardTable = {} local rewardTable = {}
if patFaceSingleData.Id == 24 then--特殊写 id 不能变 -- if patFaceSingleData.Id == 24 then--特殊写 id 不能变
rewardTable = ConfigManager.GetConfigData(ConfigName.ChampionshipReward,1).SeasonReward--巅峰战 rewardTable = ConfigManager.GetConfigData(ConfigName.ChampionshipReward,1).SeasonReward--巅峰战
else -- else
local rewardInfo = {77,0} -- local rewardInfo = {77,0}
rewardTable[1] = rewardInfo--巅峰战 -- rewardTable[1] = rewardInfo--巅峰战
end -- end
for i = 1, math.max(#guildWarRewardTabs, #rewardTable) do for i = 1, math.max(#guildWarRewardTabs, #rewardTable) do
local go = guildWarRewardTabs[i] local go = guildWarRewardTabs[i]
if not go then if not go then

View File

@ -516,10 +516,14 @@ function this.SortHeroDatas(_heroDatas)
if a.heroConfig.Quality == b.heroConfig.Quality then if a.heroConfig.Quality == b.heroConfig.Quality then
if a.star == b.star then if a.star == b.star then
if a.lv == b.lv then if a.lv == b.lv then
if a.id == b.id then if a.warPower == b.warPower then
return a.sortId > b.sortId if a.id == b.id then
return a.sortId > b.sortId
else
return a.id > b.id
end
else else
return a.id > b.id return a.warPower > b.warPower
end end
else else
return a.lv > b.lv return a.lv > b.lv
@ -538,10 +542,14 @@ function this.SortHeroDatas(_heroDatas)
if a.heroConfig.Quality == b.heroConfig.Quality then if a.heroConfig.Quality == b.heroConfig.Quality then
if a.star == b.star then if a.star == b.star then
if a.heroConfig.Natural == b.heroConfig.Natural then if a.heroConfig.Natural == b.heroConfig.Natural then
if a.id == b.id then if a.warPower == b.warPower then
return a.sortId > b.sortId if a.id == b.id then
return a.sortId > b.sortId
else
return a.id > b.id
end
else else
return a.id > b.id return a.warPower > b.warPower
end end
else else
return a.heroConfig.Natural > b.heroConfig.Natural return a.heroConfig.Natural > b.heroConfig.Natural
@ -839,12 +847,17 @@ function this.SetOneKeyGo()
local heros = HeroManager.GetAllHeroDatas(limitLevel) local heros = HeroManager.GetAllHeroDatas(limitLevel)
--按战力从大到小排序 --按战力从大到小排序
table.sort(heros,function(a,b) table.sort(heros,function(a,b)
local aWarPower = HeroManager.CalculateHeroAllProValList(1,a.dynamicId,false)[HeroProType.WarPower] -- local aWarPower = HeroManager.CalculateHeroAllProValList(1,a.dynamicId,false)[HeroProType.WarPower]
local bWarPower = HeroManager.CalculateHeroAllProValList(1,b.dynamicId,false)[HeroProType.WarPower] -- local bWarPower = HeroManager.CalculateHeroAllProValList(1,b.dynamicId,false)[HeroProType.WarPower]
if aWarPower==bWarPower then -- if aWarPower==bWarPower then
-- return a.id>b.id
-- else
-- return aWarPower>bWarPower
-- end
if a.warPower == b.bWarPower then
return a.id>b.id return a.id>b.id
else else
return aWarPower>bWarPower return a.aWarPower > b.bWarPower
end end
end) end)
--遍历英雄 去除已上阵英雄 --遍历英雄 去除已上阵英雄

View File

@ -1615,6 +1615,11 @@ function this.CalculateHeroAllProValList(_type, _heroDid, isWar, _breakId, _upSt
this.DoubleTableCompound(allHeroProVal, heroSkillAllHeroProVal) this.DoubleTableCompound(allHeroProVal, heroSkillAllHeroProVal)
this.DoubleTableCompound(allHeroProVal, teamAddPro) this.DoubleTableCompound(allHeroProVal, teamAddPro)
end end
-- for index, value in pairs(allHeroProVal) do
-- if value > 0 then
-- LogError("allHeroProVal 最终 加成 "..index.." "..value)
-- end
-- 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, falismanSpecialProVal)
--this.DoubleTableCompound(specialProVal,soulPrinSpecialProVal) --this.DoubleTableCompound(specialProVal,soulPrinSpecialProVal)

