diff --git a/Assets/ManagedResources/Prefabs/UI/BecomeAGod/BecomeAGodPanel.prefab b/Assets/ManagedResources/Prefabs/UI/BecomeAGod/BecomeAGodPanel.prefab
index b7b9e2761c..05a2b1404d 100644
--- a/Assets/ManagedResources/Prefabs/UI/BecomeAGod/BecomeAGodPanel.prefab
+++ b/Assets/ManagedResources/Prefabs/UI/BecomeAGod/BecomeAGodPanel.prefab
@@ -272858,6 +272858,7 @@ RectTransform:
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diff --git a/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua b/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua
index f1c1189c1e..c91a1a2363 100644
--- a/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua
+++ b/Assets/ManagedResources/~Lua/Common/GlobalDefine.lua
@@ -1440,10 +1440,12 @@ FORMATION_TYPE = {
ChallengeCopy_2 = 30,
GodsWayTower_two = 31, --多队塔 两队
GodsWayTower_three = 32, --多队塔 三队
+ BecomeAGod = 33, --成神3队
}
GodsWayTeam = {
[1] = { 3206, 3207 },
[2] = { 3203, 3204, 3205 },
+ [3] = { 3301, 3302, 3303 },
}
--活动Type定义
ActivityTypeDef = {
@@ -2227,6 +2229,10 @@ FormationTypeDef = {
LuoFuZhengFeng2 = 3209,
LuoFuZhengFeng3 = 3210,
LuoFuZhengFeng4 = 3211,
+
+ BecomeAGod_1 = 3301,
+ BecomeAGod_2 = 3302,
+ BecomeAGod_3 = 3303,
}
--编队需要拉取主线
diff --git a/Assets/ManagedResources/~Lua/Modules/BecomeAGod/BecomeAGodPanel.lua b/Assets/ManagedResources/~Lua/Modules/BecomeAGod/BecomeAGodPanel.lua
index d2353aff30..96107a88c8 100644
--- a/Assets/ManagedResources/~Lua/Modules/BecomeAGod/BecomeAGodPanel.lua
+++ b/Assets/ManagedResources/~Lua/Modules/BecomeAGod/BecomeAGodPanel.lua
@@ -14,6 +14,7 @@ function BecomeAGodPanel:InitComponent()
--this.titleTxt.text = Language[10985]
this.titleTxt.text = "六道成神"
this.btnLvup = Util.GetGameObject(this.bg2, "Lvup")
+ this.btnGotoFight = Util.GetGameObject(this.bg2, "GotoFight")
this.LevelUpDes = Util.GetGameObject(this.bg2, "LevelUpDes"):GetComponent("Text")
this.force = Util.GetGameObject(self.transform, "powerBtn/value"):GetComponent("Text")
this.btn_help = Util.GetGameObject(self.gameObject, "btn_help")
@@ -32,6 +33,15 @@ function BecomeAGodPanel:BindEvent()
Util.AddClick(this.btn_help, function()
UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.BecomeAGod, 0, 0)
end)
+ Util.AddClick(this.btnGotoFight, function()
+ if CheckFunctionOpen(FUNCTION_OPEN_TYPE.GodsWayTower_3) then
+ NetManager.RequestDuoduiInfoRequest(function()
+ UIManager.OpenPanel(UIName.GodsWayTowerPanel, 3)
+ end)
+ else
+ PopupTipPanel.ShowTip(ActTimeCtrlManager.SystemOpenTip(FUNCTION_OPEN_TYPE.GodsWayTower_3))
+ end
+ end)
Util.AddClick(this.btnBack, function()
PlaySoundWithoutClick(SoundConfig.Sound_UICancel)
self:ClosePanel()
diff --git a/Assets/ManagedResources/~Lua/Modules/Carbon/NewCarbon/CarbonsPanel.lua b/Assets/ManagedResources/~Lua/Modules/Carbon/NewCarbon/CarbonsPanel.lua
index 5f286b67af..a3bb50b2b6 100644
--- a/Assets/ManagedResources/~Lua/Modules/Carbon/NewCarbon/CarbonsPanel.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Carbon/NewCarbon/CarbonsPanel.lua
@@ -474,7 +474,7 @@ function CarbonsPanel:BtnClick(id)
elseif id == FUNCTION_OPEN_TYPE.GodsWayTower_3 then
if CheckFunctionOpen(FUNCTION_OPEN_TYPE.GodsWayTower_3) then
NetManager.RequestDuoduiInfoRequest(function()
- UIManager.OpenPanel(UIName.GodsWayTowerPanel, 2)
+ UIManager.OpenPanel(UIName.GodsWayTowerPanel, 3)
end)
else
PopupTipPanel.ShowTip(ActTimeCtrlManager.SystemOpenTip(id))
diff --git a/Assets/ManagedResources/~Lua/Modules/Formation/FormationManager.lua b/Assets/ManagedResources/~Lua/Modules/Formation/FormationManager.lua
index 51074670a0..3e0cca6904 100644
--- a/Assets/ManagedResources/~Lua/Modules/Formation/FormationManager.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Formation/FormationManager.lua
@@ -1,12 +1,19 @@
FormationManager = {}
local this = FormationManager
local ChallengeData = ConfigManager.GetConfig(ConfigName.ChallengeConfig)
-local specialConfig=ConfigManager.GetConfig(ConfigName.SpecialConfig)
+local specialConfig = ConfigManager.GetConfig(ConfigName.SpecialConfig)
-this.AllFormationFunIds = {[1] = JumpType.Level,[601] = JumpType.BeastIncomingTide,[101] = JumpType.Arena,[201] = JumpType.Arena,
- [401] = JumpType.EndlessFight,[501] = JumpType.Guild,[502] = JumpType.Guild}
+this.AllFormationFunIds = {
+ [1] = JumpType.Level,
+ [601] = JumpType.BeastIncomingTide,
+ [101] = JumpType.Arena,
+ [201] = JumpType.Arena,
+ [401] = JumpType.EndlessFight,
+ [501] = JumpType.Guild,
+ [502] = JumpType.Guild
+}
function this.Initialize()
- this.currentFormationIndex=0
+ this.currentFormationIndex = 0
end
function this.MakeAEmptyTeam(teamId)
@@ -15,59 +22,69 @@ function this.MakeAEmptyTeam(teamId)
--LogError("创造一个空编队====="..teamId)
oTeam.teamId = teamId
if teamId < FormationTypeDef.FORMATION_ARENA_DEFEND then
- oTeam.teamName = Language[10867]--Language[10712] .. tostring(teamId)
+ oTeam.teamName = Language[10867] --Language[10712] .. tostring(teamId)
elseif teamId == FormationTypeDef.FORMATION_ARENA_DEFEND then
- oTeam.teamName = Language[10868]-- 101
+ oTeam.teamName = Language[10868] -- 101
elseif teamId == FormationTypeDef.FORMATION_ARENA_ATTACK then
- oTeam.teamName = Language[10869]-- 201
+ oTeam.teamName = Language[10869] -- 201
elseif teamId == FormationTypeDef.FORMATION_DREAMLAND then
- oTeam.teamName = Language[10870]-- 301
+ oTeam.teamName = Language[10870] -- 301
elseif teamId == FormationTypeDef.FORMATION_ENDLESS_MAP then
- oTeam.teamName = Language[10871]-- 401
+ oTeam.teamName = Language[10871] -- 401
elseif teamId == FormationTypeDef.FORMATION_GUILD_FIGHT_DEFEND then
- oTeam.teamName = Language[10872]-- 501
+ oTeam.teamName = Language[10872] -- 501
elseif teamId == FormationTypeDef.FORMATION_GUILD_FIGHT_ATTACK then
- oTeam.teamName = Language[10873]-- 502
+ oTeam.teamName = Language[10873] -- 502
