【新战力计算】修改调用接口提交
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38252f03ee
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df943f6da9
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@ -593,7 +593,7 @@ function this.UpdateHeroDatas(_msgHeroData)
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this.SetEquipTreasureUpHeroDid(heroData.jewels,heroData.dynamicId)
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this.SetTalismanLv(heroData.dynamicId,heroData.talismanList)
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ExpeditionManager.InitHeroHpValue(heroData.dynamicId)
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heroData.warPower = HeroManager.CalculateHeroAllProValList(1, heroData, false)[HeroProType.WarPower]
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heroData.warPower = HeroPowerManager.GetHeroPower(heroData.dynamicId)--HeroManager.CalculateHeroAllProValList(1, heroData, false)[HeroProType.WarPower]
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--this.SetSoulPrintUpHeroDid(heroData.soulPrintList,heroData.dynamicId)
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--this.GetSingleProScoreVal()
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end
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@ -871,7 +871,8 @@ function this.UpdateHeroPowerProfession()
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for _, v in pairs(heroDatas) do
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if GuildSkillManager.UpdataHeroProList[v.heroConfig.Profession] then
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LogGreen("v.dynamicId "..v.dynamicId)
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v.warPower = this.CalculateHeroAllProValList(1, v.dynamicId, false)[HeroProType.WarPower]
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v.warPower = HeroPowerManager.GetHeroPower(v.dynamicId)
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--this.CalculateHeroAllProValList(1, v.dynamicId, false)[HeroProType.WarPower]
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end
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end
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end
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@ -3110,7 +3111,8 @@ function this.ResetHero(dynamicloadId)
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if heroDatas[dynamicloadId] then
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heroDatas[dynamicloadId].lv = 1
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heroDatas[dynamicloadId].breakId = 0
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heroDatas[dynamicloadId].warPower = this.CalculateHeroAllProValList(1, heroDatas[dynamicloadId].dynamicId, false)[HeroProType.WarPower]
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heroDatas[dynamicloadId].warPower = HeroPowerManager.GetHeroPower(heroDatas[dynamicloadId].dynamicId)
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--this.CalculateHeroAllProValList(1, heroDatas[dynamicloadId].dynamicId, false)[HeroProType.WarPower]
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end
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FormationManager.ResolvDownBattleCurHeroId(dynamicloadId)
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end
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@ -94,7 +94,12 @@ function this.CalPower(heroData, propList)
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end
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local tpId = propToSS[k].TargetPropertyId
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if propList[k] > 0 and tpId > 0 then
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propList[tpId] = math.floor( propList[tpId] + propList[tpId] * propList[k] / 10000)
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if k ~= 69 and k ~= 70 then--PVP 增减伤 没有处理
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if not propList[tpId] then
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propList[tpId] = 0
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end
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propList[tpId] = math.floor( propList[tpId] + propList[tpId] * propList[k] / 10000)
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end
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end
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else
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propList[k] = v
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@ -122,13 +127,14 @@ function this.GetHeroPower(dId, formationId)
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return this.HeroPowerList[dId].allPower
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end
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-- 获取英雄战斗力
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function this.GetNextHeroPower(dId, formationId,upStarId)
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function this.GetNextHeroPower(dId, formationId,breakId,upStarId)
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local curHeroData = HeroManager.GetSingleHeroData(dId)
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local oldBreakId = curHeroData.breakId
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local oldStarId = curHeroData.upStarId
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HeroManager.UpdateSingleHeroDatas(dId, curHeroData.lv, curHeroData.star, curHeroData.breakId, upStarId)
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HeroManager.UpdateSingleHeroDatas(dId, curHeroData.lv, curHeroData.star, breakId, upStarId)
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local curAllPro = HeroPropManager.GetHeroProp(curHeroData.dynamicId,formationId)
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local curPower = this.GetHeroPower(dId, formationId)
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HeroManager.UpdateSingleHeroDatas(dId, curHeroData.lv, curHeroData.star, curHeroData.breakId, oldStarId)
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HeroManager.UpdateSingleHeroDatas(dId, curHeroData.lv, curHeroData.star, oldBreakId, oldStarId)
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return curAllPro,curPower
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end
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@ -263,12 +263,16 @@ function this.RoleInfo1()
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allAddProVal = curHeroData.allAddProVal
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else
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-- allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId, formationId)
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local WarPower
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if choosedList then
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--local formationList = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_NORMAL)
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local allHeroTeamAddProVal = HeroManager.GetAllHeroTeamAddProVal(choosedList,curHeroData.dynamicId)
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allAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false,nil,nil,true,allHeroTeamAddProVal,formationHeroNum)
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-- local allHeroTeamAddProVal = HeroManager.GetAllHeroTeamAddProVal(choosedList,curHeroData.dynamicId)
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-- allAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false,nil,nil,true,allHeroTeamAddProVal,formationHeroNum)
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allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId,FormationTypeDef.FORMATION_NORMAL)
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WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL)
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else
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allAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false,nil,nil,false,{},formationHeroNum)
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-- allAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false,nil,nil,false,{},formationHeroNum)
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allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId)
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WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId)
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end
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end
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this.atk.text = allAddProVal[HeroProType.Attack]
