miduo_client/Assets/ManagedResources/~Lua/Modules/Map/EndLessMapManager.lua

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EndLessMapManager = {};
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local this = EndLessMapManager
local endLessConfig = ConfigManager.GetConfig(ConfigName.EndlessMapConfig)
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local gameSetting = ConfigManager.GetConfig(ConfigName.GameSetting)
local endlessHeroProp = ConfigManager.GetConfig(ConfigName.EndlessHeroProp)
local skillConfig = ConfigManager.GetConfig(ConfigName.SkillConfig)
local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
local passiveSkillConfig = ConfigManager.GetConfig(ConfigName.PassiveSkillConfig)
local passiveSkillLogicConfig = ConfigManager.GetConfig(ConfigName.PassiveSkillLogicConfig)
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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this.limiteLevel = gameSetting[1].EndlessMinLevel
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function this.Initialize()
this.isCanNote = false -- 是否进入可标记状态
this.PointNoteDataList = {} -- 标记列表
this.hungery = false -- 没有行动力了
this.leftEnergy = 0 -- 剩余行动力
this.totalEnergy = 0 -- 总行动力
this.targetMapId = 0 -- 传送去的地图Id
this.justEnterMap = false -- 才刚进图伦家
this.srcMapId = 0 -- 传送时上一张地图的ID
this.curMapName = "" -- 当前地图名
this.mapFightTimes = 0 -- 当前地图战斗次数
this.energyCost = 0 -- 当前地图行动力消耗
this.isReset = false -- 是处于复位状态
this.openMapInfo = {} -- 地图的开放消息
this.isTrigger = false -- 检测在是否在触发事件
this.isUpdateOnClose = false -- 检测在MapPanel隐藏时是否更新过 在面板关闭后初始化
this.freshPointData = {}
this.isAddPoint = false -- 是否新增一个刷新点
this.openMapId = 0 -- 开放的地图ID
this.worldLevel = 0 -- 开放的世界等级
this.isOpenedFullPanel = false -- 是否在退出地图前打开过全屏界面
-- 打开过编队界面
this.openedFormat = false
this.isSkipFight = 1 -- 服务器记录的是否跳过战斗
this.EndLessRoleDead = false -- 无尽副本角色进入死亡状态,走一步重置
end
-- 在地图中更换编队后,更新上阵编队的最大血量值
function this.UpDateTeamMaxHp(info)
-- 不是无尽副本,直接返回
if CarbonManager.difficulty ~= CARBON_TYPE.ENDLESS then return end
-- 替换地图编队的最大血量
local mapTeam = {}
for i = 1, #info do
local roleId = info[i].heroId
local allProp = HeroManager.CalculateWarAllProVal(roleId)
allProp[2] = info[i].heroHp
allProp[3] = info[i].heroMaxHp
--Log(" 更换编队后的剩余血量 == " .. info[i].heroHp)
mapTeam[i] = {
heroId = roleId,
allProVal = allProp,
}
end
MapManager.formationList = mapTeam
--LogGreen("indication的编队长度"..#mapTeam)
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CallBackOnPanelOpen(UIName.MapPanel, function ()
Game.GlobalEvent:DispatchEvent(GameEvent.Map.FormationHpChange)
end)
end
-- 解析标记点的数据
function this.InitMapNoteData(signs)
LogPink("signs是"..signs)
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-- 不是无尽副本,直接返回
if CarbonManager.difficulty ~= CARBON_TYPE.ENDLESS then return end
-- 初始化
for i, v in ConfigPairs (endLessConfig) do
this.PointNoteDataList[v.Id] = {}
end
if #signs > 0 then
for i = 1, #signs do
local data = {}
data.notePos = signs[i].cellId
data.noteInfo = signs[i].info
data.mapId = signs[i].mapId
--Log("标记内容" .. data.noteInfo)
local u, v = Map_Pos2UV(data.notePos)
--Log("标记位置(" ..u .. ", " .. v .. ")")
-- this.PointNoteDataList[data.mapId][data.notePos] = data
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this.PointNoteDataList[data.mapId][data.notePos] = data
end
end
LogPink("#PointNoteDataList"..#this.PointNoteDataList)