View File

@ -664,7 +664,7 @@ function this.TopMatchGuessSuccess(buffer)
local data = buffer:DataByte() local data = buffer:DataByte()
local msg = ArenaInfoProto_pb.ChampionGuessSuccessIndication() local msg = ArenaInfoProto_pb.ChampionGuessSuccessIndication()
msg:ParseFromString(data) msg:ParseFromString(data)
ArenaTopMatchManager.OnGuessSuccess(msg) -- ArenaTopMatchManager.OnGuessSuccess(msg)
end end
-- 巅峰战竞猜成功 -- 巅峰战竞猜成功

View File

@ -349,7 +349,7 @@ function RoleInfoPanel:OnShow()
index = i index = i
end end
end end
teamHero=FormationManager.GetAllFormationHeroId() teamHero=FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_NORMAL)--
this:UpdateLiveList()--加载当前 和 左右数据 this:UpdateLiveList()--加载当前 和 左右数据
if this.leftLiveObj and leftHeroData then if this.leftLiveObj and leftHeroData then
LogError(Language[11833]) LogError(Language[11833])

View File

@ -287,19 +287,20 @@ function this:SetSelectBtn()
end end
function this:SortHeroDatas(_heroDatas) function this:SortHeroDatas(_heroDatas)
--上阵最优先星级优先同星级等级优先同星级同等级按sortId排序。排序时降序排序。 --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。
Log("sortType "..sortType)
table.sort(_heroDatas, function(a, b) table.sort(_heroDatas, function(a, b)
if (teamHero[a.dynamicId] and teamHero[b.dynamicId]) or 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 sortType==SortTypeConst.Lv then if sortType==SortTypeConst.Lv then
if a.lv ==b.lv then if a.lv ==b.lv then
if a.heroConfig.Quality ==b.heroConfig.Quality then--Natural if a.heroConfig.Quality ==b.heroConfig.Quality then--Natural
if a.star == b.star then if a.star == b.star then
if a.heroConfig.Natural ==b.heroConfig.Natural then--Natural if a.warPower == b.warPower then
return a.heroConfig.Id < b.heroConfig.Id if a.heroConfig.Natural ==b.heroConfig.Natural then--Natural
return a.heroConfig.Id < b.heroConfig.Id
else
return a.heroConfig.Natural > b.heroConfig.Natural
end
else else
return a.heroConfig.Natural > b.heroConfig.Natural return a.warPower > b.warPower
end end
else else
return a.star > b.star return a.star > b.star
@ -314,11 +315,15 @@ function this:SortHeroDatas(_heroDatas)
if a.heroConfig.Quality ==b.heroConfig.Quality then--Natural if a.heroConfig.Quality ==b.heroConfig.Quality then--Natural
if a.star == b.star then if a.star == b.star then
if a.lv == b.lv then if a.lv == b.lv then
if a.heroConfig.Natural ==b.heroConfig.Natural then--Natural if a.warPower == b.warPower then
return a.heroConfig.Id < b.heroConfig.Id if a.heroConfig.Natural ==b.heroConfig.Natural then--Natural
else return a.heroConfig.Id < b.heroConfig.Id
return a.heroConfig.Natural > b.heroConfig.Natural else
end return a.heroConfig.Natural > b.heroConfig.Natural
end
else
return a.warPower > b.warPower
end
else else
return a.lv > b.lv return a.lv > b.lv
end end
@ -328,7 +333,7 @@ function this:SortHeroDatas(_heroDatas)
else else
return a.heroConfig.Quality > b.heroConfig.Quality return a.heroConfig.Quality > b.heroConfig.Quality
end end
end end
else else
return teamHero[a.dynamicId] and not teamHero[b.dynamicId] return teamHero[a.dynamicId] and not teamHero[b.dynamicId]
end end