Merge branch 'china/dev' into 0功能/玉虚论道
# Conflicts: # Assets/ManagedResources/~Lua/Modules/Formation/FormationManager.luadev_chengFeng
commit
e5af89fac9
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@ -41,6 +41,7 @@ public class ClientConfigManager
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// 获取所有的version文件列表
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public string[] GetVersionList()
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{
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SVN_Update();
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string versionPath = localPath + "/Version";
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string[] list = Directory.GetDirectories(versionPath);
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Debug.LogError(list.Length);
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@ -50,6 +51,7 @@ public class ClientConfigManager
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// 获取热更新用的配置文件
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public Hashtable GetHotFixConfig()
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{
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SVN_Update();
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string hotfixConfig = localPath + "/HotFixWindow.txt";
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Hashtable config = null;
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if (File.Exists(hotfixConfig))
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@ -64,6 +66,7 @@ public class ClientConfigManager
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// 获取打包工具配置文件
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public Hashtable GetAutoPackConfig()
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{
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SVN_Update();
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string hotfixConfig = localPath + "/AutoPack.txt";
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Hashtable config = null;
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if (File.Exists(hotfixConfig))
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@ -76,6 +79,7 @@ public class ClientConfigManager
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// 获取校验服同步工程配置文件
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public Hashtable GetFightServerConfig()
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{
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SVN_Update();
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string hotfixConfig = localPath + "/FightServer.txt";
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Hashtable config = null;
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if (File.Exists(hotfixConfig))
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@ -60,6 +60,7 @@ GameEvent = {
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OnResetFormationHp = "Formation.OnResetFormationHp",
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-- 掉血消息
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OnMapTeamHpReduce = "Formation.OnMapTeamHpReduce",
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OnFormationChange1 = "OnFormationChange1",
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},
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Mission = {
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--新增任务
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@ -213,15 +213,15 @@ function this.GetBaoKuData()
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end
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end
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end
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local BasicPoolId = string.split(BlessingConfigNew.BasicPoolId, "#")
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--大奖和当前层数数据
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for i = 1, 1100 do
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if ActInfo.mission[i] then
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local v = ActInfo.mission[i]
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if v.missionId == 100 then
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-- LogYellow("层数:"..v.progress)
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actData.curLevel = v.progress
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curBasicPool = BlessingConfigNew.BasicPoolId[v.progress]
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curBasicPool = tonumber(BasicPoolId[v.progress])
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actData.poolId = curBasicPool
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curFinalPool = BlessingConfigNew.FinalPoolId
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elseif v.missionId > 1000 then
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local data = {}
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@ -272,7 +272,7 @@ end
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function this.GetLeftRewardData()
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local actData = this.GetBaoKuData()
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local finalCardDatas = actData.finalCardDatas
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local RewardConfig = ConfigManager.GetAllConfigsDataByKey(ConfigName.BlessingRewardPoolNew,"PoolId",actData.curLevel)--初始所有奖励数据
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local RewardConfig = ConfigManager.GetAllConfigsDataByKey(ConfigName.BlessingRewardPoolNew,"PoolId",actData.poolId)--初始所有奖励数据
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local data={}
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for i = 1, #RewardConfig do
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data[RewardConfig[i].Id] = {}
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@ -70,20 +70,27 @@ end
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--刷新编队数据
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function this.UpdateFormation(msg)
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Log("编队数量:" .. #msg.TeamPosInfo)
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this.formationList = {}
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-- this.curFormationIndex = this.SetCurFormationIndex()
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this.curFormationIndex = 1
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for i, team in ipairs(msg.TeamPosInfo) do
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local isRefresh = false
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local oTeam = this.MakeAEmptyTeam(team.teamId)
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for j = 1, #team.teamHeroInfos do
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local teamHeroInfo = team.teamHeroInfos[j]
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table.insert(oTeam.teamHeroInfos, teamHeroInfo)
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HeroManager.SetHeroFormationList(teamHeroInfo.heroId,team.teamId,1)
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if HeroManager.GetSingleHeroData(teamHeroInfo.heroId) then
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table.insert(oTeam.teamHeroInfos, teamHeroInfo)
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HeroManager.SetHeroFormationList(teamHeroInfo.heroId,team.teamId,1)
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else
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isRefresh = true
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end
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end
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oTeam.teamPokemonInfos = {}
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this.formationList[team.teamId] = oTeam
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if isRefresh then
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FormationManager.RefreshFormation(team.teamId, this.formationList[team.teamId].teamHeroInfos, {})
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end
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end
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if #msg.TeamPosInfo == 0 then
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@ -210,7 +217,9 @@ function this.GetFormationByID(teamId)
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local _v=tonumber(v)
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if teamId==_v and #this.formationList[teamId].teamHeroInfos<=0 then
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for n = 1, #this.formationList[1].teamHeroInfos do
