Merge branch 'china/local' into china/test
commit
f71af87cde
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@ -101,6 +101,7 @@ function this.BackDataRefreshEnerny(msgItemInfo)
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end
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end
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Game.GlobalEvent:DispatchEvent(GameEvent.Bag.BagGold)
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RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
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CheckRedPointStatus(RedPointType.Recruit_Normal)
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end
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end
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@ -765,6 +766,7 @@ function this.GetTableByBackDropData(drop)
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end
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end
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Game.GlobalEvent:DispatchEvent(GameEvent.Bag.BagGold)
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RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
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return itemDataList
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end
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@ -1094,6 +1096,7 @@ function this.BagIndicationRefresh(msg)
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end
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Game.GlobalEvent:DispatchEvent(GameEvent.Bag.OnTempBagChanged)
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end
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RedpotManager.CheckRedPointStatus(RedPointType.LuckyTurn)
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Game.GlobalEvent:DispatchEvent(GameEvent.Bag.BagGold)
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--检测背包红点
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CheckRedPointStatus(RedPointType.Bag_HeroDebris)
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@ -6487,6 +6487,13 @@ local passivityList = {
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local f1 = args[2]
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local f2=args[3]
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local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
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if not skill then
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return
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end
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if skill.isNotLoop then
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return
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end
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--如果是技能并且这个被动已经被触发过 return
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if skill and BattleUtil.ChecklistIsContainValue(skill.triggerPassivityId,id) then
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return
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@ -6498,7 +6505,7 @@ local passivityList = {
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if target:IsDead() and not BattleUtil.CheckIsNoDead(target) and not role:IsDead() then
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--role:InsertExtraSkill(f1,f2)
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local effectData={role.superSkill[1],role.superSkill[2],role.superSkill[3],role.superSkill[4],{targets,{1,f1,f2}}}
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SkillManager.InsertSkill(role, effectData,BattleSkillType.Extra, nil, true, false)
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SkillManager.InsertSkill(role, effectData,BattleSkillType.Extra, nil, true, false,false,true)
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if skill then
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table.insert(skill.triggerPassivityId,id)
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end
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@ -7254,24 +7261,25 @@ local passivityList = {
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--延时一帧,等所有英雄死亡结束后再执行逻辑
