Merge branch 'china/dev-c' of http://60.1.1.230/gaoxin/JL_Client into china/dev-c

dev_chengFeng
jiaoyangna 2021-05-28 09:55:52 +08:00
commit f2c557c66e
5 changed files with 49 additions and 33 deletions

View File

@ -6956,26 +6956,34 @@ local passivityList = {
[318] = function(role, args)
local f1 = args[1]
local ctrlNum=0
local isCtrl=false
-- 死亡数量
local onRoleAddBuffMiss = function(buff)
if buff then
if buff.type==BuffName.Control and buff.caster==role then
isCtrl=true
ctrlNum=ctrlNum+1
end
local onBuffCaster = function(buff)
LogGreen("buff type = ".. buff.type)
if buff.type == BuffName.Control then
ctrlNum = ctrlNum + 1
end
end
BattleLogic.Event:AddEvent(BattleEventName.RoleAddBuffFail, onRoleAddBuffMiss,nil,nil,role)
local onSkillCastStart= function(skill)
if skill.owner == role then
ctrlNum = 0
role.Event:AddEvent(BattleEventName.BuffCaster, onBuffCaster,nil,nil,role)
end
end
local onSkillCastEnd= function(skill)
local maxNum=#skill:GetDirectTargets()
if isCtrl and ctrlNum>=maxNum then
BattleUtil.CalRage(role, role,f1, CountTypeName.Add)
if skill.owner == role then
if ctrlNum == 0 then
if skill.type == BattleSkillType.Special or skill.type==BattleSkillType.Extra then
BattleUtil.CalRage(role, role,f1, CountTypeName.Add)
end
end
role.Event:RemoveEvent(BattleEventName.BuffCaster, onBuffCaster,nil,nil,role)
end
isCtrl=false
ctrlNum=0
end
role.Event:AddEvent(BattleEventName.SkillCastEnd,onSkillCastEnd,nil,nil,role)
-- 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
BattleLogic.Event:AddEvent(BattleEventName.SkillCast,onSkillCastStart,nil,nil,role)
BattleLogic.Event:AddEvent(BattleEventName.SkillCastEnd,onSkillCastEnd,nil,nil,role)
end,
--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
--a[int],b[int]
@ -7027,7 +7035,7 @@ local passivityList = {
local function onRoundChange(round)
if round==curRound+1 then
p1=args[1]
time=0
time=0
end
curRound=round
end

View File

@ -72,12 +72,14 @@ function FightLevelSingleChapterPanel:OnSortingOrderChange()
--特效层级重设
if starListEffect and #starListEffect > 0 then
for i=1,#starListEffect do
Util.AddParticleSortLayer(starListEffect[i], self.sortingOrder - sortingOrder)
-- Util.AddParticleSortLayer(starListEffect[i], self.sortingOrder - sortingOrder)
Util.SetParticleSortLayer(starListEffect[i], self.sortingOrder + 1)
end
end
if levelListEffect and #levelListEffect > 0 then
for i=1,#levelListEffect do
Util.AddParticleSortLayer(levelListEffect[i], self.sortingOrder - sortingOrder)
-- Util.AddParticleSortLayer(levelListEffect[i], self.sortingOrder - sortingOrder)
Util.SetParticleSortLayer(levelListEffect[i], self.sortingOrder + 1)
end
sortingOrder = self.sortingOrder
end
@ -189,9 +191,11 @@ function this.SetSingleLevel(levelDatas)
UI_Effect_Kuang_JinSe:SetActive(isOpen == 0 and levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel)
isFarstEffect:SetActive(levelData.isFirst and levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel)
for j = 1, 3 do
Util.AddParticleSortLayer(Util.GetGameObject(isFarstEffect, "Fx_star_looping ("..j..")"),this.sortingOrder - (sortingOrder - 1))
-- Util.AddParticleSortLayer(Util.GetGameObject(isFarstEffect, "Fx_star_looping ("..j..")"),this.sortingOrder - (sortingOrder - 1))
Util.SetParticleSortLayer(Util.GetGameObject(isFarstEffect, "Fx_star_looping ("..j..")"),this.sortingOrder + 1)
end
Util.AddParticleSortLayer(UI_Effect_Kuang_JinSe,this.sortingOrder - (sortingOrder - 1))
-- Util.AddParticleSortLayer(UI_Effect_Kuang_JinSe,this.sortingOrder - (sortingOrder - 1))
Util.SetParticleSortLayer(UI_Effect_Kuang_JinSe,this.sortingOrder + 1)
if levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel then --主关卡
prb1:SetActive(true)
Util.GetGameObject(prb1, "nameBg"):GetComponent("Image").sprite = this.spLoader:LoadSprite(isOpen == 0 and LevleTitleBg[1] or LevleTitleBg[2])

