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

dev_chengFeng
gaoxin 2020-08-26 11:11:27 +08:00
commit fa787f83d5
9 changed files with 217 additions and 62 deletions

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@ -61,7 +61,7 @@ function this:BindEvent()
UIManager.OpenPanel(UIName.XuanYuanMirrorRewardSortPopup)
end)
Util.AddClick(this.btnClose, function()
this:OnClose()
this:ClosePanel()
end)
end
@ -195,12 +195,11 @@ function this:OnClose()
this.isPlayDoorAudio = false
self.gameObject:SetActive(false)
PlayerManager.carbonType = 2
UIManager.OpenPanel(UIName.CarbonTypePanelV2)
SubUIManager.Close(this.UpView)
end
--界面销毁时调用(用于子类重写)
function this:OnDestroy()
SubUIManager.Close(this.UpView)
if self.timer then
self.timer:Stop()
self.timer = nil

View File

@ -95,8 +95,7 @@ function this:BindEvent()
Util.AddClick(
this.btnBack,
function()
UIManager.OpenPanel(UIName.XuanYuanMirrorPanel)
this:OnClose()
this:ClosePanel()
end
)
end

View File

@ -136,7 +136,7 @@ function this.SetSelectHero()
poolManager:UnLoadLive(_LiveName, _LiveNode)
end
local t= MonsterGroupConfig[monsterGroupId].Contents[1][1]
local t= MonsterGroupConfig[monsterGroupId].Contents[1][2]
local monsterId = MonsterConfig[t].MonsterId
local paintingId = heroConfig[monsterId].Live
local pos = heroConfig[monsterId].Position

View File

@ -375,9 +375,10 @@ function this.EquipInfo()
btn.gameObject:SetActive(true)
local frame=Util.GetGameObject(o,"Frame"):GetComponent("Image")
local icon=Util.GetGameObject(o,"Frame/Icon"):GetComponent("Image")
local proIcon=Util.GetGameObject(o,"Frame/proIcon"):GetComponent("Image")
frame.sprite=Util.LoadSprite(data.frame)
icon.sprite=Util.LoadSprite(data.icon)
proIcon.sprite = Util.LoadSprite(data.proIcon)
Util.AddOnceClick(btn,function()
UIManager.OpenPanel(UIName.RewardTalismanSingleShowPopup,0, data.idDyn,data.id, 0, 0)
end)