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end
function this.InitRefreshPoint(refreshInfo, func)
--Log("需要刷新点的数量是 == " .. #refreshInfo )
this.freshPointData = {}
for i = 1, #refreshInfo do
local data = refreshInfo[i]
if data.time > math.ceil(PlayerManager.serverTime) then
this.freshPointData[data.cellId] = data.time
--Log("需要等待" .. data.time - math.ceil(PlayerManager.serverTime) .. "秒后刷新")
end
end
if func then func() end
end
-- 登录初始化地图数据
function this.InitMapInfoData(mapInfo)
Log("开启的世界地图ID是 --=- " .. mapInfo.mapId)
Log("开启的世界等级是 === " .. mapInfo.worldLevel)
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this.openMapId = mapInfo.mapId -- 开放的地图ID
this.worldLevel = mapInfo.worldLevel -- 开放的世界等级
local score = 0
if not mapInfo.bloodScore or mapInfo.bloodScore < 0 then
score = 0
else
score = mapInfo.bloodScore
end
MatchDataManager.myScore = mapInfo.bloodScore -- 血战的初始积分
end
-- ================================== 妖灵师状态刷新 ========================================
-- 刷新地图中的队伍数据
function this.RefershMapTeam()
if CarbonManager.difficulty == CARBON_TYPE.ENDLESS and MapManager.Mapping then
MapManager.formationList = this.RefreshTeamInfo()
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end
end
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-- 无尽副本删除编队中某一个成员的数据
function this.DeleteDeadRole()
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if CarbonManager.difficulty ~= CARBON_TYPE.ENDLESS then Log(Language[11225]) return end
Log("删除死掉的人!")
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-- 死人后重组
local newMapTeam = {} -- 地图中的编队数据
local newFormation = {} -- 编队界面的编队数据
local curTeam = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_ENDLESS_MAP)
-- 编队界面的数据
newFormation.teamHeroInfos = {}
newFormation.teamPokemonInfos = {}
newFormation.teamId = FormationTypeDef.FORMATION_ENDLESS_MAP
newFormation.teamName = curTeam.teamName
newFormation.teamPokemonInfos = curTeam.teamPokemonInfos
--Log("成员数量 -- " .. #curTeam.teamHeroInfos)
-- 成员数据
for i = 1, #curTeam.teamHeroInfos do
local roleData = curTeam.teamHeroInfos[i]
-- 如果队员没死翘翘了
local curRoleHp = this.GetHeroLeftBlood(roleData.heroId)
if curRoleHp > 0 then
-- 地图数据重组
local allProp = HeroManager.CalculateWarAllProVal(roleData.heroId)
allProp[2] = curRoleHp
newMapTeam[#newMapTeam + 1] = {
heroId = roleData.heroId,
allProVal = allProp,
}
-- 编队界面数据重组
table.insert(newFormation.teamHeroInfos, roleData)
end
end
return newFormation, newMapTeam
end
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-- 判断队伍是否还有活着的人
function this.IsMapTeamAlive()
--LogGreen("编队人数:"..#MapManager.formationList)
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for i = 1, #MapManager.formationList do
if MapManager.formationList[i].allProVal[2] > 0 then
return true
end
end
return false
end
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-- 刷新编队界面得到的编队以及地图中的编队数据, 只有打开编队界面才刷新地图编队
function this.RrefreshFormation()
if CarbonManager.difficulty == CARBON_TYPE.ENDLESS then
local teamId = FormationTypeDef.FORMATION_ENDLESS_MAP
local newFormation, newMapTeam = this.DeleteDeadRole()
FormationManager.formationList[teamId] = newFormation
Log("刷新一次地图编队数据")
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MapManager.formationList = newMapTeam
end
end
-- =============================================================================================