elseif teamId == FormationTypeDef.MONSTER_CAMP_ATTACK then
- oTeam.teamName = Language[10712]-- 601
+ oTeam.teamName = Language[10712] -- 601
elseif teamId == FormationTypeDef.BLOODY_BATTLE_ATTACK then
- oTeam.teamName = Language[10874]-- 701
- -- elseif teamId == FormationTypeDef.GUILD_BOSS then
- -- oTeam.teamName = " 公会Boss"-- 901
+ oTeam.teamName = Language[10874] -- 701
+ -- elseif teamId == FormationTypeDef.GUILD_BOSS then
+ -- oTeam.teamName = " 公会Boss"-- 901
elseif teamId == FormationTypeDef.EXPEDITION then
- oTeam.teamName = Language[10875]-- 1001
+ oTeam.teamName = Language[10875] -- 1001
elseif teamId == FormationTypeDef.ARENA_TOM_MATCH then
- oTeam.teamName = Language[10868]-- 1301
+ oTeam.teamName = Language[10868] -- 1301
elseif teamId == FormationTypeDef.JUMPSERVER_HIGHTLADDER or
- teamId==FormationTypeDef.LuoFuZhengFeng1 or
- teamId==FormationTypeDef.LuoFuZhengFeng2 or
- teamId==FormationTypeDef.LuoFuZhengFeng3 or
- teamId==FormationTypeDef.LuoFuZhengFeng4 then
- oTeam.teamName = Language[10088]-- 1601
+ teamId == FormationTypeDef.LuoFuZhengFeng1 or
+ teamId == FormationTypeDef.LuoFuZhengFeng2 or
+ teamId == FormationTypeDef.LuoFuZhengFeng3 or
+ teamId == FormationTypeDef.LuoFuZhengFeng4 then
+ oTeam.teamName = Language[10088] -- 1601
+ elseif teamId == FormationTypeDef.BecomeAGod_1 or
+ teamId == FormationTypeDef.BecomeAGod_2 or
+ teamId == FormationTypeDef.BecomeAGod_3 then
+ oTeam.teamName = "主角神塔"
elseif teamId == FormationTypeDef.FIGHT_LEVEL then
- oTeam.teamName = Language[10876]-- 1701
+ oTeam.teamName = Language[10876] -- 1701
elseif teamId == FormationTypeDef.FIGHT_ASSISTANTLEVEL then
- oTeam.teamName = Language[10876]-- 1801
+ oTeam.teamName = Language[10876] -- 1801
elseif teamId == FormationTypeDef.FORMATION_YUXUNLUNDAO1 then
- oTeam.teamName = Language[10877]-- 2001
+ oTeam.teamName = Language[10877] -- 2001
elseif teamId == FormationTypeDef.FORMATION_YUXUNLUNDAO2 then
- oTeam.teamName = Language[10878]-- 2002
+ oTeam.teamName = Language[10878] -- 2002
elseif teamId == FormationTypeDef.FORMATION_YUXUNLUNDAO3 then
- oTeam.teamName = Language[10879]-- 2003
+ oTeam.teamName = Language[10879] -- 2003
elseif teamId == FormationTypeDef.FourElement_PEOPLE then
- oTeam.teamName = Language[10880]-- 3001
+ oTeam.teamName = Language[10880] -- 3001
elseif teamId == FormationTypeDef.FourElement_BUDDHIST then
- oTeam.teamName = Language[10881]-- 3002
+ oTeam.teamName = Language[10881] -- 3002
elseif teamId == FormationTypeDef.FourElement_MAGIC then
- oTeam.teamName = Language[10882]-- 3003
+ oTeam.teamName = Language[10882] -- 3003
elseif teamId == FormationTypeDef.FourElement_TAOIST then
- oTeam.teamName = Language[10883]-- 3004
+ oTeam.teamName = Language[10883] -- 3004
elseif teamId == FormationTypeDef.FORMATION_QIJIESHILIAN then
- oTeam.teamName = Language[10884]-- 2101
+ oTeam.teamName = Language[10884] -- 2101
elseif teamId == FormationTypeDef.GodsWayTower_Two_1 then
- oTeam.teamName = Language[10885]-- 2101
+ oTeam.teamName = Language[10885] -- 2101
elseif teamId == FormationTypeDef.GodsWayTower_Two_2 then
- oTeam.teamName = Language[10886]-- 2101
+ oTeam.teamName = Language[10886] -- 2101
+ elseif teamId == FormationTypeDef.BecomeAGod_1 then
+ oTeam.teamName = "三队1" -- 2101
+ elseif teamId == FormationTypeDef.BecomeAGod_2 then
+ oTeam.teamName = "三队2" -- 2101
+ elseif teamId == FormationTypeDef.BecomeAGod_3 then
+ oTeam.teamName = "三队3" -- 2101
end
oTeam.teamHeroInfos = {}
oTeam.teamPokemonInfos = {}
@@ -89,38 +106,37 @@ function this.UpdateFormation(msg)
local isRefresh = false
local oTeam = this.MakeAEmptyTeam(team.teamId)
--if team.teamId ~= 1601 then --老罗浮争锋特殊处理 不保存这个编队
- for j = 1, #team.teamHeroInfos do
- local teamHeroInfo = team.teamHeroInfos[j]
- -- TODO: 四灵试炼编队特殊处理
- if team.teamId == FormationTypeDef.FourElement_PEOPLE
- or team.teamId == FormationTypeDef.FourElement_MAGIC
- or team.teamId == FormationTypeDef.FourElement_BUDDHIST
+ for j = 1, #team.teamHeroInfos do
+ local teamHeroInfo = team.teamHeroInfos[j]
+ -- TODO: 四灵试炼编队特殊处理
+ if team.teamId == FormationTypeDef.FourElement_PEOPLE
+ or team.teamId == FormationTypeDef.FourElement_MAGIC
+ or team.teamId == FormationTypeDef.FourElement_BUDDHIST
or team.teamId == FormationTypeDef.FourElement_TAOIST then
if HeroManager.GetSingleHeroData(teamHeroInfo.heroId) then
table.insert(oTeam.teamHeroInfos, teamHeroInfo)
- HeroManager.SetHeroFormationList(teamHeroInfo.heroId,team.teamId,1)
+ HeroManager.SetHeroFormationList(teamHeroInfo.heroId, team.teamId, 1)
else
isRefresh = true
end
- else
- table.insert(oTeam.teamHeroInfos, teamHeroInfo)
- HeroManager.SetHeroFormationList(teamHeroInfo.heroId,team.teamId,1)
- end
+ else
+ table.insert(oTeam.teamHeroInfos, teamHeroInfo)
+ HeroManager.SetHeroFormationList(teamHeroInfo.heroId, team.teamId, 1)
end
- oTeam.teamPokemonInfos = {}
- this.formationList[team.teamId] = oTeam
- if isRefresh then
- FormationManager.SaveFormation(team.teamId, this.formationList[team.teamId].teamHeroInfos, {})
- end
- -- end
-
+ end
+ oTeam.teamPokemonInfos = {}
+ this.formationList[team.teamId] = oTeam
+ if isRefresh then
+ FormationManager.SaveFormation(team.teamId, this.formationList[team.teamId].teamHeroInfos, {})
+ end
+ -- end
end
if #msg.TeamPosInfo == 0 then
for i = 1, 3 do
local curFormation = {}
curFormation.teamId = i
- curFormation.teamName = Language[10867]--Language[10712] .. i
+ curFormation.teamName = Language[10867] --Language[10712] .. i
curFormation.teamHeroInfos = {}
curFormation.teamPokemonInfos = {}
this.formationList[i] = curFormation
@@ -129,11 +145,12 @@ function this.UpdateFormation(msg)
-- 获取数据时检测一下公会战防守数据
-- this.CheckGuildFightDefendFormation()
end
+
--刷新临时编队数据
function this.UpdateTemporaryFormation(teamId, TeamPosInfo)
if teamId < FormationTypeDef.FORMATION_TEMPORARY then
