fix bug
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200598d7e0
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@ -543,8 +543,8 @@ GConst.QLT_LABLE = {
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GConst.ENTITY_TYPE = {
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ITEM_ENTITY = 1,
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EQUIP_ENTITY = 2,
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JEWELRY_ENTITY = 3,
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EQUIP_ENTITY = 3,
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-- JEWELRY_ENTITY = 3,
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}
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GConst.MATCH_ATKP_PERSONAL = {
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@ -45,15 +45,6 @@ function HeroManager:upgradeHeroFinish(result)
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DataManager.HeroData:setDirty()
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DataManager.HeroData:calcPower()
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local heroes = DataManager.HeroData:getAllHeroes()
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local count = 0
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for i,v in ipairs(heroes) do
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if v:getLv() >= 5 then
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count = count + 1
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end
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end
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ModuleManager.TaskManager:addTaskProgress(GConst.TaskConst.TASK_TYPE.X_HERO_LVUP_5, count)
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AudioManager:playEffect(AudioManager.EFFECT_ID.HERO_UP)
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end
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end
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@ -81,7 +72,8 @@ function HeroManager:heroStarReqFinish(result)
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local qlt = DataManager.HeroData:getHeroQlt(result.hero.id)
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if qlt == 5 then
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ModuleManager.TaskManager:addTaskProgress(GConst.TaskConst.TASK_TYPE.X_STAR_HERO_5, 1)
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local maxStarQlt5 = DataManager.HeroData:getMaxStarQlt5()
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ModuleManager.TaskManager:addTaskProgress(GConst.TaskConst.TASK_TYPE.X_STAR_HERO_5, maxStarQlt5)
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end
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AudioManager:playEffect(AudioManager.EFFECT_ID.HERO_UP)
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@ -63,6 +63,7 @@ TaskConst.TASK_TYPE = {
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TaskConst.RELPACE_TASK_TYPE = {
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TaskConst.TASK_TYPE.X_HERO_MAX_LV_REACH,
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TaskConst.TASK_TYPE.X_HERO_LVUP_5,
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TaskConst.TASK_TYPE.X_STAR_HERO_5,
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}
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return TaskConst
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@ -213,6 +213,13 @@ function TaskManager:xHeroLvUp(level)
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DataManager.TaskData:setMaxHeroLv(level)
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self:dispatchTask(GConst.TaskConst.TASK_TYPE.X_HERO_MAX_LV_REACH, level)
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end
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local heroes = DataManager.HeroData:getAllHeroes()
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local allLvs = {}
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for _, v in pairs(heroes) do
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table.insert(allLvs, v:getLv())
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end
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table.sort(allLvs, function(a, b) return a > b end)
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ModuleManager.TaskManager:addTaskProgress(GConst.TaskConst.TASK_TYPE.X_HERO_LVUP_5, allLvs[5] or 0)
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end
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function TaskManager:xHeroFragmentGot(count)
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@ -79,7 +79,7 @@ function HeroInfoComp:refreshLvInfo()
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local lv = self.heroEntity:getLv()
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for i, v in ipairs(list) do
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if lv == v then
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self.scrollRectComp:moveToIndex(i - 1)
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self.scrollRectComp:moveToIndex(i)
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self.vfx04:setAnchoredPositionY(-34 - (i - 1) * 58)
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self.vfx04:setActive(true)
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break
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@ -99,7 +99,7 @@ function StarInfoComp:refreshStarInfo()
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self.vfx04:setActive(false)
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if self.starUp then
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local star = self.heroEntity:getStar()
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self.scrollRectComp:moveToIndex(star - 1)
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self.scrollRectComp:moveToIndex(star)
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self.vfx04:setAnchoredPositionY(-34 - (star - 1) * 58)
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self.vfx04:setActive(true)
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self.vfx04:play()
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@ -210,6 +210,17 @@ function HeroData:getAllHeroesBIStr()
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return str
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end
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function HeroData:getMaxStarQlt5()
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local star = 0
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for k,v in pairs(self.heroes) do
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local qlt = v:getQlt()
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if qlt == 5 then
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star = math.max(star, v:getStar())
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end
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end
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return star
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end
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-- 获取所有英雄列表(等级>品质>id)
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function HeroData:getAllHeroesSort(formationType, elementType)
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local formationMap
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