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||||
local roleRage=role.Rage
|
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BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime,function()
|
||||
local arr=RoleManager.Query(function(v) return v.camp==role.camp and v~=role and not BattleUtil.CheckIsNoDead(v) end)
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||||
local len=#arr
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||||
local rage1=roleRage*v1
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if rage1<len*v2 then
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||||
rage1=len*v2
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||||
end
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||||
local num1=floor(rage1/len)
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||||
local num2=rage1%len
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for i = 1, len do
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if i<=num2 then
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BattleUtil.CalRage(role, arr[i],num1+1, CountTypeName.Add)
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else
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BattleUtil.CalRage(role,arr[i],num1, CountTypeName.Add)
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end
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end
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||||
end)
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||||
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||||
end
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||||
local arr=RoleManager.Query(function(v) return v.camp==role.camp and v~=role and not BattleUtil.CheckIsNoDead(v) end)
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local len=#arr
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||||
local rage1=roleRage*v1
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if rage1<len*v2 then
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||||
rage1=len*v2
|
||||
end
|
||||
local num1=floor(rage1/len)
|
||||
local num2=rage1%len
|
||||
for i = 1, len do
|
||||
-- if i<=num2 then
|
||||
-- BattleUtil.CalRage(role, arr[i],num1+1, CountTypeName.Add)
|
||||
-- else
|
||||
-- BattleUtil.CalRage(role,arr[i],num1, CountTypeName.Add)
|
||||
-- end
|
||||
--修改为每个英雄只回复一点怒气 by:wangzhenxing 2021/07/15
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||||
BattleUtil.CalRage(role,arr[i],1, CountTypeName.Add)
|
||||
end
|
||||
end)
|
||||
end
|
||||
role.Event:AddEvent(BattleEventName.RoleDead, OnDead,nil,nil,role)
|
||||
end,
|
||||
--普攻额外回复怒气增加[a]点
|
||||
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@ -23,6 +23,7 @@ function Skill:Init(role, effectData, type, targets, isAdd, isRage,isTriggerJudg
|
|||
self.isKill = false --是否技能击杀目标
|
||||
self.isAdd = isAdd
|
||||
self.isRage = isRage
|
||||
self.isNotLoop= false
|
||||
if isTriggerJudge~=nil then
|
||||
self.isTriggerJudge=isTriggerJudge
|
||||
else
|
||||
|
|
|
|||
|
|
@ -59,7 +59,7 @@ function this.AddSkill(caster, effectData, type, targets, isAdd, isRage,isTrigge
|
|||
return skill
|
||||
end
|
||||
-- 插入技能到技能列表首位
|
||||
function this.InsertSkill(caster, effectData, type, targets, isAdd, isRage,isTriggerJudge)
|
||||
function this.InsertSkill(caster, effectData, type, targets, isAdd, isRage,isTriggerJudge,isLoop)
|
||||
-- 如果超出最大限制则不再追加技能
|
||||
if not this.CheckMaxCount() then
|
||||
return
|
||||
|
|
@ -74,6 +74,7 @@ function this.InsertSkill(caster, effectData, type, targets, isAdd, isRage,isTri
|
|||
isTriggerJudge=false
|
||||
end
|
||||
skill:Init(caster, effectData, type, targets, isAdd, isRage)
|
||||
skill.isNotLoop=isLoop
|
||||
if type == BattleSkillType.DeadSkill then -- 死亡技能加入单独的对列
|
||||
table.insert(this.DeadSkillList, 1, skill)
|
||||
else
|
||||
|
|
|
|||
|
|
@ -73,6 +73,8 @@ function this.Initialize()
|
|||
table.insert(this.boxReward_Two,v)
|
||||
end
|
||||
end
|
||||
|
||||
LuckyTurnTableManager.InitTableData()
|
||||
end
|
||||
|
||||
----------------------------------------------------
|
||||
|
|
@ -333,14 +335,18 @@ end
|
|||
|
||||
---获取探宝1/多次按钮信息 1探宝类型
|
||||
function this.GetTreasureBtnInfo(spLoader, treasureType)
