Merge branch 'china/dev' into 0功能/角色战斗力计算2

dev_chengFeng
gaoxin 2021-09-17 15:25:56 +08:00
commit feae377b4f
25 changed files with 1829 additions and 99 deletions

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@ -12,6 +12,12 @@ local specialConfig = ConfigManager.GetConfig(ConfigName.SpecialConfig)
local isFristOpenTime = Timer.New()
local orginLayer=0--层级
local list={}
local ImgList = {
[ItemBaseType.Equip] = "r_chushou_zh",
[ItemBaseType.SoulPrint] = "r_fenjie_zh",
[ItemBaseType.EquipTreasure] = "r_fenjie_zh",
}
--初始化组件(用于子类重写)
function BagPanel:InitComponent()
this.spLoader = SpriteLoader.New()
@ -29,6 +35,7 @@ function BagPanel:InitComponent()
this.selectBtn1:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_xuanze_001")
this.BtView = SubUIManager.Open(SubUIConfig.BtView, self.gameObject.transform)
this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform)
this.Ta = Util.GetGameObject(self.gameObject, "fenJieBtn")
this.fenJieBtn = Util.GetGameObject(self.gameObject, "fenJieBtn")
this.itemNumText = Util.GetGameObject(self.gameObject, "itemNumText")
this.ItemView = Util.GetGameObject(self.gameObject, "ItemView")
@ -39,7 +46,18 @@ function BagPanel:InitComponent()
this.isBagPanel = true
this.EffectOrginLayer = 0
this.mask = Util.GetGameObject(self.gameObject, "mask")
this.tabsBtn = Util.GetGameObject(self.gameObject, "tabsBtn")
this.tabs = Util.GetGameObject(self.gameObject, "tabs")
this.tabs.transform.anchoredPosition = Vector2.New(0,-130)
this.tabs:SetActive(false)
this.tabsList = {}
this.selectImg = {}
for i = 1, 5 do
this.tabsList[i] = Util.GetGameObject(this.tabs, "btnHeroGrid/Btn"..i-1)
this.selectImg[i] = Util.GetGameObject(this.tabsList[i], "selectBtn")
this.selectImg[i]:SetActive(false)
end
this.selectImg[1]:SetActive(true)
--无信息图片
this.noneImage=Util.GetGameObject(self.gameObject,"NoneImage")
end
@ -54,6 +72,16 @@ function BagPanel:BindEvent()
end)
for i = 1, 7 do
Util.AddClick(tabs1[i], function()
--设置tabs的琐碎-----
this.tabs.transform.anchoredPosition = Vector2.New(0,-130)
this.tabs:SetActive(false)
this.isShowTabs = false
for j = 1, 5 do
this.selectImg[j]:SetActive(false)
end
this.selectImg[1]:SetActive(true)
--======================
if this.isFristOpen == false then
if i == sortIndex then
return
@ -79,18 +107,55 @@ function BagPanel:BindEvent()
else
UIManager.OpenPanel(UIName.HeroAndEquipResolvePanel, 4)--魂印
end
elseif sortIndex == ItemBaseType.EquipTreasure then--法宝
local temp = EquipTreasureManager.GetAllTreasures()
if not temp or #temp < 1 then
PopupTipPanel.ShowTip("无可分解宝物")
else
UIManager.OpenPanel(UIName.ResolvePanel, 2)
end
end
end)
Util.AddClick(this.tabsBtn, function()
this:MoveTabs()
end)
for i = 1, 5 do
Util.AddOnceClick(this.tabsList[i],function ()
for j = 1, 5 do
this.selectImg[j]:SetActive(false)
end
this.selectImg[i]:SetActive(true)
this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true,i-1)
end)
end
BindRedPointObject(RedPointType.Bag_HeroDebris, tabs1RedPoint[ItemBaseType.HeroChip])
BindRedPointObject(RedPointType.Bag_BoxAndBlueprint, tabs1RedPoint[ItemBaseType.Special])
end
function this:MoveTabs()
this.tabsBtn:GetComponent("Button").enabled = false
this.isShowTabs = not this.isShowTabs
