2022-04-22 18:23:01 +08:00
|
|
|
|
GodPrintManager = {};
|
|
|
|
|
local this = GodPrintManager
|
|
|
|
|
local equipSignSetting = ConfigManager.GetConfig(ConfigName.EquipSignSetting)
|
|
|
|
|
local equipSign = ConfigManager.GetConfig(ConfigName.EquipSign)
|
|
|
|
|
local equipConfig = ConfigManager.GetConfig(ConfigName.EquipConfig)
|
|
|
|
|
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
|
|
|
|
|
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
|
|
|
|
|
this.soulPrintLevel = {}
|
|
|
|
|
this.soulEquipPool=0
|
|
|
|
|
local remainExp = {}
|
|
|
|
|
local currentNeedExp = {}
|
|
|
|
|
local currentProprty = {}
|
|
|
|
|
local singleSoulPrintData=
|
|
|
|
|
{
|
|
|
|
|
sid = 0,
|
|
|
|
|
heroDid = ""
|
|
|
|
|
}
|
|
|
|
|
--抽卡类型
|
|
|
|
|
ShowType = {
|
|
|
|
|
showTip1 = 1, --替换
|
|
|
|
|
showTip2 = 2, --装备
|
|
|
|
|
showTip3 = 3, --只显示升级
|
|
|
|
|
showTip4 = 4, --卸下
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
function this.Initialize()
|
|
|
|
|
this.soulPrintData = {}
|
|
|
|
|
this.soulPrintDataAll = {} --正式背包以及临时背包数据,用于数据详情显示
|
|
|
|
|
this.hasUnlockPos = {}
|
|
|
|
|
this.hasEquipSoulPrintId = {}
|
|
|
|
|
this.mapShotTimeItemData = {}
|
|
|
|
|
this.canIsEquipSoulPrint={} --带红点的魂印,能够上阵的
|
|
|
|
|
this.chooseExpShow=0
|
|
|
|
|
this.chooseLevelShow=0
|
|
|
|
|
this.chooseExpUpLevel=0
|
|
|
|
|
this.allHavedSoulPrint = {} --拥有过的魂印
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
function this.UpdateAllHavedSoulPrint(allSoulPrint)
|
|
|
|
|
for i = 1 ,#allSoulPrint do
|
|
|
|
|
if not this.allHavedSoulPrint[allSoulPrint[i]] then
|
|
|
|
|
this.allHavedSoulPrint[allSoulPrint[i]] = allSoulPrint[i]
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
TianShuMiJuanManger.CheckFetterStatus(2)
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
function this.GetAllHavedSoulPrint()
|
|
|
|
|
return this.allHavedSoulPrint
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
function this.CheckSoulExist(soulId)
|
|
|
|
|
if this.allHavedSoulPrint[soulId] and this.allHavedSoulPrint[soulId] > 0 then
|
|
|
|
|
return true
|
|
|
|
|
end
|
|
|
|
|
return false
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
function this.CreateSoulPrintData()
|
|
|
|
|
return {
|
|
|
|
|
--升级后剩余经验
|
|
|
|
|
remainExp = nil,
|
|
|
|
|
--魂印id
|
|
|
|
|
id = nil,
|
|
|
|
|
--魂印等级
|
|
|
|
|
level = nil,
|
|
|
|
|
--魂印动态Id
|
|
|
|
|
did = nil,
|
|
|
|
|
--魂印属性
|
|
|
|
|
property = {},
|
|
|
|
|
--魂印品质
|
|
|
|
|
quality = nil,
|
|
|
|
|
--魂印类型
|
|
|
|
|
type = nil,
|
|
|
|
|
--魂印提供经验
|
|
|
|
|
giveExp = nil,
|
|
|
|
|
--魂印名称
|
|
|
|
|
name = nil,
|
|
|
|
|
--魂印图标
|
|
|
|
|
icon = nil,
|
|
|
|
|
--魂印升级所需经验
|
|
|
|
|
upLevelExp = nil,
|
|
|
|
|
--魂印拥有经验
|
|
|
|
|
haveExp=nil,
|
|
|
|
|
}
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
--初始化服务器传过来的数据
|
|
|
|
|
function this.InitServerData(msg)
|
|
|
|
|
for i, v in ipairs(msg) do
|
|
|
|
|
this.UpSoulPrintLevel(v.equipId, v.exp)
|
|
|
|
|
local soulPrintItemData = this.CreateSoulPrintData()
|
|
|
|
|
soulPrintItemData.remainExp = remainExp[v.equipId]
|
|
|
|
|
soulPrintItemData.haveExp=v.exp
|
|
|
|
|
soulPrintItemData.id = v.equipId
|
|
|
|
|
soulPrintItemData.level = this.soulPrintLevel[v.equipId]
|
|
|
|
|
soulPrintItemData.did = v.id
|
|
|
|
|
soulPrintItemData.icon = GetResourcePath(itemConfig[v.equipId].ResourceID)
|
|
|
|
|
--soulPrintItemData.power = GetResourcePath(itemConfig[v.equipId].ResourceID)
|
|
|
|
|
for m, n in ConfigPairs(equipSign) do
|
|
|
|
|
if (n.Id == this.GetSoulPrintId(v.equipId, soulPrintItemData.level)) then
|
|
|
|
|
soulPrintItemData.property = n.Property
|
|
|
|
|
soulPrintItemData.quality = n.Quality
|
|
|
|
|
soulPrintItemData.type = n.Type
|
|
|
|
|
soulPrintItemData.giveExp = n.Resolve
|
|
|
|
|
soulPrintItemData.name = GetLanguageStrById(n.Name)
|
|
|
|
|
soulPrintItemData.upLevelExp = n.Experience
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
this.soulPrintData[v.id] = soulPrintItemData
|
|
|
|
|
this.soulPrintDataAll[v.id] = soulPrintItemData
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
----根据魂印Id得到拼接后想要的Id
|
|
|
|
|
function this.GetSoulPrintId(id, level)
|
|
|
|
|
local strId = 0
|
|
|
|
|
if (level <= 9) then
|
|
|
|
|
strId = id .. "0" .. level
|
|
|
|
|
else
|
|
|
|
|
strId = id .. level
|
|
|
|
|
end
|
|
|
|
|
return tonumber(strId)
