天赋
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@ -2074,27 +2074,7 @@ function GFunc.getBuffDesc(buffName, effectNum, ispercent)
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end
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end
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function GFunc.getAttrDesc(attrName, attrNum)
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function GFunc.getAttrDesc(attrName, attrNum)
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attrNum = GFunc.getAttrShowValue(attrName, attrNum, true)
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return I18N:getTextWithOtherKey("attr", "name", attrName, "desc", GFunc.getFinalAttrValue(attrName, attrNum))
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return I18N:getTextWithOtherKey("attr", "name", attrName, "desc", attrNum)
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end
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-- 获取属性用于显示的数值
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function GFunc.getAttrShowValue(attrType, attrNum, notPercentSign)
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if table.containValue(GConst.MATCH_ATTACK_ADD_NAME, attrType) or
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table.containValue(GConst.MATCH_HP_ADD_NAME, attrType) or
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table.containValue(GConst.MATCH_NORMAL_HURTP_NAME, attrType) or
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table.containValue(GConst.MATCH_SKILL_HURTP_NAME, attrType) or
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table.containValue(GConst.MATCH_CRIT_NAME, attrType) or
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table.containValue(GConst.MATCH_CRIT_TIME_NAME, attrType) or
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table.containValue(GConst.MATCH_CURED_NAME, attrType) or
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table.containValue(GConst.MATCH_ALL_ATKP_NAME, attrType) or
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table.containValue(GConst.MATCH_ALL_HURTP_NAME, attrType)
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then
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local str = notPercentSign and "" or "%"
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return attrNum // GConst.BattleConst.PERCENT_FACTOR .. str
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else
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return attrNum // GConst.BattleConst.DEFAULT_FACTOR
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end
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end
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end
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-- 属性id转属性名
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-- 属性id转属性名
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@ -179,6 +179,7 @@ function DailyChallengeManager:dealTaskProgress(battleController)
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local comboOver10Count = battleController.taskProgress[GConst.BattleConst.BATTLE_TASK_FIELD.COMBO_OVER_10]
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local comboOver10Count = battleController.taskProgress[GConst.BattleConst.BATTLE_TASK_FIELD.COMBO_OVER_10]
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local linkCountOver8Count = battleController.taskProgress[GConst.BattleConst.BATTLE_TASK_FIELD.LINK_COUNT_OVER_8]
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local linkCountOver8Count = battleController.taskProgress[GConst.BattleConst.BATTLE_TASK_FIELD.LINK_COUNT_OVER_8]
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local killBossTurn = battleController.taskProgress[GConst.BattleConst.BATTLE_TASK_FIELD.KILLS_BOSS_TURN]
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local skillCountMap = {}
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local skillCountMap = {}
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local damageMatchTypeMap = {}
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local damageMatchTypeMap = {}
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@ -206,11 +207,11 @@ function DailyChallengeManager:dealTaskProgress(battleController)
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end
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end
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local taskProgress = {
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local taskProgress = {
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[3] = comboOver10Count,
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[2] = comboOver10Count,
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[4] = linkCountOver8Count,
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[3] = linkCountOver8Count,
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[5] = skillCountMap,
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[4] = skillCountMap,
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[7] = damageHeroMap,
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[5] = killBossTurn,
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[8] = damageMatchTypeMap
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[6] = damageMatchTypeMap,
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}
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}
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return taskProgress
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return taskProgress
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end
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end
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@ -56,7 +56,7 @@ function AttrCell:showHp()
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value = value + DataManager.SkinData:getHp(self.heroEntity)
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value = value + DataManager.SkinData:getHp(self.heroEntity)
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end
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end
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self.txValue:setText(GFunc.getAttrShowValue(self.attrName, value))
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self.txValue:setText(GFunc.getFinalAttrValue(self.attrName, value))
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end
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end
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-- 显示攻击力
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-- 显示攻击力
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@ -81,7 +81,7 @@ function AttrCell:showAtk()
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value = value + DataManager.SkinData:getAttack(self.heroEntity)
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value = value + DataManager.SkinData:getAttack(self.heroEntity)
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end
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end
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self.txValue:setText(GFunc.getAttrShowValue(self.attrName, value))
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self.txValue:setText(GFunc.getFinalAttrValue(self.attrName, value))
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end
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end
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-- 显示普攻增伤
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-- 显示普攻增伤
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@ -97,7 +97,7 @@ function AttrCell:showNormalHurt()