View File

@ -310,8 +310,8 @@ function this:AllEquipUpBtnOnClick()
--获取到所有未装备的装备
curPosEquip = BagManager.GetEquipDataByEquipPosition(curHeroData.heroConfig.Profession, index)
end
LogBlue("i:"..index.." #curPosEquip:".. #curPosEquip)
LogBlue("计算每个位置可装备的装备战力")-- 取战力最大的装备
-- LogBlue("i:"..index.." #curPosEquip:".. #curPosEquip)
-- LogBlue("计算每个位置可装备的装备战力")-- 取战力最大的装备
if curPosEquip and #curPosEquip > 0 then
local equiData = {}
local indexMaxPower = 0
@ -320,24 +320,24 @@ function this:AllEquipUpBtnOnClick()
--获取到宝物战力
if index == 5 or index == 6 then
indexMaxPower = EquipTreasureManager.CalculateWarForce(curHeroEquipDatas[index].idDyn)
LogBlue("宝物id"..curHeroEquipDatas[index].idDyn.." id:"..curHeroEquipDatas[index].id.." indexMaxPower:"..indexMaxPower)
--LogBlue("宝物id"..curHeroEquipDatas[index].idDyn.." id:"..curHeroEquipDatas[index].id.." indexMaxPower:"..indexMaxPower)
else
--获取到装备战力
indexMaxPower = EquipManager.CalculateWarForce(curHeroEquipDatas[index].id)
LogBlue("装备id"..curHeroEquipDatas[index].id.." indexMaxPower:"..indexMaxPower)
--LogBlue("装备id"..curHeroEquipDatas[index].id.." indexMaxPower:"..indexMaxPower)
end
end
LogGreen("循环计算每个装备的战力")
--LogGreen("循环计算每个装备的战力")
for i = 1, #curPosEquip do
local addPower = 0
local curEquip = curPosEquip[i]
if curEquip then
if index == 5 or index == 6 then
addPower = EquipTreasureManager.CalculateWarForce(curEquip.idDyn)
LogGreen("宝物id"..curEquip.idDyn.." id:"..curEquip.id.." addPower:"..addPower)
--LogGreen("宝物id"..curEquip.idDyn.." id:"..curEquip.id.." addPower:"..addPower)
else
addPower = EquipManager.CalculateWarForce(curEquip.id)
LogGreen("装备id"..curEquip.id.." addPower:"..addPower)
--LogGreen("装备id"..curEquip.id.." addPower:"..addPower)
end
end
if addPower > indexMaxPower then
@ -345,11 +345,11 @@ function this:AllEquipUpBtnOnClick()
equiData = curEquip
end
end
if index == 5 or index == 6 then
LogYellow("宝物id"..equiData.idDyn.." id:"..equiData.id)
else
LogYellow("装备id"..equiData.id)
end
-- if index == 5 or index == 6 then
-- LogYellow("宝物id"..equiData.idDyn.." id:"..equiData.id)
-- else
-- LogYellow("装备id"..equiData.id)
-- end
if (index == 5 or index == 6) then
if ((curHeroEquipDatas[index] and equiData.idDyn ~= curHeroEquipDatas[index].idDyn)
@ -378,15 +378,15 @@ function this:AllEquipUpBtnOnClick()
end
end
end
LogYellow("装备:"..#allEquipIds)
LogYellow("宝物:"..#allTreasureIds)
LogYellow("isCanUpEquipTreasure:"..tostring(isCanUpEquipTreasure))
-- LogYellow("装备:"..#allEquipIds)
-- LogYellow("宝物:"..#allTreasureIds)
-- LogYellow("isCanUpEquipTreasure:"..tostring(isCanUpEquipTreasure))
if (allEquipIds and #allEquipIds > 0) or (isCanUpEquipTreasure and allTreasureIds and #allTreasureIds > 0) then
--isCanUpEquipTreasure
if allEquipIds and #allEquipIds > 0 then
for i = 1, #allEquipIds do
LogGreen("一键装备"..allEquipIds[i])
end
-- for i = 1, #allEquipIds do
-- LogGreen("一键装备"..allEquipIds[i])
-- end
--穿装备协议
NetManager.EquipWearRequest(
curHeroData.dynamicId,
@ -406,9 +406,9 @@ function this:AllEquipUpBtnOnClick()
end
--穿戴宝物
if isCanUpEquipTreasure and allTreasureIds and #allTreasureIds > 0 then
for i = 1, #allTreasureIds do
LogGreen("一键宝物"..allTreasureIds[i])
end
-- for i = 1, #allTreasureIds do
-- LogGreen("一键宝物"..allTreasureIds[i])
-- end
--穿装备协议
NetManager.EquipWearRequest(
curHeroData.dynamicId,
@ -936,8 +936,9 @@ function this.UpdateEquipPosHeroData(_equipOrTreasure, _type, _selectEquipDataLi
elseif _type == 4 then
--一键穿 把身上装备解绑英雄id
if _equipOrTreasure == 1 then
local isadd
for n, m in ipairs(_selectEquipDataList) do
local isadd = true
isadd = true
for i = 1, #curHeroData.equipIdList do
if equipConfig[tonumber(curHeroData.equipIdList[i])].Position == equipConfig[tonumber(m)].Position then
EquipManager.DeleteSingleEquip(curHeroData.equipIdList[i], curHeroData.dynamicId)
@ -953,25 +954,30 @@ function this.UpdateEquipPosHeroData(_equipOrTreasure, _type, _selectEquipDataLi
end
EquipManager.UpdateEquipData(_selectEquipDataList, curHeroData.dynamicId)
else
local isadd
for i = 1, #_selectEquipDataList do
local isadd = true
for i = 1, #curHeroData.jewels do
isadd = true
for j = 1, #curHeroData.jewels do
--如果英雄身上有和选中的宝物的位置相同的,就替换
if EquipTreasureManager.GetSingleTreasureByIdDyn(curHeroData.jewels[i]).equipType ==
if EquipTreasureManager.GetSingleTreasureByIdDyn(curHeroData.jewels[j]).equipType ==
EquipTreasureManager.GetSingleTreasureByIdDyn(_selectEquipDataList[i]).equipType then
EquipTreasureManager.SetTreasureUpOrDown(curHeroData.jewels[i], "0")
EquipTreasureManager.SetTreasureUpOrDown(curHeroData.jewels[j], "0")
EquipTreasureManager.SetTreasureUpOrDown(_selectEquipDataList[i], curHeroData.dynamicId)
table.remove(curHeroData.jewels,i)
table.insert(curHeroData.jewels, _selectEquipDataList[i])
curHeroData.jewels[j] = _selectEquipDataList[i]
isadd = false
break
end
end
-- LogGreen("_selectEquipDataList[i]:".._selectEquipDataList[i])
-- LogGreen("isadd:"..tostring(isadd))
if isadd then
EquipTreasureManager.SetTreasureUpOrDown(_selectEquipDataList[i], curHeroData.dynamicId)
table.insert(curHeroData.jewels, _selectEquipDataList[i])
end
end
end
-- for i = 1, #curHeroData.jewels do
-- LogYellow("curHeroData.jewels:"..i.. " id:"..curHeroData.jewels[i])
-- end
end
elseif _type == 5 then
--一键脱 把身上装备英雄id置为“0” 再把英雄装备list清空