变身卡修改提交
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250fa4d5ee
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m_NavMeshLayer: 0
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m_Color: {r: 0.9622642, g: 0.88404447, b: 0.7307761, a: 1}
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m_RaycastTarget: 1
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m_OnCullStateChanged:
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m_PersistentCalls:
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m_Calls: []
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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m_FontStyle: 0
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m_BestFit: 0
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m_MinSize: 0
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m_MaxSize: 50
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m_RichText: 1
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m_HorizontalOverflow: 1
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m_VerticalOverflow: 1
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--- !u!1 &8833118602580874477
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--- !u!1 &8833118602580874477
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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|
||||||
|
|
@ -1907,7 +1907,7 @@ function GetPropertyFormatStrOne(type, value)
|
||||||
if value % 100 == 0 then
|
if value % 100 == 0 then
|
||||||
return string.format("%d%%", value / 100)
|
return string.format("%d%%", value / 100)
|
||||||
else
|
else
|
||||||
return string.format("%.1f%%", value / 100)
|
return string.format("%.2f%%", value / 100)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
|
||||||
|
|
@ -11,6 +11,7 @@ local SpiritAnimalSkill = ConfigManager.GetConfig(ConfigName.SpiritAnimalSkill)
|
||||||
local ShenBingSkill=ConfigManager.GetConfig(ConfigName.ShenBingSkill)
|
local ShenBingSkill=ConfigManager.GetConfig(ConfigName.ShenBingSkill)
|
||||||
local playerSkill = ConfigManager.GetConfig(ConfigName.PlayerSkill)
|
local playerSkill = ConfigManager.GetConfig(ConfigName.PlayerSkill)
|
||||||
local FakeBattleNew = ConfigManager.GetConfig(ConfigName.FakeBattleNew)
|
local FakeBattleNew = ConfigManager.GetConfig(ConfigName.FakeBattleNew)
|
||||||
|
local cardPosition=ConfigManager.GetConfig(ConfigName.ChangingCardPosition)
|
||||||
local FEAConfig = require("Modules/Battle/Config/FightEffectAudioConfig")
|
local FEAConfig = require("Modules/Battle/Config/FightEffectAudioConfig")
|
||||||
local lastFightData = nil
|
local lastFightData = nil
|
||||||
local function pairsByKeys(t)
|
local function pairsByKeys(t)
|
||||||
|
|
@ -275,19 +276,27 @@ end
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
function this.PlayerSkillAdapter(MSkillId)
|
function this.PlayerSkillAdapter(pos,MSkillId)
|
||||||
local skill = {}
|
local skill = {}
|
||||||
local monsterSkill = playerSkill[tonumber(MSkillId)]
|
local monsterSkill = playerSkill[tonumber(MSkillId)]
|
||||||
for index, skillId in ipairs(monsterSkill.SkillIDList) do
|
for index, skillId in ipairs(monsterSkill.SkillIDList) do
|
||||||
skill[index] = {}
|
skill[index] = {}
|
||||||
skill[index].effect = this.GetSkillData(tonumber(skillId))
|
skill[index].effect = this.GetSkillData(tonumber(skillId))
|
||||||
skill[index].triggerId = monsterSkill.ReleasePoint[index]
|
|
||||||
skill[index].triggerCondition = {0}
|
skill[index].triggerCondition = {0}
|
||||||
if monsterSkill.ReleaseLimit and monsterSkill.ReleaseLimit[index] then
|
if index==1 then
|
||||||
for k, v in ipairs(monsterSkill.ReleaseLimit[index]) do
|
skill[index].triggerId = cardPosition[pos].ReleasePoint[1]
|
||||||
skill[index].triggerCondition[k] = v
|
skill[index].triggerCondition = cardPosition[pos].ReleaseLimit[1]
|
||||||
|
else
|
||||||
|
skill[index].triggerId = monsterSkill.ReleasePoint[index]
|
||||||
|
if monsterSkill.ReleaseLimit and monsterSkill.ReleaseLimit[index] then
|
||||||
|
for k, v in ipairs(monsterSkill.ReleaseLimit[index]) do
|
||||||
|
skill[index].triggerCondition[k] = v
|
||||||
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
