Merge branch 'china/dev' into 0功能/命格
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
|
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 64, y: -10}
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m_AnchoredPosition: {x: 99, y: -10}
|
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m_SizeDelta: {x: 262.8, y: 100}
|
||||
m_Pivot: {x: 0.5, y: 0.5}
|
||||
--- !u!114 &3333102989217380818
|
||||
|
@ -2502,8 +2487,8 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: -161.74, y: -18}
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m_SizeDelta: {x: 162.9, y: 100}
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m_AnchoredPosition: {x: -183.1, y: -18}
|
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m_SizeDelta: {x: 235.7, y: 100}
|
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m_Pivot: {x: 0.5, y: 0.5}
|
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--- !u!114 &3901255681791354113
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MonoBehaviour:
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|
@ -2619,80 +2604,6 @@ MonoBehaviour:
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m_Calls: []
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m_TypeName: UnityEngine.UI.Button+ButtonClickedEvent, UnityEngine.UI, Version=1.0.0.0,
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Culture=neutral, PublicKeyToken=null
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--- !u!1 &5189724795882588538
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GameObject:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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m_Component:
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- component: {fileID: 392200360282455416}
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- component: {fileID: 4022435860038932995}
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- component: {fileID: 6275749967492990847}
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m_Layer: 5
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m_Name: GameObject
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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--- !u!224 &392200360282455416
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RectTransform:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 5189724795882588538}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Father: {fileID: 242517190}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &4022435860038932995
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CanvasRenderer:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 5189724795882588538}
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m_CullTransparentMesh: 0
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--- !u!114 &6275749967492990847
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 5189724795882588538}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: -765806418, guid: f70555f144d8491a825f0804e09c671c, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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m_Material: {fileID: 0}
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m_Color: {r: 0, g: 0, b: 0, a: 1}
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m_RaycastTarget: 1
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m_OnCullStateChanged:
|
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m_PersistentCalls:
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m_Calls: []
|
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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m_Sprite: {fileID: 0}
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m_Type: 0
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m_PreserveAspect: 0
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m_FillCenter: 1
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m_FillMethod: 4
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m_FillAmount: 1
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m_FillClockwise: 1
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m_FillOrigin: 0
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m_UseSpriteMesh: 0
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--- !u!1 &6215952172496680248
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GameObject:
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m_ObjectHideFlags: 0
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|
@ -2725,9 +2636,9 @@ RectTransform:
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m_Father: {fileID: 769230676}
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m_RootOrder: 6
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 1, y: 1}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: -142, y: -60}
|
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m_AnchorMin: {x: 0.5, y: 0.5}
|
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 333, y: -10}
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m_SizeDelta: {x: 128, y: 40}
|
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &1401826056226417853
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|
@ -2800,10 +2711,10 @@ RectTransform:
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m_Father: {fileID: 1679051612}
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m_RootOrder: 1
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 1, y: 1}
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m_AnchorMax: {x: 1, y: 1}
|
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m_AnchoredPosition: {x: -76.24998, y: -35}
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m_SizeDelta: {x: 152.5, y: 70}