LogError("临时编队ID错误")
- return
+ return
end
local curFormation = {}
curFormation.teamId = teamId
@@ -146,9 +163,10 @@ function this.UpdateTemporaryFormation(teamId, TeamPosInfo)
end
end
this.formationList[teamId] = curFormation
- -- 设置临时编队为脏数据
+ -- 设置临时编队为脏数据
HeroPropManager.SetFormationPropDirty(teamId)
end
+
-- function this.SetCurFormationIndex()
-- local curIndex = 1
-- local curMapId = PlayerManager.curMapId
@@ -160,7 +178,7 @@ end
-- return curIndex
-- end
-function this.SaveFormation(index, roleList, pokemonList,isDiffmonster)
+function this.SaveFormation(index, roleList, pokemonList, isDiffmonster)
local curFormation = this.formationList[index]
if not curFormation or #this.formationList == 0 then
return
@@ -174,7 +192,8 @@ function this.SaveFormation(index, roleList, pokemonList,isDiffmonster)
if curFormation.teamHeroInfos[i] then
oldTeamheroInfos[curFormation.teamHeroInfos[i].heroId] = curFormation.teamHeroInfos[i]
if not newTeamheroInfos[curFormation.teamHeroInfos[i].heroId] then
- HeroManager.SetHeroFormationList(curFormation.teamHeroInfos[i].heroId,this.formationList[index].teamId,nil)
+ HeroManager.SetHeroFormationList(curFormation.teamHeroInfos[i].heroId, this.formationList[index].teamId,
+ nil)
end
end
end
@@ -185,12 +204,12 @@ function this.SaveFormation(index, roleList, pokemonList,isDiffmonster)
-- LogPink("#roleList"..#roleList)
for i = 1, #roleList do
local teamInfo = {}
- teamInfo.heroId = roleList[i].heroId--roleList[i]
- teamInfo.position = roleList[i].position--i
+ teamInfo.heroId = roleList[i].heroId --roleList[i]
+ teamInfo.position = roleList[i].position --i
table.insert(curFormation.teamHeroInfos, teamInfo)
if not oldTeamheroInfos[teamInfo.heroId] then
--LogRed("roleList[i].heroId"..roleList[i].heroId.." this.formationList[index].teamId"..this.formationList[index].teamId)
- HeroManager.SetHeroFormationList(roleList[i].heroId,this.formationList[index].teamId,1)
+ HeroManager.SetHeroFormationList(roleList[i].heroId, this.formationList[index].teamId, 1)
end
end
curFormation.teamPokemonInfos = {}
@@ -202,8 +221,8 @@ function this.SaveFormation(index, roleList, pokemonList,isDiffmonster)
table.insert(curFormation.teamPokemonInfos, teamPokemonInfo)
end
NetManager.TeamInfoSaveRequest(curFormation, function()
- Game.GlobalEvent:DispatchEvent(GameEvent.Formation.OnFormationChange,isDiffmonster)
- LogGreen("发送保存编队请求 ,长度:"..#curFormation.teamHeroInfos)
+ Game.GlobalEvent:DispatchEvent(GameEvent.Formation.OnFormationChange, isDiffmonster)
+ LogGreen("发送保存编队请求 ,长度:" .. #curFormation.teamHeroInfos)
end)
this.CheckHeroIdExist()
@@ -225,10 +244,11 @@ function this.GetAllFormationHeroId()
index = index + 1
end
end
- end
+ end
end
return list
end
+
-- 获取主线所有正在编队的英雄id
function this.GetAllMainFormationHeroId()
local list = {}
@@ -246,9 +266,10 @@ function this.GetAllMainFormationHeroId()
end
return list
end
+
--获取单个编队所有上阵英雄
function this.GetWuJinFormationHeroIds(index)
- local forMationData = this.GetFormationByID(index).teamHeroInfos
+ local forMationData = this.GetFormationByID(index).teamHeroInfos
local index = 1
local list = {}
for j = 1, #forMationData do
@@ -259,22 +280,20 @@ function this.GetWuJinFormationHeroIds(index)
end
function this.CopyStoryFormationToCurFormation(teamId)
-
if not this.formationList[teamId] then
this.formationList[teamId] = this.MakeAEmptyTeam(teamId)
end
- if #this.formationList[teamId].teamHeroInfos<=0 then
+ if #this.formationList[teamId].teamHeroInfos <= 0 then
for n = 1, #this.formationList[1].teamHeroInfos do
table.insert(this.formationList[teamId].teamHeroInfos, this.formationList[1].teamHeroInfos[n])
end
- --
+ --
FormationManager.SaveFormation(teamId, this.formationList[teamId].teamHeroInfos, {})
end
end
-- 获取编队信息
function this.GetFormationByID(teamId)
-
if not teamId then
return
end
@@ -285,9 +304,9 @@ function this.GetFormationByID(teamId)
end
--根据配置表 解锁功能时复制主线阵容 的配置
- for i, v in ipairs(string.split(specialConfig[47].Value,"#")) do
- local _v=tonumber(v)
- if teamId ==_v and #this.formationList[teamId].teamHeroInfos<=0 then
+ for i, v in ipairs(string.split(specialConfig[47].Value, "#")) do
+ local _v = tonumber(v)
+ if teamId == _v and #this.formationList[teamId].teamHeroInfos <= 0 then
this.CopyStoryFormationToCurFormation(teamId)
return this.formationList[teamId]
end
@@ -303,7 +322,7 @@ function this.GetFormationPower(formationId)
end
--获取当前编队数据
if formationId == FormationTypeDef.EXPEDITION then
- ExpeditionManager.ExpeditionRrefreshFormation()--刷新编队
+ ExpeditionManager.ExpeditionRrefreshFormation() --刷新编队
end
local formationList = this.GetFormationByID(formationId)
--for i, v in pairs(allHeroTeamAddProVal) do
@@ -329,9 +348,9 @@ function this.GetFormationPower(formationId)
power2 = power2 + HeroPowerManager.GetHeroPower(formationList.teamHeroInfos[i].heroId, formationId)
end
end
- power2=power2+PracticeManager.GetPracticeAddPower()
+ power2 = power2 + PracticeManager.GetPracticeAddPower()
-- LogGreen("新方式战斗力:"..power2)
-
+
-- 主线编队战斗力
-- ThinkingAnalyticsManager.SetSuperProperties({
-- fighting_capacity = power2,
@@ -339,7 +358,7 @@ function this.GetFormationPower(formationId)
-- 刷新后端战斗力
if power2 > PlayerManager.maxForce then
- NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)--targetTeamId
+ NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL) --targetTeamId
PlayerManager.maxForce = power2
end
-- 编队战斗力刷新
@@ -356,17 +375,18 @@ end
function this.CheckHeroIdExist(heroId)
if not heroId then
NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
- return
+ return
end
-- for _, formationData in pairs(this.formationList) do
- table.walk(this.formationList[FormationTypeDef.FORMATION_NORMAL].teamHeroInfos, function(teamInfo)
- if heroId == teamInfo.heroId then
- NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
- end
- end)