if this.isShowTabs then
this.tabs:SetActive(true)
this.tabs.transform:DOAnchorPosY(370, 0.5, false):OnComplete(function()
this.tabsBtn:GetComponent("Button").enabled = true
end)
else
this.tabs.transform:DOAnchorPosY(-130, 0.5, false):OnComplete(function()
this.tabsBtn:GetComponent("Button").enabled = true
this.tabs:SetActive(false)
end)
end
end
function this.JumpOnClickTabBtn(_sortIndex)
sortIndex = _sortIndex
this.OnClickTabBtn(sortIndex, tabs1[sortIndex], true)
end
function this:SetSelectBtn(_btn)
if _btn then
this.selectBtn1:SetActive(true)
@ -100,8 +165,9 @@ function this:SetSelectBtn(_btn)
else
this.selectBtn1:SetActive(false)
end
this.fenJieBtn:SetActive(sortIndex == ItemBaseType.SoulPrint or sortIndex == ItemBaseType.Equip)--装备
this.fenJieBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite(sortIndex == ItemBaseType.SoulPrint and "r_fenjie_zh" or "r_chushou_zh" )--装备
this.tabsBtn:SetActive(sortIndex == ItemBaseType.EquipTreasure)
this.fenJieBtn:SetActive(sortIndex == ItemBaseType.SoulPrint or sortIndex == ItemBaseType.Equip or sortIndex == ItemBaseType.EquipTreasure)--装备
this.fenJieBtn:GetComponent("Image").sprite = this.spLoader:LoadSprite(tostring(ImgList[sortIndex]))--装备
this.itemNumText:SetActive(sortIndex == ItemBaseType.Equip or sortIndex == ItemBaseType.SoulPrint or sortIndex == ItemBaseType.EquipTreasure)--装备 法宝
end
@ -129,7 +195,7 @@ function this.BagGoldChangeCallBackOnClickTabBtn()
this.OnClickTabBtn(sortIndex, sortIndexBtnGo,false,true)
end
function this.OnClickTabBtn(_index, _clickBtn, isTop,isNotAni)
function this.OnClickTabBtn(_index, _clickBtn, isTop,isNotAni,_tabIndex)
sortIndexBtnGo = _clickBtn
itemData = {}
local itemNumText = this.itemNumText:GetComponent("Text")
@ -152,14 +218,13 @@ function this.OnClickTabBtn(_index, _clickBtn, isTop,isNotAni)
itemNumText.text = Language[10173]..#itemData.."/"..specialConfig[9].Value
this:SetItemData(itemData, isTop,isNotAni)
elseif (_index == ItemBaseType.EquipTreasure) then
itemData = EquipTreasureManager.GetAllTreasures()
itemData = EquipTreasureManager.GetAllTreasures(_tabIndex)
itemNumText.text = Language[10174]..LengthOfTable(itemData).."/"..specialConfig[10].Value
this:SetItemData(itemData, isTop,isNotAni)
elseif (_index == ItemBaseType.Special) then
itemData = BagManager.GetBagItemDataByItemTypeV2(ItemBaseType.Special,ItemBaseType.Materials,ItemType.HeadFrame)
this:SetItemData(itemData, isTop,isNotAni)
else
itemData = BagManager.GetBagItemDataByItemType(_index)
this:SetItemData(itemData, isTop,isNotAni)
end
@ -509,6 +574,17 @@ function BagPanel:OnShow()
this.sortingOrder = self.sortingOrder
this.isFristOpen = true
this.mask:SetActive(true)
--设置tabs的琐碎-----
this.isShowTabs = false
this.tabs.transform.anchoredPosition = Vector2.New(0,-130)
this.tabs:SetActive(false)
for j = 1, 5 do
this.selectImg[j]:SetActive(false)
end
this.selectImg[1]:SetActive(true)
--======================
if this.ScrollView then
this.ScrollView:SetIndex(1)
end
@ -763,7 +839,8 @@ function BagPanel:OnDestroy()
list={}
orginLayer2=0
orginLayer=0
this.tabsList = {}
this.selectImg = {}
if this.playerInfoView then
SubUIManager.Close(this.playerInfoView)
this.playerInfoView = nil