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
--根据品质类型分类显示魂印数据
|
|
|
|
|
---参数_type,_type=1(显示所有品质魂印数据),_type=2(显示绿色品质魂印数据),_type=3(显示蓝色品质魂印数据),_type=4(显示紫色品质魂印数据),_type=5(显示橙色品质魂印数据)
|
|
|
|
|
function this.GetSoulPrintQualityDataByType(_type)
|
|
|
|
|
_type = _type + 1
|
|
|
|
|
local showData = {}
|
|
|
|
|
for i, v in pairs(this.soulPrintData) do
|
|
|
|
|
if (v.quality == _type) then
|
|
|
|
|
table.insert(showData, v)
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
if (_type == 1) then
|
|
|
|
|
showData = this.soulPrintData
|
|
|
|
|
end
|
|
|
|
|
return showData
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
--根据玩家等级,猎妖师星级判断魂印槽位是否解锁
|
|
|
|
|
function this.UnLockSoulPrintPos(chooseHeroData)
|
|
|
|
|
local roleLv = PlayerManager.level
|
|
|
|
|
local heroStar = chooseHeroData.star
|
|
|
|
|
this.hasUnlockPos = {}
|
|
|
|
|
for i, v in ConfigPairs(equipSignSetting) do
|
|
|
|
|
if (v.OpenRules[1] == 1 and roleLv >= v.OpenRules[2]) then
|
|
|
|
|
table.insert(this.hasUnlockPos, v.SlotPosition)
|
|
|
|
|
end
|
|
|
|
|
if (v.OpenRules[1] == 2 and heroStar >= v.OpenRules[2]) then
|
|
|
|
|
table.insert(this.hasUnlockPos, v.SlotPosition)
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
--根据魂印类型,英雄Id判断是否是替换魂印还是装备魂印,返回其位置
|
|
|
|
|
function this.GetSoulPrintPos(_type, _heroId)
|
|
|
|
|
--是否有同类型魂印
|
|
|
|
|
local haveType = false
|
|
|
|
|
--有同类型的
|
|
|
|
|
if (table.nums(this.hasEquipSoulPrintId[_heroId]) >= 1) then
|
|
|
|
|
for i, v in pairs(this.hasUnlockPos) do
|
|
|
|
|
for m, n in pairs(this.hasEquipSoulPrintId[_heroId]) do
|
|
|
|
|
if (_type == this.soulPrintData[n.did].type) then
|
|
|
|
|
haveType = true
|
|
|
|
|
return { position = n.pos, showType = ShowType.showTip1 } --显示替换,和替换的位置
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
--无同类型的
|
|
|
|
|
if (not haveType) then
|
|
|
|
|
--无空槽,没有同类型的,则不显示替换
|
|
|
|
|
if (#this.hasUnlockPos == table.nums(this.hasEquipSoulPrintId[_heroId])) then
|
|
|
|
|
for i, v in pairs(this.hasUnlockPos) do
|
|
|
|
|
return { position = 0, showType = ShowType.showTip3 } --只显示升级
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
local canInsertPos = {}
|
|
|
|
|
for i, v in ipairs(this.hasUnlockPos) do
|
|
|
|
|
table.insert(canInsertPos, v)
|
|
|
|
|
end
|
|
|
|
|
--有空槽,没有同类型的,则不显示替换
|
|
|
|
|
for i, v in pairs(canInsertPos) do
|
|
|
|
|
for m, n in pairs(this.hasEquipSoulPrintId[_heroId]) do
|
|
|
|
|
if (v == n.pos) then
|
|
|
|
|
canInsertPos[i]=nil
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
local isCanInsertPos={}
|
|
|
|
|
for i, v in pairs(canInsertPos) do
|
|
|
|
|
table.insert(isCanInsertPos,v)
|
|
|
|
|
end
|
|
|
|
|
if (#this.hasUnlockPos > table.nums(this.hasEquipSoulPrintId[_heroId])) then
|
|
|
|
|
return { position = isCanInsertPos[1], showType = ShowType.showTip2 } --显示装备,和装备的位置
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
--return { position = 1, showType = ShowType.showTip2 } --显示装备,和装备的位置
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
--根据英雄Id返回可以上阵的高战力的soulPrintIdList
|
|
|
|
|
function this.GetCanEquipSoulPrintIdList(_heroId)
|
|
|
|
|
local heroData=HeroManager.GetSingleHeroData(_heroId)
|
|
|
|
|
if(heroData) then
|
|
|
|
|
GodPrintManager.UnLockSoulPrintPos(heroData)
|
|
|
|
|
if(table.nums(this.hasUnlockPos)<1) then
|
|
|
|
|
return {}
|
|
|
|
|
end
|
|
|
|
|
else
|
|
|
|
|
return {}
|
|
|
|
|
end
|
|
|
|
|
local canIsEquipSoulPrint = {}
|
|
|
|
|
local isSortData = {}
|
|
|
|
|
local isCanInsert = true
|
|
|
|
|
isSortData = this.GetSoulPrintAndSortData(this.soulPrintData, _heroId)
|
|
|
|
|
table.sort(isSortData, function(a, b)
|
|
|
|
|
return this.CalculateSoulPrintAddVal(a.did) > this.CalculateSoulPrintAddVal(b.did)
|
|
|
|
|
end)
|
|
|
|
|
for i, v in ipairs(isSortData) do
|
|
|
|
|
if (canIsEquipSoulPrint) then
|
|
|
|
|
isCanInsert = true
|
|
|
|
|
for n, m in pairs(canIsEquipSoulPrint) do
|
|
|
|
|
if this.soulPrintData[m].type == v.type then
|
|
|
|
|
isCanInsert = false
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
if (isCanInsert and table.nums(canIsEquipSoulPrint) < #this.hasUnlockPos) then
|
|
|
|
|
canIsEquipSoulPrint[v.did] =v.did
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
for i, v in pairs(this.hasEquipSoulPrintId[_heroId]) do
|
|
|
|
|
for m, n in pairs(canIsEquipSoulPrint) do
|
|
|
|
|
if (this.CalculateSoulPrintAddVal(v.did) ==this.CalculateSoulPrintAddVal(m)) then