skill[index].maxCount = monsterSkill.WarEffectCount[index] or 999
|
skill[index].maxCount = monsterSkill.WarEffectCount[index] or 999
|
||||||
skill[index].maxRoundCount = monsterSkill.TurnEffectCount[index] or 999
|
skill[index].maxRoundCount = monsterSkill.TurnEffectCount[index] or 999
|
||||||
end
|
end
|
||||||
|
|
@ -309,37 +318,45 @@ function this.PokemonUnitAdapter(pokemonUnit,camp,_teamDamage)
|
||||||
skill = {},
|
skill = {},
|
||||||
property = {},
|
property = {},
|
||||||
}
|
}
|
||||||
-- 技能
|
if pokemonUnit.position==100 then
|
||||||
local skills = string.split(pokemonUnit.unitSkillIds, "|")
|
LogError("主角技能 pokemonUnit.unitSkillIds=="..pokemonUnit.unitSkillIds)
|
||||||
if skills then
|
local skills2 = string.split(pokemonUnit.unitSkillIds, "|")
|
||||||
if skills[1] then
|
if skills2 then
|
||||||
local actives=string.split(skills[1], "#")
|
for i = 1, #skills2 do
|
||||||
if pokemonUnit.position==100 then -- 特殊处理位置 100 是玩家技能数据
|
local actives2=string.split(skills2[i], "#")
|
||||||
for i = 1, #actives do
|
if actives2 and #actives2>1 then
|
||||||
if actives[i] and actives[i]~="" then
|
local newSkill=this.PlayerSkillAdapter(tonumber(actives2[1]),tonumber(actives2[2]))
|
||||||
local newSkill=this.PlayerSkillAdapter(tonumber(actives[i]))
|
role.skill[i] = newSkill
|
||||||
role.skill[i] = newSkill
|
end
|
||||||
end
|
|
||||||
end
|
end
|
||||||
else
|
end
|
||||||
|
else
|
||||||
|
--灵兽技能
|
||||||
|
LogError("灵兽技能 pokemonUnit.unitSkillIds=="..pokemonUnit.unitSkillIds)
|
||||||
|
local skills = string.split(pokemonUnit.unitSkillIds, "|")
|
||||||
|
if skills then
|
||||||
|
if skills[1] then
|
||||||
|
local actives=string.split(skills[1], "#")
|
||||||
for i = 1, #actives do
|
for i = 1, #actives do
|
||||||
role.skill[i]= this.MonsterSkillAdapter(tonumber(actives[i]))
|
role.skill[i]= this.MonsterSkillAdapter(tonumber(actives[i]))
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
if skills[2] then
|
||||||
if skills[2] then
|
local passs=string.split(skills[2], "#")
|
||||||
local passs=string.split(skills[2], "#")
|
local passivityList = {}
|
||||||
local passivityList = {}
|
for j = 1, #passs do
|
||||||
for j = 1, #passs do
|
table.insert(passivityList, tonumber(passs[j]))
|
||||||
table.insert(passivityList, tonumber(passs[j]))
|
end
|
||||||
|
role.passivity = this.GetPassivityData(passivityList)
|
||||||
end
|
end
|
||||||
role.passivity = this.GetPassivityData(passivityList)
|
end
|
||||||
end
|
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
-- 属性
|
-- 属性
|
||||||
local propertys = string.split(pokemonUnit.property, "#")
|
local propertys = string.split(pokemonUnit.property, "#")
|
||||||
|
LogError("pokemon #propertys=="..#propertys)
|
||||||
for j = 1, #propertys do
|
for j = 1, #propertys do
|
||||||
role.property[j] = tonumber(propertys[j])
|
role.property[j] = tonumber(propertys[j])
|
||||||
end
|
end
|
||||||
|
|
@ -452,6 +469,7 @@ function this.GetBattleServerData(msg, isFightPlayer)
|
||||||
end
|
end
|
||||||
role.passivity = this.GetPassivityData(passivityList)
|
role.passivity = this.GetPassivityData(passivityList)
|
||||||
end
|
end
|
||||||
|
LogError("#propertys=="..#propertys)
|
||||||
for j = 1, #propertys do
|
for j = 1, #propertys do
|
||||||
role.property[j] = tonumber(propertys[j])
|
role.property[j] = tonumber(propertys[j])
|
||||||
end
|
end
|
||||||
|
|
|
||||||
|
|
@ -2537,7 +2537,7 @@ local effectList = {
|
||||||
end)
|
end)
|
||||||
end,
|
end,
|
||||||
--造成主角[a]*[b]攻击伤害
|
--造成主角[a]*[b]攻击伤害
|
||||||
--a[int 1:等级 2.战斗力],b[int]
|
--a[int 1:等级 2.战斗力 3.攻击],b[int]
|
||||||
[132] = function(caster, target, args, interval, skill)
|
[132] = function(caster, target, args, interval, skill)
|
||||||
local type = args[1]
|
local type = args[1]
|
||||||
local pro = args[2]
|
local pro = args[2]
|
||||||
|
|
@ -2548,13 +2548,15 @@ local effectList = {
|
||||||
value=caster.star
|
value=caster.star
|
||||||
elseif type==2 then
|
elseif type==2 then
|
||||||
value=caster.teamDamage
|
value=caster.teamDamage
|
||||||
|
elseif type==3 then
|
||||||
|
value=caster:GetRoleData(RoleDataName.Attack)
|
||||||
end
|
end
|
||||||
local damage=floor(value*pro)
|
local damage=floor(value*pro)
|
||||||