View File

@ -3961,8 +3961,8 @@ local passivityList = {
table.insert(cl, {v, ct})
end
end
role.Event:DispatchEvent(BattleEventName.PassiveDamageShare, _CallBack,skill)
atkRole.Event:DispatchEvent(BattleEventName.PassiveDamageBeShare, _CallBack,skill)
role.Event:DispatchEvent(BattleEventName.PassiveDamageShare, _CallBack,skill,atkRole)
atkRole.Event:DispatchEvent(BattleEventName.PassiveDamageBeShare, _CallBack,skill,role)
ff = BattleUtil.CountChangeList(ff, cl)
-- 计算分摊伤害
@ -4108,7 +4108,6 @@ local passivityList = {
if maxNum and maxNum > 0 then
cf = cf/maxNum
end
local targets = skill:GetDirectTargets()
if not targets or #targets == 0 then return end
@ -4169,15 +4168,19 @@ local passivityList = {
end)
end,
-- 对敌方造成伤害如被分摊其分摊比降低[a]%
-- a[float]
-- 对敌方造成伤害如被分摊其分摊比降低[a]%,判断类型[b](b:1 普攻 2 技能 3 所有 4燃烧目标 技能 )
-- a[float],b[int]
[196] = function(role, args,id,judge)
local f1 = args[1]
local type = args[2]
local onDamageBeShare = function(func,skill)
local onDamageBeShare = function(func,skill,target)
if skill and not skill.isTriggerJudge and judge==1 then
return
end
end
if type==4 and (not BattleLogic.BuffMgr:HasBuff(target, BuffName.DOT, function (buff) return buff.type== BuffName.DOT and buff.damageType==1 end,role,1)
or (skill and (skill.type==BattleSkillType.Normal or skill.type==BattleSkillType.ChaosNormal))) then
return
end
--普攻不会被降低分摊 2020/11/17 wangzhenxing lihaiyang
if type==1 and skill and skill.type~=BattleSkillType.Normal then
return
@ -4288,8 +4291,8 @@ local passivityList = {
table.insert(cl, {v, ct})
end
end
role.Event:DispatchEvent(BattleEventName.PassiveDamageShare, _CallBack,skill)
atkRole.Event:DispatchEvent(BattleEventName.PassiveDamageBeShare, _CallBack,skill)
role.Event:DispatchEvent(BattleEventName.PassiveDamageShare, _CallBack,skill,atkRole)
atkRole.Event:DispatchEvent(BattleEventName.PassiveDamageBeShare, _CallBack,skill,defRole)
ff = BattleUtil.CountChangeList(ff, cl)
local shareDamage = floor(BattleUtil.ErrorCorrection(damage * f1*ff))
-- 被攻击武将自身伤害

View File

@ -327,6 +327,15 @@ end
-- 判断角色是否可以释放技能
function RoleLogic:IsAvailable(skill)
if skill and skill.effectCaster then
--放技能前判断是否有目标,没有就不会放技能,直接执行技能回调 by 王振兴 2021/09/17
--为解决攻击目标只剩被放逐的单位导致我方不放技能扣除怒气
skill.effectCaster:ChooseTarget()
local targets=BattleUtil.LengthOfTable(skill.effectCaster:GetDirectTargetsNoExile())
if targets==0 then
return false
end
end
--角色没有真正死亡 在 被眩晕/沉默的 情况下 任然能释放死亡技能
if (self.ctrl_dizzy or self.ctrl_slient) and self:IsDead() and skill and skill.type==BattleSkillType.DeadSkill then
return true

