大闹天宫死亡置换修改提交
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d87f14b479
commit
efd5a46eed
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@ -112,6 +112,9 @@ function this.SingleHeroDataShow(_go, _heroData)
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Util.GetGameObject(go, "yuanImage"):SetActive(heroData.createtype == 1)
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Util.GetGameObject(go, "yuanImage"):SetActive(heroData.createtype == 1)
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--剩余血量 无尽副本才显示
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--剩余血量 无尽副本才显示
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local hpExp = Util.GetGameObject(go, "hpExp")
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local hpExp = Util.GetGameObject(go, "hpExp")
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if not ExpeditionManager.heroInfo[heroData.dynamicId] then
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ExpeditionManager.InitHeroHpValue(heroData.dynamicId)
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end
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local heroHp = ExpeditionManager.heroInfo[heroData.dynamicId].remainHp
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local heroHp = ExpeditionManager.heroInfo[heroData.dynamicId].remainHp
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local starGrid = Util.GetGameObject(go, "star")
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local starGrid = Util.GetGameObject(go, "star")
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SetHeroStars(starGrid, heroData.star)
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SetHeroStars(starGrid, heroData.star)
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@ -158,7 +158,10 @@ function this.SingleHeroDataShow(_go, _heroData)
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Util.GetGameObject(go, "yuanImage"):SetActive(heroData.createtype == 1)
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Util.GetGameObject(go, "yuanImage"):SetActive(heroData.createtype == 1)
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--剩余血量 无尽副本才显示
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--剩余血量 无尽副本才显示
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local hpExp = Util.GetGameObject(go, "info/hpExp")
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local hpExp = Util.GetGameObject(go, "info/hpExp")
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local heroHp = ExpeditionManager.heroInfo[heroData.dynamicId].remainHp
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if not ExpeditionManager.heroInfo[heroData.dynamicId] then
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ExpeditionManager.InitHeroHpValue(heroData.dynamicId)
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end
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local heroHp = ExpeditionManager.heroInfo[heroData.dynamicId].remainHp
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local starGrid = Util.GetGameObject(go, "info/star")
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local starGrid = Util.GetGameObject(go, "info/star")
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SetHeroStars(starGrid, heroData.star)
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SetHeroStars(starGrid, heroData.star)
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this.SetHeroBlood(hpExp, heroHp, go)
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this.SetHeroBlood(hpExp, heroHp, go)
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@ -595,11 +595,11 @@ end
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--获取所有英雄信息
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--获取所有英雄信息
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function this.GetAllHeroDatas(heros,_lvLimit)
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function this.GetAllHeroDatas(heros,_lvLimit)
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local lvLimit = 0
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local lvLimit = 0
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local allUpZhenHeroList = FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_ENDLESS_MAP)
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--local allUpZhenHeroList = FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_ENDLESS_MAP)
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if _lvLimit then lvLimit = _lvLimit end
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if _lvLimit then lvLimit = _lvLimit end
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--local heros = {}
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--local heros = {}
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for i, v in pairs(heroDatas) do
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for i, v in pairs(heroDatas) do
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if v.lv >= lvLimit or allUpZhenHeroList[v.dynamicId] then
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if v.lv >= lvLimit then--or allUpZhenHeroList[v.dynamicId] then
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table.insert(heros,v)
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table.insert(heros,v)
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end
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end
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end
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end
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@ -610,7 +610,7 @@ end
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--通过属性筛选英雄
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--通过属性筛选英雄
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function this.GetHeroDataByProperty(heros,_property,_lvLimit)
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function this.GetHeroDataByProperty(heros,_property,_lvLimit)
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local lvLimit = 0
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local lvLimit = 0
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local allUpZhenHeroList = FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_ENDLESS_MAP)
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--local allUpZhenHeroList = FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_ENDLESS_MAP)
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if _lvLimit then lvLimit = _lvLimit end
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if _lvLimit then lvLimit = _lvLimit end
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local index = 1
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local index = 1
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if heros and #heros > 0 then
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if heros and #heros > 0 then
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@ -618,7 +618,7 @@ function this.GetHeroDataByProperty(heros,_property,_lvLimit)
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end
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end
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for i, v in pairs(heroDatas) do
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for i, v in pairs(heroDatas) do
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if v.property == _property then
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if v.property == _property then
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if v.lv >= lvLimit or allUpZhenHeroList[v.dynamicId] then
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if v.lv >= lvLimit then--or allUpZhenHeroList[v.dynamicId] then
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heros[index] = v
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heros[index] = v
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index = index + 1
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index = index + 1
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end
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end
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@ -626,6 +626,7 @@ function this.GetHeroDataByProperty(heros,_property,_lvLimit)
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end
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end
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return heros
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return heros
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end
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end
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--获取单个英雄数据
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--获取单个英雄数据
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function this.GetSingleHeroData(heroDId)
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function this.GetSingleHeroData(heroDId)
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if heroDatas[heroDId] then
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if heroDatas[heroDId] then
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