Merge branch 'china/dev' into 0功能/角色战斗力计算2
commit
feae377b4f
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_Children: []
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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@ -926,7 +926,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 0, y: -523}
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m_AnchoredPosition: {x: 30, y: -523}
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m_SizeDelta: {x: 500, y: 69.38}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &498499350345767723
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|||
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@ -12,6 +12,12 @@ local specialConfig = ConfigManager.GetConfig(ConfigName.SpecialConfig)
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local isFristOpenTime = Timer.New()
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local orginLayer=0--层级
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||||
local list={}
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local ImgList = {
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[ItemBaseType.Equip] = "r_chushou_zh",
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[ItemBaseType.SoulPrint] = "r_fenjie_zh",
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[ItemBaseType.EquipTreasure] = "r_fenjie_zh",
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||||
}
|
||||
--初始化组件(用于子类重写)
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||||
function BagPanel:InitComponent()
|
||||
this.spLoader = SpriteLoader.New()
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@ -29,6 +35,7 @@ function BagPanel:InitComponent()
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|||
this.selectBtn1:GetComponent("Image").sprite = this.spLoader:LoadSprite("r_hero_xuanze_001")
|
||||
this.BtView = SubUIManager.Open(SubUIConfig.BtView, self.gameObject.transform)
|
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this.UpView = SubUIManager.Open(SubUIConfig.UpView, self.gameObject.transform)
|
||||
this.Ta = Util.GetGameObject(self.gameObject, "fenJieBtn")
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this.fenJieBtn = Util.GetGameObject(self.gameObject, "fenJieBtn")
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this.itemNumText = Util.GetGameObject(self.gameObject, "itemNumText")
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||||
this.ItemView = Util.GetGameObject(self.gameObject, "ItemView")
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@ -39,7 +46,18 @@ function BagPanel:InitComponent()
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|||
this.isBagPanel = true
|
||||
this.EffectOrginLayer = 0
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||||
this.mask = Util.GetGameObject(self.gameObject, "mask")
|
||||
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||||
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
|
||||
|
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@ -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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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()
|
||||
|
|
|
|||
|
|
@ -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)
|
||||
|
|
|
|||
|
|
@ -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()
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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)
|
||||
|
|
|
|||
|
|
@ -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)
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
||||
|
|
|
|||
|
|
@ -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)
|
||||
|
|
|
|||
|
|
@ -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 ()
|
||||
|
|
|
|||
|
|
@ -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,
|
||||
|
|
|
|||
Loading…
Reference in New Issue