|
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 190, y: 70}
|
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m_Pivot: {x: 0.5, y: 0.5}
|
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--- !u!222 &5029010809554487346
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CanvasRenderer:
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|
@ -3022,10 +2933,10 @@ RectTransform:
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m_Father: {fileID: 718967641}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 1}
|
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m_AnchorMax: {x: 0, y: 1}
|
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m_AnchoredPosition: {x: 179.59, y: -25.33}
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m_SizeDelta: {x: 115.64, y: 41.300003}
|
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m_AnchorMin: {x: 0.5, y: 0.5}
|
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m_AnchorMax: {x: 0.5, y: 0.5}
|
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m_AnchoredPosition: {x: 95.1, y: -0.33}
|
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m_SizeDelta: {x: 83, y: 41.3}
|
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m_Pivot: {x: 0.5, y: 0.5}
|
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--- !u!222 &455196130103154195
|
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CanvasRenderer:
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|
@ -3062,7 +2973,7 @@ MonoBehaviour:
|
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m_BestFit: 0
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m_MinSize: 3
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m_MaxSize: 40
|
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m_Alignment: 3
|
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m_Alignment: 4
|
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m_AlignByGeometry: 0
|
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m_RichText: 1
|
||||
m_HorizontalOverflow: 1
|
||||
|
@ -3106,7 +3017,7 @@ RectTransform:
|
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
|
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m_AnchorMax: {x: 1, y: 0}
|
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m_AnchoredPosition: {x: 9.1501, y: 214.5}
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m_AnchoredPosition: {x: 9.150085, y: 214.5}
|
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m_SizeDelta: {x: -96.7, y: 75.6}
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m_Pivot: {x: 0.5, y: 0.5}
|
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--- !u!114 &5457082822150884615
|
||||
|
|
|
@ -1717,6 +1717,9 @@ local passivityList = {
|
|||
if skill.type == BattleSkillType.Special then
|
||||
role.Event:RemoveEvent(BattleEventName.RoleHit, OnHit)
|
||||
local arr = RoleManager.NoOrder(function (r) return r.camp == role.camp and r.deadFilter end)
|
||||
if arr==nil or #arr==0 then
|
||||
return
|
||||
end
|
||||
BattleUtil.SortByHpFactor(arr, 1)
|
||||
-- 检测技能伤害<E4BCA4><E5AEB3><EFBFBD>疗加成
|
||||
local f = BattleUtil.CheckSkillDamageHeal(f1, role, arr[1])
|
||||
|
@ -3969,6 +3972,9 @@ local passivityList = {
|
|||
local list = RoleManager.Query(function(v)
|
||||
return v.camp == role.camp and v.position ~= role.position
|
||||
end)
|
||||
if list==nil or #list==0 then
|
||||
return
|
||||
end
|
||||
local ff = 1 -- 分摊比
|
||||
-- 检测被动对分摊比的影响
|
||||
local cl = {}
|
||||
|
@ -4572,6 +4578,9 @@ local passivityList = {
|
|||
if curRound == round then
|
||||
local list = RoleManager.Query(function(r) return r.camp == role.camp end)
|
||||
list = BattleUtil.SortByProp(list, RoleDataName.Hp, 1)
|
||||
if list[1]==nil then
|
||||
return
|
||||
end
|
||||
local base = list[1]:GetRoleData(BattlePropList[pro])
|
||||
local value = floor(BattleUtil.ErrorCorrection(base* f1))
|
||||
BattleUtil.ApplyTreat(list[1], list[1], value)
|
||||
|
@ -9143,6 +9152,9 @@ local passivityList = {
|
|||
return
|
||||
end
|
||||
list = BattleUtil.SortByProp(list, BattlePropList[pro],sort)
|
||||
if list==nil or #list==0 then
|
||||
return
|
||||
end
|
||||
BattleUtil.CalRage(role,list[1],addNum,ct)
|
||||
end
|
||||
role.Event:AddEvent(BattleEventName.SkillCastEnd,onSkillCast,nil,nil,role)
|
||||
|
|
|
@ -89,9 +89,9 @@ function Skill:Cast(func)
|
|||
local duration = self.hitTime + self.continueTime
|
||||
-- 结算时间向后延长0.2秒,避免在效果结算完成前就结束了技能释放
|
||||
local time=0.8
|
||||
if self.id==1282 then
|
||||
time=2.5
|
||||
end
|
||||
-- if self.id==1282 then
|
||||
-- time=1
|
||||
-- end
|
||||
BattleLogic.WaitForTrigger(duration + time, function()
|
||||
self.owner.Event:DispatchEvent(BattleEventName.SkillCastEnd, self)
|
||||
BattleLogic.Event:DispatchEvent(BattleEventName.SkillCastEnd, self)
|
||||
|
|
|
@ -86,7 +86,7 @@ function this.GetLimitStarEquipNum(star)
|
|||
for _, hero in pairs(allHeroDatas) do
|
||||
if hero.equipIdList and #hero.equipIdList > 0 then
|
||||
for i = 1, #hero.equipIdList do
|
||||
local id = hero.equipIdList[i]
|
||||
local id = tonumber(hero.equipIdList[i])
|
||||
if equipConfig[id].Star >= star then
|
||||
allNum = allNum + 1
|
||||
end
|
||||
|
|
|
@ -38,6 +38,7 @@ function this:InitComponent(gameObject)
|
|||
this.box1 = Util.GetGameObject(this.Content, "scroll/box")
|
||||
this.box2 = Util.GetGameObject(this.Content, "scroll2/box")
|
||||
this.tip = Util.GetGameObject(this.Content, "Text"):GetComponent("Text")
|
||||
this.tip3 = Util.GetGameObject(this.Content, "tip3"):GetComponent("Text")
|
||||
this.taskList = {}
|
||||
end
|
||||
|
||||
|
@ -77,6 +78,7 @@ function this:OnShow(_parent,...)
