Branch_oumei
parent
304dff980c
commit
e3740011b7
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@ -47,6 +47,7 @@ function this.CreateFriendData()
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chenghao = nil,
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}
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end
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function this.Initialize()
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--能够收取好友友情点的次数
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this.MaxEnergyGet = 0
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@ -92,7 +93,6 @@ function this.OnFriendDataRefresh(type, msg)
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friendData.soulVal = msg.Friends.soulVal
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--friendData.isHaveApplication=1
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this.friendAllData[friendData.id] = friendData
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end
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if (type == 3) then
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local friendData = this.CreateFriendData()
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@ -111,9 +111,6 @@ function this.OnFriendDataRefresh(type, msg)
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end
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end
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--获取好友信息
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function this.GetFriendInfoRequest(type, msg)
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this.goodFriendLimit = tonumber(specialConfig[11].Value)
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@ -137,7 +134,6 @@ function this.GetFriendInfoRequest(type, msg)
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friendData.chenghao = msg.Friends[i].titleId
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--friendData.isHaveApplication=1
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this.friendAllData[friendData.id] = friendData
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end
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Game.GlobalEvent:DispatchEvent(GameEvent.Friend.OnFriendList, this.friendAllData)
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elseif (type == 3) then
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@ -234,6 +230,7 @@ function this.InviteFriendRequest(inviteUids, func)
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end
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end)
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end
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--申请为好友操作
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function this.FriendInviteOperationRequest(type, friendId)
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--type 1:同意 2:拒绝 3:全部同意 4: 全部拒绝
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@ -256,6 +253,7 @@ function this.FriendInviteOperationRequest(type, friendId)
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end
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end)
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end
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--赠送好友精力
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function this.FriendGivePresentRequest(type, friendId)
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--type 1:赠送一个人 2 赠送全部好友
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@ -273,6 +271,7 @@ function this.FriendGivePresentRequest(type, friendId)
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end
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end)
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end
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--删除好友
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function this.DelFriendRequest(friendId)
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NetManager.RequestDelFriend(friendId, function()
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@ -283,6 +282,7 @@ function this.DelFriendRequest(friendId)
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Game.GlobalEvent:DispatchEvent(GameEvent.Friend.OnFriendDelete, friendId)
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end)
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end
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--领取一个人和所有人的精力值
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function this.FriendTakeHeartRequest(type, friendId)
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NetManager.RequestFriendTakeHeart(type, friendId, function(msg)
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@ -314,6 +314,7 @@ function this.FriendTakeHeartRequest(type, friendId)
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Game.GlobalEvent:DispatchEvent(GameEvent.Friend.OnFriendList, this.friendAllData)
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end)
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end
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--根据名字查找好友
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function this.FriendSearchRequest(name)
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NetManager.RequestFriendSearch(name, function(msg)
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@ -322,6 +323,7 @@ function this.FriendSearchRequest(name)
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Game.GlobalEvent:DispatchEvent(GameEvent.Friend.OnFriendSearch, this.friendSearchData)
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end)
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end
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--刷新好友在线状态