+ table.walk(this.formationList[FormationTypeDef.FORMATION_NORMAL].teamHeroInfos, function(teamInfo)
+ if heroId == teamInfo.heroId then
+ NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
+ end
+ end)
-- end
end
+
-- 判断编队中是否有这个人
function this.CheckFormationHasId(formationId, heroId)
local has = false
@@ -401,7 +421,6 @@ function this.GetFormationHeroHp(formationIndex, dhId)
if not data then return end
return data.remainHp
end
-
end
-- 检测编队正确性
@@ -430,11 +449,10 @@ function this.CheckFormationValid(teamId)
return isValid
end
-
-- 检测公会战防守阶段玩家防守阵容正确性,防守阵容为空时将主线阵容复制到防守阵容
function FormationManager.CheckGuildFightDefendFormation()
if not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.GUILD) then return end -- 公会未开启
- if PlayerManager.familyId == 0 then return end -- 没有公会
+ if PlayerManager.familyId == 0 then return end -- 没有公会
local isInFight = GuildFightManager.IsInGuildFight()
local curStage = GuildFightManager.GetCurFightStage()
if not isInFight or curStage == GUILD_FIGHT_STAGE.DEFEND then
@@ -461,20 +479,20 @@ function this.GetElementIndex(curFormation)
local waterElementNum = 0
local groundElementNum = 0
- for _,go in pairs(curFormation) do--将所有元素信息存入列表
+ for _, go in pairs(curFormation) do --将所有元素信息存入列表
if go and go.heroId then
local temp = HeroManager.GetSingleHeroData(go.heroId)
if not temp then
--LogGreen(go.heroId.."这个英雄不存在")
else
- local heroPropertyType = temp.changeProId
- table.insert(elementPropertyList, heroPropertyType)
+ local heroPropertyType = temp.changeProId
+ table.insert(elementPropertyList, heroPropertyType)
end
else
--LogGreen(_.."这个编队的这个英雄不存在")
end
end
- for i, v in pairs(elementPropertyList) do--遍历该列表拿筛选出各元素
+ for i, v in pairs(elementPropertyList) do --遍历该列表拿筛选出各元素
if (v == 1) then
fireElementNum = fireElementNum + 1
elseif (v == 2) then
@@ -494,72 +512,72 @@ function this.GetElementIndex(curFormation)
local indexChoose = 0
for i = 1, #list do
- local v=list[i]
- if v==4 then
- indexChoose=4
+ local v = list[i]
+ if v == 4 then
+ indexChoose = 4
end
- if v==5 then
- indexChoose=5
+ if v == 5 then
+ indexChoose = 5
end
- if v==6 then
- indexChoose=6
+ if v == 6 then
+ indexChoose = 6
end
end
- local count=0
+ local count = 0
for i = 1, #list do
- local v=list[i]
- if v==3 then
- count=count+1
+ local v = list[i]
+ if v == 3 then
+ count = count + 1
end
end
- if count==1 then
- indexChoose=2
- elseif count==2 then
- indexChoose=3
+ if count == 1 then
+ indexChoose = 2
+ elseif count == 2 then
+ indexChoose = 3
end
- local index=0
+ local index = 0
for i = 1, #list do
- local v=list[i]
- if v==2 then
- index=index+1
+ local v = list[i]
+ if v == 2 then
+ index = index + 1
end
end
- if index==3 then
- indexChoose=1
+ if index == 3 then
+ indexChoose = 1
end
return indexChoose
end
-
-- 获取所有正在编队的英雄id
function this.AllFormationDeleCurHeroId(heroDid)
for i, team in pairs(this.formationList) do
local removeIndex
for j = 1, #team.teamHeroInfos do
- if team.teamHeroInfos[j] and team.teamHeroInfos[j].heroId == heroDid then
+ if team.teamHeroInfos[j] and team.teamHeroInfos[j].heroId == heroDid then
removeIndex = j
end
end
if removeIndex then
- table.remove( team.teamHeroInfos, removeIndex)
+ table.remove(team.teamHeroInfos, removeIndex)
end
end
end
+
-- 归元时检测无尽 和 大闹天宫阵容是否需要下阵
function this.ResolvDownBattleCurHeroId(heroDid)
for i, team in pairs(this.formationList) do
local removeIndex
if i == FormationTypeDef.EXPEDITION or i == FormationTypeDef.FORMATION_ENDLESS_MAP then
for j = 1, #team.teamHeroInfos do
- if team.teamHeroInfos[j] and team.teamHeroInfos[j].heroId == heroDid then
+ if team.teamHeroInfos[j] and team.teamHeroInfos[j].heroId == heroDid then
removeIndex = j
end
end
if removeIndex then
- table.remove( team.teamHeroInfos, removeIndex)
+ table.remove(team.teamHeroInfos, removeIndex)
end
end
end
@@ -567,19 +585,19 @@ end
-- 获取当前光环的加成数据 type 编队类型
function this.GetCurFormationElementAdd(teamHeroInfos)
- local data={}
- local index= this.GetElementIndex(teamHeroInfos)
- if index==0 then return data end
- local config=ConfigManager.GetConfig(ConfigName.ElementalResonanceConfig)
+ local data = {}
+ local index = this.GetElementIndex(teamHeroInfos)
+ if index == 0 then return data end
+ local config = ConfigManager.GetConfig(ConfigName.ElementalResonanceConfig)
for i = 1, #config[index].Content do
- table.insert(data,config[index].Content[i][1],config[index].Content[i][2])
+ table.insert(data, config[index].Content[i][1], config[index].Content[i][2])
end
return data
end
-- 获取当前光环的加成数据 type 编队类型
-function this.GetCurFormationElementAddByType(type,heroDid)
- local data={}
+function this.GetCurFormationElementAddByType(type, heroDid)
+ local data = {}
local curFormation = this.GetFormationByID(type)
local isAdd = false
if not curFormation then return {} end
@@ -589,23 +607,23 @@ function this.GetCurFormationElementAddByType(type,heroDid)
end
end
if isAdd then
- local index= this.GetElementIndex(curFormation.teamHeroInfos)
- if index==0 then return data end
- local config=ConfigManager.GetConfig(ConfigName.ElementalResonanceConfig)
+ local index = this.GetElementIndex(curFormation.teamHeroInfos)
+ if index == 0 then return data end
+ local config = ConfigManager.GetConfig(ConfigName.ElementalResonanceConfig)
for i = 1, #config[index].Content do
- table.insert(data,config[index].Content[i][1],config[index].Content[i][2])
+ table.insert(data, config[index].Content[i][1], config[index].Content[i][2])
end
end
return data
end
--自动一键上阵没有前端显示
-function this.SetOneKeyGoWithoutUI(formationType,limitLevel)
+function this.SetOneKeyGoWithoutUI(formationType, limitLevel)
local heros = HeroManager.GetAllHeroDatas(limitLevel)
--按战力从大到小排序
- table.sort(heros,function(a,b)
+ table.sort(heros, function(a, b)
if a.warPower == b.warPower then
- return a.id>b.id
+ return a.id > b.id
