Merge branch 'dev' of http://git.juzugame.com/b6-client/b6-lua into dev
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commit
2f2e9b23eb
@ -370,7 +370,7 @@ function BIReport:postPurchase(price, content, originOrderId, orderId)
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CS.BF.BFMain.Instance.SDKMgr.BFLoginSDKMgr.FBSdk:LogPurchase(price, "USD", json.encode(fbArgs))
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CS.BF.BFMain.Instance.SDKMgr.BFLoginSDKMgr.FBSdk:LogPurchase(price, "USD", json.encode(fbArgs))
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-- 上报付费到adjust
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-- 上报付费到adjust
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CS.BF.BFMain.Instance.SDKMgr.BFThirdReportSDKMgr:PostAdjustRevenueTrackEvent("qm803c", price, "USD")
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CS.BF.BFMain.Instance.SDKMgr.BFThirdReportSDKMgr:PostAdjustRevenueTrackEvent("naoyh8", price, "USD")
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end
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end
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-- 上报等级提升事件,单独处理,只上报到AF和FB,不上报数数
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-- 上报等级提升事件,单独处理,只上报到AF和FB,不上报数数
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@ -1168,9 +1168,9 @@ function BattleUnitComp:takeDamageOrCure(atker, num, effectType, effectStatus)
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end
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end
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local hp = self.unitEntity:getHp()
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local hp = self.unitEntity:getHp()
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local x, y = self.baseObject:fastGetLocalPosition()
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local x, y = self.baseObject:fastGetLocalPosition()
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local damage = num
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if num < 0 then -- 伤害
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if num < 0 then -- 伤害
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local delayTime = 0
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local delayTime = 0
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local damage = num
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if shieldHpDiff < 0 then
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if shieldHpDiff < 0 then
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damage = damage - shieldHpDiff
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damage = damage - shieldHpDiff
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delayTime = BattleConst.EFFECT_NUMBER_DELAY
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delayTime = BattleConst.EFFECT_NUMBER_DELAY
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@ -1200,13 +1200,13 @@ function BattleUnitComp:takeDamageOrCure(atker, num, effectType, effectStatus)
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local hpPercent = self.unitEntity:getHpPercent()
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local hpPercent = self.unitEntity:getHpPercent()
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self.battleController:refreshHp(self.side, hp, hpPercent)
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self.battleController:refreshHp(self.side, hp, hpPercent)
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if atker:getIsCentralizedAttack() then
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if atker:getIsCentralizedAttack() then
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if self.currState == UNIT_STATE.IDLE then
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if damage < 0 and self.currState == UNIT_STATE.IDLE then
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self:playHurt()
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self:playHurt()
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end
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end
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else
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else
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if self.unitEntity:getIsDead() then
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if self.unitEntity:getIsDead() then
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self:changeState(UNIT_STATE.DEAD)
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self:changeState(UNIT_STATE.DEAD)
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elseif self.currState == UNIT_STATE.IDLE then
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elseif damage < 0 and self.currState == UNIT_STATE.IDLE then
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self:playHurt()
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self:playHurt()
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end
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end
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end
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end
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@ -282,6 +282,16 @@ function BattleTeam:updateBuffState(buff, num)
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end
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end
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end
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end
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end
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end
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local fxDisappear = buff:getFxDisappear()
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if fxDisappear then
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local fxCfg = BattleHelper:getFxConfig()
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for k, v in ipairs(fxDisappear) do
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local fxInfo = fxCfg[v]
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if fxInfo then
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self.mainUnit:getEffectAndPlay(fxInfo, false)
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end
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end
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end
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elseif buffNum == 1 then -- 新添加buff
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elseif buffNum == 1 then -- 新添加buff
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local fxList = buff:getFxContinued()
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local fxList = buff:getFxContinued()
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if fxList then
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if fxList then
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@ -18,7 +18,8 @@ end
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---- 登录界面资源加载完毕后调用
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---- 登录界面资源加载完毕后调用
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function LoginManager:loginGame()
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function LoginManager:loginGame()
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BIReport:postAdjustSimpleTrackEvent("modt3z", {})
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-- adjust 打开应用事件识别码
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BIReport:postAdjustSimpleTrackEvent("xbszrl", {})
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CS.BF.BFMain.IsGotServerTime = true
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CS.BF.BFMain.IsGotServerTime = true
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ServerDataManager:dataOperate(GConst.ServerDataConst.DATA_OP_BEHAVIOR.SYNC_DATA, GConst.EMPTY_TABLE, function(msgData)
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ServerDataManager:dataOperate(GConst.ServerDataConst.DATA_OP_BEHAVIOR.SYNC_DATA, GConst.EMPTY_TABLE, function(msgData)
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@ -90,4 +90,8 @@ function BattleBuffEntity:getFxTake()
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return self.buffInfo.fx_take
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return self.buffInfo.fx_take
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end
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end
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function BattleBuffEntity:getFxDisappear()
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return self.buffInfo.fx_disappear
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end
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return BattleBuffEntity
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return BattleBuffEntity
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