BattleUtil.FinalDamageCountShield(nil,caster, target,damage)
|
BattleUtil.FinalDamageCountShield(nil,caster, target,damage)
|
||||||
end)
|
end)
|
||||||
end,
|
end,
|
||||||
--对目标造成玩家[a]*[b]的伤害,伤害的[c]%转化为生命,治疗生命百分比最[d]的英雄
|
--对目标造成玩家[a]*[b]的伤害,伤害的[c]%转化为生命,治疗生命百分比最[d]的英雄
|
||||||
--a[int 1:等级 2.战斗力],b[int],c[float],d[int 1:低 0:高]
|
--a[int 1:等级 2.战斗力 3.攻击],b[int],c[float],d[int 1:低 0:高]
|
||||||
[133] = function(caster, target, args, interval, skill)
|
[133] = function(caster, target, args, interval, skill)
|
||||||
local type=args[1]
|
local type=args[1]
|
||||||
local f1 = args[2]
|
local f1 = args[2]
|
||||||
|
|
@ -2566,6 +2568,8 @@ local effectList = {
|
||||||
value=caster.star
|
value=caster.star
|
||||||
elseif type==2 then
|
elseif type==2 then
|
||||||
value=caster.teamDamage
|
value=caster.teamDamage
|
||||||
|
elseif type==3 then
|
||||||
|
value=caster:GetRoleData(RoleDataName.Attack)
|
||||||
end
|
end
|
||||||
local damage=floor(value*f1)
|
local damage=floor(value*f1)
|
||||||
BattleUtil.FinalDamageCountShield(nil,caster, target,damage)
|
BattleUtil.FinalDamageCountShield(nil,caster, target,damage)
|
||||||
|
|
@ -2580,7 +2584,7 @@ local effectList = {
|
||||||
end)
|
end)
|
||||||
end,
|
end,
|
||||||
--对目标造成主角[a]*[b]的伤害,并有[c]%概率给目标上[d]类型[e]效果buff持续[f]回合,buff具体参数1 [g]
|
--对目标造成主角[a]*[b]的伤害,并有[c]%概率给目标上[d]类型[e]效果buff持续[f]回合,buff具体参数1 [g]
|
||||||
--a[int 1:等级 2.战斗力],b[int],c[float],d[int],e[int],f[int],g[int]
|
--a[int 1:等级 2.战斗力 3.攻击],b[int],c[float],d[int],e[int],f[int],g[int]
|
||||||
[134] = function(caster, target, args, interval, skill)
|
[134] = function(caster, target, args, interval, skill)
|
||||||
local type=args[1]
|
local type=args[1]
|
||||||
local v1 = args[2]
|
local v1 = args[2]
|
||||||
|
|
@ -2595,6 +2599,8 @@ local effectList = {
|
||||||
value=caster.star
|
value=caster.star
|
||||||
elseif type==2 then
|
elseif type==2 then
|
||||||
value=caster.teamDamage
|
value=caster.teamDamage
|
||||||
|
elseif type==3 then
|
||||||
|
value=caster:GetRoleData(RoleDataName.Attack)
|
||||||
end
|
end
|
||||||
local damage=floor(value*v1)
|
local damage=floor(value*v1)
|
||||||
BattleUtil.FinalDamageCountShield(nil,caster, target,damage)
|
BattleUtil.FinalDamageCountShield(nil,caster, target,damage)
|
||||||
|
|
@ -2606,7 +2612,7 @@ local effectList = {
|
||||||
end)
|
end)
|
||||||
end,
|
end,
|
||||||
--对目标造成主角[a]*[b]的伤害,如果目标处于[c]类型[d]效果,则[e]%概率给目标添加[f]类型[g]效果,持续[h]回合
|
--对目标造成主角[a]*[b]的伤害,如果目标处于[c]类型[d]效果,则[e]%概率给目标添加[f]类型[g]效果,持续[h]回合
|
||||||
--a[int 1:等级 2.战斗力],b[int],c[int],d[int],e[float],f[int],g[int],h[int]
|
--a[int 1:等级 2.战斗力 3.攻击],b[int],c[int],d[int],e[float],f[int],g[int],h[int]
|
||||||
[135] = function(caster, target, args, interval, skill)
|
[135] = function(caster, target, args, interval, skill)
|
||||||
local type=args[1]
|
local type=args[1]
|
||||||
local v1 = args[2]
|
local v1 = args[2]
|
||||||
|
|
@ -2622,6 +2628,8 @@ local effectList = {
|
||||||
value=caster.star
|
value=caster.star
|
||||||
elseif type==2 then
|
elseif type==2 then
|
||||||
value=caster.teamDamage
|
value=caster.teamDamage
|
||||||
|
elseif type==3 then
|
||||||
|
value=caster:GetRoleData(RoleDataName.Attack)
|
||||||
end
|
end
|
||||||
local damage=floor(value*v1)
|
local damage=floor(value*v1)
|
||||||
BattleUtil.FinalDamageCountShield(nil,caster, target,damage)
|
BattleUtil.FinalDamageCountShield(nil,caster, target,damage)
|
||||||
|
|
@ -2637,7 +2645,7 @@ local effectList = {
|
||||||
end)
|
end)
|
||||||
end,
|
end,
|
||||||
--对目标造成主角[a]*[b]攻击伤害,目标每减少[c]个伤害增加[d]%
|
--对目标造成主角[a]*[b]攻击伤害,目标每减少[c]个伤害增加[d]%
|
||||||
--a[int 1:等级 2.战斗力],b[int],c[int],d[float]
|
--a[int 1:等级 2.战斗力 3.攻击],b[int],c[int],d[float]
|
||||||
[136] = function(caster, target, args, interval, skill)
|
[136] = function(caster, target, args, interval, skill)
|
||||||
local type = args[1]
|
local type = args[1]
|
||||||
local pro = args[2]
|
local pro = args[2]
|
||||||
|
|
@ -2649,6 +2657,8 @@ local effectList = {
|
||||||
value=caster.star
|
value=caster.star
|
||||||
elseif type==2 then
|
elseif type==2 then
|
||||||
value=caster.teamDamage
|
value=caster.teamDamage
|
||||||
|
elseif type==3 then
|
||||||
|
value=caster:GetRoleData(RoleDataName.Attack)
|
||||||