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function this.RefreshFriendStateRequest()
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NetManager.RequestRefreshFriendState(function(msg)
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@ -363,12 +365,12 @@ function this.FriendRewardRedPointShow()
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end
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return isShow
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end
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--检测好友申请红点
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function this.FriendApplicationRedPointShow()
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local isShow = false
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if (table.nums(this.friendApplicationData) > 0) then
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isShow = true
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end
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return isShow
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end
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@ -405,18 +407,17 @@ function this.RequestAddToBlackList(uid, func)
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Game.GlobalEvent:DispatchEvent(GameEvent.Friend.OnFriendDelete, uid)
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end
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NetManager.RequestGetFriendInfo(1)-- 刷新好友列表
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NetManager.RequestGetFriendInfo(2)-- 刷新推荐列表
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NetManager.RequestGetFriendInfo(3)-- 刷新申请列表
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NetManager.RequestGetFriendInfo(1) -- 刷新好友列表
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NetManager.RequestGetFriendInfo(2) -- 刷新推荐列表
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NetManager.RequestGetFriendInfo(3) -- 刷新申请列表
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NetManager.RequestGetFriendInfo(4, function()
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if func then
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func()
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end
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end)-- 刷新黑名单
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end) -- 刷新黑名单
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end)
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end
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-- 申请移除黑名单
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function this.RequestDeleteFromBlackList(uid, func)
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if (table.nums(GoodFriendManager.blackFriendList) <= 0) then
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@ -429,7 +430,7 @@ function this.RequestDeleteFromBlackList(uid, func)
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type = 2
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end
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NetManager.RequestOptBlackList(type, uid, function()
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NetManager.RequestGetFriendInfo(4)-- 刷新黑名单
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NetManager.RequestGetFriendInfo(4) -- 刷新黑名单
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if func then
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func()
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end
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@ -438,8 +439,8 @@ function this.RequestDeleteFromBlackList(uid, func)
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end
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--刷新本地数据
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function this.GetHeroDatas(_msgHeroData, force, specialEffects,guildSkill)
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local heroData = {}
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function this.GetHeroDatas(_msgHeroData, force, specialEffects, guildSkill)
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local heroData = {}
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heroData.soulPrintList = {}
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heroData.heroBackData = _msgHeroData
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heroData.dynamicId = _msgHeroData.id
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@ -452,18 +453,19 @@ function this.GetHeroDatas(_msgHeroData, force, specialEffects,guildSkill)
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--heroData.createTime=_msgHeroData.createTimelocal
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heroData.lockState = _msgHeroData.lockState
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heroData.createtype = _msgHeroData.createtype
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heroData.changeId = _msgHeroData.changeId--置换id
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heroData.changeId = _msgHeroData.changeId --置换id
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--> 战法
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heroData.warWaySlot1Id = _msgHeroData.warWaySlot1 or 0
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heroData.warWaySlot2Id = _msgHeroData.warWaySlot2 or 0
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heroData.warWaySlot3Id = _msgHeroData.warWaySlot3 or 0
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heroData.planList = {} --< 作战方案
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heroData.planList = {} --< 作战方案
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for i = 1, #_msgHeroData.combatPlans do