|
|
|
|
|
canIsEquipSoulPrint[m] = nil
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
this.canIsEquipSoulPrint=canIsEquipSoulPrint
|
|
|
|
|
return canIsEquipSoulPrint
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
--根据魂印id获得单个魂印数据
|
|
|
|
|
function this.GetSoulPrintSingleData(_id)
|
|
|
|
|
local itemData = BagManager.GetBagItemDataByItemType(6)
|
|
|
|
|
for i, v in pairs(itemData) do
|
|
|
|
|
if (v.id == _id) then
|
|
|
|
|
return v
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
--根据魂印动态id获得魂印属性数据
|
|
|
|
|
function this.GetSoulPrintPropertyData(_id)
|
|
|
|
|
--for i, v in pairs(this.soulPrintDataAll) do
|
|
|
|
|
-- if (v.did == _id) then
|
|
|
|
|
-- return v.property
|
|
|
|
|
-- end
|
|
|
|
|
--end
|
|
|
|
|
return equipConfig[_id].Property
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
--根据魂印静态id获得魂印属性数据
|
|
|
|
|
function this.GetStaticSoulPrintPropertyData(_id)
|
|
|
|
|
for m, n in ConfigPairs(equipSign) do
|
|
|
|
|
if (n.Id == this.GetSoulPrintId(_id, 1)) then
|
|
|
|
|
return n.Property
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
--通过魂印Id计算该魂印加成的战力
|
|
|
|
|
function this.CalculateSoulPrintAddVal(_soulPrintId)
|
|
|
|
|
local powerEndVal = 0
|
|
|
|
|
if equipConfig[_soulPrintId] then
|
|
|
|
|
powerEndVal = equipConfig[_soulPrintId].Score
|
|
|
|
|
end
|
|
|
|
|
--local addAllProVal = {}
|
|
|
|
|
--local soulPrintPropertyList = {}
|
|
|
|
|
--soulPrintPropertyList = this.GetSoulPrintPropertyData(_soulPrintId)
|
|
|
|
|
--if soulPrintPropertyList and #soulPrintPropertyList > 0 then
|
|
|
|
|
-- for i, v in pairs(soulPrintPropertyList) do
|
|
|
|
|
-- if (addAllProVal[v[1]]) then
|
|
|
|
|
-- addAllProVal[v[1]] = v[2] + addAllProVal[v[1]]
|
|
|
|
|
-- else
|
|
|
|
|
-- addAllProVal[v[1]] = v[2]
|
|
|
|
|
-- end
|
|
|
|
|
-- end
|
|
|
|
|
--end
|
|
|
|
|
--local powerEndVal = 0
|
|
|
|
|
--for i, v in pairs(addAllProVal) do
|
|
|
|
|
-- if v > 0 then
|
|
|
|
|
-- local curProConfigData = ConfigManager.GetConfigData(ConfigName.PropertyConfig, i)
|
|
|
|
|
-- if curProConfigData then
|
|
|
|
|
-- if curProConfigData.Style == 1 then
|
|
|
|
|
-- powerEndVal = powerEndVal + v * HeroManager.heroPropertyScore[i]
|
|
|
|
|
-- else
|
|
|
|
|
-- powerEndVal = powerEndVal + (v / 10000) * HeroManager.heroPropertyScore[i] * 100
|
|
|
|
|
-- end
|
|
|
|
|
-- end
|
|
|
|
|
-- end
|
|
|
|
|
--end
|
|
|
|
|
return math.floor(powerEndVal)
|
|
|
|
|
end
|
|
|
|
|
--计算静态魂印战力显示
|
|
|
|
|
function this.CalculateStaticSoulPrintAddVal(_id)
|
|
|
|
|
local addAllProVal = {}
|
|
|
|
|
local soulPrintPropertyList = {}
|
|
|
|
|
soulPrintPropertyList = this.GetStaticSoulPrintPropertyData(_id)
|
|
|
|
|
for i, v in pairs(soulPrintPropertyList) do
|
|
|
|
|
if (addAllProVal[v[1]]) then
|
|
|
|
|
addAllProVal[v[1]] = v[2] + addAllProVal[v[1]]
|
|
|
|
|
else
|
|
|
|
|
addAllProVal[v[1]] = v[2]
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
local powerEndVal = 0
|
|
|
|
|
for i, v in pairs(addAllProVal) do
|
|
|
|
|
if v > 0 then
|
|
|
|
|
local curProConfigData = ConfigManager.GetConfigData(ConfigName.PropertyConfig, i)
|
|
|
|
|
if curProConfigData then
|
|
|
|
|
if curProConfigData.Style == 1 then
|
|
|
|
|
powerEndVal = powerEndVal + v * HeroManager.heroPropertyScore[i]
|
|
|
|
|
else
|
|
|
|
|
powerEndVal = powerEndVal + (v / 10000) * HeroManager.heroPropertyScore[i] * 100
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
return math.floor(powerEndVal)
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
--穿戴魂印(包括替换和一件装备)
|
|
|
|
|
---参数soulPrintIdList(key为魂印id,value为魂印装备位置)
|
|
|
|
|
function this.SoulEquipWearRequest(_heroId, soulPrintIdList, OneKey, func)
|
|
|
|
|
NetManager.SoulEquipWearRequest(_heroId, soulPrintIdList, OneKey, function(msg)
|
|
|
|
|
local soulPrintList = {}
|
|
|
|
|
if (OneKey == 1) then
|
|
|
|
|
this.hasEquipSoulPrintId[_heroId] = {}
|
|
|
|
|
end
|
|
|
|
|
for i, v in pairs(soulPrintIdList) do
|
|
|
|
|
local soulPrint = { did = i, pos = v }
|
|
|
|
|
table.insert(soulPrintList, soulPrint)
|
|
|
|
|
if (table.nums(this.hasEquipSoulPrintId[_heroId])) then
|
|
|
|
|
for m, n in pairs(this.hasEquipSoulPrintId[_heroId]) do
|
|
|
|
|
if (this.soulPrintData[n.did].type ~= this.soulPrintData[i].type) then
|
|
|
|
|
table.insert(soulPrintList, n)
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
