fix bug
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d67a67839e
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@ -971,6 +971,7 @@ local LocalizationGlobalConst =
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FUND_CHAPTER_TAG_DESC_21 = "FUND_CHAPTER_TAG_DESC_21",
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FUND_CHAPTER_TAG_DESC_22 = "FUND_CHAPTER_TAG_DESC_22",
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TALENT_HELP = "TALENT_HELP",
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RECOMMENDED_POWER = "RECOMMENDED_POWER",
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}
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return LocalizationGlobalConst
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@ -971,6 +971,7 @@ local localization_global =
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["FUND_CHAPTER_TAG_DESC_21"] = "关卡基金21",
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["FUND_CHAPTER_TAG_DESC_22"] = "关卡基金22",
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["TALENT_HELP"] = "天赋帮助",
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["RECOMMENDED_POWER"] = "推荐战斗力:{0}",
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}
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return localization_global
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@ -508,6 +508,7 @@ TaskManager.gotoFunc = {
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[GConst.TaskConst.TASK_TYPE.X_USE_SKILL] = TaskManager.gotoMainUI,
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[GConst.TaskConst.TASK_TYPE.DAILY_TASK_WATCH_AD_SPECIAL] = TaskManager.gotoMainShopUI,
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[GConst.TaskConst.TASK_TYPE.X_HERO_MAX_LV_REACH] = TaskManager.gotoMainHeroUI,
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[GConst.TaskConst.TASK_TYPE.X_PASS_CHAPTER] = TaskManager.gotoMainUI,
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[GConst.TaskConst.TASK_TYPE.X_VIT_COST] = TaskManager.gotoMainUI,
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[GConst.TaskConst.TASK_TYPE.X_NEW_HERO_GOT] = TaskManager.gotoSummonUI,
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[GConst.TaskConst.TASK_TYPE.X_ARENA_CHALLENGE] = TaskManager.gotoArenaUI,
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@ -476,8 +476,10 @@ end
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function BattleResultUI:refreshDoubleNode()
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if self.battleType ~= GConst.BattleConst.BATTLE_TYPE.STAGE and self.battleType ~= GConst.BattleConst.BATTLE_TYPE.DAILY_CHALLENGE then
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self.doubleNode:setActive(false)
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self.continue:setActive(true)
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return
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end
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self.continue:setActive(false)
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if self.battleType == GConst.BattleConst.BATTLE_TYPE.STAGE then
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if not DataManager.ChapterData:canAdDouble() then
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self.doubleNode:setActive(false)
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@ -71,14 +71,13 @@ function DungeonGoldCell:refresh(index)
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local challengeId = DataManager.DungeonDailyData.GoldData:getChallengeId()
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local chapterName = DataManager.DungeonDailyData.GoldData:getChapterName(chapterInfo.id)
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self.stageTx:setText(chapterName)
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-- local curPower = DataManager.PlayerData:getSelfEntity():getShowPower(ModuleManager.BattleManager.BATTLE_TYPE.DUNGEON)
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-- local curPower = DataManager.HeroData:getShowPower()
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-- local chapterPower = chapterInfo.cfg.power
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-- if curPower >= chapterPower then
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-- self.powerTx:setText("<color=#0F7411>" .. I18N:getGlobalText(I18N.GlobalConst.RECOMMENDED_POWER, GFunc.getPowerShow(chapterPower)) .. "</color>")
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-- else
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-- self.powerTx:setText("<color=#C90D0D>" .. I18N:getGlobalText(I18N.GlobalConst.RECOMMENDED_POWER, GFunc.getPowerShow(chapterPower)) .. "</color>")
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-- end
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local curPower = DataManager.HeroData:getShowPower()
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local chapterPower = chapterInfo.cfg.power
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if curPower >= chapterPower then
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self.powerTx:setText("<color=#049500>" .. I18N:getGlobalText(I18N.GlobalConst.RECOMMENDED_POWER, GFunc.num2Str(chapterPower, 2)) .. "</color>")
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else
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self.powerTx:setText("<color=#E10000>" .. I18N:getGlobalText(I18N.GlobalConst.RECOMMENDED_POWER, GFunc.num2Str(chapterPower, 2)) .. "</color>")
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end
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local rewardsCount = #self.rewardList
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for i = 1, rewardsCount do
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table.remove(self.rewardList)
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@ -72,14 +72,13 @@ function DungeonMaterialCell:refresh(index)