View File

@ -461,7 +461,7 @@ function this.BattleEnd(result)
-- 判断是否需要进行结果检测
if this.fightResult then
if result ~= this.fightResult then
BattleRecordManager.SubmitCheckFight(this.fightResult, result)
BattleRecordManager.SubmitCheckFight(result, this.fightResult)
end
end
-- 直接显示结果

View File

@ -49,20 +49,20 @@ end
--添加事件监听(用于子类重写)
function ActivityMainPanel:AddListener()
Game.GlobalEvent:AddEvent(GameEvent.Activity.OnActivityOpenOrClose, function()
this:OnOpen(this.activityType,_CurPageIndex)
this:OnOpen(this.activityType,_CurPageIndex,true)
end)
end
--移除事件监听(用于子类重写)
function ActivityMainPanel:RemoveListener()
Game.GlobalEvent:RemoveEvent(GameEvent.Activity.OnActivityOpenOrClose, function()
this:OnOpen(this.activityType,_CurPageIndex)
this:OnOpen(this.activityType,_CurPageIndex,true)
end)
end
function ActivityMainPanel:CheckActOpen(_index)
for i = 1, #tabs do
if tabs[i].Sort == tabs[_index].Sort then
if tabs[i].Sort == _index then
_index = i
end
end
@ -109,18 +109,21 @@ function ActivityMainPanel:CheckActOpen(_index)
end
--界面打开时调用(用于子类重写)
function ActivityMainPanel:OnOpen(_activityType,_index)
function ActivityMainPanel:OnOpen(_activityType,_index,change)
SoundManager.PlaySound(SoundConfig.UI_Hddakai)
this.activityType = _activityType
DynamicActivityManager.curActivityType = this.activityType
tabs = DynamicActivityManager.GetActivityTableDataByPageInde(this.activityType)
_CurPageIndex = 0
if change then
_index = tabs[_index].Sort
end
if _index and _index > 0 then
self:CheckActOpen(_index)
end
for index = 1, #tabs do
if _CurPageIndex < 1 then
self:CheckActOpen(index)
self:CheckActOpen(tabs[index].Sort)
else
break
end

View File

@ -163,13 +163,13 @@ function this.FightLevelFightBattle(_fightLevelData, callBack)
-- Log("山河社稷图回复战斗 星级 "..msg.stars.." drop "..#msg.drop.itemlist)
HardStageFightResponseMsg = msg
curBattlefightLevelData = _fightLevelData
local result = msg.stars > 0 and 1 or 0
-- local result = msg.stars > 0 and 1 or 0
if _fightLevelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel then
local fightData = BattleManager.GetBattleServerData(msg,0)
UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.FIGHTLEVEL, callBack):SetResult(result)
UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.FIGHTLEVEL, callBack)--:SetResult(result)
elseif _fightLevelData.config.StageType == FIGHTLEVEL_STAGETYPE.AssistantLevel then
local fightData = BattleManager.GetBattleServerData(msg,0)
UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.FIGHT_ASSISTANT_LEVEL, callBack):SetResult(result)
UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.FIGHT_ASSISTANT_LEVEL, callBack)--:SetResult(result)
elseif _fightLevelData.config.StageType == FIGHTLEVEL_STAGETYPE.AssistantLevelReward then
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()
--刷新数据刷新界面