else
return a.warPower > b.warPower
end
@@ -618,23 +636,25 @@ function this.SetOneKeyGoWithoutUI(formationType,limitLevel)
local curSingleherodata = HeroManager.GetSingleHeroData(heros[i].dynamicId)
if not upHeroSidTable[curSingleherodata.id] then
upHeroSidTable[curSingleherodata.id] = curSingleherodata.id
- table.insert(choosedList, {heroId = heros[i].dynamicId, position=i})
+ table.insert(choosedList, { heroId = heros[i].dynamicId, position = i })
end
end
end
--保存编队
- FormationManager.SaveFormation(formationType, choosedList,FormationManager.formationList[formationType].teamPokemonInfos)
+ FormationManager.SaveFormation(formationType, choosedList,
+ FormationManager.formationList[formationType].teamPokemonInfos)
end
+
-- 获取编队元素加成
function this.GetFormationElementAdd(type)
local propList = {}
local curFormation = this.GetFormationByID(type)
if not curFormation then return propList end
- local index= this.GetElementIndex(curFormation.teamHeroInfos)
- if index==0 then return propList end
+ local index = this.GetElementIndex(curFormation.teamHeroInfos)
+ if index == 0 then return propList end
- local config=ConfigManager.GetConfig(ConfigName.ElementalResonanceConfig)
+ local config = ConfigManager.GetConfig(ConfigName.ElementalResonanceConfig)
for i = 1, #config[index].Content do
local propId = config[index].Content[i][1]
local value = config[index].Content[i][2]
@@ -657,6 +677,7 @@ function this.GetCurIndexForMationNum(formationId)
end
end
end
- return index
+ return index
end
-return this
\ No newline at end of file
+
+return this
diff --git a/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua b/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua
index 9e1fb8cf50..2d3b250984 100644
--- a/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua
@@ -76,6 +76,7 @@ this.PanelOptionView = {
[FORMATION_TYPE.ChallengeCopy_2] = "Modules/Formation/View/ChallengeCopyFormation",
[FORMATION_TYPE.GodsWayTower_two] = "Modules/Formation/View/GodsWayTowerFormation",
[FORMATION_TYPE.GodsWayTower_three] = "Modules/Formation/View/GodsWayTowerFormation",
+ [FORMATION_TYPE.BecomeAGod] = "Modules/Formation/View/GodsWayTowerFormation",
}
function this:InitComponent()
this.spLoader = SpriteLoader.New()
@@ -710,7 +711,7 @@ function this.SetRoleList(_roleDatas, isTop, isAni)
this.opView.AddHeroToTeam(v.heroId, v.position, this.curFormationIndex)
end
end
- if panelType == FORMATION_TYPE.GodsWayTower_two or panelType == FORMATION_TYPE.GodsWayTower_three then
+ if panelType == FORMATION_TYPE.GodsWayTower_two or panelType == FORMATION_TYPE.GodsWayTower_three or panelType == FORMATION_TYPE.BecomeAGod then
LogError("this.curFormationIndex=" .. this.curFormationIndex)
this.opView.RemoveTeamByIndex(this.curFormationIndex)
for i, v in pairs(this.choosedList) do
@@ -929,7 +930,7 @@ function this.SingleHeroDataShow(_go, _heroData)
--level=endLess[heroData.heroConfig.Id].Level
end
- if panelType == FORMATION_TYPE.GodsWayTower_two or panelType == FORMATION_TYPE.GodsWayTower_three then
+ if panelType == FORMATION_TYPE.GodsWayTower_two or panelType == FORMATION_TYPE.GodsWayTower_three or FORMATION_TYPE.BecomeAGod then
if this.opView.GetHeroTeam then
local index = this.opView.GetHeroTeam(heroData.dynamicId)
if index and index ~= this.curFormationIndex then
diff --git a/Assets/ManagedResources/~Lua/Modules/Formation/View/GodsWayTowerFormation.lua b/Assets/ManagedResources/~Lua/Modules/Formation/View/GodsWayTowerFormation.lua
index fbe978c6c7..5b49fe0d56 100644
--- a/Assets/ManagedResources/~Lua/Modules/Formation/View/GodsWayTowerFormation.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Formation/View/GodsWayTowerFormation.lua
@@ -58,6 +58,7 @@ function this.Init(root, ...)
local temp = { ... }
this.curIndex = temp[1]
this.curIds = temp[2]
+ this.towerType = temp[3]
teamLen = #this.curIds
LogError("this.curIndex:" .. tostring(this.curIndex))
this.root.switchBar:SetActive(true)
@@ -78,7 +79,7 @@ function this.Init(root, ...)
this._RefreshTimeStemp = curTimeStemp
this.curIndex = (this.curIndex + teamLen - 1) % teamLen == 0 and teamLen or (this.curIndex + teamLen - 1) %
- teamLen
+ teamLen
isLeftOrRight = true
checkFunc()
end)
@@ -354,13 +355,14 @@ function this.On_Btn2_Click()
LogError("++++++++++++++++++++++++++")
newHero.heroId = value.Id
newHero.position = value.pos
- if teamLen == 2 then
+
+ if this.towerType == 31 then
if value.index == FormationTypeDef.GodsWayTower_Two_1 then
table.insert(oneTeam, newHero)
elseif value.index == FormationTypeDef.GodsWayTower_Two_2 then
table.insert(twoTeam, newHero)
end
- elseif teamLen == 3 then
+ elseif this.towerType == 32 then
if value.index == FormationTypeDef.GodsWayTower_Three_1 then
table.insert(oneTeam, newHero)
elseif value.index == FormationTypeDef.GodsWayTower_Three_2 then
@@ -368,6 +370,14 @@ function this.On_Btn2_Click()
elseif value.index == FormationTypeDef.GodsWayTower_Three_3 then
table.insert(threeTeam, newHero)
end
+ elseif this.towerType == 33 then
+ if value.index == FormationTypeDef.BecomeAGod_1 then
+ table.insert(oneTeam, newHero)
+ elseif value.index == FormationTypeDef.BecomeAGod_2 then
+ table.insert(twoTeam, newHero)
+ elseif value.index == FormationTypeDef.BecomeAGod_3 then
+ table.insert(threeTeam, newHero)
+ end
end
if BattleUtil.ChecklistIsContainValue(upHeros, value.Id) then
diff --git a/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua b/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua
index a3c571089c..f12e586da8 100644
--- a/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua
@@ -785,6 +785,12 @@ function this.GetHeroFormationStr(teamId)
return Language[11574]
elseif teamId == FormationTypeDef.LuoFuZhengFeng4 then
return Language[11574]
+ elseif teamId == FormationTypeDef.BecomeAGod_1 then
+ return "该神将已在主角神塔中上阵!"