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table.insert(this.formationList[teamId].teamHeroInfos, this.formationList[1].teamHeroInfos[n])
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if HeroManager.GetSingleHeroData(this.formationList[1].teamHeroInfos.heroId) then
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table.insert(this.formationList[teamId].teamHeroInfos, this.formationList[1].teamHeroInfos[n])
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end
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end
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--
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FormationManager.SaveFormation(teamId, this.formationList[teamId].teamHeroInfos, {})
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@ -203,10 +203,12 @@ end
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function this:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.Formation.OnFormationChange, this.RefreshPower)
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Game.GlobalEvent:AddEvent(GameEvent.Formation.OnFormationChange1, this.OnShow)
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end
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function this:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.Formation.OnFormationChange, this.RefreshPower)
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Game.GlobalEvent:RemoveEvent(GameEvent.Formation.OnFormationChange1, this.OnShow)
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end
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function this:OnSortingOrderChange()
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@ -99,10 +99,20 @@ function this.On_Btn2_Click()
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if LengthOfTable(this.root.choosedList) < 1 then
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PopupTipPanel.ShowTip("挑战编队为空")
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return
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end
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local newteam = {}
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for i = 1,#this.root.choosedList do
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if HeroManager.GetSingleHeroData(this.root.choosedList[i].heroId) then
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table.insert(newteam, this.root.choosedList[i])
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end
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end
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if #newteam < 1 then
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PopupTipPanel.ShowTip("挑战编队为空")
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return
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end
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FormationManager.RefreshFormation(
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this.root.curFormationIndex,
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this.root.choosedList,
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newteam,
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FormationManager.formationList[this.root.curFormationIndex].teamPokemonInfos
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)
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this.StartFight()
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@ -98,7 +98,7 @@ end
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function GeneralBigPopup:OnShow()
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contentPrefabs[this.popupKey].gameObject:SetActive(true)
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contentScripts[this.popupKey].view:OnShow(this, unpack(this.args))--1、传入自己 2、传入不定参
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contentScripts[this.popupKey].view:OnShow(this,this.args)--1、传入自己 2、传入不定参
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end
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function GeneralBigPopup:OnClose()
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@ -35,10 +35,10 @@ end
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function this:RemoveListener()
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end
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function this:OnShow(_parent,...)
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function this:OnShow(_parent,data)
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parent=_parent
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sortingOrder = _parent.sortingOrder
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local args = {...}
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local args = data
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activityId = args[1]
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activityType = args[2]
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local rewardTabs = ConfigManager.GetAllConfigsDataByKey(ConfigName.ActivityRankingReward,"ActivityId",activityId)
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@ -50,13 +50,16 @@ function this:BindEvent()
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end
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function this:BtnClick(i)
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if curIndex == i then
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return
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end
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curIndex = i
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LogGreen("curIndex:"..curIndex)
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this.selectBtn.transform:SetParent(tabs[i].transform)
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this.selectBtn:GetComponent("RectTransform").localPosition = Vector3.zero
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this.selectBtn.transform:SetAsFirstSibling()
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curIndex = i
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for k,v in pairs(itemList) do
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v.gameObject:SetActive(false)
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end
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@ -69,14 +72,15 @@ end
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function this:RemoveListener()
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end
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function this:OnShow(_parent,...)
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function this:OnShow(_parent,_Data)
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parent=_parent
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sortingOrder = _parent.sortingOrder
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local args = {...}
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local args = _Data
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waveId = args[1]
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curType = args[2]
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friendHelpHeros = args[3]
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myHeros = args[4]
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LogGreen("myHeros:"..#myHeros)
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this:SetMyHeightPower()
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this.titleText.text = FourElementName[curType]
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rate = tonumber(string.format("%.2f",ConfigManager.GetConfigData(ConfigName.CampTowerSetting,1).HelpFightMax / 10000))
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@ -152,6 +156,10 @@ end
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function this:SetMyHeightPower()
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heightPower = 0
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if not myHeros or #myHeros < 1 then
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heightPower = 0
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return
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end
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for k,v in ipairs(myHeros) do
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if v.warPower > heightPower then
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heightPower = v.warPower
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@ -27,11 +27,11 @@ end
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function this:RemoveListener()
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end
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function this:OnShow(_parent,...)