this.hasEquipSoulPrintId[_heroId] = soulPrintList
|
|
|
|
|
HeroManager.UpdateHeroSingleGodPrint(_heroId, this.hasEquipSoulPrintId)
|
|
|
|
|
HeroManager.CompareWarPower(_heroId)
|
|
|
|
|
if func then
|
|
|
|
|
func()
|
|
|
|
|
end
|
|
|
|
|
end)
|
|
|
|
|
end
|
|
|
|
|
--卸下魂印
|
|
|
|
|
---参数soulPrintIdList(key为魂印id,value为魂印装备位置)
|
|
|
|
|
function this.SoulEquipUnLoadWearRequest(_heroId, soulPrintIdList, func)
|
|
|
|
|
NetManager.SoulEquipUnLoadWearRequest(_heroId, soulPrintIdList, function(msg)
|
|
|
|
|
if (table.nums(soulPrintIdList) <= 1) then
|
|
|
|
|
for i, v in pairs(this.hasEquipSoulPrintId[_heroId]) do
|
|
|
|
|
for m, n in pairs(soulPrintIdList) do
|
|
|
|
|
if (v.did == m) then
|
|
|
|
|
this.hasEquipSoulPrintId[_heroId][i] = nil
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
else
|
|
|
|
|
this.hasEquipSoulPrintId[_heroId] = {}
|
|
|
|
|
end
|
|
|
|
|
HeroManager.UpdateHeroSingleSoulPrint(_heroId, this.hasEquipSoulPrintId)
|
|
|
|
|
HeroManager.CompareWarPower(_heroId)
|
|
|
|
|
if func then
|
|
|
|
|
func()
|
|
|
|
|
end
|
|
|
|
|
end)
|
|
|
|
|
end
|
|
|
|
|
--魂印快速升级请求
|
|
|
|
|
---参数soulPrintId(要升级魂印的did),soulEquipIds(消耗的魂印did集合)
|
|
|
|
|
function this.UpQuickSoulEquipRequest(soulPrintDid, soulEquipIds, _heroId, func)
|
|
|
|
|
NetManager.UpQuickSoulEquipRequest(soulPrintDid, soulEquipIds, function(msg)
|
|
|
|
|
for i, v in pairs(soulEquipIds) do
|
|
|
|
|
if (soulPrintDid == i) then
|
|
|
|
|
Log("我吃掉了自己")
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
this.soulPrintData[soulPrintDid].haveExp=msg.exp
|
|
|
|
|
this.UpSoulPrintLevel(this.soulPrintData[soulPrintDid].id, msg.exp)
|
|
|
|
|
this.soulPrintData[soulPrintDid].remainExp = remainExp[this.soulPrintData[soulPrintDid].id]
|
|
|
|
|
if (msg.leve > this.soulPrintData[soulPrintDid].level) then
|
|
|
|
|
this.soulPrintData[soulPrintDid].level = msg.leve
|
|
|
|
|
this.soulPrintData[soulPrintDid].upLevelExp = currentNeedExp[this.soulPrintData[soulPrintDid].id]
|
|
|
|
|
this.soulPrintData[soulPrintDid].property = currentProprty[this.soulPrintData[soulPrintDid].id]
|
|
|
|
|
if (this.IsHaveEquip(soulPrintDid)) then
|
|
|
|
|
--魂印升级时只有穿在身上的才会刷新战力
|
|
|
|
|
HeroManager.UpdateHeroSingleSoulPrint(_heroId, this.hasEquipSoulPrintId)
|
|
|
|
|
HeroManager.CompareWarPower(_heroId)
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
for i, v in pairs(msg.soulEquipIds) do
|
|
|
|
|
this.soulPrintData[v] = nil
|
|
|
|
|
end
|
|
|
|
|
if func then
|
|
|
|
|
func()
|
|
|
|
|
end
|
|
|
|
|
end)
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
--将传入的魂印Id集合转换为经验(idlist:key为id,value为等级)
|
|
|
|
|
function this.ExChangeSoulPrintToExp(idList)
|
|
|
|
|
local getExpAll = 0
|
|
|
|
|
for i, v in ConfigPairs(equipSign) do
|
|
|
|
|
for m, n in pairs(idList) do
|
|
|
|
|
if (n == v.Id) then
|
|
|
|
|
getExpAll = getExpAll + v.Resolve
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
return getExpAll
|
|
|
|
|
end
|
|
|
|
|
--通过传入魂印经验提升魂印等级,及剩余经验
|
|
|
|
|
function this.UpSoulPrintLevel(_id, _exp)
|
|
|
|
|
local currentExp = 0
|
|
|
|
|
local index = 0
|
|
|
|
|
local isEnter = false
|
|
|
|
|
this.chooseExpShow=0
|
|
|
|
|
this.chooseLevelShow=0
|
|
|
|
|
this.chooseExpUpLevel=0
|
|
|
|
|
for i, v in ConfigPairs(equipSign) do
|
|
|
|
|
index = index + 1
|
|
|
|
|
if (_id == math.floor(v.Id / 100)) then
|
|
|
|
|
currentExp = v.Experience + currentExp
|
|
|
|
|
if (equipSign[i + 1]) then
|
|
|
|
|
if (_exp >= currentExp and _exp < currentExp + equipSign[i + 1].Experience) then
|
|
|
|
|
this.soulPrintLevel[_id] = v.Level + 1
|
|
|
|
|
remainExp[_id] = (_exp - currentExp)
|
|
|
|
|
currentNeedExp[_id] = equipSign[i + 1].Experience
|
|
|
|
|
currentProprty[_id] = equipSign[i + 1].Property
|
|
|
|
|
isEnter = true
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
if (not isEnter) then
|
|
|
|
|
this.soulPrintLevel[_id] = 1
|
|
|
|
|
remainExp[_id] = _exp
|
|
|
|
|
currentNeedExp[_id] = equipSign[this.GetSoulPrintId(_id, 1)].Experience
|
|
|
|
|
currentProprty[_id] = equipSign[this.GetSoulPrintId(_id, 1)].Property
|
|
|
|
|
this.chooseExpUpLevel=currentNeedExp[_id]
|
|
|
|
|
end
|
|
|
|
|
if (_exp >= currentExp) then
|
|
|
|
|
for i, v in ConfigPairs(equipSign) do
|
|
|
|
|
if (_id == math.floor(v.Id / 100)) then
|
|
|
|
|
this.soulPrintLevel[_id] = v.Level
|
|
|
|
|
