排序
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@ -291,18 +291,6 @@ function HeroData:getAllHeroesSort(formationType)
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sort = sort + (10 - info.elementType) * 1000000 -- 位置预留1位
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sort = sort + (10 - info.elementType) * 1000000 -- 位置预留1位
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sort = sort + 10000000 * heroEntity:getQlt() -- 品质1位
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sort = sort + 10000000 * heroEntity:getQlt() -- 品质1位
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sort = sort + 100000000 * heroEntity:getLv() -- 预留3位
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sort = sort + 100000000 * heroEntity:getLv() -- 预留3位
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if heroEntity:isUnlock() then
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sort = sort + 300000000000
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if heroEntity:isActived() then
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sort = sort + 400000000000
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else
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sort = sort + 300000000000
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end
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elseif DataManager.BagData.ItemData:getItemNumById(heroEntity:getFragmentId()) > 0 then
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sort = sort + 200000000000
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else
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sort = sort + 100000000000
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end
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if formationMap and formationMap[info.cfgId] then --在布阵中
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if formationMap and formationMap[info.cfgId] then --在布阵中
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sort = sort + 10000000000000
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sort = sort + 10000000000000
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@ -310,6 +298,19 @@ function HeroData:getAllHeroesSort(formationType)
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if not heroEntity:isActived() and heroEntity:canLvUp() then
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if not heroEntity:isActived() and heroEntity:canLvUp() then
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sort = sort + 1000000000000
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sort = sort + 1000000000000
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else
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if heroEntity:isUnlock() then
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sort = sort + 300000000000
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if heroEntity:isActived() then
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sort = sort + 400000000000
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else
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sort = sort + 300000000000
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end
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elseif DataManager.BagData.ItemData:getItemNumById(heroEntity:getFragmentId()) > 0 then
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sort = sort + 200000000000
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else
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sort = sort + 100000000000
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end
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end
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end
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info.sort = sort
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info.sort = sort
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