Merge branch 'china/dev-c' of http://60.1.1.230/gaoxin/JL_Client into china/dev-c
commit
f2c557c66e
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@ -6956,26 +6956,34 @@ local passivityList = {
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[318] = function(role, args)
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local f1 = args[1]
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local ctrlNum=0
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local isCtrl=false
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-- 死亡数量
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local onRoleAddBuffMiss = function(buff)
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if buff then
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if buff.type==BuffName.Control and buff.caster==role then
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isCtrl=true
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ctrlNum=ctrlNum+1
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end
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local onBuffCaster = function(buff)
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LogGreen("buff type = ".. buff.type)
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if buff.type == BuffName.Control then
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ctrlNum = ctrlNum + 1
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end
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end
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BattleLogic.Event:AddEvent(BattleEventName.RoleAddBuffFail, onRoleAddBuffMiss,nil,nil,role)
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local onSkillCastStart= function(skill)
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if skill.owner == role then
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ctrlNum = 0
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role.Event:AddEvent(BattleEventName.BuffCaster, onBuffCaster,nil,nil,role)
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end
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end
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local onSkillCastEnd= function(skill)
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local maxNum=#skill:GetDirectTargets()
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if isCtrl and ctrlNum>=maxNum then
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BattleUtil.CalRage(role, role,f1, CountTypeName.Add)
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if skill.owner == role then
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if ctrlNum == 0 then
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if skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra then
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BattleUtil.CalRage(role, role,f1, CountTypeName.Add)
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end
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end
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role.Event:RemoveEvent(BattleEventName.BuffCaster, onBuffCaster,nil,nil,role)
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end
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isCtrl=false
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ctrlNum=0
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end
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role.Event:AddEvent(BattleEventName.SkillCastEnd,onSkillCastEnd,nil,nil,role)
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-- 这里使用BattleLogic.Event,因为有的技能效果是在人物技能释放完成后生效的
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BattleLogic.Event:AddEvent(BattleEventName.SkillCast,onSkillCastStart,nil,nil,role)
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BattleLogic.Event:AddEvent(BattleEventName.SkillCastEnd,onSkillCastEnd,nil,nil,role)
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end,
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--死亡时,按剩余怒气乘[a]平均分给存活队友,每人至少[b]点,按站位优先
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--a[int],b[int]
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@ -7027,7 +7035,7 @@ local passivityList = {
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local function onRoundChange(round)
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if round==curRound+1 then
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p1=args[1]
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time=0
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time=0
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end
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curRound=round
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end
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@ -72,12 +72,14 @@ function FightLevelSingleChapterPanel:OnSortingOrderChange()
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--特效层级重设
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if starListEffect and #starListEffect > 0 then
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for i=1,#starListEffect do
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Util.AddParticleSortLayer(starListEffect[i], self.sortingOrder - sortingOrder)
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-- Util.AddParticleSortLayer(starListEffect[i], self.sortingOrder - sortingOrder)
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Util.SetParticleSortLayer(starListEffect[i], self.sortingOrder + 1)
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end
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end
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if levelListEffect and #levelListEffect > 0 then
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for i=1,#levelListEffect do
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Util.AddParticleSortLayer(levelListEffect[i], self.sortingOrder - sortingOrder)
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-- Util.AddParticleSortLayer(levelListEffect[i], self.sortingOrder - sortingOrder)
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Util.SetParticleSortLayer(levelListEffect[i], self.sortingOrder + 1)
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end
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sortingOrder = self.sortingOrder
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end
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@ -189,9 +191,11 @@ function this.SetSingleLevel(levelDatas)
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UI_Effect_Kuang_JinSe:SetActive(isOpen == 0 and levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel)
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isFarstEffect:SetActive(levelData.isFirst and levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel)
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for j = 1, 3 do
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Util.AddParticleSortLayer(Util.GetGameObject(isFarstEffect, "Fx_star_looping ("..j..")"),this.sortingOrder - (sortingOrder - 1))
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-- Util.AddParticleSortLayer(Util.GetGameObject(isFarstEffect, "Fx_star_looping ("..j..")"),this.sortingOrder - (sortingOrder - 1))
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Util.SetParticleSortLayer(Util.GetGameObject(isFarstEffect, "Fx_star_looping ("..j..")"),this.sortingOrder + 1)
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end