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function this:OnShow(_parent,_Data)
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parent=_parent
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sortingOrder = _parent.sortingOrder
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parent.BG:SetActive(false)
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local args = {...}
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local args = _Data
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local curHeroData = args[1]
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if not curHeroData or not HeroConfig[curHeroData.heroConfig.Id] or #HeroConfig[curHeroData.heroConfig.Id].RankupConsumeMaterial < 1 then
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parent:ClosePanel()
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@ -48,10 +48,10 @@ end
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function this:RemoveListener()
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end
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function this:OnShow(_parent,...)
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function this:OnShow(_parent,_Data)
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parent=_parent
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sortingOrder = _parent.sortingOrder
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local args = {...}
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local args = _Data
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local helpType = args[1]
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local str = ConfigManager.TryGetConfigData(ConfigName.QAConfig,helpType).content
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str = string.gsub(str,"{","<color=#D48A07>")
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@ -70,10 +70,10 @@ end
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function this:RemoveListener()
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end
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function this:OnShow(_parent,...)
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function this:OnShow(_parent,_Data)
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self.parent=_parent
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self.sortingOrder = _parent.sortingOrder
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local args = {...}
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local args = _Data
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NetManager.ChoiceWishHeroRequest(nil,function ()
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if args[1] then
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self.curSelect = args[1]
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@ -26,11 +26,11 @@ end
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function this:RemoveListener()
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end
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function this:OnShow(_parent,...)
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function this:OnShow(_parent,_Data)
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parent=_parent
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sortingOrder = _parent.sortingOrder
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parent.BG:SetActive(false)
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local args = {...}
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local args = _Data
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local data = args[1]
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for i = 1, #data do
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if not attriList[i] then
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@ -58,11 +58,11 @@ end
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function this:RemoveListener()
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end
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function this:OnShow(_parent,...)
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function this:OnShow(_parent,_Data)
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parent=_parent
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sortingOrder = _parent.sortingOrder
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--不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参
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local _args = {...}
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local _args = _Data
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data = _args[1]
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func = _args[2]
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self.heroList = HeroManager.GetHeroDataByPropertyAndProfession(data.FitList[1],data.FitList[2],1)
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@ -30,10 +30,10 @@ end
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function this:RemoveListener()
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end
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function this:OnShow(_parent,...)
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function this:OnShow(_parent,_Data)
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self.parent=_parent
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self.sortingOrder = _parent.sortingOrder
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local args = {...}
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local args = _Data
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self.actData = args[1]
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self.timeText.text = string.format("概率有效期:%s ~ %s",os.date("%Y-%m-%d", self.actData.startTime),os.date("%Y-%m-%d", self.actData.endTime))
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this:Refresh(true,true)
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@ -51,18 +51,24 @@ end
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function this:RemoveListener()
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end
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function this:OnShow(_parent,...)