-- ==================== 地图标记 ===============================================================
-- 无尽副本是否进入了可标记状态
function this.IsCanNoteState()
local canNote = false
if CarbonManager.difficulty == CARBON_TYPE.ENDLESS then
if this.isCanNote then
canNote = true
end
end
return canNote
end
-- 进入标记状态点击后保存点击选中的坐标值
function this.SetNotePos(u, v)
local selectedPos = Map_UV2Pos(u, v)
-- 没有标记过打开标记面板
local panelType = 1
panelType = this.IsPointNote(selectedPos) and 2 or 1
UIManager.OpenPanel(UIName.MapNotePopup, selectedPos, panelType)
end
-- 判断某一个点是否已经被标记
function this.IsPointNote(pos)
local isNote = false
if not this.PointNoteDataList[MapManager.curMapId][pos] or this.PointNoteDataList[MapManager.curMapId][pos].notePos == 0 then
isNote = false
else
isNote = true
end
return isNote
end
-- 删除一个已经标记的点, 需要删除的点必定存在,不然判断方法就完蛋了
function this.DeleteNotePoint(pos, func)
local noteData = this.PointNoteDataList[MapManager.curMapId][pos]
local deletePos = pos
local mapId = MapManager.curMapId
local deleteInfo = noteData.noteInfo
local deteType = 2
NetManager.RequestNotePoint(mapId, deletePos, deleteInfo, deteType, function ()
if func then func() end
end)
end
-- ===========================================================================================
-- =================== 消耗行动力 ===================================================
-- 进入当前地图消耗行动力数值
function this.EnergyCostEnterMap(mapId)
-- 只有无尽副本执行
if CarbonManager.difficulty ~= CARBON_TYPE.ENDLESS then return end
local cost = 0
local curCost = endLessConfig[this.srcMapId].TeleportCost
local distCost = endLessConfig[mapId].TeleportCost
cost = math.abs(distCost - curCost)
return cost
end
-- 角色进入鸡儿状态
function this.roleIsHungery()
local isHungery = false
if CarbonManager.difficulty == CARBON_TYPE.ENDLESS then
if this.hungery then
isHungery = true
end
end
return isHungery
end
-- 判断鸡儿状态
function this.isHungery()
local curEnergy = EndLessMapManager.leftEnergy
if curEnergy <= 0 then
EndLessMapManager.hungery = true
else
EndLessMapManager.hungery = false
end
end
-- 是否有足够的行动力给你去浪
function this.IsCanTransport(mapId)
local canTransport = false
canTransport = this.leftEnergy >= this.EnergyCostEnterMap(mapId)
return canTransport
end
-- 向服务器索要剩余行动力
function this.GetLeftEnergy(func)
if CarbonManager.difficulty ~= CARBON_TYPE.ENDLESS then return end
NetManager.ReqeustRefreshEnergy(func)
end
-- 返回行动力上限。跟VIP挂钩
function this.GetTotalEnergy()
return PrivilegeManager.GetPrivilegeNumber(20)
end
--判断当前的行动力是已经是上限
function this.EnergyEnough()
-- 地图里用显示的数据,地图外面用背包的数据
local curEnergy = BagManager.GetItemCountById(1)
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local limitValue = this.GetTotalEnergy()
return curEnergy >= limitValue
end
-- 返回剩余行动力
function this.GetLeftMapEnergy()
return BagManager.GetItemCountById(1)
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end
-- =================================================================================
-- ============= 其他杂项处理方法 =====================================================
-- 获取统计数据
function this.OutMapStats(msg)
if msg then
this.mapFightTimes = msg.fightCount
this.energyCost = msg.consumeExecution
end
end
-- 通过传送门传送到想去的地图
-- function this.TranssportByMapId(mapId)
-- Game.GlobalEvent:DispatchEvent(GameEvent.Map.Out, mapId, 1)
-- end
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-- 获取开放的地图数据
function this.GetOpenMapInfo(openMapId)
for i = 1, #openMapId do