|
||||
local isShow = false
|
||||
if treasureType==TreasureType.Lucky then
|
||||
local oneData={1,this.dialRewardSettingConfig[1].CostItem[2][4]}--1探宝次数 2消耗道具数量
|
||||
local moreData={this.dialRewardSettingConfig[1].ExtractingTime,this.dialRewardSettingConfig[1].MultipleCostItem[2][4]}
|
||||
local oneData={1,this.dialRewardSettingConfig[1].CostItem[2][4],isShow}--1探宝次数 2消耗道具数量
|
||||
if BagManager.GetItemCountById(60) >= this.dialRewardSettingConfig[1].MultipleCostItem[2][4] then
|
||||
isShow = true
|
||||
end
|
||||
local moreData={this.dialRewardSettingConfig[1].ExtractingTime,this.dialRewardSettingConfig[1].MultipleCostItem[2][4],isShow}
|
||||
local icon = SetIcon(spLoader, 60)
|
||||
return oneData,moreData,icon
|
||||
elseif treasureType==TreasureType.Advanced then
|
||||
local oneData={1,this.dialRewardSettingConfig[2].CostItem[2][4]}
|
||||
local moreData={this.dialRewardSettingConfig[2].ExtractingTime,this.dialRewardSettingConfig[2].MultipleCostItem[2][4]}
|
||||
local oneData={1,this.dialRewardSettingConfig[2].CostItem[2][4],isShow}
|
||||
local moreData={this.dialRewardSettingConfig[2].ExtractingTime,this.dialRewardSettingConfig[2].MultipleCostItem[2][4],isShow}
|
||||
local icon = SetIcon(spLoader, 61)
|
||||
return oneData,moreData,icon
|
||||
end
|
||||
|
|
@ -393,7 +399,13 @@ end
|
|||
-------红点相关--------------
|
||||
function this.ReturnRedPointState()
|
||||
if ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.LuckyTurnTable_One) then
|
||||
return this.ReturnRewardBoxRedPoint()
|
||||
if BagManager.GetItemCountById(60) >= this.dialRewardSettingConfig[1].MultipleCostItem[2][4] then
|
||||
return true
|
||||
end
|
||||
if this.ReturnRewardBoxRedPoint() then
|
||||
return true
|
||||
end
|
||||
return false
|
||||
else
|
||||
--Log("红点返回False")
|
||||
return false
|
||||
|
|
|
|||
|
|
@ -24,7 +24,6 @@ local isPlayVideo = false
|
|||
---初始化组件(用于子类重写)
|
||||
function LuckyTurnTablePanel:InitComponent(gameObject)
|
||||
this.spLoader = SpriteLoader.New()
|
||||
LuckyTurnTableManager.InitTableData()
|
||||
LuckyTurnTableManager.GetLuckyTurnRequest()
|
||||
|
||||
this.luckyTurnPanel=Util.GetGameObject(self.gameObject,"Panel")
|
||||
|
|
@ -82,6 +81,7 @@ function LuckyTurnTablePanel:InitComponent(gameObject)
|
|||
this.treasureMultipleText=Util.GetGameObject(this.treasureMultipleBtn,"Text"):GetComponent("Text")
|
||||
this.treasureMultipleIcon=Util.GetGameObject(this.treasureMultipleBtn,"Icon"):GetComponent("Image")
|
||||
this.treasureMultipleNum=Util.GetGameObject(this.treasureMultipleBtn,"Num"):GetComponent("Text")
|
||||
this.treasureMultipleRed=Util.GetGameObject(this.treasureMultipleBtn,"red")
|
||||
this.refreshBtn=Util.GetGameObject(this.bottom,"RefreshBtn")
|
||||
this.freeDetail=Util.GetGameObject(this.refreshBtn,"FreeDetail")
|
||||
this.detail=Util.GetGameObject(this.refreshBtn,"Detail")
|
||||
|
|
@ -274,14 +274,14 @@ function this.SwitchTreasureType(treasureType)
|
|||
--设置需要材料显示
|
||||
this.SetPropShow(60,treasureType)
|
||||
--探宝按钮显示
|
||||
local oneData,moreData,icon=LuckyTurnTableManager.GetTreasureBtnInfo(this.spLoader, treasureType)
|
||||
this.SetTreasureBtnShow(oneData,moreData,icon)
|
||||
this.SetTreasureBtnShow(treasureType)
|
||||
--探宝泉预览
|
||||
Util.AddOnceClick(this.propBtn,function()
|
||||
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,60)
|
||||
end)
|
||||
--探宝1次按钮
|
||||
Util.AddOnceClick(this.treasureOnceBtn, function()
|
||||
local oneData,moreData,icon=LuckyTurnTableManager.GetTreasureBtnInfo(this.spLoader, treasureType)
|
||||
if LuckyTurnTableManager.GetTreasureTicketNum(treasureType)-oneData[2]>=0
|
||||
and LuckyTurnTableManager.luckyTimes + 1 <= maxTimesCount then
|
||||
LuckyTurnTableManager.GetLuckyTurnRankRequest(TreasureType.Lucky,false,function()
|
||||
|
|
@ -292,6 +292,7 @@ function this.SwitchTreasureType(treasureType)
|
|||
LuckyTurnTableManager.SetTimes(LuckyTurnTableManager.luckyTimes + 1)
|
||||
this.maxTimes.text =string.format(Language[11156],LuckyTurnTableManager.luckyTimes,maxTimesCount)
|
||||
isPlayVideo = true
|
||||
this.SetTreasureBtnShow(treasureType)
|
||||
end)
|
||||
else
|
||||
--PopupTipPanel.ShowTip("幸运探宝券不足!")