|
|||
local temp = {...}
|
||||
curType = temp[1]
|
||||
local extraType = temp[2]
|
||||
this.tip3.text = "解锁秘宝"
|
||||
if curType == 1 then
|
||||
rewardStateData = TreasureOfHeavenManger.rewardStateData
|
||||
rewardData = TreasureOfHeavenManger.GetAllRewardData()
|
||||
|
@ -107,23 +109,8 @@ function this:OnShow(_parent,...)
|
|||
this.dealBtnText.gameObject:SetActive(true)
|
||||
local config = ConfigManager.GetConfigData(ConfigName.RechargeCommodityConfig,type[curType].id)
|
||||
this.dealBtnText.text = MoneyUtil.GetMoneyUnitNameWithMoney(config.Price)
|
||||
elseif curType == 5 then --
|
||||
rewardData,rewardData1 = RecruitTreasureManager.GetAllRewardData(extraType,type[curType].id)
|
||||
this:showRewardWuJin(rewardData,rewardData1)
|
||||
this.tip.text = "·激活<color=#45953B>进阶专属奖励</color>"
|
||||
this.dealBtnIma.gameObject:SetActive(false)
|
||||
this.dealBtnText.gameObject:SetActive(true)
|
||||
local config = ConfigManager.GetConfigData(ConfigName.RechargeCommodityConfig,type[curType].id)
|
||||
this.dealBtnText.text = MoneyUtil.GetMoneyUnitNameWithMoney(config.Price)
|
||||
elseif curType == 6 then --
|
||||
rewardData,rewardData1 = RecruitTreasureManager.GetAllRewardData(extraType,type[curType].id)
|
||||
this:showRewardWuJin(rewardData,rewardData1)
|
||||
this.tip.text = "·激活<color=#45953B>进阶专属奖励</color>"
|
||||
this.dealBtnIma.gameObject:SetActive(false)
|
||||
this.dealBtnText.gameObject:SetActive(true)
|
||||
local config = ConfigManager.GetConfigData(ConfigName.RechargeCommodityConfig,type[curType].id)
|
||||
this.dealBtnText.text = MoneyUtil.GetMoneyUnitNameWithMoney(config.Price)
|
||||
elseif curType == 7 then --
|
||||
elseif curType == 5 or curType == 6 or curType == 7 then --
|
||||
this.tip3.text = "解锁基金"
|
||||
rewardData,rewardData1 = RecruitTreasureManager.GetAllRewardData(extraType,type[curType].id)
|
||||
this:showRewardWuJin(rewardData,rewardData1)
|
||||
this.tip.text = "·激活<color=#45953B>进阶专属奖励</color>"
|
||||
|
|
|
@ -166,7 +166,7 @@ end
|
|||
function RecruitTreasurePanel:topBar()
|
||||
--设置礼包购买按钮状态
|
||||
this.buyBtn:GetComponent("Button").interactable = not this.isBuy
|
||||
this.Text1.text = not this.isBuy and "激活秘宝" or "已激活"
|
||||
this.Text1.text = not this.isBuy and "激活基金" or "已激活"
|
||||
Util.AddOnceClick(this.buyBtn,function()
|
||||
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.HeavenUnlockExtraRewardPanel,configs[curPage].ShopData[1][2],configs[curPage].ActId)
|
||||
end)
|
||||
|
|
Loading…
Reference in New Issue