end
|
end
|
||||||
-- 改变值 = 技能最大目标数 - 当前目标数
|
-- 改变值 = 技能最大目标数 - 当前目标数
|
||||||
local maxNum = skill:GetMaxTargetNum()
|
local maxNum = skill:GetMaxTargetNum()
|
||||||
|
|
@ -2661,7 +2671,7 @@ local effectList = {
|
||||||
end)
|
end)
|
||||||
end,
|
end,
|
||||||
--对目标造成主角[a]*[b]攻击伤害,如果击杀目标,随机减少敌方[c]个神将[d]点怒气
|
--对目标造成主角[a]*[b]攻击伤害,如果击杀目标,随机减少敌方[c]个神将[d]点怒气
|
||||||
--a[int 1:等级 2.战斗力],b[int],c[int],d[float]
|
--a[int 1:等级 2.战斗力 3.攻击],b[int],c[int],d[float]
|
||||||
[137] = function(caster, target, args, interval, skill)
|
[137] = function(caster, target, args, interval, skill)
|
||||||
local type = args[1]
|
local type = args[1]
|
||||||
local pro = args[2]
|
local pro = args[2]
|
||||||
|
|
@ -2673,6 +2683,8 @@ local effectList = {
|
||||||
value=caster.star
|
value=caster.star
|
||||||
elseif type==2 then
|
elseif type==2 then
|
||||||
value=caster.teamDamage
|
value=caster.teamDamage
|
||||||
|
elseif type==3 then
|
||||||
|
value=caster:GetRoleData(RoleDataName.Attack)
|
||||||
end
|
end
|
||||||
local damage=floor(value*pro)
|
local damage=floor(value*pro)
|
||||||
BattleUtil.FinalDamageCountShield(nil,caster, target,damage)
|
BattleUtil.FinalDamageCountShield(nil,caster, target,damage)
|
||||||
|
|
@ -2703,7 +2715,7 @@ local effectList = {
|
||||||
end)
|
end)
|
||||||
end,
|
end,
|
||||||
--对目标造成主角[a]*[b]的伤害,如果目标处于[c]类型[d]效果,则伤害改变[e][f]%
|
--对目标造成主角[a]*[b]的伤害,如果目标处于[c]类型[d]效果,则伤害改变[e][f]%
|
||||||
--a[int 1:等级 2.战斗力],b[int],c[int],d[int],e[int],f[float]
|
--a[int 1:等级 2.战斗力 3.攻击],b[int],c[int],d[int],e[int],f[float]
|
||||||
[139] = function(caster, target, args, interval, skill)
|
[139] = function(caster, target, args, interval, skill)
|
||||||
local type=args[1]
|
local type=args[1]
|
||||||
local v1 = args[2]
|
local v1 = args[2]
|
||||||
|
|
@ -2717,6 +2729,8 @@ local effectList = {
|
||||||
value=caster.star
|
value=caster.star
|
||||||
elseif type==2 then
|
elseif type==2 then
|
||||||
value=caster.teamDamage
|
value=caster.teamDamage
|
||||||
|
elseif type==3 then
|
||||||
|
value=caster:GetRoleData(RoleDataName.Attack)
|
||||||
end
|
end
|
||||||
local add=0
|
local add=0
|
||||||
if BattleLogic.BuffMgr:HasBuff(target, t1, function (buff)
|
if BattleLogic.BuffMgr:HasBuff(target, t1, function (buff)
|
||||||
|
|
@ -2732,7 +2746,7 @@ local effectList = {
|
||||||
end)
|
end)
|
||||||
end,
|
end,
|
||||||
--造成主角[a]*[b]攻击伤害,概率[c]改变[d]目标[e]点怒气
|
--造成主角[a]*[b]攻击伤害,概率[c]改变[d]目标[e]点怒气
|
||||||
--a[int 1:等级 2.战斗力],b[int],c[float],d[int],e[int]
|
--a[int 1:等级 2.战斗力 3.攻击],b[int],c[float],d[int],e[int]
|
||||||
[140] = function(caster, target, args, interval, skill)
|
[140] = function(caster, target, args, interval, skill)
|
||||||
local type = args[1]
|
local type = args[1]
|
||||||
local pro = args[2]
|
local pro = args[2]
|
||||||
|
|
@ -2745,6 +2759,8 @@ local effectList = {
|
||||||
value=caster.star
|
value=caster.star
|
||||||
elseif type==2 then
|
elseif type==2 then
|
||||||
value=caster.teamDamage
|
value=caster.teamDamage
|
||||||
|
elseif type==3 then
|
||||||
|
value=caster:GetRoleData(RoleDataName.Attack)
|
||||||
end
|
end
|
||||||
local damage=floor(value*pro)
|
local damage=floor(value*pro)
|
||||||
BattleUtil.FinalDamageCountShield(nil,caster, target,damage)
|
BattleUtil.FinalDamageCountShield(nil,caster, target,damage)
|
||||||
|
|
|
||||||
|
|
@ -1007,6 +1007,10 @@ function BattleUtil.FinalDamageCountShield(skill, atkRole, defRole, damage, bCri
|
||||||
damage = BattleUtil.CalAllReduceShield(atkRole, defRole, damage,skill)
|
damage = BattleUtil.CalAllReduceShield(atkRole, defRole, damage,skill)
|
||||||
|
|
||||||
if damage < 0 then damage = 0 end
|
if damage < 0 then damage = 0 end
|
||||||
|
--计算主角增伤
|
||||||
|
if atkRole.type==BattleUnitType.Monster and atkRole.isPlayer then
|
||||||
|
damage=floor(damage*(1+atkRole:GetRoleData(RoleDataName.DamageBocusFactor)))
|
||||||
|
end
|
||||||
if skill and skill.type==BattleSkillType.Special then
|
if skill and skill.type==BattleSkillType.Special then
|
||||||
skill.owner.superSkillDamage=damage
|
skill.owner.superSkillDamage=damage
|
||||||
end
|
end
|
||||||
|
|
|
||||||
|
|
@ -16,12 +16,14 @@ end
|
||||||
function Monster:Init(data)
|
function Monster:Init(data)