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function this:OnShow(_parent,data)
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itemList={}
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parent=_parent
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sortingOrder = _parent.sortingOrder
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--不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参
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_args = {...}
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_args = data
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ActData = _args[1]
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func = _args[2]
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this.titleText.text = Language[10760]
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curId = ActData.selectId or nil
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local RewardConfig = ConfigManager.GetAllConfigsDataByKey(ConfigName.BlessingRewardPoolNew,"PoolId",ActData.curFinalPool)
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table.sort(RewardConfig, function(a, b)
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if a.FloorLimit == b.FloorLimit then
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return a.Id < b.Id
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end
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return a.FloorLimit < b.FloorLimit
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end)
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this.ScrollView:SetData(RewardConfig, function(index, go)
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this:SetSingleData(index,go, RewardConfig[index])
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end)
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@ -130,15 +136,18 @@ function this:SetSingleData(index,item,data)
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limit2.text = Language[10262]..data.FloorLimit..Language[10762]
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t2 = false
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end
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-- LogRed(ActData.allData[index].rewardId..":"..tostring(ActData.allData[index].progress))
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if ActData.allData[index].progress > data.InitializeNum then
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local aData = this.GetDataByRewardId(data.Id)
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-- LogRed(aData.rewardId..":"..tostring(aData.progress))
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if aData.progress >= data.InitializeNum then
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t3 = false
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elseif ActData.allData[index].progress == data.InitializeNum and ActData.curLevel > data.InitializeNum then
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t3 = false
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num.text = "<color=red>"..(data.InitializeNum-ActData.allData[index].progress).."/"..data.InitializeNum.."</color>"
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-- 如果是当前层选中的特殊奖励
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if aData.progress == data.InitializeNum and ActData.selectId == data.Id then--and ActData.curLevel > data.InitializeNum
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t3 = true
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end
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num.text = "<color=red>"..(data.InitializeNum-aData.progress).."/"..data.InitializeNum.."</color>"
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else
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t3 = true
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num.text = (data.InitializeNum-ActData.allData[index].progress).."/"..data.InitializeNum
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num.text = (data.InitializeNum - aData.progress).."/"..data.InitializeNum
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end
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num.gameObject:SetActive(t1 and t2)
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@ -146,6 +155,16 @@ function this:SetSingleData(index,item,data)
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end
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-- 获取数量
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function this.GetDataByRewardId(rId)
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for k, v in ipairs(ActData.allData) do
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if v.rewardId == rId then
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return v
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end
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end
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end
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function this:OnClose()
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end
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|
@ -153,6 +172,7 @@ end
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function this:OnDestroy()
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this.spLoader:Destroy()
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itemIconList={}