|
||||
|
|
@ -305,6 +306,7 @@ function this.SwitchTreasureType(treasureType)
|
|||
end)
|
||||
--探宝10次按钮
|
||||
Util.AddOnceClick(this.treasureMultipleBtn, function()
|
||||
local oneData,moreData,icon=LuckyTurnTableManager.GetTreasureBtnInfo(this.spLoader, treasureType)
|
||||
if LuckyTurnTableManager.GetTreasureTicketNum(treasureType)-moreData[2]>=0
|
||||
and LuckyTurnTableManager.luckyTimes + 15 <= maxTimesCount then
|
||||
LuckyTurnTableManager.GetLuckyTurnRankRequest(TreasureType.Lucky,true,function()
|
||||
|
|
@ -315,6 +317,7 @@ function this.SwitchTreasureType(treasureType)
|
|||
LuckyTurnTableManager.SetTimes(LuckyTurnTableManager.luckyTimes + 15)
|
||||
this.maxTimes.text =string.format(Language[11156],LuckyTurnTableManager.luckyTimes,maxTimesCount)
|
||||
isPlayVideo = true
|
||||
this.SetTreasureBtnShow(treasureType)
|
||||
end)
|
||||
else
|
||||
--PopupTipPanel.ShowTip("幸运探宝券不足!")
|
||||
|
|
@ -388,8 +391,7 @@ function this.SwitchTreasureType(treasureType)
|
|||
this.SetPropShow(61,treasureType)
|
||||
|
||||
--探宝按钮显示
|
||||
local oneData,moreData,icon=LuckyTurnTableManager.GetTreasureBtnInfo(this.spLoader, treasureType)
|
||||
this.SetTreasureBtnShow(oneData,moreData,icon)
|
||||
this.SetTreasureBtnShow(treasureType)
|
||||
--探宝泉预览
|
||||
Util.AddOnceClick(this.propBtn,function()
|
||||
UIManager.OpenPanel(UIName.RewardItemSingleShowPopup,61)
|
||||
|
|
@ -448,7 +450,6 @@ function this.SwitchTreasureType(treasureType)
|
|||
end)
|
||||
--刷新按钮
|
||||
Util.AddOnceClick(this.refreshBtn, function()
|
||||
LogBlue("高级刷新券 "..BagManager.GetItemCountById(63))
|
||||
if BagManager.GetItemCountById(63)>0 then
|
||||
this.PlayItemListAnim()
|
||||
LuckyTurnTableManager.GetLuckyTurnRefreshRequest(TreasureType.Advanced,true,function()
|
||||
|
|
@ -458,9 +459,6 @@ function this.SwitchTreasureType(treasureType)
|
|||
this.RefreshBtnCountDown()
|
||||
end)
|
||||
else
|
||||
LogBlue("高级刷新券 "..LuckyTurnTableManager.GetRefreshItemNum())
|
||||
LogBlue("高级刷新券 "..LuckyTurnTableManager.dialRewardSettingConfig[2].Cost[2][4])
|
||||
LogBlue("高级刷新券 ".. LuckyTurnTableManager.GetRefreshItemNum()-LuckyTurnTableManager.dialRewardSettingConfig[2].Cost[2][4])
|
||||
if LuckyTurnTableManager.GetRefreshItemNum()-LuckyTurnTableManager.dialRewardSettingConfig[2].Cost[2][4]>=0 then
|
||||
this.PlayItemListAnim()
|
||||
LuckyTurnTableManager.GetLuckyTurnRefreshRequest(TreasureType.Advanced,false,function()
|
||||
|
|
@ -629,13 +627,15 @@ function this.SetPropShow(itemId,treasureType)
|
|||
end
|
||||
|
||||
---探宝按钮显示
|
||||
function this.SetTreasureBtnShow(oneData,moreData,icon)
|
||||
function this.SetTreasureBtnShow(treasureType)
|
||||
local oneData,moreData,icon=LuckyTurnTableManager.GetTreasureBtnInfo(this.spLoader, treasureType)
|
||||
this.treasureOnceText.text=Language[11163]..oneData[1]..Language[10048]
|
||||
this.treasureOnceNum.text=oneData[2]
|
||||
this.treasureOnceIcon.sprite=icon
|
||||
this.treasureMultipleText.text=Language[11163]..moreData[1]..Language[10048]
|
||||
this.treasureMultipleNum.text=moreData[2]
|
||||
this.treasureMultipleIcon.sprite=icon
|
||||
this.treasureMultipleRed.gameObject:SetActive(moreData[3])
|
||||
end
|
||||
|
||||
--------------------------------免费刷新--------------------------------
|
||||
|
|
|
|||
Loading…
Reference in New Issue