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heroData.planList[i] = {planId = _msgHeroData.combatPlans[i].planId, position = _msgHeroData.combatPlans[i].position} --< 后端的第三个参数confPlanId不用
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heroData.planList[i] = { planId = _msgHeroData.combatPlans[i].planId, position = _msgHeroData.combatPlans[i]
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.position } --< 后端的第三个参数confPlanId不用
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end
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heroData.medal=_msgHeroData.medal -- 勋章
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heroData.suitActive=_msgHeroData.suit -- 勋章套装激活
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heroData.medal = _msgHeroData.medal -- 勋章
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heroData.suitActive = _msgHeroData.suit -- 勋章套装激活
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this.SetHeroTalentData(heroData, _msgHeroData)
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@ -472,6 +474,7 @@ function this.GetHeroDatas(_msgHeroData, force, specialEffects,guildSkill)
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local actionPowerRormula = gameSetting[1].ActionPowerRormula
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heroData.actionPower = force
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heroData.equipIdList = _msgHeroData.equipIdList
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heroData.giftIds = _msgHeroData.giftEquipIds
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heroData.talismanList = _msgHeroData.especialEquipLevel
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heroData.jewels = _msgHeroData.jewels
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if (#_msgHeroData.soulPos >= 1) then
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@ -484,11 +487,11 @@ function this.GetHeroDatas(_msgHeroData, force, specialEffects,guildSkill)
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end
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heroData.skillIdList = {}
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HeroManager.UpdateSkillIdList( heroData)
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heroData.passiveSkillList = {}--被动技
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HeroManager.UpdateSkillIdList(heroData)
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heroData.passiveSkillList = {} --被动技
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HeroManager.UpdatePassiveHeroSkill(heroData)
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--if guildSkill then
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--end
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heroData.guildSkill = guildSkill
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heroData.hp = _configData.Hp
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@ -502,12 +505,11 @@ function this.GetHeroDatas(_msgHeroData, force, specialEffects,guildSkill)
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end
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for i, v in pairs(specialEffects) do
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if v.propertyId and v.propertyValue then
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if propertyConfig[v.propertyId] then
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if propertyConfig[v.propertyId].Style == 1 then
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heroData.allAddProVal[v.propertyId] = v.propertyValue
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elseif propertyConfig[v.propertyId].Style == 2 then
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heroData.allAddProVal[v.propertyId] = v.propertyValue/100
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heroData.allAddProVal[v.propertyId] = v.propertyValue / 100
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end
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else
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heroData.allAddProVal[v.propertyId] = v.propertyValue
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@ -529,18 +531,19 @@ function this.GetHeroDatas(_msgHeroData, force, specialEffects,guildSkill)
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heroData.position = _configData.Position
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heroData.property = _configData.PropertyName
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heroData.AdjustUnLock = _msgHeroData.AdjustUnLock --铸神等级字段
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heroData.AdjustUnLock = _msgHeroData.AdjustUnLock --铸神等级字段
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heroData.partsData = {}
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this.FreshGodEquipLevel(heroData.AdjustUnLock,heroData)
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this.FreshGodEquipLevel(heroData.AdjustUnLock, heroData)
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return heroData
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end
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--初始化铸神数据
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function this.FreshGodEquipLevel(unlockData,heroData)
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function this.FreshGodEquipLevel(unlockData, heroData)
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if unlockData and #unlockData > 0 then
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for i = 1, #unlockData do
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--> isUnLock -1未解锁,0已解锁,>0已升级 actualLv 实际应用等级