this.openMapInfo[openMapId[i]] = openMapId[i]
end
end
-- 判断无尽副本当前地图是否开放
function this.IsThisMapOpen(mapId)
local isOpen = false
if this.openMapInfo[mapId] and this.openMapInfo[mapId] > 0 then
Log("openMapInfo == " .. this.openMapInfo[mapId])
isOpen = true
else
isOpen = false
end
return isOpen
end
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--红点检测
function this.EndlessRedCheck()
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if this.GetLeftMapEnergy() >= 100 and ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.ENDLESS)then
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return true
else
return false
end
end
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--------------------------------------------------------------------------------编队 神将-------------------------------------------------------------------------------
this.heroDataLists = {}
function this.InitAllEndlessHero(heroList,isClear)
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if not this.heroDataLists then
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this.heroDataLists = {}
end
for i = 1 ,#heroList do
this.InitSingleEndlessHero(heroList[i])
end
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for k,v in pairs(this.heroDataLists) do
this.InitHeroHp(v)
end
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end
function this.InitSingleEndlessHero(_msgHeroData)
local heroData = {}
heroData.heroBackData = _msgHeroData
heroData.dynamicId = _msgHeroData.id
heroData.id = _msgHeroData.heroId
heroData.star = _msgHeroData.star
heroData.lv = _msgHeroData.level
heroData.breakId = _msgHeroData.breakId
-- --LogGreen("heroData.id:"..heroData.id.." heroData.breakId:"..heroData.breakId)
heroData.upStarId = _msgHeroData.starBreakId
heroData.createTime = _msgHeroData.createTimelocal
heroData.lockState = _msgHeroData.lockState
heroData.createtype = _msgHeroData.createtype
heroData.changeId = _msgHeroData.changeId--置换id
heroData.heroConfig = heroConfig[_msgHeroData.heroId]
heroData.maxStar = heroData.heroConfig.MaxRank
heroData.equipIdList = _msgHeroData.equipIdList
for i = 1 , #heroData.equipIdList do
EquipManager.SetEquipUpHeroDid(heroData.equipIdList[i],heroData.dynamicId)
end
heroData.jewels = _msgHeroData.jewels
this.InitBaoDatas(_msgHeroData.jewels,_msgHeroData.fourTotal,_msgHeroData.treeLevel)
for i = 1 , #heroData.jewels do
this.SetEquipTreasureUpHeroDid(heroData.jewels[i],heroData.dynamicId)
end
heroData.talismanList = _msgHeroData.especialEquipLevel --法宝等级
heroData.soulPrintList = {}
if (#_msgHeroData.soulPos >= 1) then
local soulPrintList = {}
for i, v in ipairs(_msgHeroData.soulPos) do
local soulPrint = {equipId = v.equipId, position = v.position}
SoulPrintManager.AddSoulPrintUpHeroDynamicId(v.equipId,heroData.dynamicId)
table.insert(soulPrintList, soulPrint)
end
heroData.soulPrintList = soulPrintList
end
--乘减属性集合
heroData.MLSproList={}
heroData.formationList = {}--所在编队list
local actionPowerRormula = gameSetting[1].ActionPowerRormula
heroData.actionPower =
heroData.heroConfig.ActionPower +
math.floor(
(actionPowerRormula[1] * math.pow(heroData.lv, 3) + actionPowerRormula[2] * math.pow(heroData.lv, 2) +
actionPowerRormula[3] * heroData.lv +
actionPowerRormula[4])
)
heroData.skillIdList = this.UpdateSkillIdList(heroData)
heroData.passiveSkillList = this.UpdatePassiveHeroSkill(heroData)
heroData.hp = heroData.heroConfig.Hp
