升级表现
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@ -112,6 +112,8 @@ end
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function ActPvpManager:rspEnter(result)
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function ActPvpManager:rspEnter(result)
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if result.err_code == GConst.ERROR_STR.SUCCESS then
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if result.err_code == GConst.ERROR_STR.SUCCESS then
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DataManager.ActPvpData:updateData(result.activity_pvp)
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DataManager.ActPvpData:updateData(result.activity_pvp)
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EventManager:dispatchEvent(EventManager.CUSTOM_EVENT.ACT_PVP_EVENT, {closeMainUI = true})
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self:showMainUI()
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end
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end
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end
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end
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@ -277,8 +279,10 @@ end
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function ActPvpManager:rspFightEnd(result)
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function ActPvpManager:rspFightEnd(result)
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if result.err_code == GConst.ERROR_STR.SUCCESS then
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if result.err_code == GConst.ERROR_STR.SUCCESS then
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local herolv = DataManager.ActPvpData:getHeroLv()
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DataManager.ActPvpData:updateData(result.activity_pvp)
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DataManager.ActPvpData:updateData(result.activity_pvp)
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DataManager.ActPvpData:setLastTurnWin(nil) -- 默认不给状态
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DataManager.ActPvpData:setLastTurnWin(nil) -- 默认不给状态
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DataManager.ActPvpData:setHeroLevelUp(false)
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-- 展示结算界面
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-- 展示结算界面
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if result.reqData then
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if result.reqData then
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local taskStat = result.reqData.task_stat
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local taskStat = result.reqData.task_stat
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@ -291,6 +295,11 @@ function ActPvpManager:rspFightEnd(result)
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ModuleManager.BattleManager:showActPvpResultUI(GConst.BattleConst.BATTLE_TYPE.ACT_PVP, result.rewards, result.reqData.battleReport)
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ModuleManager.BattleManager:showActPvpResultUI(GConst.BattleConst.BATTLE_TYPE.ACT_PVP, result.rewards, result.reqData.battleReport)
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if not DataManager.ActPvpData:isPlaying() then -- 进入下一轮
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if not DataManager.ActPvpData:isPlaying() then -- 进入下一轮
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DataManager.ActPvpData:setLastTurnWin(result.reqData.win)
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DataManager.ActPvpData:setLastTurnWin(result.reqData.win)
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else
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local newHerolv = DataManager.ActPvpData:getHeroLv()
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if newHerolv > herolv then
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DataManager.ActPvpData:setHeroLevelUp(true)
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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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end
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@ -47,6 +47,11 @@ function ActPvpPlayingUI:onClose()
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self:unscheduleGlobal(self.countdownSid)
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self:unscheduleGlobal(self.countdownSid)
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self.countdownSid = nil
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self.countdownSid = nil
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end
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end
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if self.showLevelUpSid then
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self:unscheduleGlobal(self.showLevelUpSid)
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self.showLevelUpSid = nil
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end
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end
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end
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function ActPvpPlayingUI:_display()
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function ActPvpPlayingUI:_display()
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@ -136,6 +141,48 @@ function ActPvpPlayingUI:refreshPlayingNode()
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self.simpleHeroCells[i] = CellManager:addCellComp(uiMap["act_pvp_main_ui.down.playing_node.hero_formation_comp.simple_hero_cell_" .. i], SIMPLE_HERO_CELL)
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self.simpleHeroCells[i] = CellManager:addCellComp(uiMap["act_pvp_main_ui.down.playing_node.hero_formation_comp.simple_hero_cell_" .. i], SIMPLE_HERO_CELL)
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end
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end
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end
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end
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if not self.skillObjs then
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self.skillObjs = {}
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for i = 1, 5 do
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self.skillObjs[i] = {}
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self.skillObjs[i].bg = uiMap["act_pvp_playing_ui.bg.playing_node.skill_up_" .. i]
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self.skillObjs[i].icon = uiMap["act_pvp_playing_ui.bg.playing_node.skill_up_" .. i .. ".icon"]
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self.skillObjs[i].spine = uiMap["act_pvp_playing_ui.bg.playing_node.skill_up_node.ui_spine_obj_" .. i]
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end
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end
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local heroes = DataManager.ActPvpData:getHeros()
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local skillUpNode = uiMap["act_pvp_playing_ui.bg.playing_node.skill_up_node"]
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skillUpNode:setVisible(false)
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if DataManager.ActPvpData:getHeroLevelUp() then
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DataManager.ActPvpData:setHeroLevelUp(false)
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local heroLv = DataManager.ActPvpData:getHeroLv()
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local info = ConfigManager:getConfig("hero_level")[heroLv]
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local infoLast = ConfigManager:getConfig("hero_level")[heroLv - 1]
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if info and infoLast and info.unlock_skill > infoLast.unlock_skill then
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skillUpNode:setVisible(true)
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for matchType, objs in ipairs(self.skillObjs) do
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local entity = heroes[matchType]
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local skillId = entity:getRogueSkillList()[info.unlock_skill]
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if entity and skillId then
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objs.bg:addClickListener(function()
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local cfg = ConfigManager:getConfig("skill_rogue")[skillId]
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ModuleManager.TipsManager:showSkillTips(objs.icon, cfg.buff_id, skillId)
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end)
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objs.icon:setSprite(GConst.ATLAS_PATH.ICON_SKILL_ROGUE, ModuleManager.HeroManager:getSkillRogueIcon(skillId))
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objs.bg:setSprite(GConst.ATLAS_PATH.ICON_SKILL_ROGUE, ModuleManager.HeroManager:getSkillRogueBg(skillId, true))
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objs.spine:playAnim("idle", false, false, false)
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end
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end
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if self.showLevelUpSid then
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self:unscheduleGlobal(self.showLevelUpSid)
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self.showLevelUpSid = nil
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end
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self.showLevelUpSid = self:performWithDelayGlobal(function()
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skillUpNode:setVisible(false)
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end, 5)
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end
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end
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local actData = DataManager.ActPvpData
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local actData = DataManager.ActPvpData
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local txObj = uiMap["act_pvp_main_ui.down.playing_node.tx_fight"]
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local txObj = uiMap["act_pvp_main_ui.down.playing_node.tx_fight"]
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@ -143,7 +190,6 @@ function ActPvpPlayingUI:refreshPlayingNode()
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txObj:setText(actData:getWinCount() .. "/" .. actData:getWinLimit())
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txObj:setText(actData:getWinCount() .. "/" .. actData:getWinLimit())
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txLose:setText(actData:getLoseCount() .. "/" .. actData:getLoseLimit())
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txLose:setText(actData:getLoseCount() .. "/" .. actData:getLoseLimit())
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local heroes = DataManager.ActPvpData:getHeros()
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for matchType, cell in ipairs(self.simpleHeroCells) do
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for matchType, cell in ipairs(self.simpleHeroCells) do
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local entity = heroes[matchType]
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local entity = heroes[matchType]
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if entity then
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if entity then
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@ -397,6 +397,15 @@ function ActPvpData:setLastTurnWin(win)
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self.lastTurnWin = win
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self.lastTurnWin = win
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end
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end
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function ActPvpData:getHeroLevelUp()
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-- return self.heroLevelUp
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return true
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end
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function ActPvpData:setHeroLevelUp(up)
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-- self.heroLevelUp = up
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end
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---- 排行榜
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---- 排行榜
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function ActPvpData:updateRankInfo(ranks, selfRank)
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function ActPvpData:updateRankInfo(ranks, selfRank)
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