View File

@ -92,12 +92,13 @@ function GeneralBigPopup:OnOpen(popupKey,...)
end
this.Mask:SetActive(popupKey ~= GENERAL_POPUP_TYPE.Onhook)
this.BG:SetActive(popupKey ~= GENERAL_POPUP_TYPE.Onhook)
contentPrefabs[popupKey].gameObject:SetActive(true)
contentScripts[popupKey].view:OnShow(this,...)--1、传入自己 2、传入不定参
this.popupKey = popupKey
this.args = ...
end
function GeneralBigPopup:OnShow()
contentPrefabs[this.popupKey].gameObject:SetActive(true)
contentScripts[this.popupKey].view:OnShow(this,this.args)--1、传入自己 2、传入不定参
end
function GeneralBigPopup:OnClose()

View File

@ -40,10 +40,16 @@ function this:OnShow(_parent,...)
end
function this:Refresh(isTop,isAni)
local dataList = self.actData.FreelyData
self.scrollView:SetData(dataList, function (index, item)
this:ShowSingleItem(item, dataList[index],index)
end,not isTop,not isAni)
local activityId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.XunBaoMiZong)
if activityId and activityId > 0 and ActivityGiftManager.IsQualifiled(ActivityTypeDef.XunBaoMiZong) then
local dataList = self.actData.FreelyData
self.scrollView:SetData(dataList, function (index, item)
this:ShowSingleItem(item, dataList[index],index)
end,not isTop,not isAni)
else
self.parent:ClosePanel()
PopupTipPanel.ShowTip("活动尚未开启")
end
end
function this:ShowSingleItem(go,data,index)

View File

@ -62,6 +62,7 @@ function this.Show()
--转起来
resultId = msg.resultId
LogYellow("掉落的Id:"..resultId)
BagManager.GoIntoBackData(msg.drop)
this.test()
--4秒后显示掉落
-- Timer.New(function()

View File

@ -201,9 +201,8 @@ local TypeUpdateFunc = {
end,
[ActivityTypeDef.XunBaoMiZong] = function () --寻宝迷踪
local curData = dataList[ActivityTypeDef.XunBaoMiZong]
local MergePool = ConfigManager.GetConfigDataByKey(ConfigName.LotterySetting,"ActivityId",curData.activityId).MergePool
local Pool = ConfigManager.GetConfigDataByKey(ConfigName.LotterySpecialConfig,"Type",MergePool).pool_id
local rewards = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotteryRewardConfig,"Pool",Pool)
local DiamondBoxContain = ConfigManager.GetConfigDataByKey(ConfigName.LotterySetting,"ActivityId",curData.activityId).DiamondBoxContain[1][1]
local rewards = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotteryRewardConfig,"Pool",DiamondBoxContain)
local weightAll = 0
for i = 1, #rewards do
weightAll = weightAll + rewards[i].WeightShow

View File

@ -696,7 +696,13 @@ local jumpDic = {
this.JumpActivity(JumpType.XingChenShangDian,data[1])
end,
[JumpType.XunBaoMiZongShangDian] = function (data) --寻宝迷踪
this.JumpActivity(JumpType.XunBaoMiZongShangDian,data[1])
local activityId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.XunBaoMiZong)
if activityId and activityId > 0 and ActivityGiftManager.IsQualifiled(ActivityTypeDef.XunBaoMiZong) then
this.JumpActivity(JumpType.XunBaoMiZongShangDian,data[1])
else
PopupTipPanel.ShowTip("活动尚未开启")
this.isOpen = false
end
end,
[JumpType.FightLevel] = function (data)
UIManager.OpenPanel(UIName.FightLevelChapterPanel)

View File

@ -599,7 +599,7 @@ function RewardItemPopup:RedCheckFuns()
-- 检测月卡激活是否需要拍脸
OperatingManager.CheckMonthCardPatFace()
--寻宝迷踪红点检测
DynamicActivityManager.XunBaoMiZongRedCheck()
CheckRedPointStatus(RedPointType.XunBaoMiZong)
end
--界面销毁时调用(用于子类重写)