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@ -677,20 +677,17 @@ function this.ShowHeroEquip()
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end
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)
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end
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-- this.force.text = HeroPowerManager.GetHeroPower(curHeroData.dynamicId)
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-- local allAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false)
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local allAddProVal
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--计算面板属性
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local WarPower
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if isUpZhen then
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local formationList = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_NORMAL)
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local allHeroTeamAddProVal = HeroManager.GetAllHeroTeamAddProVal(formationList.teamHeroInfos,curHeroData.dynamicId)
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-- allAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false,nil,nil,true,allHeroTeamAddProVal)
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allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId,FormationTypeDef.FORMATION_NORMAL)
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WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL)
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else
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-- allAddProVal=HeroManager.CalculateHeroAllProValList(1,curHeroData.dynamicId,false)
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allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId)
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WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId)
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end
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this.force.text = HeroPowerManager.GetHeroPower(curHeroData.dynamicId)--allAddProVal[HeroProType.WarPower]
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this.force.text = WarPower
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end
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function this:SetSelectBtn()
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@ -153,12 +153,13 @@ function this:UpdateHeroInfoData()
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end
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--计算面板属性
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local WarPower
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if isUpZhen then
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local formationList = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_NORMAL)
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local allHeroTeamAddProVal = HeroManager.GetAllHeroTeamAddProVal(formationList.teamHeroInfos,curHeroData.dynamicId)
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allAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false,nil,nil,true,allHeroTeamAddProVal)
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allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL)
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WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL)
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else
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allAddProVal=HeroManager.CalculateHeroAllProValList(1,curHeroData.dynamicId,false)
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allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId)
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WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId)
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end
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this:ProShow(this.atkPro,allAddProVal,HeroProType.Attack)
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this:ProShow(this.hpPro,allAddProVal,HeroProType.Hp)
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@ -57,7 +57,8 @@ function RoleUpLvBreakSuccessPanel:OnOpen(...)
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this.upLvMaskPanleProMagDef.text=oldLvAllAddProVal[HeroProType.MagicDefence]
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-- this.upLvMaskPanleProSpeed.text= oldLvAllAddProVal[HeroProType.Speed]
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--计算面板属性cur
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local curLvAllAddProVal=HeroManager.CalculateHeroAllProValList(2,curHeroData.dynamicId,false,nextHeroBreakId,curHeroData.upStarId)
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-- local curLvAllAddProVal=HeroManager.CalculateHeroAllProValList(2,curHeroData.dynamicId,false,nextHeroBreakId,curHeroData.upStarId)
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local curLvAllAddProVal,curPower = HeroPowerManager.GetNextHeroPower(curHeroData.dynamicId, nil,nextHeroBreakId ,curHeroData.upStarId)
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this.upLvMaskPanleNextProAtk.text=curLvAllAddProVal[HeroProType.Attack]
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this.upLvMaskPanleNextProHp.text=curLvAllAddProVal[HeroProType.Hp]
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this.upLvMaskPanleNextProPhyDef.text=curLvAllAddProVal[HeroProType.PhysicalDefence]
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@ -95,14 +95,14 @@ end
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function this:UpdateHeroUpStarData()
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--进阶材料
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this:UpdateHeroUpStarMaterialShow()
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local WarPower
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--计算面板属性
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if isUpZhen then
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local formationList = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_NORMAL)
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local allHeroTeamAddProVal = HeroManager.GetAllHeroTeamAddProVal(formationList.teamHeroInfos,curHeroData.dynamicId)
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allAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false,nil,nil,true,allHeroTeamAddProVal)
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allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL)
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WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL)
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else
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allAddProVal = HeroManager.CalculateHeroAllProValList(1,curHeroData.dynamicId,false)
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allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId)
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WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId)
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end
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--进阶属性提升
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if upStarRankUpConfig and upStarRankUpConfig.Id then
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@ -250,7 +250,7 @@ function this:UpdateHeroUpStarProUpShow()
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if nextUpStarConFig then nextProUpVal = nextUpStarConFig.PropertiesDisplay end
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--this.proUpVal.text = GetPropertyFormatStr(2, nextProUpVal)
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--this.UpdateHeroUpStarProUpSkillShow(this.skillInfoGrid,self:NextStarUpSkillTabs())
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local nextallAddProVal,curPower = HeroPowerManager.GetNextHeroPower(curHeroData.dynamicId, nil,upStarRankUpConfig.Id)
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local nextallAddProVal,curPower = HeroPowerManager.GetNextHeroPower(curHeroData.dynamicId, nil,curHeroData.breakId ,upStarRankUpConfig.Id)
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-- local nextallAddProVal=HeroManager.CalculateHeroAllProValList(2,curHeroData.dynamicId,false,curHeroData.breakId,upStarRankUpConfig.Id)
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this:ProShow(this.atkPro_UpStar,allAddProVal,HeroProType.Attack,nextallAddProVal)
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this:ProShow(this.hpPro_UpStar,allAddProVal,HeroProType.Hp,nextallAddProVal)
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@ -137,7 +137,8 @@ function RoleUpStarSuccessPanel:OnOpen(...)