remainExp[_id] = v.Experience
|
|
|
|
|
currentNeedExp[_id] = v.Experience
|
|
|
|
|
currentProprty[_id] = v.Property
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
this.chooseExpUpLevel=currentNeedExp[_id]
|
|
|
|
|
this.chooseExpShow=remainExp[_id]
|
|
|
|
|
this.chooseLevelShow=this.soulPrintLevel[_id]
|
|
|
|
|
end
|
|
|
|
|
--通过传入英雄Id,得到加成属性
|
|
|
|
|
function this.GetPropertyTotalShow(_heroId)
|
|
|
|
|
local addAllProVal = {}
|
|
|
|
|
local curHeroData = HeroManager.GetSingleHeroData(_heroId)
|
|
|
|
|
if curHeroData then
|
|
|
|
|
for i, v in pairs(curHeroData.soulPrintIdList) do
|
|
|
|
|
local soulPrintPropertyList = {}
|
|
|
|
|
soulPrintPropertyList = GodPrintManager.GetSoulPrintPropertyData(v)
|
|
|
|
|
for i, v in pairs(soulPrintPropertyList) do
|
|
|
|
|
if (addAllProVal[v[i][1]]) then
|
|
|
|
|
addAllProVal[v[i][1]] = v[i][2] + addAllProVal[v[i][1]]
|
|
|
|
|
else
|
|
|
|
|
addAllProVal[v[i][1]] = v[i][2]
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
return addAllProVal
|
|
|
|
|
end
|
|
|
|
|
--判断是否为带红点的魂印
|
|
|
|
|
function this.IsRedEquipSoulPrint(did)
|
|
|
|
|
local isShowRed=false
|
|
|
|
|
for i,v in pairs(this.canIsEquipSoulPrint) do
|
|
|
|
|
if(did==v) then
|
|
|
|
|
isShowRed=true
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
return isShowRed
|
|
|
|
|
end
|
|
|
|
|
--将魂印数据转化为能够循环滚动的数据并按照品质排序(删除已被装备数据)
|
|
|
|
|
function this.GetSoulPrintLevelAndSort(soulPrintData)
|
|
|
|
|
local soulDataFinal = {}
|
|
|
|
|
for i, v in pairs(soulPrintData) do
|
|
|
|
|
if (not this.IsHaveEquip(v.did)) then
|
|
|
|
|
table.insert(soulDataFinal, v)
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
table.sort(soulDataFinal,
|
|
|
|
|
function(a, b)
|
|
|
|
|
if (a.quality == b.quality) then
|
|
|
|
|
-- if (a.level < b.level) then
|
|
|
|
|
-- return a.level < b.level
|
|
|
|
|
-- elseif (a.level == b.level) then
|
|
|
|
|
-- return a.id < b.id
|
|
|
|
|
-- end
|
|
|
|
|
else
|
|
|
|
|
return a.quality < b.quality
|
|
|
|
|
end
|
|
|
|
|
end)
|
|
|
|
|
return soulDataFinal
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
--将魂印数据转化为能够循环滚动的数据并按照品质排序(删除已被装备数据)
|
|
|
|
|
function this.GetSoulPrintAndSort(soulPrintData)
|
|
|
|
|
local soulDataFinal = {}
|
|
|
|
|
for i, v in pairs(soulPrintData) do
|
|
|
|
|
if (not this.IsHaveEquip(v.did) and not this.IsRedEquipSoulPrint(v.did)) then
|
|
|
|
|
table.insert(soulDataFinal, v)
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
table.sort(soulDataFinal,
|
|
|
|
|
function(a, b)
|
|
|
|
|
if (a.quality == b.quality) then
|
|
|
|
|
if (a.level > b.level) then
|
|
|
|
|
return a.level > b.level
|
|
|
|
|
elseif (a.level == b.level) then
|
|
|
|
|
return a.id > b.id
|
|
|
|
|
end
|
|
|
|
|
else
|
|
|
|
|
return a.quality > b.quality
|
|
|
|
|
end
|
|
|
|
|
end)
|
|
|
|
|
local index=0
|
|
|
|
|
for i,v in pairs(this.canIsEquipSoulPrint) do
|
|
|
|
|
index=index+1
|
|
|
|
|
table.insert(soulDataFinal,index,this.soulPrintData[v])
|
|
|
|
|
end
|
|
|
|
|
return soulDataFinal
|
|
|
|
|
end
|
|
|
|
|
--将魂印数据转化为能够循环滚动的数据并按照品质排序(删除其他英雄装备数据)
|
|
|
|
|
function this.GetSoulPrintAndSortData(soulPrintData, heroId)
|
|
|
|
|
local soulDataFinal = {}
|
|
|
|
|
for i, v in pairs(soulPrintData) do
|
|
|
|
|
if (not this.IsHaveEquip(v.did)) then
|
|
|
|
|
table.insert(soulDataFinal, v)
|
|
|
|
|
end
|
|
|
|
|
for m, n in pairs(this.hasEquipSoulPrintId[heroId]) do
|
|
|
|
|
if (n.did == v.did) then
|
|
|
|
|
table.insert(soulDataFinal, v)
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
table.sort(soulDataFinal,
|
|
|
|
|
function(a, b)
|
|
|
|
|
if (a.quality == b.quality) then
|
|
|
|
|
if (a.level > b.level) then
|
|
|
|
|
return a.level > b.level
|
|
|
|
|
elseif (a.level == b.level) then
|
|
|
|
|
return a.id > b.id
|
|
|
|
|
end
|
|
|
|
|
else
|
|
|
|
|
return a.quality > b.quality
|
|
|
|
|
end
|
|
|
|
|
end)
|
|
|
|
|
return soulDataFinal
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
--设置已穿戴魂印数据
|
|
|
|
|
function this.SetSoulPrintUpHeroDid(soulPos, heroDid)
|
|
|
|
|
this.hasEquipSoulPrintId[heroDid] = soulPos
|
|
|
|
|
end
|
|
|
|
|
--根据魂印did判断其是否已装备
|
|
|
|
|
function this.IsHaveEquip(soulPrintDid)
|
|
|
|
|
if (table.nums(this.hasEquipSoulPrintId) >= 1) then
|
|
|
|
|
for i, v in pairs(this.hasEquipSoulPrintId) do
|
|
|
|
|
for m, n in pairs(v) do
|
|
|
|
|
if (soulPrintDid == n.did) then
|
|
|
|