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heroData.partsData[unlockData[i].position] = {position = unlockData[i].position, isUnLock = unlockData[i].isUnLock, actualLv = 0}
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heroData.partsData[unlockData[i].position] = { position = unlockData[i].position, isUnLock = unlockData[i]
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.isUnLock, actualLv = 0 }
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end
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local partsData = heroData.partsData
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for i = 1, #partsData do
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@ -552,7 +555,8 @@ function this.FreshGodEquipLevel(unlockData,heroData)
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if partsData[equipConfig.Position] then
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if partsData[equipConfig.Position].isUnLock > 0 then
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if equipConfig.IfAdjust == 1 then
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partsData[equipConfig.Position].actualLv = math.min(partsData[equipConfig.Position].isUnLock, equipConfig.Adjustlimit)
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partsData[equipConfig.Position].actualLv = math.min(partsData[equipConfig.Position].isUnLock,
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equipConfig.Adjustlimit)
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end
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end
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end
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@ -565,11 +569,45 @@ function this.InitEquipData(_msgEquipList, heroData)
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for i = 1, #_msgEquipList do
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this.InitUpdateEquipData(_msgEquipList[i], heroData)
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end
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--this.InitGift(heroData)
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end
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function this.InitGift(heroData)
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if (heroData.giftIds) then
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for i, v in pairs(heroData.giftIds) do
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local equipdata = {}
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equipdata.equipConfig = GiftManager.GetSingleHeroSingleEquipData(v)
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if equipdata.equipConfig ~= nil then
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equipdata.itemConfig = itemConfig[v]
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equipdata.id = equipdata.equipConfig.Id
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if itemConfig[equipdata.id] then
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equipdata.icon = GetResourcePath(itemConfig[equipdata.id].ResourceID)
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else
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return
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end
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equipdata.frame = GetQuantityImageByquality(equipdata.equipConfig.Quality) --ItemQuality[equipdata.equipConfig.Quality].icon
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equipdata.num = 1
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equipdata.position = equipdata.equipConfig.Position
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local propList = {}
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for index, prop in ipairs(equipdata.equipConfig.Property) do
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propList[index] = {}
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propList[index].propertyId = prop[1]
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propList[index].propertyValue = prop[2]
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propList[index].PropertyConfig = propertyConfig[prop[1]]
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end
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equipdata.mainAttribute = propList
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equipdata.star = equipStarsConfig[equipdata.equipConfig.Star].Stars
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--equipdata.backData = _equipData
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this.equipDatas[v] = equipdata
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end
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--this.equipDatas[v] = GiftManager.GetSingleHeroSingleEquipData(v)
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end
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end
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end
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function this.InitUpdateEquipData(_equipData, heroData)
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local equipdata = {}
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if(heroData.soulPrintList) then
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if (heroData.soulPrintList) then
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for i, v in pairs(heroData.soulPrintList) do
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if (v.did == _equipData.id) then
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equipdata.icon = GetResourcePath(itemConfig[_equipData.equipId].ResourceID)
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@ -579,7 +617,8 @@ function this.InitUpdateEquipData(_equipData, heroData)