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this.upLvMaskPanleProMagDef.text=oldLvAllAddProVal[HeroProType.MagicDefence]
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this.upLvMaskPanleProSpeed.text= oldLvAllAddProVal[HeroProType.Speed]
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--计算面板属性cur
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local curLvAllAddProVal=HeroManager.CalculateHeroAllProValList(2,curHeroData.dynamicId,false,curHeroData.breakId,nextHeroUpStarId)
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-- local curLvAllAddProVal=HeroManager.CalculateHeroAllProValList(2,curHeroData.dynamicId,false,curHeroData.breakId,nextHeroUpStarId)
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local curLvAllAddProVal,curPower = HeroPowerManager.GetNextHeroPower(curHeroData.dynamicId, nil,curHeroData.breakId,nextHeroUpStarId)
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this.upLvMaskPanleNextProAtk.text=curLvAllAddProVal[HeroProType.Attack]
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this.upLvMaskPanleNextProHp.text=curLvAllAddProVal[HeroProType.Hp]
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this.upLvMaskPanleNextProPhyDef.text=curLvAllAddProVal[HeroProType.PhysicalDefence]
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@ -198,18 +198,17 @@ function this.RefreshShow()
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this.SetHero()
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this.SetScrollData()
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--对比战力并更新战力值 播放战力变更动画
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-- HeroManager.CompareWarPower(curHeroData.dynamicId)
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-- local allPro = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false)
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local allAddProVal
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--计算面板属性
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local WarPower
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if isUpZhen then
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local formationList = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_NORMAL)
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local allHeroTeamAddProVal = HeroManager.GetAllHeroTeamAddProVal(formationList.teamHeroInfos,curHeroData.dynamicId)
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allAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false,nil,nil,true,allHeroTeamAddProVal)
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allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL)
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WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL)
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else
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allAddProVal=HeroManager.CalculateHeroAllProValList(1,curHeroData.dynamicId,false)
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allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId)
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WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId)
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end
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this.power.text = allAddProVal[HeroProType.WarPower]
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this.power.text = WarPower
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end
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--设置环形布局
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@ -320,17 +319,17 @@ end
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--设置英雄
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function this.SetHero()
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this.heroIcon.sprite=Util.LoadSprite(curHeroData.icon)
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-- local allPro = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false)
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local allAddProVal
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local WarPower
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--计算面板属性
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if isUpZhen then
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local formationList = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_NORMAL)
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local allHeroTeamAddProVal = HeroManager.GetAllHeroTeamAddProVal(formationList.teamHeroInfos,curHeroData.dynamicId)
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allAddProVal = HeroManager.CalculateHeroAllProValList(1, curHeroData.dynamicId, false,nil,nil,true,allHeroTeamAddProVal)
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allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL)
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WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId, FormationTypeDef.FORMATION_NORMAL)
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else
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allAddProVal=HeroManager.CalculateHeroAllProValList(1,curHeroData.dynamicId,false)
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allAddProVal = HeroPropManager.GetHeroProp(curHeroData.dynamicId)
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WarPower = HeroPowerManager.GetHeroPower(curHeroData.dynamicId)
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end
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this.power.text = allAddProVal[HeroProType.WarPower]
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this.power.text = WarPower
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end
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