View File

@ -102,9 +102,9 @@ function this:ShoeCondition()
this.isFirstEffect:SetActive(fightLevelData.isFirst)
if starListEffect and #starListEffect > 0 then
for i=1,#starListEffect do
Util.AddParticleSortLayer(starListEffect[i], sortingOrder)
-- Util.AddParticleSortLayer(starListEffect[i], sortingOrder)
Util.SetParticleSortLayer(starListEffect[i], sortingOrder + 1)
end
LogYellow("sortingOrder "..sortingOrder)
end
for i = 1, math.max(#condition, #conditionGo) do
local go = conditionGo[i]
@ -149,16 +149,16 @@ function this:FormationAdapter()
end
function this:OnSortingOrderChange(_sortingOrder)
LogYellow("_sortingOrder ".._sortingOrder)
for i = 1, #heroListGo do
Util.AddParticleSortLayer(heroListGo[i], _sortingOrder - sortingOrder)
-- Util.AddParticleSortLayer(heroListGo[i], _sortingOrder - sortingOrder)
Util.SetParticleSortLayer(heroListGo[i], _sortingOrder + 1)
end
if starListEffect and #starListEffect > 0 then
for i=1,#starListEffect do
Util.AddParticleSortLayer(starListEffect[i], _sortingOrder - sortingOrder)
-- Util.AddParticleSortLayer(starListEffect[i], _sortingOrder - sortingOrder)
Util.SetParticleSortLayer(starListEffect[i], _sortingOrder + 1)
end
sortingOrder = _sortingOrder
LogYellow("sortingOrder "..sortingOrder)
end
end

View File

@ -324,12 +324,14 @@ function this.ShowBattleResultByFightLevelType(drop)
m_battlePanel:ClosePanel()
end
this:ClosePanel()
local chapterData = FightLevelManager.GetChapterData(oldBattlefightLevelData.config.Chapter)
if FightLevelManager.GetisShowChapterOpenPopup() then
UIManager.OpenPanel(UIName.FightLevelOpenChapterPopup,FightLevelManager.GetCurChapterId(),function()
-- Game.GlobalEvent:DispatchEvent(GameEvent.FightLevel.MainLevelInfoRefresh)
end)
else
-- Game.GlobalEvent:DispatchEvent(GameEvent.FightLevel.MainLevelInfoRefresh)
if oldBattlefightLevelData.config.Section == LengthOfTable(chapterData.node) then
UIManager.OpenPanel(UIName.FightLevelOpenChapterPopup,FightLevelManager.GetCurChapterId(),function()
end)
else
FightLevelManager.SetisShowChapterOpenPopup(false)
end
end
end
end, 8,true,true)

View File

@ -321,7 +321,8 @@ function this.FightLevelShow()
this.isFirstEffect:SetActive(curBattlefightLevelData.isFirst)
if starListEffect and #starListEffect > 0 then
for i=1,#starListEffect do
Util.AddParticleSortLayer(starListEffect[i], this.sortingOrder - (sortingOrder - 1))
-- Util.AddParticleSortLayer(starListEffect[i], this.sortingOrder - (sortingOrder - 1))
Util.SetParticleSortLayer(starListEffect[i], this.sortingOrder + 1)
end
end
for i = 1, math.max(#condition, #conditionGo) do
@ -383,7 +384,8 @@ function RewardItemPopup:OnSortingOrderChange()
end
if starListEffect and #starListEffect > 0 then
for i=1,#starListEffect do
Util.AddParticleSortLayer(starListEffect[i], self.sortingOrder - (sortingOrder - 1))
-- Util.AddParticleSortLayer(starListEffect[i], self.sortingOrder - (sortingOrder - 1))
Util.SetParticleSortLayer(starListEffect[i], self.sortingOrder + 1)
end
sortingOrder = self.sortingOrder
end