|
return true
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
return false
|
|
|
|
|
end
|
|
|
|
|
--通过传入升级需要的经验得到消耗魂印的Id集合
|
|
|
|
|
function this.GetCostSoulPrintIdList(needExp, soulPrintData)
|
|
|
|
|
table.sort(soulPrintData,
|
|
|
|
|
function(a, b)
|
|
|
|
|
if (a.quality == b.quality) then
|
|
|
|
|
if (a.level < b.level) then
|
|
|
|
|
return a.level < b.level
|
|
|
|
|
elseif (a.level == b.level) then
|
|
|
|
|
return a.id < b.id
|
|
|
|
|
end
|
|
|
|
|
else
|
|
|
|
|
return a.quality < b.quality
|
|
|
|
|
end
|
|
|
|
|
end)
|
|
|
|
|
local giveExp = 0
|
|
|
|
|
local costIdList = {}
|
|
|
|
|
local isEnter = false
|
|
|
|
|
for i, v in ipairs(soulPrintData) do
|
|
|
|
|
giveExp = giveExp + v.giveExp
|
|
|
|
|
costIdList[v.did]= v.id
|
|
|
|
|
if (giveExp >= needExp) then
|
|
|
|
|
isEnter = true
|
|
|
|
|
return costIdList
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
if (not isEnter) then
|
|
|
|
|
return costIdList
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
--通过传入分解的魂印Id移除魂印
|
|
|
|
|
function this.RemoveSoulPrint(idlist)
|
|
|
|
|
for i, m in pairs(idlist) do
|
|
|
|
|
for i, v in pairs(this.soulPrintData) do
|
|
|
|
|
if (v.did == m) then
|
|
|
|
|
this.soulPrintData[v.did] = nil
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
--通过传入魂印id,获得其需要替换的已装备的魂印id
|
|
|
|
|
function this.GetEquipSoulPrintId(did, heroId)
|
|
|
|
|
for i, v in pairs(GodPrintManager.hasEquipSoulPrintId[heroId]) do
|
|
|
|
|
if (this.soulPrintData[did].type == this.soulPrintData[v.did].type) then
|
|
|
|
|
return v.did
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
--地图临时魂印数据存储
|
|
|
|
|
function this.InitMapShotTimeSoulPrintBagData(_soulPrintData)
|
|
|
|
|
this.mapShotTimeItemData[#this.mapShotTimeItemData + 1] = _soulPrintData
|
|
|
|
|
end
|
|
|
|
|
--通过传入的属性获得显示的属性数据
|
|
|
|
|
function this.GetShowPropertyData(propertyIndex, propertyNum)
|
|
|
|
|
if (propertyConfig[propertyIndex].Style == 1) then
|
|
|
|
|
local propertyName = GetLanguageStrById(propertyConfig[propertyIndex].Info)
|
|
|
|
|
local propertyNum = "+" .. propertyNum
|
|
|
|
|
return { name = propertyName, num = propertyNum }
|
|
|
|
|
else
|
|
|
|
|
local propertyName = GetLanguageStrById(propertyConfig[propertyIndex].Info)
|
|
|
|
|
local propertyNum = "+" .. (propertyNum / 10000) * 100 .. "%"
|
|
|
|
|
return { name = propertyName, num = propertyNum }
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
--获得用于背包显示数据组装
|
|
|
|
|
function this.GetBagShowData(data)
|
|
|
|
|
local showData = this.GetSoulPrintAndSort(data)
|
|
|
|
|
local itemDataList = {}
|
|
|
|
|
for i, v in ipairs(showData) do
|
|
|
|
|
local itemdata = {}
|
|
|
|
|
itemdata.itemType = 13--魂印
|
|
|
|
|
itemdata.backData = v
|
|
|
|
|
itemdata.level = v.level
|
|
|
|
|
itemdata.id=v.id
|
|
|
|
|
local id = this.GetSoulPrintId(v.id, itemdata.level)
|
|
|
|
|
itemdata.configData = ConfigManager.GetConfigData(ConfigName.EquipSign, id)
|
|
|
|
|
itemdata.name = GetLanguageStrById(itemdata.configData.Name)
|
|
|
|
|
itemdata.itemConfig = itemConfig[v.id]
|
|
|
|
|
itemdata.frame = GetHeroQuantityImageByquality(v.quality)
|
|
|
|
|
itemdata.quality = v.quality
|
|
|
|
|
itemdata.icon = v.icon
|
|
|
|
|
itemdata.num = 1
|
|
|
|
|
itemdata.property = v.property
|
|
|
|
|
itemdata.did = v.did
|
|
|
|
|
table.insert(itemDataList, itemdata)
|
|
|
|
|
end
|
|
|
|
|
return itemDataList
|
|
|
|
|
end
|
|
|
|
|
--通过魂印类型获得魂印id最高等级
|
|
|
|
|
function this.GetSoulPrintMaxLevel(soulPrintId)
|
|
|
|
|
local maxLevel = 0
|
|
|
|
|
for i, v in ConfigPairs(equipSign) do
|
|
|
|
|
local id = tonumber(string.sub(v.Id, 1, -3))
|
|
|
|
|
if (id == soulPrintId) then
|
|
|
|
|
maxLevel = v.Level
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
return maxLevel
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
--将临时背包的掉落数据以及正式背包的掉落数据存起来以便显示属性
|
|
|
|
|
function this.StoreData(msg)
|
|
|
|
|
for i, v in ipairs(msg) do
|
|
|
|
|
this.UpSoulPrintLevel(v.equipId, v.exp)
|
|
|
|
|
local soulPrintItemData = this.CreateSoulPrintData()
|
|
|
|
|
soulPrintItemData.remainExp = remainExp[v.equipId]
|
|
|
|
|
soulPrintItemData.id = v.equipId
|
|
|
|
|
soulPrintItemData.level = this.soulPrintLevel[v.equipId]
|
|
|
|
|
soulPrintItemData.did = v.id
|
|
|
|
|
soulPrintItemData.icon = GetResourcePath(itemConfig[v.equipId].ResourceID)
|
|
|
|
|