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value = value + DataManager.SkinData:getNormalHurt(self.heroEntity)
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value = value + DataManager.SkinData:getNormalHurt(self.heroEntity)
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end
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end
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self.txValue:setText(GFunc.getAttrShowValue(self.attrName, value))
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self.txValue:setText(GFunc.getFinalAttrValue(self.attrName, value))
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end
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end
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-- 显示技能增伤
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-- 显示技能增伤
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@ -113,7 +113,7 @@ function AttrCell:showSkillHurt()
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value = value + DataManager.SkinData:getSkillHurt(self.heroEntity)
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value = value + DataManager.SkinData:getSkillHurt(self.heroEntity)
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end
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end
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self.txValue:setText(GFunc.getAttrShowValue(self.attrName, value))
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self.txValue:setText(GFunc.getFinalAttrValue(self.attrName, value))
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end
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end
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-- 显示暴击率
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-- 显示暴击率
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@ -129,7 +129,7 @@ function AttrCell:showCrit()
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value = value + DataManager.SkinData:getCritPercent(self.heroEntity)
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value = value + DataManager.SkinData:getCritPercent(self.heroEntity)
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end
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end
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self.txValue:setText(GFunc.getAttrShowValue(self.attrName, value))
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self.txValue:setText(GFunc.getFinalAttrValue(self.attrName, value))
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end
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end
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-- 显示暴击伤害百分比
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-- 显示暴击伤害百分比
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@ -145,7 +145,7 @@ function AttrCell:showCritAtk()
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value = value + DataManager.SkinData:getCritHurtPercent(self.heroEntity)
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value = value + DataManager.SkinData:getCritHurtPercent(self.heroEntity)
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end
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end
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self.txValue:setText(GFunc.getAttrShowValue(self.attrName, value))
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self.txValue:setText(GFunc.getFinalAttrValue(self.attrName, value))
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end
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end
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-- 显示普攻增伤百分比
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-- 显示普攻增伤百分比
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@ -163,7 +163,7 @@ function AttrCell:showNormalHurtp()
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value = value + DataManager.SkinData:getNormalHurtPercent(self.heroEntity)
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value = value + DataManager.SkinData:getNormalHurtPercent(self.heroEntity)
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end
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end
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self.txValue:setText(GFunc.getAttrShowValue(self.attrName, value))
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self.txValue:setText(GFunc.getFinalAttrValue(self.attrName, value))
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end
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end
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-- 显示技能增伤百分比
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-- 显示技能增伤百分比
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@ -181,7 +181,7 @@ function AttrCell:showSkillHurtp()
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value = value + DataManager.SkinData:getSkillHurtPercent(self.heroEntity)
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value = value + DataManager.SkinData:getSkillHurtPercent(self.heroEntity)
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end
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end
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self.txValue:setText(GFunc.getAttrShowValue(self.attrName, value))
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self.txValue:setText(GFunc.getFinalAttrValue(self.attrName, value))
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end
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end
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-- 显示治疗效果提升百分比
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-- 显示治疗效果提升百分比
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@ -197,7 +197,7 @@ function AttrCell:showCured()
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value = value + DataManager.SkinData:getHealPercent(self.heroEntity)
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value = value + DataManager.SkinData:getHealPercent(self.heroEntity)
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end
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end
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self.txValue:setText(GFunc.getAttrShowValue(self.attrName, value))
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self.txValue:setText(GFunc.getFinalAttrValue(self.attrName, value))
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end
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end
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return AttrCell
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return AttrCell
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@ -26,7 +26,7 @@ function StarCell:refresh(heroEntity, idx)
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local attr = heroEntity:getLvAttrCfg(idx)
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local attr = heroEntity:getLvAttrCfg(idx)
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local attrIdx = GFunc.getAttrIdByName(attr.type)
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local attrIdx = GFunc.getAttrIdByName(attr.type)
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local attrNum = GFunc.getAttrShowValue(attr.type, attr.num, true)
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local attrNum = GFunc.getFinalAttrValue(attr.type, attr.num)
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local descTx = ""
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local descTx = ""
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if not table.containValue(GConst.MATCH_ALL_ATKP_NAME, attr.type) then