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end
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end
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end
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if(heroData.equipIdList) then
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if (heroData.equipIdList) then
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for i, v in pairs(heroData.equipIdList) do
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if (tonumber(v) == _equipData.equipId) then
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equipdata.equipConfig = equipConfig[_equipData.equipId]
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@ -590,10 +629,9 @@ function this.InitUpdateEquipData(_equipData, heroData)
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if itemConfig[equipdata.id] then
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equipdata.icon = GetResourcePath(itemConfig[equipdata.id].ResourceID)
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else
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return
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end
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equipdata.frame = GetQuantityImageByquality(equipdata.equipConfig.Quality)--ItemQuality[equipdata.equipConfig.Quality].icon
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equipdata.frame = GetQuantityImageByquality(equipdata.equipConfig.Quality) --ItemQuality[equipdata.equipConfig.Quality].icon
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equipdata.num = 1
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equipdata.position = equipdata.equipConfig.Position
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local propList = {}
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@ -611,7 +649,7 @@ function this.InitUpdateEquipData(_equipData, heroData)
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end
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end
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end
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if(heroData.talismanList) then
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if (heroData.talismanList) then
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--for i, v in pairs(heroData.talismanList) do
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-- if (v == _equipData.id) then
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-- equipdata.icon = GetResourcePath(itemConfig[_equipData.equipId].ResourceID)
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@ -622,7 +660,7 @@ function this.InitUpdateEquipData(_equipData, heroData)
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--end
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end
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--宝器
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if(heroData.jewels) then
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if (heroData.jewels) then
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for i = 1, #heroData.jewels do
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if heroData.jewels[i] and heroData.jewels[i] == _equipData.id then
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this.InitSingleTreasureData(_equipData)
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@ -636,56 +674,56 @@ local jewelConfig = ConfigManager.GetConfig(ConfigName.JewelConfig)
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local allTreasures = {}
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--初始化单个宝物的数据
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function this.InitSingleTreasureData(_singleData)
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if _singleData==nil then
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if _singleData == nil then
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return
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end
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local single={}
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local staticId=_singleData.equipId
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local currJewel=jewelConfig[staticId]
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single.id=staticId
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single.idDyn=_singleData.id
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single.lv=_singleData.exp
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single.refineLv=_singleData.rebuildLevel
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single.maxLv=currJewel.Max[1]
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single.maxRefineLv=currJewel.Max[2]
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single.upHeroDid=""
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local quantity=currJewel.Level
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single.quantity=quantity
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single.frame=GetQuantityImageByquality(quantity)
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single.name=itemConfig[staticId].Name
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single.itemConfig=itemConfig[staticId]
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single.levelPool=currJewel.LevelupPool
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single.proIcon=GetProStrImageByProNum(currJewel.Race)
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single.refinePool=currJewel.RankupPool
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single.equipType=currJewel.Location
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if currJewel.Location==1 then