|
||||||
self.type = BattleUnitType.Monster
|
self.type = BattleUnitType.Monster
|
||||||
self.camp = data.camp
|
self.camp = data.camp
|
||||||
-- if data.position==10 then
|
|
||||||
-- self.type = BattleUnitType.Player
|
|
||||||
-- end
|
|
||||||
self.position = data.position
|
self.position = data.position
|
||||||
self.star = data.star
|
self.star = data.star
|
||||||
|
self.isPlayer=false
|
||||||
self.uid= data.id
|
self.uid= data.id
|
||||||
|
if data.position==100 then
|
||||||
|
self.isPlayer = true
|
||||||
|
end
|
||||||
self.teamDamage=data.teamDamage
|
self.teamDamage=data.teamDamage
|
||||||
self.roleData = data
|
self.roleData = data
|
||||||
self.sex=data.sex
|
self.sex=data.sex
|
||||||
|
|
|
||||||
|
|
@ -354,16 +354,18 @@ end
|
||||||
|
|
||||||
---检测化身之力红点
|
---检测化身之力红点
|
||||||
function this.CheckPowerBtnRedData(red)
|
function this.CheckPowerBtnRedData(red)
|
||||||
this.configData = ConfigManager.GetConfigData(ConfigName.ChangingForce,this.incarnationForceLv)
|
--屏蔽化身之力红点
|
||||||
if not this.configData.ExpCost then
|
|
||||||
return false
|
|
||||||
end
|
|
||||||
local curHaveItemNum=BagManager.GetItemCountById(this.configData.ExpCost[1])
|
|
||||||
local curCostItemNum=this.configData.ExpCost[2]
|
|
||||||
if curHaveItemNum >=curCostItemNum then
|
|
||||||
return true
|
|
||||||
end
|
|
||||||
return false
|
return false
|
||||||
|
-- this.configData = ConfigManager.GetConfigData(ConfigName.ChangingForce,this.incarnationForceLv)
|
||||||
|
-- if not this.configData.ExpCost then
|
||||||
|
-- return false
|
||||||
|
-- end
|
||||||
|
-- local curHaveItemNum=BagManager.GetItemCountById(this.configData.ExpCost[1])
|
||||||
|
-- local curCostItemNum=this.configData.ExpCost[2]
|
||||||
|
-- if curHaveItemNum >=curCostItemNum then
|
||||||
|
-- return true
|
||||||
|
-- end
|
||||||
|
-- return false
|
||||||
end
|
end
|
||||||
|
|
||||||
function this.GetChangeCardProperty(cardId,isNextLv,isNextStar)
|
function this.GetChangeCardProperty(cardId,isNextLv,isNextStar)
|
||||||
|
|
@ -377,6 +379,8 @@ function this.GetChangeCardProperty(cardId,isNextLv,isNextStar)
|
||||||
level=level+1
|
level=level+1
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
if changeCardInfo then
|
if changeCardInfo then
|
||||||
local cardConfig=ConfigManager.GetConfigData(ConfigName.ChangingCard,cardId)
|
local cardConfig=ConfigManager.GetConfigData(ConfigName.ChangingCard,cardId)
|
||||||
LogError("cardConfig.Star=="..cardConfig.Star.." star=="..star)
|
LogError("cardConfig.Star=="..cardConfig.Star.." star=="..star)
|
||||||
|
|
@ -385,8 +389,11 @@ function this.GetChangeCardProperty(cardId,isNextLv,isNextStar)
|
||||||
for k,v in pairs(cardConfig.PropList) do
|
for k,v in pairs(cardConfig.PropList) do
|
||||||
propList[v[1]]=v[2]
|
propList[v[1]]=v[2]
|
||||||
end
|
end
|
||||||
|
for k,v in pairs(cardConfig.PlayerPropList) do
|
||||||
|
propList[v[1]]=v[2]
|
||||||
|
end
|
||||||
if changeCardInfo then
|
if changeCardInfo then
|
||||||
if star>0 then
|
if star>=0 then
|
||||||
local starConfig=ConfigManager.GetConfigDataByDoubleKey(ConfigName.ChangingCardStar,"PoolId",cardConfig.Star,"Level",star)
|
local starConfig=ConfigManager.GetConfigDataByDoubleKey(ConfigName.ChangingCardStar,"PoolId",cardConfig.Star,"Level",star)
|
||||||
local startProp
|
local startProp
|
||||||
-- if star==1 then
|
-- if star==1 then
|
||||||
|
|
@ -409,6 +416,13 @@ function this.GetChangeCardProperty(cardId,isNextLv,isNextStar)
|
||||||
end
|
end
|
||||||
|
|
||||||
end
|
end
|
||||||
|
for k,v in pairs(starConfig.PlayerPropList) do
|
||||||
|
if propList[v[1]] then
|
||||||
|
propList[v[1]]=propList[v[1]]+v[2]
|
||||||
|
else
|
||||||
|
propList[v[1]]=v[2]
|
||||||
|
end
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
if level>0 then
|
if level>0 then
|
||||||
|
|
@ -420,6 +434,23 @@ function this.GetChangeCardProperty(cardId,isNextLv,isNextStar)
|
||||||
propList[v[1]]=v[2]
|
propList[v[1]]=v[2]
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
for k,v in pairs(cardLvConfig.PlayerPropList) do
|
||||||
|
if propList[v[1]] then
|
||||||
|
propList[v[1]]=propList[v[1]]+v[2]
|
||||||
|
else
|
||||||
|
propList[v[1]]=v[2]
