Merge branch 'master_develop' of http://60.1.1.230/gaoxin/JL_Client into master_develop

dev_chengFeng
jiaoyangna 2020-08-19 10:05:09 +08:00
commit f439a78b34
27 changed files with 186 additions and 142 deletions

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@ -1752,6 +1752,7 @@ RANK_TYPE = {
FORCE_CURR_RANK=22,-- 实时战力排行
ARENA_RANK=23,-- 竞技场积分排名 前端自己添加
XUANYUANMIRROR_RANK=24,-- 竞技场积分排名 前端自己添加
FAST_EXPLORE=25,--极速达人排行
}
--东海寻仙弹窗类型
@ -2024,6 +2025,7 @@ rankKingList={ [1] = { bgImage = "r_zjm_paihangbang_banner04", name = Language[1
[4] = { bgImage = "r_zjm_paihangbang_banner01", name = Language[12167] ,Id = 44,rankType = RANK_TYPE.MONSTER_RANK,activiteId = 0,isRankingMainPanelShow = true},
[5] = { bgImage = "r_zjm_paihangbang_banner01", name = Language[12168] ,Id = 42,rankType = RANK_TYPE.GOLD_EXPER,activiteId = ActivityTypeDef.GoldExper,isRankingMainPanelShow = false},
[6] = { bgImage = "r_zjm_paihangbang_banner01", name = Language[12240] ,Id = 8,rankType = RANK_TYPE.ARENA_RANK,activiteId = 0,isRankingMainPanelShow = false},
[7] = { bgImage = "r_zjm_paihangbang_banner01", name = "极速排名" ,Id = 42,rankType = RANK_TYPE.FAST_EXPLORE,activiteId = ActivityTypeDef.FastExplore,isRankingMainPanelShow = false},
}
SoulPrintSpriteByQuantity={

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@ -1980,6 +1980,7 @@ local effectList = {
-- 检测技能伤害治疗加成
f2 = BattleUtil.CheckSkillDamageHeal(f2, caster, arr[1])
-- 治疗血量最低队友实际伤害的f2%
--之前是finaldag 改成 damage
BattleUtil.ApplyTreat(caster, arr[1], floor(damage*f2))
end
target.Event:AddEvent(BattleEventName.RoleBeHit, OnBeHit)

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@ -3030,12 +3030,35 @@ local passivityList = {
-- a[float]
[161] = function(role, args)
local f1 = args[1]
--之前为根据异常效果的数量改为根据异常效果的类型 by:王振兴
local function onPassiveDamaging(damagingFunc, target, damage)
local list = BattleLogic.BuffMgr:GetBuff(target, function(buff)
return buff.type == BuffName.DOT or buff.type == BuffName.Control
end)
if list and damagingFunc then
local num = #list
--local list = BattleLogic.BuffMgr:GetBuff(target, function(buff)
--return buff.type == BuffName.DOT or buff.type == BuffName.Control
--end)
local dotList={}
local controlList={}
local list=BattleLogic.BuffMgr:GetBuff(target)
for i = 1, #list do
local buff=list[i]
if buff.type== BuffName.DOT and buff.damageType and dotList and not BattleUtil.ChecklistIsContainValue(dotList,buff.damageType) then
table.insert(dotList,buff.damageType)
end
if buff.type== BuffName.Control and buff.ctrlType and controlList and not BattleUtil.ChecklistIsContainValue(controlList,buff.ctrlType) then
table.insert(controlList,buff.ctrlType)
end
end
local num = 0
if dotList then
num = num + #dotList
end
if controlList then
num=num+ #controlList
end
LogError("异常效果的数量为:".. num)
if num>0 and damagingFunc then
local dd = BattleUtil.CountValue(damage, f1 * num, CountTypeName.AddPencent) - damage
damagingFunc(-floor(BattleUtil.ErrorCorrection(dd)))
end

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@ -354,7 +354,19 @@ function BattleUtil.CheckIsNoDead(target)
return false
end
--检测列表是否包含值
function BattleUtil.ChecklistIsContainValue(_list,_value)
if _list and _value then
for key, value in pairs(_list) do
if value==_value then
return true
else
return false
end
end
end
return false
end
function BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageType, dotType)
if damage < 0 then damage = 0 end

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@ -44,10 +44,7 @@ function Expert:BindEvent()
local activityId = ActivityGiftManager.IsActivityTypeOpen(numExChange[activeIndext])
UIManager.OpenPanel(UIName.ExpertRewardSortPanel,activityId,2)
end)
Util.AddClick(this.sortBtn, function()
--UIManager.OpenPanel(UIName.ExpertRewardSortPanel,numExChange[activeIndext],1)
UIManager.OpenPanel(UIName.RankingSingleListPanel,rankKingList[5])
end)
end
--添加事件监听(用于子类重写)
@ -88,6 +85,14 @@ function Expert:OnShowData(index)
if globalActive and globalActive.OpenRanking == 1 then
this.rewardBtn:SetActive(true)
this.sortBtn:SetActive(true)
Util.AddClick(this.sortBtn, function()
if index == 5 then
UIManager.OpenPanel(UIName.RankingSingleListPanel,rankKingList[5])
elseif index == 10 then
UIManager.OpenPanel(UIName.RankingSingleListPanel,rankKingList[7])
end
end)
end
expertRewardTabs = ActivityGiftManager.GetActivityTypeInfo(numExChange[activeIndext])
self.titleBg.sprite = Util.LoadSprite(titleImageSprites[activeIndext])