heroData.attack = heroData.heroConfig.Attack
heroData.pDef = heroData.heroConfig.PhysicalDefence
heroData.mDef = heroData.heroConfig.MagicDefence
heroData.speed = heroData.heroConfig.Speed
heroData.skinId = _msgHeroData.skinId
if heroData.skinId == 0 then
heroData.skinConfig = heroData.heroConfig
heroData.live = GetResourcePath(heroData.heroConfig.Live)
heroData.painting = GetResourcePath(heroData.heroConfig.Painting)
heroData.icon = GetResourcePath(heroData.heroConfig.Icon)
heroData.scale = heroData.heroConfig.Scale
heroData.position = heroData.heroConfig.Position
else
heroData.skinConfig = ConfigManager.GetConfigDataByKey(ConfigName.HeroSkin,"Type",heroData.skinId)
heroData.live = GetResourcePath(heroData.skinConfig.Live)
heroData.painting = GetResourcePath(heroData.skinConfig.Painting)
heroData.icon = GetResourcePath(heroData.skinConfig.Icon)
heroData.scale = heroData.skinConfig.Scale
heroData.position = heroData.skinConfig.Position
end
heroData.profession = heroData.heroConfig.Profession
heroData.ProfessionResourceId = heroData.heroConfig.ProfessionResourceId
if GetJobSpriteStrByJobNum(heroData.heroConfig.Profession) then
heroData.professionIcon = GetJobSpriteStrByJobNum(heroData.heroConfig.Profession)
else
heroData.professionIcon = GetJobSpriteStrByJobNum(1)
end
heroData.name = GetLanguageStrById(heroData.heroConfig.ReadingName)
heroData.property = heroData.heroConfig.PropertyName
heroData.sortId = #this.heroDataLists + 1
heroData.harmonyGongMing = _msgHeroData.createtype
this.heroDataLists[heroData.dynamicId] = heroData
heroData.warPower = HeroManager.CalculateHeroAllProValList(1, heroData.dynamicId, false)[HeroProType.WarPower]
end
--宝器
local jewelConfig = ConfigManager.GetConfig(ConfigName.JewelConfig)
function this.InitBaoDatas(_soulEquips,_fourTotal,_treeLevel)
if not this.allTreasures then
this.allTreasures = {}
end
if not _soulEquips then return end
for i = 1, #_soulEquips do
this.InitSingleTreasureData(_soulEquips[i],_fourTotal,_treeLevel)
end
end
--初始化单个宝物的数据
function this.InitSingleTreasureData(_singleData,_fourTotal,_treeLevel)
if not _singleData or not _singleData.equipId then
return
end
local single={}
local staticId=_singleData.equipId
local currJewel=jewelConfig[staticId]
single.id=staticId
single.idDyn=_singleData.id
single.lv=_singleData.exp
single.refineLv=_singleData.rebuildLevel
single.maxLv=currJewel.Max[1]
single.maxRefineLv=currJewel.Max[2]
single.upHeroDid=""
single.maxTreeLv = currJewel.GodHoodMaxlv
single.treeLv = _treeLevel
single.fourTotal = _fourTotal
local quantity=currJewel.Level
single.quantity=quantity
single.frame=GetQuantityImageByquality(quantity)
single.name=itemConfig[staticId].Name
single.itemConfig=itemConfig[staticId]
single.levelPool=currJewel.LevelupPool
single.proIcon=GetProStrImageByProNum(currJewel.Race)
single.refinePool=currJewel.RankupPool
single.equipType=currJewel.Location
if currJewel.Location==1 then
single.type=Language[10505]
else
single.type=Language[10506]
end
single.icon=GetResourcePath(itemConfig[staticId].ResourceID)
single.strongConfig=this.GetCurrTreasureLvConfig(1,currJewel.LevelupPool,_singleData.exp)
single.refineConfig=this.GetCurrTreasureLvConfig(2,currJewel.RankupPool,_singleData.rebuildLevel)
this.allTreasures[_singleData.id]=single
end
local jewerLevelUpConfig = ConfigManager.GetConfig(ConfigName.JewelRankupConfig)
--获取当前宝物升级数据