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
local playerConfig=ConfigManager.TryGetConfigData(ConfigName.PlayerLevelConfig,PlayerManager.level)
|
||||||
|
if playerConfig and playerConfig.PlayerPropList then
|
||||||
|
for key, v in pairs(playerConfig.PlayerPropList) do
|
||||||
|
if propList[v[1]] then
|
||||||
|
propList[v[1]]=propList[v[1]]+v[2]
|
||||||
|
else
|
||||||
|
propList[v[1]]=v[2]
|
||||||
|
end
|
||||||
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
return propList
|
return propList
|
||||||
|
|
@ -433,7 +464,7 @@ function this.GetChangeCardPropertyAdd(cardId,level,star)
|
||||||
for k,v in pairs(cardConfig.PropList) do
|
for k,v in pairs(cardConfig.PropList) do
|
||||||
propList[v[1]]=v[2]
|
propList[v[1]]=v[2]
|
||||||
end
|
end
|
||||||
if star>0 then
|
if star>=0 then
|
||||||
local startProp
|
local startProp
|
||||||
-- if star==1 then
|
-- if star==1 then
|
||||||
-- startProp=cardConfig.Star1UpProps
|
-- startProp=cardConfig.Star1UpProps
|
||||||
|
|
@ -451,6 +482,14 @@ function this.GetChangeCardPropertyAdd(cardId,level,star)
|
||||||
end
|
end
|
||||||
|
|
||||||
end
|
end
|
||||||
|
for k,v in pairs(starConfig.PlayerPropList) do
|
||||||
|
if propList[v[1]] then
|
||||||
|
propList[v[1]]=propList[v[1]]+v[2]
|
||||||
|
else
|
||||||
|
propList[v[1]]=v[2]
|
||||||
|
end
|
||||||
|
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
if level>0 then
|
if level>0 then
|
||||||
|
|
@ -462,7 +501,24 @@ function this.GetChangeCardPropertyAdd(cardId,level,star)
|
||||||
propList[v[1]]=v[2]
|
propList[v[1]]=v[2]
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
for k,v in pairs(cardLvConfig.PlayerPropList) do
|
||||||
|
if propList[v[1]] then
|
||||||
|
propList[v[1]]=propList[v[1]]+v[2]
|
||||||
|
else
|
||||||
|
propList[v[1]]=v[2]
|
||||||
|
end
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
local playerConfig=ConfigManager.TryGetConfigData(ConfigName.PlayerLevelConfig,PlayerManager.level)
|
||||||
|
if playerConfig and playerConfig.PlayerPropList then
|
||||||
|
for key, v in pairs(playerConfig.PlayerPropList) do
|
||||||
|
if propList[v[1]] then
|
||||||
|
propList[v[1]]=propList[v[1]]+v[2]
|
||||||
|
else
|
||||||
|
propList[v[1]]=v[2]
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
return propList
|
return propList
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -4,6 +4,7 @@ local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
|
||||||
local artResourcesConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
|
local artResourcesConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
|
||||||
local specialConfig = ConfigManager.GetConfigData(ConfigName.SpecialConfig,155).Value
|
local specialConfig = ConfigManager.GetConfigData(ConfigName.SpecialConfig,155).Value
|
||||||
local xiuxian=ConfigManager.GetConfig(ConfigName.XiuXianConfig)
|
local xiuxian=ConfigManager.GetConfig(ConfigName.XiuXianConfig)
|
||||||
|
local cardPosition=ConfigManager.GetConfig(ConfigName.ChangingCardPosition)
|
||||||
local curLevel =PracticeManager.PracticeLevel --ConfigManager.GetConfigData(ConfigName.ChangingForce,IncarnationManager.incarnationForceLv).Level
|
local curLevel =PracticeManager.PracticeLevel --ConfigManager.GetConfigData(ConfigName.ChangingForce,IncarnationManager.incarnationForceLv).Level
|
||||||
local limits=string.split(specialConfig,"#")
|
local limits=string.split(specialConfig,"#")
|
||||||
local tabs = {}
|
local tabs = {}
|
||||||
|
|
@ -26,7 +27,9 @@ function IncarnationPanel:InitComponent()
|
||||||
self.btn_left = Util.GetGameObject(self.gameObject,"bg/left")
|
self.btn_left = Util.GetGameObject(self.gameObject,"bg/left")
|
||||||
self.btn_left:SetActive(false)
|
self.btn_left:SetActive(false)
|
||||||
self.btn_right = Util.GetGameObject(self.gameObject,"bg/right")
|
self.btn_right = Util.GetGameObject(self.gameObject,"bg/right")
|
||||||
|
self.btn_right:SetActive(false)
|
||||||
self.incarnationPowerBtn = Util.GetGameObject(self.gameObject,"bg/incarnationPowerBtn")
|
self.incarnationPowerBtn = Util.GetGameObject(self.gameObject,"bg/incarnationPowerBtn")
|
||||||
|
self.incarnationPowerBtn:SetActive(false)
|
||||||
self.powerBtnRedPoint = Util.GetGameObject(self.gameObject,"bg/incarnationPowerBtn/redPoint")