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Util.AddParticleSortLayer(UI_Effect_Kuang_JinSe,this.sortingOrder - (sortingOrder - 1))
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-- Util.AddParticleSortLayer(UI_Effect_Kuang_JinSe,this.sortingOrder - (sortingOrder - 1))
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Util.SetParticleSortLayer(UI_Effect_Kuang_JinSe,this.sortingOrder + 1)
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if levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel then --主关卡
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prb1:SetActive(true)
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Util.GetGameObject(prb1, "nameBg"):GetComponent("Image").sprite = this.spLoader:LoadSprite(isOpen == 0 and LevleTitleBg[1] or LevleTitleBg[2])
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@ -102,9 +102,9 @@ function this:ShoeCondition()
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this.isFirstEffect:SetActive(fightLevelData.isFirst)
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if starListEffect and #starListEffect > 0 then
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for i=1,#starListEffect do
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Util.AddParticleSortLayer(starListEffect[i], sortingOrder)
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-- Util.AddParticleSortLayer(starListEffect[i], sortingOrder)
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Util.SetParticleSortLayer(starListEffect[i], sortingOrder + 1)
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end
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LogYellow("sortingOrder "..sortingOrder)
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end
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for i = 1, math.max(#condition, #conditionGo) do
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local go = conditionGo[i]
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@ -149,16 +149,16 @@ function this:FormationAdapter()
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end
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function this:OnSortingOrderChange(_sortingOrder)
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LogYellow("_sortingOrder ".._sortingOrder)
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for i = 1, #heroListGo do
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Util.AddParticleSortLayer(heroListGo[i], _sortingOrder - sortingOrder)
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-- Util.AddParticleSortLayer(heroListGo[i], _sortingOrder - sortingOrder)
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Util.SetParticleSortLayer(heroListGo[i], _sortingOrder + 1)
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end
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if starListEffect and #starListEffect > 0 then
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for i=1,#starListEffect do
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Util.AddParticleSortLayer(starListEffect[i], _sortingOrder - sortingOrder)
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-- Util.AddParticleSortLayer(starListEffect[i], _sortingOrder - sortingOrder)
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Util.SetParticleSortLayer(starListEffect[i], _sortingOrder + 1)
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end
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sortingOrder = _sortingOrder
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LogYellow("sortingOrder "..sortingOrder)
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end
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end
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@ -324,12 +324,14 @@ function this.ShowBattleResultByFightLevelType(drop)
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m_battlePanel:ClosePanel()
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end
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this:ClosePanel()
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local chapterData = FightLevelManager.GetChapterData(oldBattlefightLevelData.config.Chapter)
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if FightLevelManager.GetisShowChapterOpenPopup() then
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UIManager.OpenPanel(UIName.FightLevelOpenChapterPopup,FightLevelManager.GetCurChapterId(),function()
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-- Game.GlobalEvent:DispatchEvent(GameEvent.FightLevel.MainLevelInfoRefresh)
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end)
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else
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-- Game.GlobalEvent:DispatchEvent(GameEvent.FightLevel.MainLevelInfoRefresh)
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if oldBattlefightLevelData.config.Section == LengthOfTable(chapterData.node) then
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UIManager.OpenPanel(UIName.FightLevelOpenChapterPopup,FightLevelManager.GetCurChapterId(),function()
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end)
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else
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FightLevelManager.SetisShowChapterOpenPopup(false)
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end
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end
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end
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end, 8,true,true)
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@ -321,7 +321,8 @@ function this.FightLevelShow()
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this.isFirstEffect:SetActive(curBattlefightLevelData.isFirst)
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if starListEffect and #starListEffect > 0 then
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for i=1,#starListEffect do
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Util.AddParticleSortLayer(starListEffect[i], this.sortingOrder - (sortingOrder - 1))
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-- Util.AddParticleSortLayer(starListEffect[i], this.sortingOrder - (sortingOrder - 1))
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Util.SetParticleSortLayer(starListEffect[i], this.sortingOrder + 1)
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end
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end
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for i = 1, math.max(#condition, #conditionGo) do
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@ -383,7 +384,8 @@ function RewardItemPopup:OnSortingOrderChange()
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end
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if starListEffect and #starListEffect > 0 then
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for i=1,#starListEffect do
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Util.AddParticleSortLayer(starListEffect[i], self.sortingOrder - (sortingOrder - 1))
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-- Util.AddParticleSortLayer(starListEffect[i], self.sortingOrder - (sortingOrder - 1))
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Util.SetParticleSortLayer(starListEffect[i], self.sortingOrder + 1)
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end
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sortingOrder = self.sortingOrder
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end
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