【新战力计算】修改调用接口提交

dev_chengFeng
zhangqiang 2021-01-29 15:04:07 +08:00
parent 38252f03ee
commit df943f6da9
10 changed files with 54 additions and 43 deletions

View File

@ -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

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@ -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

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@ -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

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@ -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]

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@ -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()

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@ -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)

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@ -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]

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@ -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)

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@ -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]

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@ -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