+ elseif teamId == FormationTypeDef.BecomeAGod_2 then
+ return "该神将已在主角神塔中上阵!"
+ elseif teamId == FormationTypeDef.BecomeAGod_3 then
+ return "该神将已在主角神塔中上阵!"
end
end
return ""
@@ -820,6 +826,12 @@ function this.GetHeroFormationStr2(teamId)
return Language[10088], FormationTypeDef.LuoFuZhengFeng3
elseif teamId == FormationTypeDef.LuoFuZhengFeng4 then
return Language[10088], FormationTypeDef.LuoFuZhengFeng4
+ elseif teamId == FormationTypeDef.BecomeAGod_1 then
+ return "主角神塔", FormationTypeDef.BecomeAGod_1
+ elseif teamId == FormationTypeDef.BecomeAGod_2 then
+ return "主角神塔", FormationTypeDef.BecomeAGod_1
+ elseif teamId == FormationTypeDef.BecomeAGod_3 then
+ return "主角神塔", FormationTypeDef.BecomeAGod_3
end
end
return ""
diff --git a/Assets/ManagedResources/~Lua/Modules/Resolve/View/Resolve_Dismantle.lua b/Assets/ManagedResources/~Lua/Modules/Resolve/View/Resolve_Dismantle.lua
index 1bd12bc147..184fd28fd4 100644
--- a/Assets/ManagedResources/~Lua/Modules/Resolve/View/Resolve_Dismantle.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Resolve/View/Resolve_Dismantle.lua
@@ -1,48 +1,49 @@
----- 献祭 -----
local this = {}
-local sortingOrder=0
+local sortingOrder = 0
local sort = 0
local tabSortType = 0
local tarHero
-local selectHeroData={}--选择的英雄list did = data
-local maxSelectNum = 30--最大选择数量
+local selectHeroData = {} --选择的英雄list did = data
+local maxSelectNum = 30 --最大选择数量
function this:InitComponent(gameObject)
this.spLoader = SpriteLoader.New()
--上部内容
- this.helpBtn=Util.GetGameObject(gameObject,"Content/Resolve_Dismantle/HelpBtn")
- this.helpPos=this.helpBtn:GetComponent("RectTransform").localPosition
+ this.helpBtn = Util.GetGameObject(gameObject, "Content/Resolve_Dismantle/HelpBtn")
+ this.helpPos = this.helpBtn:GetComponent("RectTransform").localPosition
--回溯按钮
- this.confirmBtn=Util.GetGameObject(gameObject,"Content/Resolve_Dismantle/ConfirmBtn")
- Util.GetGameObject(this.confirmBtn,"Image"):GetComponent("Image").sprite = this.spLoader:LoadSprite("gongsonganniu_zh")
- this.shopBtn=Util.GetGameObject(gameObject,"Content/Resolve_Dismantle/shopBtn")
+ this.confirmBtn = Util.GetGameObject(gameObject, "Content/Resolve_Dismantle/ConfirmBtn")
+ Util.GetGameObject(this.confirmBtn, "Image"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
+ "gongsonganniu_zh")
+ this.shopBtn = Util.GetGameObject(gameObject, "Content/Resolve_Dismantle/shopBtn")
this.shopBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_shangdian_zh")
- this.selectText = Util.GetGameObject(gameObject,"Content/Resolve_Dismantle/selectNumText"):GetComponent("Text")
- this.selectBtn = Util.GetGameObject(gameObject,"Content/Resolve_Dismantle/btns/selectBtn")
- this.noSelectBtn = Util.GetGameObject(gameObject,"Content/Resolve_Dismantle/btns/noSelectBtn")
- this.cardPre = Util.GetGameObject(gameObject,"item")
- this.scrollbar = Util.GetGameObject(gameObject,"Content/Resolve_Dismantle/Scrollbar"):GetComponent("Scrollbar")
- this.Empty = Util.GetGameObject(gameObject,"Content/Resolve_Dismantle/Empty")
+ this.selectText = Util.GetGameObject(gameObject, "Content/Resolve_Dismantle/selectNumText"):GetComponent("Text")
+ this.selectBtn = Util.GetGameObject(gameObject, "Content/Resolve_Dismantle/btns/selectBtn")
+ this.noSelectBtn = Util.GetGameObject(gameObject, "Content/Resolve_Dismantle/btns/noSelectBtn")
+ this.cardPre = Util.GetGameObject(gameObject, "item")
+ this.scrollbar = Util.GetGameObject(gameObject, "Content/Resolve_Dismantle/Scrollbar"):GetComponent("Scrollbar")
+ this.Empty = Util.GetGameObject(gameObject, "Content/Resolve_Dismantle/Empty")
- local v21 = Util.GetGameObject(gameObject, "Content/Resolve_Dismantle/ItemListRoot"):GetComponent("RectTransform").rect
- this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView, Util.GetGameObject(gameObject, "Content/Resolve_Dismantle/ItemListRoot").transform,
- this.cardPre, this.scrollbar, Vector2.New(v21.width, v21.height), 1, 5, Vector2.New(43,15))
+ local v21 = Util.GetGameObject(gameObject, "Content/Resolve_Dismantle/ItemListRoot"):GetComponent("RectTransform")
+ .rect
+ this.ScrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView,
+ Util.GetGameObject(gameObject, "Content/Resolve_Dismantle/ItemListRoot").transform,
+ this.cardPre, this.scrollbar, Vector2.New(v21.width, v21.height), 1, 5, Vector2.New(43, 15))
this.ScrollView.moveTween.MomentumAmount = 1
this.ScrollView.moveTween.Strength = 1
- maxSelectNum = tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,54).Value)
+ maxSelectNum = tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig, 54).Value)
end
function this:BindEvent()
- Util.AddClick(this.helpBtn,function()
- UIManager.OpenPanel(UIName.HelpPopup,HELP_TYPE.Resolve_Dismantle,this.helpPos.x,this.helpPos.y)
+ Util.AddClick(this.helpBtn, function()
+ UIManager.OpenPanel(UIName.HelpPopup, HELP_TYPE.Resolve_Dismantle, this.helpPos.x, this.helpPos.y)
end)
- Util.AddClick(this.confirmBtn,function()
- if tonumber(LengthOfTable(selectHeroData))==0 then
+ Util.AddClick(this.confirmBtn, function()
+ if tonumber(LengthOfTable(selectHeroData)) == 0 then
PopupTipPanel.ShowTip(Language[12617])
-
else
-
- UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.ResolveDismantle,
- HeroManager.GetHeroReturnItems(selectHeroData,GENERAL_POPUP_TYPE.ResolveDismantle),selectHeroData)
+ UIManager.OpenPanel(UIName.GeneralPopup, GENERAL_POPUP_TYPE.ResolveDismantle,
+ HeroManager.GetHeroReturnItems(selectHeroData, GENERAL_POPUP_TYPE.ResolveDismantle), selectHeroData)
end
end)
Util.AddClick(this.selectBtn, function()
@@ -72,26 +73,25 @@ function this:RemoveListener()
end
function this:OnShow(...)