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single.type=GetLanguageStrById(10505)
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local single = {}
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local staticId = _singleData.equipId
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local currJewel = jewelConfig[staticId]
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single.id = staticId
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single.idDyn = _singleData.id
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single.lv = _singleData.exp
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single.refineLv = _singleData.rebuildLevel
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single.maxLv = currJewel.Max[1]
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single.maxRefineLv = currJewel.Max[2]
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single.upHeroDid = ""
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local quantity = currJewel.Level
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single.quantity = quantity
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single.frame = GetQuantityImageByquality(quantity)
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single.name = itemConfig[staticId].Name
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single.itemConfig = itemConfig[staticId]
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single.levelPool = currJewel.LevelupPool
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single.proIcon = GetProStrImageByProNum(currJewel.Race)
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single.refinePool = currJewel.RankupPool
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single.equipType = currJewel.Location
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if currJewel.Location == 1 then
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single.type = GetLanguageStrById(10505)
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else
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single.type=GetLanguageStrById(10506)
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single.type = GetLanguageStrById(10506)
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end
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single.icon=GetResourcePath(itemConfig[staticId].ResourceID)
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single.strongConfig=this.GetCurrTreasureLvConfig(1,currJewel.LevelupPool,_singleData.exp)
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single.refineConfig=this.GetCurrTreasureLvConfig(2,currJewel.RankupPool,_singleData.rebuildLevel)
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allTreasures[_singleData.id]=single
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single.icon = GetResourcePath(itemConfig[staticId].ResourceID)
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single.strongConfig = this.GetCurrTreasureLvConfig(1, currJewel.LevelupPool, _singleData.exp)
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single.refineConfig = this.GetCurrTreasureLvConfig(2, currJewel.RankupPool, _singleData.rebuildLevel)
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allTreasures[_singleData.id] = single
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end
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local jewerLevelUpConfig = ConfigManager.GetConfig(ConfigName.JewelRankupConfig)
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--获取当前宝物升级数据
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function this.GetCurrTreasureLvConfig(_type,_id,_lv)
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function this.GetCurrTreasureLvConfig(_type, _id, _lv)
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for _, configInfo in ConfigPairs(jewerLevelUpConfig) do
|
||||
if configInfo.Type==_type and configInfo.PoolID==_id and configInfo.Level==_lv then
|
||||
if configInfo.Type == _type and configInfo.PoolID == _id and configInfo.Level == _lv then
|
||||
return configInfo
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--根据动态id获取宝物
|
||||
function this.GetSingleTreasureByIdDyn(_idDyn)
|
||||
if allTreasures==nil then
|
||||
if allTreasures == nil then
|
||||
return
|
||||
end
|
||||
return allTreasures[_idDyn]
|
||||
|
||||
end
|
||||
|
||||
--获取单个装备数据
|
||||
|
|
@ -702,10 +740,8 @@ function this.GetSoulPrintQuality(equipId, exp)
|
|||
for m, n in ConfigPairs(equipSign) do
|
||||
if (n.Id == SoulPrintManager.GetSoulPrintId(equipId, SoulPrintManager.soulPrintLevel[equipId])) then
|
||||
return n.Quality
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
this.modelData = {} --< 其他玩家模块数据 1方案
|
||||
|
|
@ -754,4 +790,4 @@ function this.SetHeroTalentData(heroData, msg)
|
|||
end
|
||||
end
|
||||
|
||||
return this
|
||||
return this
|
||||
|
|
|
|||
|
|
@ -277,7 +277,8 @@ function this.TrainUpdateHeroDatas(_msgHeroData, _isFindHandBook, _isExtern)
|
|||
heroData.suitActive = _msgHeroData.suit -- 勋章套装激活
|
||||
heroData.totemId = _msgHeroData.totemId -- 图腾
|
||||
heroData.CombatPlanList =_msgHeroData.plan --戒指
|
||||
|
||||
GiftManager.InitHeroGift(_msgHeroData.id, _msgHeroData.giftEquipIds)
|
||||
heroData.giftIds = _msgHeroData.giftEquipIds
|
||||
if #_msgHeroData.soulPos >= 1 then
|
||||
local soulPrintList = {}
|
||||
for i, v in ipairs(_msgHeroData.soulPos) do
|
||||
|
|
|
|||
|
|
@ -296,6 +296,7 @@ function this.InitSingleEndlessHero(_msgHeroData)
|
|||
heroData.heroConfig = heroConfig[_msgHeroData.heroId]
|
||||
heroData.maxStar = heroData.heroConfig.MaxRank
|
||||
heroData.equipIdList = _msgHeroData.equipIdList
|
||||
heroData.giftIds = _msgHeroData.giftEquipIds
|
||||