|
self.powerBtnRedPoint = Util.GetGameObject(self.gameObject,"bg/incarnationPowerBtn/redPoint")
|
||||||
self.addBtn = Util.GetGameObject(self.gameObject,"bg/addBtn")
|
self.addBtn = Util.GetGameObject(self.gameObject,"bg/addBtn")
|
||||||
self.helpBtn = Util.GetGameObject(self.gameObject,"bg/helpBtn")
|
self.helpBtn = Util.GetGameObject(self.gameObject,"bg/helpBtn")
|
||||||
|
|
@ -41,7 +44,7 @@ function IncarnationPanel:InitComponent()
|
||||||
self.upLayoutItemList = {}
|
self.upLayoutItemList = {}
|
||||||
self.upLayout = Util.GetGameObject(self.gameObject,"bg/upScroll/upLayout")
|
self.upLayout = Util.GetGameObject(self.gameObject,"bg/upScroll/upLayout")
|
||||||
self.upLayout:GetComponent("RectTransform").anchoredPosition=Vector2.New(allPos[curIndex],-221)
|
self.upLayout:GetComponent("RectTransform").anchoredPosition=Vector2.New(allPos[curIndex],-221)
|
||||||
for i = 1,8 do
|
for i = 1,4 do
|
||||||
self.upLayoutItemList[i] = {}
|
self.upLayoutItemList[i] = {}
|
||||||
self.upLayoutItemList[i].go = Util.GetGameObject(self.upLayout,"card"..i)
|
self.upLayoutItemList[i].go = Util.GetGameObject(self.upLayout,"card"..i)
|
||||||
self.upLayoutItemList[i].btn = Util.GetGameObject(self.upLayoutItemList[i].go,"unLoadBtn")
|
self.upLayoutItemList[i].btn = Util.GetGameObject(self.upLayoutItemList[i].go,"unLoadBtn")
|
||||||
|
|
@ -50,6 +53,8 @@ function IncarnationPanel:InitComponent()
|
||||||
self.upLayoutItemList[i].posImg.sprite=self.spLoader:LoadSprite("r_fxgz_shuzi_"..i)
|
self.upLayoutItemList[i].posImg.sprite=self.spLoader:LoadSprite("r_fxgz_shuzi_"..i)
|
||||||
self.upLayoutItemList[i].getBtn = Util.GetGameObject(self.upLayoutItemList[i].pos,"getBtn")
|
self.upLayoutItemList[i].getBtn = Util.GetGameObject(self.upLayoutItemList[i].pos,"getBtn")
|
||||||
self.upLayoutItemList[i].lv = Util.GetGameObject(self.upLayoutItemList[i].go,"lvText"):GetComponent("Text")
|
self.upLayoutItemList[i].lv = Util.GetGameObject(self.upLayoutItemList[i].go,"lvText"):GetComponent("Text")
|
||||||
|
self.upLayoutItemList[i].desTxt = Util.GetGameObject(self.upLayoutItemList[i].go,"desText"):GetComponent("Text")
|
||||||
|
self.upLayoutItemList[i].desTxt.text=cardPosition[i].Desc
|
||||||
end
|
end
|
||||||
self.empty = Util.GetGameObject(self.gameObject,"bg/NoneImage")
|
self.empty = Util.GetGameObject(self.gameObject,"bg/NoneImage")
|
||||||
|
|
||||||
|
|
@ -70,7 +75,7 @@ function IncarnationPanel:BindEvent()
|
||||||
self:RefreshList(false,true)
|
self:RefreshList(false,true)
|
||||||
end)
|
end)
|
||||||
end
|
end
|
||||||
for i = 1,8 do
|
for i = 1,4 do
|
||||||
Util.AddClick(self.upLayoutItemList[i].btn, function()
|
Util.AddClick(self.upLayoutItemList[i].btn, function()
|
||||||
if self.upLayoutData[i] and self.upLayoutData[i].id then
|
if self.upLayoutData[i] and self.upLayoutData[i].id then
|
||||||
NetManager.UpOrDownTransformationRequest(self.upLayoutData[i].id,i,1,function()
|
NetManager.UpOrDownTransformationRequest(self.upLayoutData[i].id,i,1,function()
|
||||||
|
|
@ -83,7 +88,7 @@ function IncarnationPanel:BindEvent()
|
||||||
end
|
end
|
||||||
end)
|
end)
|
||||||
end
|
end
|
||||||
for i = 1,8 do
|
for i = 1,4 do
|
||||||
Util.AddClick(self.upLayoutItemList[i].getBtn, function()
|
Util.AddClick(self.upLayoutItemList[i].getBtn, function()
|
||||||
if self.upLayoutData[i] and self.upLayoutData[i].id then
|
if self.upLayoutData[i] and self.upLayoutData[i].id then
|
||||||
local pos = self:FindDatasIndexById(self.upLayoutData[i].id)
|
local pos = self:FindDatasIndexById(self.upLayoutData[i].id)
|
||||||
|
|
@ -107,22 +112,22 @@ function IncarnationPanel:BindEvent()
|
||||||
end)
|
end)
|
||||||
|
|
||||||
Util.AddClick(self.btn_left, function()
|
Util.AddClick(self.btn_left, function()
|
||||||
curIndex=curIndex-1
|
-- curIndex=curIndex-1
|
||||||
if curIndex==1 then
|
-- if curIndex==1 then
|
||||||
self.btn_left:SetActive(false)
|
-- self.btn_left:SetActive(false)
|
||||||
else
|
-- else
|
||||||
self.btn_right:SetActive(true)
|
-- self.btn_right:SetActive(true)
|
||||||
end
|
-- end
|
||||||
self.upLayout:GetComponent("RectTransform").anchoredPosition=Vector2.New(allPos[curIndex],-221)
|
