miduo_client/Assets/ManagedResources/~Lua/Modules/MonsterCamp/MonsterCampManager.lua

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2020-05-09 13:31:21 +08:00
MonsterCampManager = {};
local this = MonsterCampManager
local monsterCampConfig = ConfigManager.GetConfig(ConfigName.FloodConfig)
local monsterGroupConfig = ConfigManager.GetConfig(ConfigName.MonsterGroup)
local monsterConfig = ConfigManager.GetConfig(ConfigName.MonsterConfig)
local monterViewConfig = ConfigManager.GetConfig(ConfigName.MonsterViewConfig)
local heroViewConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
local resConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
function this.Initialize()
this.monsterWave = 0 -- 当前妖兽波次
this.m_Jump = false -- 跳过战斗设置
end
-- 返回5个大虾的信息, 显示怪物的第一个,
function this.GetNextWaveMonsterInfo()
local curWave = this.monsterWave
local monsterInfo = {}
--遇到表格的结尾处,则停止
for i = curWave + 1, curWave + 5 do
if not monsterCampConfig[i] then break end
local data = {}
data.rewardShow = monsterCampConfig[i].RewardShow
local monsterGroupId = monsterCampConfig[i].Monster
-- 默认显示第一只怪
local id = monsterGroupConfig[monsterGroupId].Contents[1][1]
local monsterId = monsterConfig[id].MonsterId
local resId = 0
if monsterId > 10000 then -- 这是人类
resId = heroViewConfig[monsterId].Icon
else -- 这是妖精
resId = monterViewConfig[monsterId].MonsterIcon
end
local resPath = GetResourcePath(resId)
local icon = Util.LoadSprite(resPath)
data.icon = icon
data.name = resConfig[resId].Desc
monsterInfo[i] = data
end
return monsterInfo
end
-- 返回当前怪物阵容信息
function this.GetCurMonsterInfo()
local curWave = this.monsterWave
local monsterInfo = {}
local mainMonsterInfo = {}
local data = {}
data.icon = {}
data.level={}
data.rewardShow = monsterCampConfig[curWave].RewardShow
local monsterGroupId = monsterCampConfig[curWave].Monster
local ids = monsterGroupConfig[monsterGroupId].Contents
for i = 1, #ids do
for j = 1, #ids[i] do
-- 所有怪信息
local monsterId = monsterConfig[ids[i][j]].MonsterId
local resId = 0
if monsterId > 10000 then -- 这是人类
resId = heroViewConfig[monsterId].Icon
else -- 这是妖精
resId = monterViewConfig[monsterId].MonsterIcon
end
local resPath = GetResourcePath(resId)
local icon = Util.LoadSprite(resPath)
data.icon[#data.icon + 1] = icon
data.level[j]= monsterConfig[ids[i][j]].Level
-- 主怪信息
if i == 1 and j == 1 then
mainMonsterInfo.name = resConfig[resId].Desc
mainMonsterInfo.live2dPath = resConfig[resId].Name
mainMonsterInfo.monsterId = monsterId
end
end
end
monsterInfo = data
return monsterInfo, mainMonsterInfo
end
-- 消耗道具上限值
function this.GetMaxCostItem()
return PrivilegeManager.GetPrivilegeNumber(23)
end
-- 是否需要回复
function this.IsNeedSupply()
return BagManager.GetItemCountById(53) < this.GetMaxCostItem()
end
--返回当前的怪物组Id
function this.GetCurWaveMonsterGroupId()
return monsterCampConfig[this.monsterWave].Monster
end
-- 通过怪物ID返回头像
function this.GetIconByMonsterId(monsterId)
local resId = 0
local level = 0
local icon
local liveId = monsterConfig[monsterId].MonsterId
if liveId > 10000 then -- 这是人类
resId = heroViewConfig[liveId].Icon
else -- 这是妖精
resId = monterViewConfig[liveId].MonsterIcon
end
level = monsterConfig[monsterId].Level
icon =Util.LoadSprite(GetResourcePath(resId))
return icon, level
end
-- 获取表的上限值
function this.GetMaxNum()
local max = 0
for k, v in ConfigPairs(monsterCampConfig) do
max = max > k and max or k
end
return max
end
-- 跳过战斗设置
function this.GetBattleJump()
if not this.CheckBattleJump() then
return false
end
return this.m_Jump
end
function this.SetBattleJump(state)
this.m_Jump = state
end
function this.CheckBattleJump()
local isOpen = PrivilegeManager.GetPrivilegeOpenStatus(PRIVILEGE_TYPE.MonsterCampJump)
return isOpen
end
return this