for m, n in ConfigPairs(equipSign) do
|
|
|
|
|
if (n.Id == this.GetSoulPrintId(v.equipId, soulPrintItemData.level)) then
|
|
|
|
|
soulPrintItemData.property = n.Property
|
|
|
|
|
soulPrintItemData.quality = n.Quality
|
|
|
|
|
soulPrintItemData.type = n.Type
|
|
|
|
|
soulPrintItemData.giveExp = n.Resolve
|
|
|
|
|
soulPrintItemData.name = GetLanguageStrById(n.Name)
|
|
|
|
|
soulPrintItemData.upLevelExp = n.Experience
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
this.soulPrintDataAll[v.id] = soulPrintItemData
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
--通过传入魂印Id组装数据,用于显示静态背包数据
|
|
|
|
|
function this.GetStaticBagShowData(_id, level)
|
|
|
|
|
local itemdata = {}
|
|
|
|
|
itemdata.itemType = 5--魂印
|
|
|
|
|
itemdata.level = level
|
|
|
|
|
local id = this.GetSoulPrintId(_id, itemdata.level)
|
|
|
|
|
itemdata.configData = ConfigManager.GetConfigData(ConfigName.EquipSign, id)
|
|
|
|
|
itemdata.name = GetLanguageStrById(itemdata.configData.Name)
|
|
|
|
|
itemdata.quality = itemdata.configData.Quality
|
|
|
|
|
itemdata.icon = GetResourcePath(itemConfig[_id].ResourceID)
|
|
|
|
|
itemdata.property = itemdata.configData.Property
|
|
|
|
|
itemdata.itemConfig = itemConfig[_id]
|
|
|
|
|
return itemdata
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
-----------新魂印开始
|
|
|
|
|
local allGodPrintUpHeros = {}-- soulPrintSid = {heroDid,heroDid,heroDid}
|
|
|
|
|
--增加魂印装备的英雄did
|
|
|
|
|
function this.AddSoulPrintUpHeroDynamicId(soulPrintSid, heroDid)
|
|
|
|
|
if not equipConfig[soulPrintSid] then
|
|
|
|
|
LogYellow("魂印表里不存在,需要策划君! "..soulPrintSid)
|
|
|
|
|
return
|
|
|
|
|
end
|
|
|
|
|
if allGodPrintUpHeros[soulPrintSid] then
|
|
|
|
|
table.insert(allGodPrintUpHeros[soulPrintSid],heroDid)
|
|
|
|
|
else
|
|
|
|
|
allGodPrintUpHeros[soulPrintSid] = {}
|
|
|
|
|
table.insert(allGodPrintUpHeros[soulPrintSid],heroDid)
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
function this.GetCurGodPrintIsCanUp(soulPrintSid)
|
|
|
|
|
if allGodPrintUpHeros[soulPrintSid] and allGodPrintUpHeros[soulPrintSid][1] and allGodPrintUpHeros[soulPrintSid][1]~="" then
|
|
|
|
|
if equipConfig[soulPrintSid].limit == 1 then
|
|
|
|
|
return false
|
|
|
|
|
else
|
|
|
|
|
return true
|
|
|
|
|
end
|
|
|
|
|
else
|
|
|
|
|
return true
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
--删除魂印装备的英雄did
|
|
|
|
|
function this.DelSoulPrintUpHeroDynamicId(soulPrintSid, heroDid)
|
|
|
|
|
if allGodPrintUpHeros[soulPrintSid] then
|
|
|
|
|
for i = 1, #allGodPrintUpHeros[soulPrintSid] do
|
|
|
|
|
if allGodPrintUpHeros[soulPrintSid][i] == heroDid then
|
|
|
|
|
table.remove(allGodPrintUpHeros[soulPrintSid],i)
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
--获取所有魂印 isUpHero 布尔值 是否显示装备中的魂印 heroSId 此类英雄可穿的魂印 heroDid不算自身带的
|
|
|
|
|
function this.GetAllSoulPrint(isUpHero,heroSId,_heroDid,heroData)
|
|
|
|
|
local heroDid = _heroDid or ""
|
|
|
|
|
local allData= {}
|
|
|
|
|
local bagAllData = BagManager.GetBagAllDataByItemType(ItemType.GodPrint)--背包所有
|
|
|
|
|
if bagAllData and #bagAllData > 0 then
|
|
|
|
|
for i = 1, #bagAllData do
|
|
|
|
|
for j = 1, bagAllData[i].num do
|
|
|
|
|
if heroSId then
|
|
|
|
|
local Range = equipConfig[bagAllData[i].id].ProfessionLimit
|
|
|
|
|
local isCan=HeroManager.CheckHeroIsCanAddGodPrint(Range,heroData)
|
|
|
|
|
if isCan then
|
|
|
|
|
local singleSoulPrint = {id = bagAllData[i].id,upHero = ""}
|
|
|
|
|
table.insert(allData,singleSoulPrint)
|
|
|
|
|
end
|
|
|
|
|
else--没有可穿英雄限制
|
|
|
|
|
local singleSoulPrint = {id = bagAllData[i].id,upHero = ""}
|
|
|
|
|
table.insert(allData,singleSoulPrint)
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
if isUpHero then--显示装备中的魂印 显示其他英雄身上装的魂印
|
|
|
|
|
for soulPrintSid, heroDids in pairs(allGodPrintUpHeros) do
|
|
|
|
|
for i = 1, #heroDids do
|
|
|
|
|
if heroSId then
|
|
|
|
|
local Range = equipConfig[soulPrintSid].Range
|
2022-11-10 10:53:22 +08:00
|
|
|
|
if Range and #Range > 0 and tonumber(Range[1])~=nil and tonumber(Range[1]) > 0 then
|
2022-04-22 18:23:01 +08:00
|
|
|
|
for k = 1, #Range do
|
|
|
|
|
if Range[k] == heroSId and heroDid ~= heroDids[i] and HeroManager.IsHaveHero(heroDids[i]) then --这个魂印能装在这个英雄身上并且没有装在这个英雄身上
|
|
|
|
|
local singleSoulPrint = {id = soulPrintSid,upHero = heroDids[i]}
|
|
|
|
|
table.insert(allData,singleSoulPrint)
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