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if not table.containValue(GConst.MATCH_ALL_ATKP_NAME, attr.type) then
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descTx = I18N:getText("attr", attrIdx, "desc", heroEntity:getName(), attrNum)
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descTx = I18N:getText("attr", attrIdx, "desc", heroEntity:getName(), attrNum)
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@ -70,6 +70,7 @@ function TalentMainUI:onLoadRootComplete()
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self.upNode:addClickListener(function()
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self.upNode:addClickListener(function()
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self.upNode:setActive(false)
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self.upNode:setActive(false)
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DataManager.HeroData:calcPower()
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end)
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end)
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self:bind(DataManager.TalentData, "isDirty", function()
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self:bind(DataManager.TalentData, "isDirty", function()
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@ -110,7 +111,7 @@ function TalentMainUI:onUpgrade()
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local attr, num = DataManager.TalentData:getAttrById(upData.id)
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local attr, num = DataManager.TalentData:getAttrById(upData.id)
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local str = I18N:getText("talent", upData.id, "desc")
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local str = I18N:getText("talent", upData.id, "desc")
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if attr and #attr > 0 then
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if attr and #attr > 0 then
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str = str .. GFunc.getPerStr(attr[1].type, attr[1].num / GConst.DEFAULT_FACTOR)
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str = str .. GFunc.getFinalAttrValue(attr[1].type, attr[1].num)
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-- else
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-- else
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-- str = str .. (num or 0)
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-- str = str .. (num or 0)
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end
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end
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@ -816,7 +816,7 @@ function BattleBaseData:initHeroData(formation)
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---- 攻击力
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---- 攻击力
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for matchType, attrName in pairs(GConst.MATCH_ATTACK_NAME) do
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for matchType, attrName in pairs(GConst.MATCH_ATTACK_NAME) do
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unitData.attr[attrName] = heroEntity:getTotalAttrValue(attrName) // DEFAULT_FACTOR
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unitData.attr[attrName] = heroEntity:getTotalAttrValue(attrName)
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end
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end
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---- 暴击率
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---- 暴击率
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@ -23,6 +23,7 @@ function DailyChallengeData:init(data)
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self.buffIds = data.buff_id or GConst.EMPTY_TABLE
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self.buffIds = data.buff_id or GConst.EMPTY_TABLE
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self.totalFightCount = data.total_challenge_count or 0
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self.totalFightCount = data.total_challenge_count or 0
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self.todayFightCount = data.today_challenge_count or 0
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self.todayFightCount = data.today_challenge_count or 0
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self.tasks[2].task_id = 5
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self.initDay = Time:getBeginningOfServerToday()
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self.initDay = Time:getBeginningOfServerToday()
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self.popTaskTime = LocalData:getChallengeTaskPopTime()
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self.popTaskTime = LocalData:getChallengeTaskPopTime()
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self.diffLv = data.level or 1
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self.diffLv = data.level or 1
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@ -69,6 +69,7 @@ function TalentData:onUpgrade(data)
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self.stage = data.stage
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self.stage = data.stage
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self.levels[data.id] = data.level
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self.levels[data.id] = data.level
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self.attrDirty = true
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self.attrDirty = true
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self:getAllAttr()
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self:setDirty()
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self:setDirty()
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end
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end
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@ -78,6 +79,18 @@ function TalentData:getUpData()
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return data
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return data
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end
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end
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function TalentData:isAllMax()
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for id = 1, #TalentCfg do
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local cfg = TalentCfg[id]
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local lv = self:getLevels(id)
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if lv and lv > 0 and cfg.attr then
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for _, v in ipairs(cfg.attr) do
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self.allAttr[v.type] = (self.allAttr[v.type] or 0) + v.num * lv
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end
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end
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end
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end
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--@region 属性
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--@region 属性
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function TalentData:getAttrById(id)
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function TalentData:getAttrById(id)
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local cfg = TalentCfg[id]
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local cfg = TalentCfg[id]
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