- local args={...}
+ local args = { ... }
sort = args[1]
- sortingOrder = PlayerManager.now_index or 0
- this.SortTypeClick(sort,sortingOrder,args[3],args[4])
-
+ sortingOrder = PlayerManager.now_index or 0
+ this.SortTypeClick(sort, sortingOrder, args[3], args[4])
end
--展示数据
-function this.SortTypeClick(sortingOrder,_sortType,isTop,isAni)
+function this.SortTypeClick(sortingOrder, _sortType, isTop, isAni)
sort = sortingOrder
- tabSortType=_sortType
- selectHeroData={}
- tarHero=HeroManager.GetAllHeroDataMsinusUpWar(_sortType,2)
- this.selectText.text = Language[11183].."0/"..maxSelectNum
+ tabSortType = _sortType
+ selectHeroData = {}
+ tarHero = HeroManager.GetAllHeroDataMsinusUpWar(_sortType, 2)
+ this.selectText.text = Language[11183] .. "0/" .. maxSelectNum
this.noSelectBtn.gameObject:SetActive(false)
this.SortHeroDatas(tarHero)
this.Empty:SetActive(#tarHero <= 0)
- this.ScrollView:SetData(tarHero, function (index, go)
+ this.ScrollView:SetData(tarHero, function(index, go)
this.SingleHeroDataShow(go, tarHero[index])
- end,isTop,isAni)
+ end, isTop, isAni)
-- this.ScrollView:ForeachItemGO(function(index, go)
-- Timer.New(function()
-- go.gameObject:SetActive(true)
@@ -101,104 +101,109 @@ function this.SortTypeClick(sortingOrder,_sortType,isTop,isAni)
end
--英雄单个数据展示
-function this.SingleHeroDataShow(go,_heroData)
+function this.SingleHeroDataShow(go, _heroData)
local heroData = _heroData
local _go = go
- Util.GetGameObject(_go.transform, "frame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetHeroQuantityImageByquality(heroData.heroConfig.Quality,heroData.star))
- Util.GetGameObject(_go.transform, "Text"):GetComponent("Text").text = SubString2(GetLanguageStrById(heroData.heroConfig.ReadingName),8)
+ Util.GetGameObject(_go.transform, "frame"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
+ GetHeroQuantityImageByquality(heroData.heroConfig.Quality, heroData.star))
+ Util.GetGameObject(_go.transform, "Text"):GetComponent("Text").text = SubString2(
+ GetLanguageStrById(heroData.heroConfig.ReadingName), 8)
Util.GetGameObject(_go.transform, "icon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(heroData.icon)
- Util.GetGameObject(_go.transform, "posIcon"):SetActive(false)--:GetComponent("Image").sprite = this.spLoader:LoadSprite(heroData.professionIcon)
- Util.GetGameObject(_go.transform, "proIcon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(GetProStrImageByProNum(heroData.changeProId))
+ Util.GetGameObject(_go.transform, "posIcon"):SetActive(false) --:GetComponent("Image").sprite = this.spLoader:LoadSprite(heroData.professionIcon)
+ Util.GetGameObject(_go.transform, "proIcon"):GetComponent("Image").sprite = this.spLoader:LoadSprite(
+ GetProStrImageByProNum(heroData.changeProId))
--Util.GetGameObject(_go.transform, "heroStage"):GetComponent("Image").sprite = this.spLoader:LoadSprite(HeroStageSprite[heroData.heroConfig.HeroStage])
local starGrid = Util.GetGameObject(_go.transform, "star")
- local star,starType = heroData.GetStar(1)
- local starSize = Vector2.New(32.5,32.5)
+ local star, starType = heroData.GetStar(1)
+ local starSize = Vector2.New(32.5, 32.5)
local starScale = -15
if starType == 3 then
- starSize = Vector2.New(1,-15.6)
+ starSize = Vector2.New(1, -15.6)
starScale = -13
elseif starType == 2 then
- starSize = Vector2.New(60,57)
+ starSize = Vector2.New(60, 57)
end
- SetHeroStars(this.spLoader, starGrid, star,starType,starSize,starScale)
- SetHeroFlyEffect(Util.GetGameObject(_go.transform, "GameObject"),this.spLoader,heroData.star,sort,1,2,20)
+ SetHeroStars(this.spLoader, starGrid, star, starType, starSize, starScale)
+ SetHeroFlyEffect(Util.GetGameObject(_go.transform, "GameObject"), this.spLoader, heroData.star, sort, 1, 2, 20)
Util.SetParticleSortLayer(starGrid, sort + 1)
- local choosed =Util.GetGameObject(_go.transform, "choosed")
- local formationMask =Util.GetGameObject(_go.transform, "formationMask")
- Util.GetGameObject(_go.transform, "formationMask/formationImage/upImage"):GetComponent("Image").sprite = this.spLoader:LoadSprite("t_tongyong-yishangzheng_zh")
+ local choosed = Util.GetGameObject(_go.transform, "choosed")
+ local formationMask = Util.GetGameObject(_go.transform, "formationMask")
+ Util.GetGameObject(_go.transform, "formationMask/formationImage/upImage"):GetComponent("Image").sprite = this
+ .spLoader:LoadSprite("t_tongyong-yishangzheng_zh")
formationMask:SetActive(heroData.isFormation ~= "" and heroData.isFormations[1] ~= FormationTypeDef.EXPEDITION)
- local lockMask =Util.GetGameObject(_go.transform, "lockMask")
+ local lockMask = Util.GetGameObject(_go.transform, "lockMask")
lockMask:SetActive(heroData.lockState == 1)
choosed:SetActive(selectHeroData[heroData.dynamicId] ~= nil)
local cardclickBtn = Util.GetGameObject(_go.transform, "icon")
- this.selectText.text = Language[11183]..LengthOfTable(selectHeroData).."/"..maxSelectNum
- local GongMingMask = Util.GetGameObject(_go.transform, "GongMingMask")
- GongMingMask:SetActive(false)--最后检测是否共鸣
- Util.GetGameObject(_go.transform, "lv/Text"):GetComponent("Text").text = ""..heroData.lv..""
-
+ this.selectText.text = Language[11183] .. LengthOfTable(selectHeroData) .. "/" .. maxSelectNum
+ local GongMingMask = Util.GetGameObject(_go.transform, "GongMingMask")
+ GongMingMask:SetActive(false) --最后检测是否共鸣
+ Util.GetGameObject(_go.transform, "lv/Text"):GetComponent("Text").text = "" .. heroData.lv ..
+ ""
+
if heroData.lockState == 1 or (heroData.isFormation ~= "" and heroData.isFormations[1] ~= FormationTypeDef.EXPEDITION) then
else
if HarmonyManager.IsChangeColor(_heroData.dynamicId) then
- Util.GetGameObject(_go.transform, "lv/Text"):GetComponent("Text").text = ""..heroData.lv..""
+ Util.GetGameObject(_go.transform, "lv/Text"):GetComponent("Text").text = "" ..
+ heroData.lv .. ""
GongMingMask:SetActive(true)
-
- elseif HarmonyManager:IsEnvoy(_heroData.dynamicId) and HarmonyManager:HongMengTowerUpLimit() ~= 0 then
+ elseif HarmonyManager:IsEnvoy(_heroData.dynamicId) and HarmonyManager:HongMengTowerUpLimit() ~= 0 then
if HarmonyManager.GetSingleAdditionsData(HarmonyAddType.AddLv).heroTid == 0 then
-- body
- Util.GetGameObject(_go.transform, "lv/Text"):GetComponent("Text").text = ""..heroData.lv..""