function this.GetCurrTreasureLvConfig(_type,_id,_lv)
for _, configInfo in ConfigPairs(jewerLevelUpConfig) do
if configInfo.Type==_type and configInfo.PoolID==_id and configInfo.Level==_lv then
return configInfo
end
end
end
--根据动态id获取宝物
function this.GetSingleTreasureByIdDyn(_idDyn)
if not this.allTreasures[_idDyn] == nil then
return nil
end
return this.allTreasures[_idDyn]
end
--设置装备穿戴的英雄
function this.SetEquipTreasureUpHeroDid(_equipTreasureDid,_heroDid)
if this.allTreasures[_equipTreasureDid] then
this.allTreasures[_equipTreasureDid].upHeroDid=_heroDid
end
end
--更新英雄主动技能
function this.UpdateSkillIdList(heroData)
local skillIdList = {}
--主动技
if heroData.heroConfig.OpenSkillRules then
for i = 1, #heroData.heroConfig.OpenSkillRules do
if heroData.heroConfig.OpenSkillRules[i][1] == heroData.star then
local heroSkill = {}
heroSkill.skillId = heroData.heroConfig.OpenSkillRules[i][2]
heroSkill.skillConfig = skillConfig[heroSkill.skillId]
table.insert(skillIdList, heroSkill)
end
end
end
return skillIdList
end
--更新英雄被动技能
function this.UpdatePassiveHeroSkill(heroData)
local passiveSkillList = {} --被动技
local OpenPassiveSkillRules = heroData.star == this.awakeNextStarIndex and heroData.heroConfig.Awaken or heroData.heroConfig.OpenPassiveSkillRules
if OpenPassiveSkillRules then
for i = 1, #OpenPassiveSkillRules do
if OpenPassiveSkillRules[i][1] == 1 then --突破
if heroData.breakId >= OpenPassiveSkillRules[i][2] then
local heroSkill = {}
heroSkill.skillId = OpenPassiveSkillRules[i][3]
heroSkill.skillConfig = passiveSkillConfig[heroSkill.skillId]
table.insert(passiveSkillList, heroSkill)
end
else --升星
if heroData.upStarId >= OpenPassiveSkillRules[i][2] then
local heroSkill = {}
heroSkill.skillId = OpenPassiveSkillRules[i][3]
heroSkill.skillConfig = passiveSkillConfig[heroSkill.skillId]
table.insert(passiveSkillList, heroSkill)
end
end
end
end
return passiveSkillList
end
function this.SetHeroFormationList(heroDid,teamId,isAddOrDel)
end
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function this.GetSingleCanUseHeroData(heroDid)
if not this.canUseHeroDatas then
this.GetCanUseHeroDatas()
end
if this.canUseHeroDatas[heroDid] then
return this.canUseHeroDatas[heroDid]
end
end
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function this.GetSingleHeroData(heroDid)
if this.heroDataLists[heroDid] then
return this.heroDataLists[heroDid]
end
end
function this.GetCanUseHeroDatas()
if not this.canUseHeroDatas then
this.canUseHeroDatas = {}
end
for k,v in pairs(this.heroDataLists) do
if PlayerManager.GetHeroDataByStar(0,v.id) and not this.canUseHeroDatas[v.dynamicId] then
this.canUseHeroDatas[v.dynamicId] = v
end
end
end
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function this.GetHeroDataByProperty(_proId, limitLevel)
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this.GetCanUseHeroDatas()
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local heros = {}
local index = 1
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if this.canUseHeroDatas then
for i, v in pairs(this.canUseHeroDatas) do
if v.property == _proId or _proId == 0 then
if v.lv >= limitLevel then
heros[index] = v
heros[index].exist = 1
index = index + 1
end
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end
end
end
return heros
end
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function this.GetHeroDataByProperty1(_proId, limitLevel,_heros)