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goList = {}
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end
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return this
|
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@ -44,13 +44,13 @@ end
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function this:RemoveListener()
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end
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function this:OnShow(_parent,...)
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function this:OnShow(_parent,data)
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itemList={}
|
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parent=_parent
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sortingOrder = _parent.sortingOrder
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--不定参中包含的不定参 _args[1]为面板类型 _args[2]之后(包括)为打开面板后传入的不定参
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_args = {...}
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_args = data
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ActData = _args[1]
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func = _args[2]
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this.titleText.text = Language[10763]
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|
@ -81,7 +81,7 @@ function this:OnShow(_parent,...)
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table.insert(tempData,value)
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end
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this.ScrollView:SetData(tempData, function(index, go)
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this:SetSingleData(index,go,leftRewardData[index + (ActData.curLevel-1)*10])
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this:SetSingleData(index,go,leftRewardData[index + (ActData.poolId-1)*10])
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end)
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end
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|
|
|
@ -481,6 +481,24 @@ end
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--设置好友帮助我的英雄 以试炼类型为键
|
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function this.SetFriendHelpHero(helpFightList,trailType)
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if not trailType then
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for i = 1,4 do
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local team = FormationManager.GetFormationByID(i + 3000)
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if this.friendHelpHero and this.friendHelpHero[i] and this.friendHelpHero[i].hero then
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local newteam = {}
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for k,v in ipairs(team.teamHeroInfos) do
|
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if v.heroId == this.friendHelpHero[i].hero.dynamicId then
|
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else
|
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table.insert(newteam,v)
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end
|
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end
|
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if LengthOfTable(newteam) ~= LengthOfTable(team.teamHeroInfos) then
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FormationManager.RefreshFormation(
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i + 3000,
|
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newteam,
|
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FormationManager.formationList[i + 3000].teamPokemonInfos)
|
||||
end
|
||||
end
|
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end
|
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this.friendHelpHero = {}
|
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for k,v in ipairs(helpFightList) do
|
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if not this.friendHelpHero[v.trailType] then
|
||||
|
@ -491,6 +509,7 @@ function this.SetFriendHelpHero(helpFightList,trailType)
|
|||
local allAddProVal = HeroManager.CalculateHeroAllProValList(1, this.friendHelpHero[v.trailType].hero, false)
|
||||
this.friendHelpHero[v.trailType].hero.warPower = allAddProVal[HeroProType.WarPower]
|
||||
end
|
||||
Game.GlobalEvent:DispatchEvent(GameEvent.Formation.OnFormationChange1)
|
||||
else
|
||||
if not this.friendHelpHero then
|
||||
this.friendHelpHero = {}
|
||||
|
|
|
@ -599,8 +599,6 @@ function this.EquipTreasureBuildRequest(_IdDyn, _type,_mats,func)
|
|||
if func then
|
||||
func(msg)
|
||||
end
|
||||
-- 宝物属性改变需要重新计算战斗力
|
||||
EquipTreasureManager.SetTreasureDirty(_IdDyn, true)
|
||||
end)
|
||||
end
|
||||
|
||||
|
|
|
@ -138,6 +138,7 @@ local TypeUpdateFunc = {
|
|||
for j = 1, #configData do
|
||||
if curData.rewards[i].missionId == configData[j].Id then
|
||||
curData.rewards[i].otherData.PackId = configData[j].PackId
|
||||
curData.rewards[i].otherData.Sort = configData[j].Sort
|
||||
curData.rewards[i].otherData.BuyDay = configData[j].BuyDay
|
||||
curData.rewards[i].otherData.Name = rechargeConfig[configData[j].PackId].Name
|
||||
curData.rewards[i].otherData.Reward = rechargeConfig[configData[j].PackId].RewardShow
|
||||
|
@ -153,7 +154,7 @@ local TypeUpdateFunc = {
|
|||
end
|
||||
end
|
||||
table.sort(curData.rewards,function (a,b)