+ Util.GetGameObject(_go.transform, "lv/Text"):GetComponent("Text").text = "" ..
+ heroData.lv .. ""
GongMingMask:SetActive(true)
end
-
end
end
Util.AddOnceClick(GongMingMask, function()
PopupTipPanel.ShowTip(Language[10477])
end)
Util.AddOnceClick(cardclickBtn, function()
- if heroData.isTrain==1 then
+ if heroData.isTrain == 1 then
PopupTipPanel.ShowTip(Language[12618])
return
end
if selectHeroData[heroData.dynamicId] then
choosed:SetActive(false)
selectHeroData[heroData.dynamicId] = nil
- this.selectText.text = Language[11183]..LengthOfTable(selectHeroData).."/"..maxSelectNum
- this.noSelectBtn.gameObject:SetActive(LengthOfTable(selectHeroData)>0)
+ this.selectText.text = Language[11183] .. LengthOfTable(selectHeroData) .. "/" .. maxSelectNum
+ this.noSelectBtn.gameObject:SetActive(LengthOfTable(selectHeroData) > 0)
return
end
if LengthOfTable(selectHeroData) >= maxSelectNum then
- PopupTipPanel.ShowTip(string.format(Language[12619],maxSelectNum))
+ PopupTipPanel.ShowTip(string.format(Language[12619], maxSelectNum))
return
end
- LogGreen("heroData:"..heroData.dynamicId)
- selectHeroData[heroData.dynamicId]=heroData
+ LogGreen("heroData:" .. heroData.dynamicId)
+ selectHeroData[heroData.dynamicId] = heroData
choosed:SetActive(true)
- this.selectText.text = Language[11183]..LengthOfTable(selectHeroData).."/"..maxSelectNum
- this.noSelectBtn.gameObject:SetActive(LengthOfTable(selectHeroData)>0)
+ this.selectText.text = Language[11183] .. LengthOfTable(selectHeroData) .. "/" .. maxSelectNum
+ this.noSelectBtn.gameObject:SetActive(LengthOfTable(selectHeroData) > 0)
end)
Util.AddOnceClick(formationMask, function()
if heroData.isFormation ~= "" then
-- 复位角色的状态
- MsgPanel.ShowTwo(Language[12620]..heroData.isFormation..Language[12621], nil, function()
- if heroData.isFormations[1] then
- if heroData.isFormations[1] == FormationTypeDef.FORMATION_NORMAL then
- UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.SAVE_FORMATION)
- elseif heroData.isFormations[1] == FormationTypeDef.FORMATION_ARENA_DEFEND then
- JumpManager.GoJump(8001)
+ MsgPanel.ShowTwo(Language[12620] .. heroData.isFormation .. Language[12621], nil, function()
+ if heroData.isFormations[1] then
+ if heroData.isFormations[1] == FormationTypeDef.FORMATION_NORMAL then
+ UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.SAVE_FORMATION)
+ elseif heroData.isFormations[1] == FormationTypeDef.FORMATION_ARENA_DEFEND then
+ JumpManager.GoJump(8001)
-- elseif heroData.isFormations[1] == FormationTypeDef.FORMATION_ENDLESS_MAP then
- -- JumpManager.GoJump(57001)
- elseif heroData.isFormations[1] == FormationTypeDef.ARENA_TOM_MATCH then
- -- JumpManager.GoJump(57001)
- UIManager.OpenPanel(UIName.ArenaTopMatchPanel)
- elseif heroData.isFormations[1] == FormationTypeDef.JUMPSERVER_HIGHTLADDER
+ -- JumpManager.GoJump(57001)
+ elseif heroData.isFormations[1] == FormationTypeDef.ARENA_TOM_MATCH then
+ -- JumpManager.GoJump(57001)
+ UIManager.OpenPanel(UIName.ArenaTopMatchPanel)
+ elseif heroData.isFormations[1] == FormationTypeDef.JUMPSERVER_HIGHTLADDER
or heroData.isFormations[1] == FormationTypeDef.LuoFuZhengFeng1
or heroData.isFormations[1] == FormationTypeDef.LuoFuZhengFeng2
or heroData.isFormations[1] == FormationTypeDef.LuoFuZhengFeng3
or heroData.isFormations[1] == FormationTypeDef.LuoFuZhengFeng4 then
- UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.JUMPSERVER_HIGHTLADDER)
- end
+ UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.JUMPSERVER_HIGHTLADDER)
end
+ end
end)
return
end
@@ -206,9 +211,9 @@ function this.SingleHeroDataShow(go,_heroData)
Util.AddOnceClick(lockMask, function()
if heroData.lockState == 1 then
MsgPanel.ShowTwo(Language[12622], nil, function()
- NetManager.HeroLockEvent(heroData.dynamicId,0,function ()
+ NetManager.HeroLockEvent(heroData.dynamicId, 0, function()
PopupTipPanel.ShowTip(Language[12623])
- HeroManager.UpdateSingleHeroLockState(heroData.dynamicId,0)
+ HeroManager.UpdateSingleHeroLockState(heroData.dynamicId, 0)
lockMask:SetActive(false)
end)
end)
@@ -216,18 +221,19 @@ function this.SingleHeroDataShow(go,_heroData)
end
end)
end
+
--英雄排序
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。
table.sort(_heroDatas, function(a, b)
- if a ==nil or b == nil then
+ if a == nil or b == nil then
return
end
if (a.isFormation == "" or (a.isFormation ~= "" and a.isFormations[1] == FormationTypeDef.EXPEDITION)) and (b.isFormation == "" or (b.isFormation ~= "" and b.isFormations[1] == FormationTypeDef.EXPEDITION)) then
if a.lockState == b.lockState then
if a.isHarmonyGongMing == b.isHarmonyGongMing then
- if a.isTrain ==b.isTrain then
- if a.heroConfig.Natural ==b.heroConfig.Natural then
+ if a.isTrain == b.isTrain then
+ if a.heroConfig.Natural == b.heroConfig.Natural then
if a.star == b.star then
local aGodLv = GodSoulManager.GetGodSoulLv(a.dynamicId)
local bGodLv = GodSoulManager.GetGodSoulLv(b.dynamicId)
@@ -242,7 +248,7 @@ function this.SortHeroDatas(_heroDatas)
end
else
return a.star < b.star
- end
+ end
else
return a.heroConfig.Natural < b.heroConfig.Natural
end
@@ -256,31 +262,34 @@ function this.SortHeroDatas(_heroDatas)
return a.lockState < b.lockState
end
else
- return (a.isFormation == "" or (a.isFormation ~= "" and a.isFormations[1] == FormationTypeDef.EXPEDITION)) and (not b.isFormation ~= "" and b.isFormations[1] ~= FormationTypeDef.EXPEDITION)
+ return (a.isFormation == "" or (a.isFormation ~= "" and a.isFormations[1] == FormationTypeDef.EXPEDITION)) and
+ (not b.isFormation ~= "" and b.isFormations[1] ~= FormationTypeDef.EXPEDITION)
end
end)
end
+
--快速选择英雄 或者 装备
function this.QuickSelectListData(type)
if type == 1 then
- selectHeroData={}
+ selectHeroData = {}
for k, v in pairs(tarHero) do
- if LengthOfTable(selectHeroData)