local index = 0
for i, v in pairs(this.heroDataLists) do
local isExist = false
for j, k in pairs(this.canUseHeroDatas) do
if (v.property == _proId or _proId == 0) and k.id == v.id then
isExist = true
break
end
end
if not isExist then
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index = #_heros + 1
_heros[index] = v
_heros[index].exist = 0
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end
end
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return _heros
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end
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-- 所有妖灵师的血量数据
this.allHeroBlood = {}
function this.InitHeroHp(heroData)
if not this.allHeroBlood then
this.allHeroBlood = {}
end
local allEquipAddProVal= HeroManager.CalculateWarAllProVal(heroData.dynamicId)
local maxHp = allEquipAddProVal[3]
local hp = heroData.hp / 10000
local data = {}
data.percentHp = hp
data.curHp = math.ceil(hp * maxHp)
data.dynamicId = heroData.dynamicId
this.allHeroBlood[heroData.dynamicId] = data
end
-- 换人后刷新队伍血量
function this.RefreshTeamInfo()
Log("换人后刷新队伍血量")
local mapTeam = {}
local curTeam = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_ENDLESS_MAP)
for i = 1, #curTeam.teamHeroInfos do
local roleData = curTeam.teamHeroInfos[i]
local allProp = HeroManager.CalculateWarAllProVal(roleData.heroId)
allProp[2] = this.allHeroBlood[roleData.heroId].curHp
mapTeam[i] = {
heroId = roleData.heroId,
allProVal = allProp,
}
end
return mapTeam
end
-- 无尽副本中得到某一个妖灵师的血量值, 传入动态ID
function this.GetHeroLeftBlood(heroId)
if CarbonManager.difficulty ~= CARBON_TYPE.ENDLESS then Log(Language[11224]) return end
if this.allHeroBlood[heroId] then
return this.allHeroBlood[heroId].curHp
else
Log("神将血量值不存在,默认是满血")
local allProp = HeroManager.CalculateWarAllProVal(heroId)
return allProp[3]
end
end
--编队界面有死亡猎妖师重组编队数据
function this.RoleListFormationNewMapTeam()
local newMapTeam = {} -- 地图中的编队数据
local curTeam = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_ENDLESS_MAP)
-- 成员数据
if curTeam.teamHeroInfos and #curTeam.teamHeroInfos > 0 then
for i = 1, #curTeam.teamHeroInfos do
local roleData = curTeam.teamHeroInfos[i]
local curRoleHp = 0
if this.allHeroBlood[roleData.heroId] then
curRoleHp = this.allHeroBlood[roleData.heroId].curHp
else
local allProp = HeroManager.CalculateWarAllProVal(roleData.heroId)
curRoleHp = allProp[3]
end
if curRoleHp > 0 then
local info = {}
info.position = #newMapTeam+1--curTeam.teamHeroInfos[i].position
info.heroId = roleData.heroId
table.insert(newMapTeam,info)
end
end
end
FormationManager.RefreshFormation(FormationTypeDef.FORMATION_ENDLESS_MAP, newMapTeam, curTeam.teamPokemonInfos)
return newMapTeam
end
-- 角色战斗失败,删除相应的地图队伍
function this.DeleteMapTeam()
for i = 1, #MapManager.formationList do
MapManager.formationList[i].allProVal[2] = 0
local heroId = MapManager.formationList[i].heroId
this.allHeroBlood[heroId].curHp = 0
end
end
-- 是否所有都死翘翘
function this.IsAllDead()
for i, v in pairs(this.allHeroBlood) do
if v.curHp > 0 then
return false
end
end
return true
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end
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--------------------------------------------------------------------------------------------------------------------------------------------------------------------
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return this