|
||||
return a.otherData.PackId < b.otherData.PackId
|
||||
return a.otherData.Sort < b.otherData.Sort
|
||||
end)
|
||||
end,
|
||||
|
||||
|
|
|
@ -8,7 +8,6 @@ local jewerLevelUpConfig = ConfigManager.GetConfig(ConfigName.JewelRankupConfig)
|
|||
|
||||
local EquipTreasureData = require("Modules.RoleInfo.EquipTreasureData")
|
||||
function this.Initialize()
|
||||
this.TreasurePowerData = {}
|
||||
end
|
||||
--初始化所有宝器数据
|
||||
function this.InitAllEquipTreasure(_equipData)
|
||||
|
@ -525,65 +524,21 @@ end
|
|||
|
||||
--计算战斗力
|
||||
function this.CalculateWarForce(Did)
|
||||
-- Log("CalculateWarForce "..Did)
|
||||
local power = 0
|
||||
if this.IsTreasureDirty(Did) then
|
||||
local curTreasure = allTreasures[Did]
|
||||
if not curTreasure then
|
||||
curTreasure = MonsterCampManager.GetSingleTreasureByIdDyn(Did)
|
||||
end
|
||||
if not curTreasure then
|
||||
curTreasure = ExpeditionManager.GetSingleTreasureByIdDyn(Did)
|
||||
end
|
||||
if not curTreasure then
|
||||
curTreasure = GoodFriendManager.GetSingleTreasureByIdDyn(Did)
|
||||
end
|
||||
if curTreasure then
|
||||
power = this.CalculateWarForceBase(curTreasure.id, curTreasure.lv, curTreasure.refineLv, curTreasure.treeLv,curTreasure)
|
||||
end
|
||||
this.SetTreasurePower(Did, power)
|
||||
this.SetTreasureDirty(Did, false)
|
||||
else
|
||||
if this.TreasurePowerData and this.TreasurePowerData[Did] then
|
||||
power = this.TreasurePowerData[Did].power or 0
|
||||
end
|
||||
local curTreasure = allTreasures[Did]
|
||||
if not curTreasure then
|
||||
curTreasure = MonsterCampManager.GetSingleTreasureByIdDyn(Did)
|
||||
end
|
||||
return power
|
||||
if not curTreasure then
|
||||
curTreasure = ExpeditionManager.GetSingleTreasureByIdDyn(Did)
|
||||
end
|
||||
if not curTreasure then
|
||||
curTreasure = GoodFriendManager.GetSingleTreasureByIdDyn(Did)
|
||||
end
|
||||
if curTreasure then
|
||||
return this.CalculateWarForceBase(curTreasure.id, curTreasure.lv, curTreasure.refineLv, curTreasure.treeLv,curTreasure)
|
||||
end
|
||||
return 0
|
||||
end
|
||||
|
||||
-- 判断脏数据
|
||||
function this.IsTreasureDirty(dId)
|
||||
if not this.TreasurePowerData then
|
||||
this.TreasurePowerData = {}
|
||||
end
|
||||
if not this.TreasurePowerData[dId] then
|
||||
this.TreasurePowerData[dId] = {}
|
||||
end
|
||||
return this.TreasurePowerData[dId].isDirty ~= false
|
||||
end
|
||||
-- 设置脏数据
|
||||
function this.SetTreasureDirty(dId, isDirty)
|
||||
if not this.TreasurePowerData then
|
||||
this.TreasurePowerData = {}
|
||||
end
|
||||
if not this.TreasurePowerData[dId] then
|
||||
this.TreasurePowerData[dId] = {}
|
||||
end
|
||||
this.TreasurePowerData[dId].isDirty = isDirty ~= false
|
||||
end
|
||||
-- 设置宝物战斗力
|
||||
function this.SetTreasurePower(dId, power)
|
||||
if not this.TreasurePowerData then
|
||||
this.TreasurePowerData = {}
|
||||
end
|
||||
if not this.TreasurePowerData[dId] then
|
||||
this.TreasurePowerData[dId] = {}
|
||||
end
|
||||
this.TreasurePowerData[dId].power = power or 0
|
||||
end
|
||||
|
||||
|
||||
|
||||
function this.CalculateWarForceBase(sId, lv, rlv, tlv,curTreasure)
|
||||
-- LogGreen("sId:"..sId.." lv:"..lv.." rlv:"..rlv.." tlv:"..tlv)
|
||||
local curEuipTreaSureConfig = ConfigManager.GetConfigData(ConfigName.JewelConfig, sId)
|
||||
|
|
|
@ -143,6 +143,12 @@ function SurpriseBox:ShowSingleData(item,data,index)
|
|||
end
|
||||
|
||||
Util.AddOnceClick(getBtn,function ()
|
||||
local actData = CommonActPageManager.GetData(ActivityTypeDef.SurpriseBox)
|
||||
if not actData then
|
||||
PopupTipPanel.ShowTip("活动已关闭")
|
||||
self:ClosePanel()
|
||||
return
|
||||
end
|
||||
if data.progress == 1 then--完成所有条件,可购买
|
||||
PayManager.Pay(data.otherData.PackId, function(id)
|
||||
FirstRechargeManager.RefreshAccumRechargeValue(data.otherData.PackId)
|
||||
|
|
|
@ -69,10 +69,16 @@ end
|
|||
|
||||
--添加事件监听(用于子类重写)
|
||||
function XunBaoMiZong:AddListener()
|
||||
Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, self.UpdateGoldVal, self)
|
||||
end
|
||||
|
||||
--移除事件监听(用于子类重写)
|
||||
function XunBaoMiZong:RemoveListener()
|
||||
Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold, self.UpdateGoldVal, self)
|
||||
end
|
||||
|
||||
function XunBaoMiZong:UpdateGoldVal()
|
||||
self:Refresh()
|
||||
end
|
||||
|
||||
function XunBaoMiZong:OnSortingOrderChange(_sortingOrder)
|
||||
|
|
|
@ -357,8 +357,8 @@ function UpView:RechargeType(_type)
|
|||
JumpManager.GoJump(40014)
|
||||
elseif _type == UpViewRechargeType.HuaLingFu then--跳灵兽特惠
|
||||
JumpManager.GoJump(40010)
|
||||
elseif _type == UpViewRechargeType.XunBaoMiZong then--寻宝迷踪->主题活动日任务
|
||||
JumpManager.GoJump(40011)
|
||||
elseif _type == UpViewRechargeType.XunBaoMiZong then--寻宝迷踪->惊喜礼盒
|
||||
JumpManager.GoJump(36041)
|
||||
elseif _type == UpViewRechargeType.GrowthAmulet or
|
||||
_type == UpViewRechargeType.Yaoh or
|
||||
_type == UpViewRechargeType.Panacea or
|
||||
|
|
|
@ -326,7 +326,6 @@ namespace GameEditor.FrameTool {
|
|||
{
|
||||
//if (!string.IsNullOrEmpty(versionPath) && Directory.Exists(versionPath))
|
||||
//{
|
||||
ClientConfigManager.Instance.SVN_Update();
|
||||
m_Files = ClientConfigManager.Instance.GetVersionList();//Directory.GetFiles(versionPath, "*.txt", SearchOption.AllDirectories);
|
||||
m_Choose = new bool[m_Files.Length];
|
||||
//}
|
||||
|
|
Loading…
Reference in New Issue