for i = 1 , #heroData.equipIdList do
|
||||
EquipManager.SetEquipUpHeroDid(heroData.equipIdList[i],heroData.dynamicId)
|
||||
end
|
||||
|
|
|
|||
|
|
@ -89,6 +89,12 @@ function RoleInfoPopup:InitComponent()
|
|||
this.babyTitle=Util.GetGameObject(this.equipInfo,"BG/BabyTitle")
|
||||
this.equipContent=Util.GetGameObject(this.equipInfo, "Content")
|
||||
|
||||
--礼物
|
||||
this.giftInfo = Util.GetGameObject(self.transform, "Panel/Scroll View/Viewport/Content/GiftInfo")
|
||||
this.giftTitle=Util.GetGameObject(this.giftInfo,"BG/EquipTitle")
|
||||
--this.babyTitle=Util.GetGameObject(this.giftInfo,"BG/BabyTitle")
|
||||
this.giftContent=Util.GetGameObject(this.giftInfo, "Content")
|
||||
|
||||
--> 方案
|
||||
this.CombatPlanInfoGo = Util.GetGameObject(self.transform, "Panel/Scroll View/Viewport/Content/CombatPlanInfo")
|
||||
|
||||
|
|
@ -244,6 +250,7 @@ function RoleInfoPopup:OnShow()
|
|||
this.SkillInfo()
|
||||
this.WarWayInfo()
|
||||
this.EquipInfo()
|
||||
--this.GiftInfo()
|
||||
-- this.SoulPrintInfo()
|
||||
this.CombatPlanInfo()
|
||||
this.MedalInfo()
|
||||
|
|
@ -552,7 +559,74 @@ function this.EquipInfo()
|
|||
end)
|
||||
end
|
||||
end
|
||||
|
||||
--礼物
|
||||
function this.GiftInfo()
|
||||
local curHeroEquipDatas = {}
|
||||
for i = 1, #curHeroData.giftIds do
|
||||
local equipData = {}
|
||||
if (this.isOther) then
|
||||
equipData = GoodFriendManager.GetSingleEquipData(curHeroData.giftIds[i])
|
||||
--LogError("ddddddddddddddddd")
|
||||
else
|
||||
equipData = GiftManager.GetSingleHeroSingleEquipData(curHeroData.giftIds[i])
|
||||
--LogError("vvvvvvvvvvvvvv")
|
||||
end
|
||||
if equipData ~= nil then
|
||||
curHeroEquipDatas[equipData.equipConfig.Position] = equipData
|
||||
end
|
||||
end
|
||||
for i = 1, this.giftContent.transform.childCount do
|
||||
local go = this.giftContent.transform:GetChild(i - 1).gameObject
|
||||
local curEquipData
|
||||
Util.GetGameObject(go.transform,"frame"):GetComponent("Image").sprite=Util.LoadSprite(GetQuantityImageByquality(1))
|
||||
-----------------装备铸神
|
||||
Util.GetGameObject(go, "AddLv"):SetActive(false)
|
||||
Util.GetGameObject(go, "AddLv"):GetComponent("Image").sprite = nil
|
||||
-----------------装备铸神 end
|
||||
if curHeroEquipDatas[i] then
|
||||
Util.GetGameObject(go.transform, "mask"):SetActive(false)
|
||||
Util.GetGameObject(go.transform, "icon"):SetActive(true)
|
||||
Util.GetGameObject(go.transform, "frame"):GetComponent("Image").sprite = Util.LoadSprite(curHeroEquipDatas[i].frame)
|
||||
Util.GetGameObject(go.transform, "icon"):GetComponent("Image").sprite = Util.LoadSprite(curHeroEquipDatas[i].icon)
|
||||
-----------------装备铸神
|
||||
local nowAddLevel=this.ShowAddLevel(i)
|
||||
if nowAddLevel > 0 then
|
||||
Util.GetGameObject(go, "AddLv"):SetActive(true)
|
||||
Util.GetGameObject(go, "AddLv"):GetComponent("Image").sprite = Util.LoadSprite(SpriteName..nowAddLevel)
|
||||
else
|
||||
Util.GetGameObject(go, "AddLv"):SetActive(false)
|
||||
Util.GetGameObject(go, "AddLv"):GetComponent("Image").sprite = nil
|
||||
end
|
||||
-----------------装备铸神 end
|
||||
if curHeroEquipDatas[i].itemConfig.ItemBaseType == ItemBaseType.Equip then
|
||||
Util.GetGameObject(go.transform, "star"):SetActive(true)
|
||||
SetHeroStars(Util.GetGameObject(go.transform, "star"),curHeroEquipDatas[i].star)
|
||||
else
|
||||
Util.GetGameObject(go.transform, "star"):SetActive(false)
|
||||
end
|
||||
curEquipData = curHeroEquipDatas[i]
|
||||
else
|
||||
Util.GetGameObject(go.transform, "mask"):SetActive(true)
|
||||
Util.GetGameObject(go.transform, "star"):SetActive(false)
|
||||
Util.GetGameObject(go.transform, "icon"):SetActive(false)
|
||||
end
|
||||
local frameBtn = Util.GetGameObject(go.transform, "frame")
|
||||
Util.AddOnceClick(frameBtn, function()
|
||||
if curEquipData then
|
||||
if Game.GlobalEvent:HasEvent(GameEvent.UI.OnClose, triggerCallBack) then
|
||||
Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
|
||||
end
|
||||
local panel = UIManager.OpenPanel(UIName.RewardEquipSingleShowPopup, curEquipData,function() end,false,false)
|
||||
triggerCallBack = function(panelType, p)
|
||||
if panelType == UIName.RewardEquipSingleShowPopup and panel == p then
|
||||
Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnClose, triggerCallBack)
|
||||
end
|
||||
end
|
||||
Game.GlobalEvent:AddEvent(GameEvent.UI.OnClose, triggerCallBack)
|
||||
end
|
||||
end)
|
||||
end
|
||||
end
|
||||
function this.TalentInfo()
|
||||
for i = 1, 5 do
|
||||
local frame = Util.GetGameObject(this.TalentInfoGo, "Content/item" .. tostring(i) .. "/frame")
|
||||
|
|
|
|||
|
|
@ -64,7 +64,8 @@ function this:BindEvent()
|
|||
hero.equipIdList = {}
|
||||
HeroManager.SetHeroEquipIdList(hero.dynamicId, {})
|
||||
hero.equipIdList = {}
|
||||
|
||||
GiftManager.InitHeroGift(hero.dynamicId, {})
|
||||
hero.giftIds = {}
|
||||
--卸载戒指
|
||||
for i = 1, 2 do
|
||||
local planList=hero.planList[1]
|
||||
|
|
|
|||
|
|
@ -101,7 +101,7 @@ this.ScrollBar = Util.GetGameObject(self.gameObject, "listObj/bg/Scrollbar"):Get
|
|||
this.btn_help = Util.GetGameObject(self.gameObject, "btn_help")
|
||||
this.listObj = Util.GetGameObject(self.transform, "listObj")
|
||||
this.listCloseBtn = Util.GetGameObject(self.transform, "listObj/bg/btn_close")
|
||||
Util.GetGameObject(self.transform, "listObj/bg/title (1)"):GetComponent("Text").text = "神将礼物"
|
||||
Util.GetGameObject(self.transform, "listObj/bg/title (1)"):GetComponent("Text").text = "英雄礼物"
|
||||
this.proTitle = Util.GetGameObject(self.transform, "proTitle/name/text"):GetComponent("Text")
|
||||
this.proTitle.text = "当前礼物加成"
|
||||
this.proGrid = Util.GetGameObject(self.transform, "pro")
|
||||
|
|
|
|||
Loading…
Reference in New Issue