else
|
|
|
|
|
if heroDid ~= heroDids[i] and HeroManager.IsHaveHero(heroDids[i]) then --这个魂印能装在所有英雄身上并且没有装在这个英雄身上
|
|
|
|
|
local singleSoulPrint = {id = soulPrintSid,upHero = heroDids[i]}
|
|
|
|
|
table.insert(allData,singleSoulPrint)
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
else --这个魂印没有装在这个英雄身上
|
|
|
|
|
if heroDid ~= heroDids[i] and HeroManager.IsHaveHero(heroDids[i]) then
|
|
|
|
|
local singleSoulPrint = {id = soulPrintSid,upHero = heroDids[i]}
|
|
|
|
|
table.insert(allData,singleSoulPrint)
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
table.sort(allData, function(a,b)
|
|
|
|
|
return equipConfig[a.id].Quality > equipConfig[b.id].Quality
|
|
|
|
|
end)
|
|
|
|
|
return allData
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
--获取所有魂印 isUpHero 布尔值 是否显示装备中的魂印 heroSId 此类英雄可穿的魂印 heroDid不算自身带的
|
|
|
|
|
function this.GetAllGodPrint(isUpHero,heroSId,_heroDid)
|
|
|
|
|
local heroDid = _heroDid or ""
|
|
|
|
|
local allData= {}
|
|
|
|
|
local bagAllData = BagManager.GetBagAllDataByItemType(ItemType.GodPrint)--背包所有
|
|
|
|
|
if bagAllData and #bagAllData > 0 then
|
|
|
|
|
for i = 1, #bagAllData do
|
|
|
|
|
for j = 1, bagAllData[i].num do
|
|
|
|
|
if heroSId then
|
|
|
|
|
local Range = equipConfig[bagAllData[i].id].Range
|
|
|
|
|
if Range and #Range > 0 and Range[1] > 0 then--此魂印能装备那些英雄
|
|
|
|
|
for k = 1, #Range do
|
|
|
|
|
if Range[k] == heroSId then
|
|
|
|
|
local singleSoulPrint = {id = bagAllData[i].id,upHero = ""}
|
|
|
|
|
table.insert(allData,singleSoulPrint)
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
else--此魂印能装备所有英雄
|
|
|
|
|
local singleSoulPrint = {id = bagAllData[i].id,upHero = ""}
|
|
|
|
|
table.insert(allData,singleSoulPrint)
|
|
|
|
|
end
|
|
|
|
|
else--没有可穿英雄限制
|
|
|
|
|
local singleSoulPrint = {id = bagAllData[i].id,upHero = ""}
|
|
|
|
|
table.insert(allData,singleSoulPrint)
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
if isUpHero then--显示装备中的魂印 显示其他英雄身上装的魂印
|
|
|
|
|
for soulPrintSid, heroDids in pairs(allGodPrintUpHeros) do
|
|
|
|
|
for i = 1, #heroDids do
|
|
|
|
|
if heroSId then
|
|
|
|
|
local Range = equipConfig[soulPrintSid].Range
|
|
|
|
|
if Range and #Range > 0 and Range[1] > 0 then
|
|
|
|
|
for k = 1, #Range do
|
|
|
|
|
if Range[k] == heroSId and heroDid ~= heroDids[i] and HeroManager.IsHaveHero(heroDids[i]) then --这个魂印能装在这个英雄身上并且没有装在这个英雄身上
|
|
|
|
|
local singleSoulPrint = {id = soulPrintSid,upHero = heroDids[i]}
|
|
|
|
|
table.insert(allData,singleSoulPrint)
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
else
|
|
|
|
|
if heroDid ~= heroDids[i] and HeroManager.IsHaveHero(heroDids[i]) then --这个魂印能装在所有英雄身上并且没有装在这个英雄身上
|
|
|
|
|
local singleSoulPrint = {id = soulPrintSid,upHero = heroDids[i]}
|
|
|
|
|
table.insert(allData,singleSoulPrint)
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
else --这个魂印没有装在这个英雄身上
|
|
|
|
|
if heroDid ~= heroDids[i] and HeroManager.IsHaveHero(heroDids[i]) then
|
|
|
|
|
local singleSoulPrint = {id = soulPrintSid,upHero = heroDids[i]}
|
|
|
|
|
table.insert(allData,singleSoulPrint)
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
table.sort(allData, function(a,b)
|
|
|
|
|
return equipConfig[a.id].Quality > equipConfig[b.id].Quality
|
|
|
|
|
end)
|
|
|
|
|
return allData
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
function this.SetIsShowUpHeroSoulPrintPlayerPrefs(val)
|
|
|
|
|
PlayerPrefs.SetString(PlayerManager.uid..PlayerManager.serverInfo.server_id.."godprint", val)
|
|
|
|
|
end
|
|
|
|
|
--获得本地存储字符串
|
|
|
|
|
function this.GetIsShowUpHeroSoulPrintPlayerPrefs()
|
|
|
|
|
return PlayerPrefs.GetString(PlayerManager.uid..PlayerManager.serverInfo.server_id.."godprint", 0)
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
--获取魂印是否开启
|
|
|
|
|
function this.GetSoulPrintIsOpen(curHeroData)
|
|
|
|
|
local gloConfig=ConfigManager.GetConfigData(ConfigName.GlobalSystemConfig,126)
|
|
|
|
|
local speConfig=ConfigManager.GetConfigData(ConfigName.SpecialConfig,149)
|
|
|
|
|
if gloConfig and speConfig then
|
|
|
|
|
local stars=string.split(speConfig.Value,'#')
|
|
|
|
|
--LogError(" "..gloConfig.OpenRules[1])
|
|
|
|
|
return (PlayerManager.level>=gloConfig.OpenRules[2]) and (curHeroData.star>=tonumber(stars[1]))
|
|
|
|
|
end
|
|
|
|
|
return false
|
|
|
|
|
end
|
|
|
|
|
-----------新魂印结束
|
|
|
|
|
|
|
|
|
|
return this
|