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local challengeId = DataManager.DungeonDailyData.MaterialData:getChallengeId()
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local chapterName = DataManager.DungeonDailyData.MaterialData:getChapterName(chapterInfo.id)
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self.stageTx:setText(chapterName)
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-- local curPower = DataManager.PlayerData:getSelfEntity():getShowPower(ModuleManager.BattleManager.BATTLE_TYPE.DUNGEON)
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-- local curPower = DataManager.HeroData:getShowPower()
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-- local chapterPower = chapterInfo.cfg.power
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-- if curPower >= chapterPower then
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-- self.powerTx:setText("<color=#0F7411>" .. I18N:getGlobalText(I18N.GlobalConst.RECOMMENDED_POWER, GFunc.getPowerShow(chapterPower)) .. "</color>")
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-- else
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-- self.powerTx:setText("<color=#C90D0D>" .. I18N:getGlobalText(I18N.GlobalConst.RECOMMENDED_POWER, GFunc.getPowerShow(chapterPower)) .. "</color>")
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-- end
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local curPower = DataManager.HeroData:getShowPower()
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local chapterPower = chapterInfo.cfg.power
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if curPower >= chapterPower then
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self.powerTx:setText("<color=#049500>" .. I18N:getGlobalText(I18N.GlobalConst.RECOMMENDED_POWER, GFunc.num2Str(chapterPower, 2)) .. "</color>")
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else
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self.powerTx:setText("<color=#E10000>" .. I18N:getGlobalText(I18N.GlobalConst.RECOMMENDED_POWER, GFunc.num2Str(chapterPower, 2)) .. "</color>")
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end
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local rewardsCount = #self.rewardList
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for i = 1, rewardsCount do
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table.remove(self.rewardList)
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@ -95,7 +95,7 @@ function GMToolUI:onRefresh()
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skipTutorialCheck:setActive(LocalData:getTutorialSkip() > 0)
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end)
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skipPopCheck:setActive(LocalData:getTutorialSkip() > 0)
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skipPopCheck:setActive(LocalData:getFuncOpenPopSkip() > 0)
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skipPopBtn:addClickListener(function()
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if LocalData:getFuncOpenPopSkip() == 0 then
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LocalData:setFuncOpenPopSkip(1)
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@ -158,11 +158,11 @@ function ActSprintData:hasRedPoint(ignoreExchange)
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end
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-- 兑换商店
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if not ignoreExchange then
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if self:hasExchangeRp() then
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return true
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end
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end
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-- if not ignoreExchange then
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-- if self:hasExchangeRp() then
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-- return true
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-- end
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-- end
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if self:hasStandardRp() then
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return true
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@ -55,7 +55,7 @@ function ItemEntity:checkForceLockAndAddNum()
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-- local qlt = DataManager.HeroData:getHeroQlt(self:getId())
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-- local fragmentId = DataManager.ForceData:getForceItemIdByQlt(self:getId())
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if heroEntity:getLv() <= 0 then
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heroEntity:setLv(1 ,true)
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DataManager.HeroData:setHeroLv(self:getId(), 1)
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self.data.num = self.data.num - 1
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-- BIReport:postForceUnlock(self:getId())
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end
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@ -147,9 +147,6 @@ function HeroData:setHeroLv(id, lv)
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if activeBefore then
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BIReport:postHeroOpt(id, BIReport.HERO_OPT_TYPE.LEVEL_UP)
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else
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if not entity:getUnlcokChapter() then
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BIReport:postHeroOpt(id, BIReport.HERO_OPT_TYPE.UNLOCK)
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end
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BIReport:postHeroOpt(id, BIReport.HERO_OPT_TYPE.ACTIVE)
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end
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