diff --git a/Assets/ManagedResources/~Lua/Modules/Expedition/ExpeditionManager.lua b/Assets/ManagedResources/~Lua/Modules/Expedition/ExpeditionManager.lua index 3a49f85582..06d68b7a40 100644 --- a/Assets/ManagedResources/~Lua/Modules/Expedition/ExpeditionManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Expedition/ExpeditionManager.lua @@ -593,7 +593,7 @@ function this.UpdateHeroDatas(_msgHeroData) this.SetEquipTreasureUpHeroDid(heroData.jewels,heroData.dynamicId) this.SetTalismanLv(heroData.dynamicId,heroData.talismanList) ExpeditionManager.InitHeroHpValue(heroData.dynamicId) - heroData.warPower = HeroManager.CalculateHeroAllProValList(1, heroData, false)[HeroProType.WarPower] + heroData.warPower = HeroPowerManager.GetHeroPower(heroData.dynamicId)--HeroManager.CalculateHeroAllProValList(1, heroData, false)[HeroProType.WarPower] --this.SetSoulPrintUpHeroDid(heroData.soulPrintList,heroData.dynamicId) --this.GetSingleProScoreVal() end diff --git a/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua b/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua index 59a0066c46..d2b75770dc 100644 --- a/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Hero/HeroManager.lua @@ -871,7 +871,8 @@ function this.UpdateHeroPowerProfession() for _, v in pairs(heroDatas) do if GuildSkillManager.UpdataHeroProList[v.heroConfig.Profession] then LogGreen("v.dynamicId "..v.dynamicId) - v.warPower = this.CalculateHeroAllProValList(1, v.dynamicId, false)[HeroProType.WarPower] + v.warPower = HeroPowerManager.GetHeroPower(v.dynamicId) + --this.CalculateHeroAllProValList(1, v.dynamicId, false)[HeroProType.WarPower] end end end @@ -3110,7 +3111,8 @@ function this.ResetHero(dynamicloadId) if heroDatas[dynamicloadId] then heroDatas[dynamicloadId].lv = 1 heroDatas[dynamicloadId].breakId = 0 - heroDatas[dynamicloadId].warPower = this.CalculateHeroAllProValList(1, heroDatas[dynamicloadId].dynamicId, false)[HeroProType.WarPower] + heroDatas[dynamicloadId].warPower = HeroPowerManager.GetHeroPower(heroDatas[dynamicloadId].dynamicId) + --this.CalculateHeroAllProValList(1, heroDatas[dynamicloadId].dynamicId, false)[HeroProType.WarPower] end FormationManager.ResolvDownBattleCurHeroId(dynamicloadId) end diff --git a/Assets/ManagedResources/~Lua/Modules/Hero/HeroPowerManager.lua b/Assets/ManagedResources/~Lua/Modules/Hero/HeroPowerManager.lua index 4f7eb7d1f5..0cf09cd7d0 100644 --- a/Assets/ManagedResources/~Lua/Modules/Hero/HeroPowerManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Hero/HeroPowerManager.lua @@ -94,7 +94,12 @@ function this.CalPower(heroData, propList) end local tpId = propToSS[k].TargetPropertyId if propList[k] > 0 and tpId > 0 then - propList[tpId] = math.floor( propList[tpId] + propList[tpId] * propList[k] / 10000) + if k ~= 69 and k ~= 70 then--PVP 增减伤 没有处理 + if not propList[tpId] then + propList[tpId] = 0 + end + propList[tpId] = math.floor( propList[tpId] + propList[tpId] * propList[k] / 10000) + end end else propList[k] = v @@ -122,13 +127,14 @@ function this.GetHeroPower(dId, formationId) return this.HeroPowerList[dId].allPower end -- 获取英雄战斗力 -function this.GetNextHeroPower(dId, formationId,upStarId) +function this.GetNextHeroPower(dId, formationId,breakId,upStarId) local curHeroData = HeroManager.GetSingleHeroData(dId) + local oldBreakId = curHeroData.breakId local oldStarId = curHeroData.upStarId - HeroManager.UpdateSingleHeroDatas(dId, curHeroData.lv, curHeroData.star, curHeroData.breakId, upStarId) + HeroManager.UpdateSingleHeroDatas(dId, curHeroData.lv, curHeroData.star, breakId, upStarId) local curAllPro = HeroPropManager.GetHeroProp(curHeroData.dynamicId,formationId) local curPower = this.GetHeroPower(dId, formationId) - HeroManager.UpdateSingleHeroDatas(dId, curHeroData.lv, curHeroData.star, curHeroData.breakId, oldStarId) + HeroManager.UpdateSingleHeroDatas(dId, curHeroData.lv, curHeroData.star, oldBreakId, oldStarId) return curAllPro,curPower end diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/RoleInfoPopup.lua b/Assets/ManagedResources/~Lua/Modules/Popup/RoleInfoPopup.lua index a685e8add3..45f35f285a 100644 --- a/Assets/ManagedResources/~Lua/Modules/Popup/RoleInfoPopup.lua +++ b/Assets/ManagedResources/~Lua/Modules/Popup/RoleInfoPopup.lua @@ -263,12 +263,16 @@ function this.RoleInfo1() allAddProVal = curHeroData.allAddProVal else -- allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId, formationId) + local WarPower if choosedList then - --local formationList = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_NORMAL) - local allHeroTeamAddProVal = HeroManager.GetAllHeroTeamAddProVal(choosedList,curHeroData.dynamicId) - allAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false,nil,nil,true,allHeroTeamAddProVal,formationHeroNum) + -- local allHeroTeamAddProVal = HeroManager.GetAllHeroTeamAddProVal(choosedList,curHeroData.dynamicId) + -- allAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false,nil,nil,true,allHeroTeamAddProVal,formationHeroNum) + allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId,FormationTypeDef.FORMATION_NORMAL) + WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL) else - allAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false,nil,nil,false,{},formationHeroNum) + -- allAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false,nil,nil,false,{},formationHeroNum) + allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId) + WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId) end end this.atk.text = allAddProVal[HeroProType.Attack] diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipPanel.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipPanel.lua index a59ac070d4..cccfc67ec2 100644 --- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleEquipPanel.lua @@ -677,20 +677,17 @@ function this.ShowHeroEquip() end ) end - -- this.force.text = HeroPowerManager.GetHeroPower(curHeroData.dynamicId) - -- local allAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false) local allAddProVal --计算面板属性 + local WarPower if isUpZhen then - local formationList = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_NORMAL) - local allHeroTeamAddProVal = HeroManager.GetAllHeroTeamAddProVal(formationList.teamHeroInfos,curHeroData.dynamicId) - -- allAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false,nil,nil,true,allHeroTeamAddProVal) allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId,FormationTypeDef.FORMATION_NORMAL) + WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL) else - -- allAddProVal=HeroManager.CalculateHeroAllProValList(1,curHeroData.dynamicId,false) allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId) + WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId) end - this.force.text = HeroPowerManager.GetHeroPower(curHeroData.dynamicId)--allAddProVal[HeroProType.WarPower] + this.force.text = WarPower end function this:SetSelectBtn() diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoLayout.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoLayout.lua index e6cec6e6a9..d753171b0b 100644 --- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoLayout.lua +++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleInfoLayout.lua @@ -153,12 +153,13 @@ function this:UpdateHeroInfoData() end --计算面板属性 + local WarPower if isUpZhen then - local formationList = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_NORMAL) - local allHeroTeamAddProVal = HeroManager.GetAllHeroTeamAddProVal(formationList.teamHeroInfos,curHeroData.dynamicId) - allAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false,nil,nil,true,allHeroTeamAddProVal) + allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL) + WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL) else - allAddProVal=HeroManager.CalculateHeroAllProValList(1,curHeroData.dynamicId,false) + allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId) + WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId) end this:ProShow(this.atkPro,allAddProVal,HeroProType.Attack) this:ProShow(this.hpPro,allAddProVal,HeroProType.Hp) diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleUpLvBreakSuccessPanel.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleUpLvBreakSuccessPanel.lua index 79d66e892b..fae5c04aac 100644 --- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleUpLvBreakSuccessPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleUpLvBreakSuccessPanel.lua @@ -57,7 +57,8 @@ function RoleUpLvBreakSuccessPanel:OnOpen(...) this.upLvMaskPanleProMagDef.text=oldLvAllAddProVal[HeroProType.MagicDefence] -- this.upLvMaskPanleProSpeed.text= oldLvAllAddProVal[HeroProType.Speed] --计算面板属性cur - local curLvAllAddProVal=HeroManager.CalculateHeroAllProValList(2,curHeroData.dynamicId,false,nextHeroBreakId,curHeroData.upStarId) + -- local curLvAllAddProVal=HeroManager.CalculateHeroAllProValList(2,curHeroData.dynamicId,false,nextHeroBreakId,curHeroData.upStarId) + local curLvAllAddProVal,curPower = HeroPowerManager.GetNextHeroPower(curHeroData.dynamicId, nil,nextHeroBreakId ,curHeroData.upStarId) this.upLvMaskPanleNextProAtk.text=curLvAllAddProVal[HeroProType.Attack] this.upLvMaskPanleNextProHp.text=curLvAllAddProVal[HeroProType.Hp] this.upLvMaskPanleNextProPhyDef.text=curLvAllAddProVal[HeroProType.PhysicalDefence] diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleUpStarLayout.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleUpStarLayout.lua index c4d37d3f27..6f7d204b01 100644 --- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleUpStarLayout.lua +++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleUpStarLayout.lua @@ -95,14 +95,14 @@ end function this:UpdateHeroUpStarData() --进阶材料 this:UpdateHeroUpStarMaterialShow() - + local WarPower --计算面板属性 if isUpZhen then - local formationList = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_NORMAL) - local allHeroTeamAddProVal = HeroManager.GetAllHeroTeamAddProVal(formationList.teamHeroInfos,curHeroData.dynamicId) - allAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false,nil,nil,true,allHeroTeamAddProVal) + allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL) + WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL) else - allAddProVal = HeroManager.CalculateHeroAllProValList(1,curHeroData.dynamicId,false) + allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId) + WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId) end --进阶属性提升 if upStarRankUpConfig and upStarRankUpConfig.Id then @@ -250,7 +250,7 @@ function this:UpdateHeroUpStarProUpShow() if nextUpStarConFig then nextProUpVal = nextUpStarConFig.PropertiesDisplay end --this.proUpVal.text = GetPropertyFormatStr(2, nextProUpVal) --this.UpdateHeroUpStarProUpSkillShow(this.skillInfoGrid,self:NextStarUpSkillTabs()) - local nextallAddProVal,curPower = HeroPowerManager.GetNextHeroPower(curHeroData.dynamicId, nil,upStarRankUpConfig.Id) + local nextallAddProVal,curPower = HeroPowerManager.GetNextHeroPower(curHeroData.dynamicId, nil,curHeroData.breakId ,upStarRankUpConfig.Id) -- local nextallAddProVal=HeroManager.CalculateHeroAllProValList(2,curHeroData.dynamicId,false,curHeroData.breakId,upStarRankUpConfig.Id) this:ProShow(this.atkPro_UpStar,allAddProVal,HeroProType.Attack,nextallAddProVal) this:ProShow(this.hpPro_UpStar,allAddProVal,HeroProType.Hp,nextallAddProVal) diff --git a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleUpStarSuccessPanel.lua b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleUpStarSuccessPanel.lua index 5ceae7c4ea..fc8ba2ac5b 100644 --- a/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleUpStarSuccessPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/RoleInfo/RoleUpStarSuccessPanel.lua @@ -137,7 +137,8 @@ function RoleUpStarSuccessPanel:OnOpen(...) this.upLvMaskPanleProMagDef.text=oldLvAllAddProVal[HeroProType.MagicDefence] this.upLvMaskPanleProSpeed.text= oldLvAllAddProVal[HeroProType.Speed] --计算面板属性cur - local curLvAllAddProVal=HeroManager.CalculateHeroAllProValList(2,curHeroData.dynamicId,false,curHeroData.breakId,nextHeroUpStarId) + -- local curLvAllAddProVal=HeroManager.CalculateHeroAllProValList(2,curHeroData.dynamicId,false,curHeroData.breakId,nextHeroUpStarId) + local curLvAllAddProVal,curPower = HeroPowerManager.GetNextHeroPower(curHeroData.dynamicId, nil,curHeroData.breakId,nextHeroUpStarId) this.upLvMaskPanleNextProAtk.text=curLvAllAddProVal[HeroProType.Attack] this.upLvMaskPanleNextProHp.text=curLvAllAddProVal[HeroProType.Hp] this.upLvMaskPanleNextProPhyDef.text=curLvAllAddProVal[HeroProType.PhysicalDefence] diff --git a/Assets/ManagedResources/~Lua/Modules/SoulPrint/SoulPrintPanel.lua b/Assets/ManagedResources/~Lua/Modules/SoulPrint/SoulPrintPanel.lua index 56f882375a..74e26cd8a5 100644 --- a/Assets/ManagedResources/~Lua/Modules/SoulPrint/SoulPrintPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/SoulPrint/SoulPrintPanel.lua @@ -198,18 +198,17 @@ function this.RefreshShow() this.SetHero() this.SetScrollData() --对比战力并更新战力值 播放战力变更动画 - -- HeroManager.CompareWarPower(curHeroData.dynamicId) - -- local allPro = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false) local allAddProVal --计算面板属性 + local WarPower if isUpZhen then - local formationList = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_NORMAL) - local allHeroTeamAddProVal = HeroManager.GetAllHeroTeamAddProVal(formationList.teamHeroInfos,curHeroData.dynamicId) - allAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false,nil,nil,true,allHeroTeamAddProVal) + allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL) + WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL) else - allAddProVal=HeroManager.CalculateHeroAllProValList(1,curHeroData.dynamicId,false) + allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId) + WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId) end - this.power.text = allAddProVal[HeroProType.WarPower] + this.power.text = WarPower end --设置环形布局 @@ -320,17 +319,17 @@ end --设置英雄 function this.SetHero() this.heroIcon.sprite=Util.LoadSprite(curHeroData.icon) - -- local allPro = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false) local allAddProVal + local WarPower --计算面板属性 if isUpZhen then - local formationList = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_NORMAL) - local allHeroTeamAddProVal = HeroManager.GetAllHeroTeamAddProVal(formationList.teamHeroInfos,curHeroData.dynamicId) - allAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false,nil,nil,true,allHeroTeamAddProVal) + allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL) + WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL) else - allAddProVal=HeroManager.CalculateHeroAllProValList(1,curHeroData.dynamicId,false) + allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId) + WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId) end - this.power.text = allAddProVal[HeroProType.WarPower] + this.power.text = WarPower end