View File

@ -60,6 +60,7 @@ function Practice:InitComponent()
self.mask = Util.GetGameObject(self.gameObject, "mask")
self.treeBtn = Util.GetGameObject(self.gameObject, "Btns/treeBtn")
Util.GetGameObject(self.treeBtn,"treebtn"):GetComponent("Image").sprite = self.spLoader:LoadSprite("j_jianmushenshu_anniu_01_zh")
self.treeRed = Util.GetGameObject(self.treeBtn, "redPoint")
end

View File

@ -110,6 +110,13 @@ function this.SortDatas(tarEquipTreasure)
end
end
)
table.sort(tarEquipTreasure, function(a, b)
if a.itemConfig.Sort == b.itemConfig.Sort then
return a.itemConfig.Id > b.itemConfig.Id
else
return a.itemConfig.Sort < b.itemConfig.Sort
end
end)
return tarEquipTreasure
end
--英雄单个数据展示

View File

@ -412,13 +412,12 @@ function this.GetAllTreasuresByLocation(Location, PropertyName)
end
--获取所有宝物 不算英雄身上穿的
function this.GetAllTreasures(PropertyName)
if PropertyName then
end
local curAllEquipTreasure = {}
for key, value in pairs(allTreasures) do
if value.upHeroDid == "" or value.upHeroDid == "0" then
if PropertyName then
if jewelConfig[value.id].Race == PropertyName then
if jewelConfig[value.id].Race == PropertyName or PropertyName == 0 then
table.insert(curAllEquipTreasure, value)
end
else
@ -427,20 +426,17 @@ function this.GetAllTreasures(PropertyName)
end
end
if LengthOfTable(curAllEquipTreasure) > 0 then
table.sort(
curAllEquipTreasure,
function(a, b)
if a.quantity == b.quantity then
if a.lv == b.lv then
return a.refineLv > b.refineLv
else
return a.lv > b.lv
end
table.sort(curAllEquipTreasure,function(a, b)
if a.quantity == b.quantity then
if a.lv == b.lv then
return a.refineLv > b.refineLv
else
return a.quantity > b.quantity
return a.lv > b.lv
end
else
return a.quantity > b.quantity
end
)
end)
return curAllEquipTreasure
end

View File

@ -150,6 +150,7 @@ function RoleEquipPanel:InitComponent()
end
this.treeBtn = Util.GetGameObject(self.gameObject, "treeBtn")
Util.GetGameObject(this.treeBtn,"treebtn"):GetComponent("Image").sprite = this.spLoader:LoadSprite("j_jianmushenshu_anniu_01_zh")
Util.AddClick(this.treeBtn, function()
if ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.SACREDTREE) then
UIManager.OpenPanel(UIName.SacredTreePanel)

View File

@ -88,6 +88,7 @@ function XunBaoMiZongMap:OnShow()
cantWalk = true
self.btnGet.gameObject:GetComponent("Button").interactable = true
self.btnBack.gameObject:GetComponent("Button").interactable = true
self.btnGet.sprite = self.spLoader:LoadSprite("x_xbmz_xunbaoanniu01")
self.liveNode = PlayerLiveView:New(self.roleRoot,1)
self.liveNode:OnOpen(300,Vector3.zero,WALK_DIR.IDLE_FRONT)
self.liveNode:SetTitleHide()
@ -216,7 +217,7 @@ function XunBaoMiZongMap:SetRoleWalk(_targetPos,_fuv)
cantWalk = true
self:DoCheckDistance()
self.timeCount = self.timeCount + 1
if self.timeCount%10 == 0 then
if self.timeCount%20 == 0 then
SoundManager.PlaySound("Footsteps_Run_07",false)
end
end):OnComplete(function ()

View File

@ -8,7 +8,7 @@ for %%i in (%words%) do (
git add %%i*
)
git commit -m "bat批处理自动推送:%date:~0,10%,%time:~0,8%"
git commit -m "bat Resource Commit:%date:~0,10%,%time:~0,8%"
:: git commit -m "%commitMessage%"
git push origin master
@echo 已经完成,