-- self.upLayout:GetComponent("RectTransform").anchoredPosition=Vector2.New(allPos[curIndex],-221)
|
||||||
end)
|
end)
|
||||||
Util.AddClick(self.btn_right, function()
|
Util.AddClick(self.btn_right, function()
|
||||||
curIndex=curIndex+1
|
-- curIndex=curIndex+1
|
||||||
if curIndex==3 then
|
-- if curIndex==3 then
|
||||||
self.btn_right:SetActive(false)
|
-- self.btn_right:SetActive(false)
|
||||||
else
|
-- else
|
||||||
self.btn_left:SetActive(true)
|
-- self.btn_left:SetActive(true)
|
||||||
end
|
-- end
|
||||||
self.upLayout:GetComponent("RectTransform").anchoredPosition=Vector2.New(allPos[curIndex],-221)
|
-- self.upLayout:GetComponent("RectTransform").anchoredPosition=Vector2.New(allPos[curIndex],-221)
|
||||||
end)
|
end)
|
||||||
Util.AddClick(self.incarnationPowerBtn, function()
|
Util.AddClick(self.incarnationPowerBtn, function()
|
||||||
UIManager.OpenPanel(UIName.IncarnationForcePanel)
|
UIManager.OpenPanel(UIName.IncarnationForcePanel)
|
||||||
|
|
@ -133,7 +138,7 @@ function IncarnationPanel:BindEvent()
|
||||||
local singData = {}
|
local singData = {}
|
||||||
singData.title = "当前化身总加成"
|
singData.title = "当前化身总加成"
|
||||||
singData.pro = IncarnationManager.GetproDesLst(IncarnationManager.GetIncarnationTotalPro(),"00FF00")
|
singData.pro = IncarnationManager.GetproDesLst(IncarnationManager.GetIncarnationTotalPro(),"00FF00")
|
||||||
singData.tip = "总加成包括化身之力提供的属性"
|
singData.tip ="" --"总加成包括化身之力提供的属性"
|
||||||
table.insert(data,singData)
|
table.insert(data,singData)
|
||||||
UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.IncarnationDes,data)
|
UIManager.OpenPanel(UIName.GeneralBigPopup,GENERAL_POPUP_TYPE.IncarnationDes,data)
|
||||||
end)
|
end)
|
||||||
|
|
@ -161,7 +166,7 @@ function IncarnationPanel:SetSelectBtn()
|
||||||
end
|
end
|
||||||
function IncarnationPanel:RefreshUpLimitLevel()
|
function IncarnationPanel:RefreshUpLimitLevel()
|
||||||
curLevel =PracticeManager.PracticeLevel --ConfigManager.GetConfigData(ConfigName.ChangingForce,IncarnationManager.incarnationForceLv).Level
|
curLevel =PracticeManager.PracticeLevel --ConfigManager.GetConfigData(ConfigName.ChangingForce,IncarnationManager.incarnationForceLv).Level
|
||||||
for i = 1,8 do
|
for i = 1,4 do
|
||||||
self.upLayoutItemList[i].lv.gameObject:SetActive(curLevel<tonumber(limits[i]))
|
self.upLayoutItemList[i].lv.gameObject:SetActive(curLevel<tonumber(limits[i]))
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
@ -202,7 +207,7 @@ end
|
||||||
|
|
||||||
function IncarnationPanel:RefreshUpList()
|
function IncarnationPanel:RefreshUpList()
|
||||||
self.upLayoutData = IncarnationManager.GetIncarnationData1()
|
self.upLayoutData = IncarnationManager.GetIncarnationData1()
|
||||||
for i = 1,8 do
|
for i = 1,4 do
|
||||||
self.upLayoutItemList[i].pos.gameObject:SetActive(false)
|
self.upLayoutItemList[i].pos.gameObject:SetActive(false)
|
||||||
self.upLayoutItemList[i].btn.gameObject:SetActive(false)
|
self.upLayoutItemList[i].btn.gameObject:SetActive(false)
|
||||||
self.upLayoutItemList[i].lv.gameObject:SetActive(curLevel<tonumber(limits[i]))
|
self.upLayoutItemList[i].lv.gameObject:SetActive(curLevel<tonumber(limits[i]))
|
||||||
|
|
@ -353,7 +358,7 @@ function IncarnationPanel:SetSingleData(go,data,index)
|
||||||
Util.AddOnceClick(self.itemPreList[go].incarnationBtn,function()
|
Util.AddOnceClick(self.itemPreList[go].incarnationBtn,function()
|
||||||
if data.state == 1 then
|
if data.state == 1 then
|
||||||
local pos = 0
|
local pos = 0
|
||||||
for i = 1,8 do
|
for i = 1,4 do
|
||||||
if self.upLayoutData[i] and self.upLayoutData[i].id then
|
if self.upLayoutData[i] and self.upLayoutData[i].id then
|
||||||
else
|
else
|
||||||
pos = i
|
pos = i
|
||||||
|
|
|
||||||
|
|
@ -1,7 +1,7 @@
|
||||||
LoginManager = {};
|
LoginManager = {};
|
||||||
local this = LoginManager
|
local this = LoginManager
|
||||||
this.sign = "d13b3e8ef74bf72d8aafce3a1c8672a0"
|
this.sign = "d13b3e8ef74bf72d8aafce3a1c8672a0"
|
||||||
this.openId = nil
|
this.openId = ""
|
||||||
this.token = nil
|
this.token = nil
|
||||||
this.IsLogin = false
|
this.IsLogin = false
|
||||||
this.pt_pId = ""
|
this.pt_pId = ""
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue