miduo_client/Assets/ManagedResources/~Lua/Modules/XiaoYao/XiaoYaoManager.lua

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XiaoYaoManager = {}
local this = XiaoYaoManager
this.curMapId=0;
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this.MonsterData={}
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this.fightBossIndex = 0
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this.HeroData={}
this.GetHeroIndex = 0
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this.luckyTurnTableRewards={}
this.luckyluckyTurnTableTimes = 0
this.luckyluckyTurnTableRemainTime = 0
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--打开逍遥游地图列表界面
function this.OpenMapList()
Log("点击打开逍遥游地图列表界面")
NetManager.JourneyGetInfoResponse(function (msg)
local _data={}
Log(#msg.infos)
for i = 1, #msg.infos do
Log("mapId:"..msg.infos[i].mapId..",process:"..msg.infos[i].process)
_data[msg.infos[i].mapId]=msg.infos[i].process
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end
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Log("打开逍遥游地图列表界面")
UIManager.OpenPanel(UIName.XiaoYaoYouPanel,_data)
end)
end
--打开逍遥游地图界面
function this.OpenXiaoYaoMap(mapId)
NetManager.JourneyGetOneInfoResponse(mapId,function (msg)
this.curMapId=mapId
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local curMapData=msg
if curMapData.cell~=nil then
table.sort(curMapData.cell,function(a,b)
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return a.cellIndex < b.cellIndex
end)
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end
this.fightBossIndex = 0
this.InitLuckyTurnTables(msg)
this.InitMonsterData(msg.monsterInfo,1)
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this.InitHeroData(msg.goodsInfo,1)
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Log("打开逍遥游地图界面")
UIManager.OpenPanel(UIName.XiaoYaoMapPanel,curMapData)
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end)
end
--掷骰子请求
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function this.StartXiaoYao()
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NetManager.JourneyDoResponse(this.curMapId,function (msg)
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--0、普通节点 1、奖励节点 2、双倍节点 3、额外骰子节点 4、招募英雄节点 5、怪物节点 6,转盘
if msg.pathType == 5 then
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this.InitMonsterData(msg.monster,2)
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elseif msg.pathType == 6 then
this.InitLuckyTurnTables(msg)
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elseif msg.pathType == 4 then
this.InitHeroData(msg.goodsInfo,2)
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end
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Game.GlobalEvent:DispatchEvent(GameEvent.XiaoYao.StartXiaoYao, msg)
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end)
end
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--初始化幸运转盘
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function this.InitLuckyTurnTables(msg)
this.luckyTurnTableRewards = {}
for i = 1, #msg.randomItem do
table.insert(this.luckyTurnTableRewards,msg.randomItem[i])
end
this.luckyluckyTurnTableTimes = msg.randomNum
if msg.randomTime and msg.randomTime > 0 then
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this.luckyluckyTurnTableTimes = msg.randomTime
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elseif msg.overTime and msg.overTime > 0 then
this.luckyluckyTurnTableRemainTime = msg.overTime
end
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LogGreen("幸运转盘剩余次数:"..this.luckyluckyTurnTableTimes)
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LogGreen("幸运转盘剩余时间:"..this.luckyluckyTurnTableRemainTime)
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end
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-- type 1初始化 2添加 hero
function this.InitHeroData(goodsInfo,type)
if type == 1 then
this.HeroData = {}
for i = 1, #goodsInfo do
local hero = {}
hero.goodsId = goodsInfo[i].goodsId
hero.goodsIndex = goodsInfo[i].goodsIndex
hero.remainTime = goodsInfo[i].remainTime
table.insert(this.HeroData,hero)
end
elseif type == 2 then
local hero = {}
hero.goodsId = goodsInfo.goodsId
hero.goodsIndex = goodsInfo.goodsIndex
hero.remainTime = goodsInfo.remainTime
table.insert(this.HeroData,hero)
end
table.sort(this.HeroData,function(a,b)
return a.goodsIndex > b.goodsIndex
end)
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LogGreen("招募英雄个数"..#this.HeroData)
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end
function this.GetHeroDatas()
if not this.HeroData or #this.HeroData < 1 then
return nil
end
for i = 1 , #this.HeroData do
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if this.HeroData[i].remainTime - PlayerManager.serverTime < 1 then
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if this.HeroData[i].goodsIndex == this.GetHeroIndex then
this.GetHeroIndex = 0
end
table.remove(this.HeroData,i)
end
end
table.sort(this.HeroData,function(a,b)
return a.goodsIndex > b.goodsIndex
end)
return this.HeroData
end
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-- type 1初始化 2添加 boss
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function this.InitMonsterData(BackMonsterDatas,type)
if type == 1 then
this.MonsterData = {}
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for i= 1, #BackMonsterDatas do
local monster = {}
monster.monsterId = BackMonsterDatas[i].monsterId
monster.monsterIndex = BackMonsterDatas[i].monsterIndex
monster.monsterHp = BackMonsterDatas[i].monsterHp
monster.remainTime = BackMonsterDatas[i].remainTime
monster.attackNum = BackMonsterDatas[i].attackNum
monster.reward = BackMonsterDatas[i].rewardShow
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LogGreen("monster.monsterId"..monster.monsterId)
LogGreen("monster.monsterIndex"..monster.monsterIndex)
LogGreen("monster.monsterHp"..monster.monsterHp)
LogGreen("monster.remainTime"..monster.remainTime)
LogGreen("monster.attackNum"..monster.attackNum)
LogGreen("monster.reward"..monster.reward)
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table.insert(this.MonsterData,monster)
end
elseif type == 2 then
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local monster = {}
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monster.monsterId = BackMonsterDatas.monsterId
monster.monsterIndex = BackMonsterDatas.monsterIndex
monster.monsterHp = BackMonsterDatas.monsterHp
monster.remainTime = BackMonsterDatas.remainTime
monster.attackNum = BackMonsterDatas.attackNum
monster.reward = BackMonsterDatas.rewardShow
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LogGreen("monster.monsterId"..monster.monsterId)
LogGreen("monster.monsterIndex"..monster.monsterIndex)
LogGreen("monster.monsterHp"..monster.monsterHp)
LogGreen("monster.remainTime"..monster.remainTime)
LogGreen("monster.attackNum"..monster.attackNum)
--LogGreen("monster.reward"..monster.reward)
LogGreen("monster.reward"..monster.reward)
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table.insert(this.MonsterData,monster)
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end
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LogGreen("boss个数"..#this.MonsterData)
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end
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--刷新
function this.UpdateMonsterData(BackMonsterData,id)
for i= 1, #this.MonsterData do
if not BackMonsterData and this.MonsterData[i].monsterIndex == id then
table.remove(this.MonsterData,i)
elseif BackMonsterData and BackMonsterData.monsterIndex == this.MonsterData[i].monsterIndex then
this.MonsterData[i].monsterHp = BackMonsterData.monsterHp
this.MonsterData[i].attackNum = BackMonsterData.attackNum
end
end
end
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function this.GetMonsterDatas()
if not this.MonsterData or #this.MonsterData < 1 then
return nil
end
for i = 1 , #this.MonsterData do
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if this.MonsterData[i].remainTime - PlayerManager.serverTime < 1 then
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if this.MonsterData[i].monsterIndex == this.fightBossIndex then
this.fightBossIndex = 0
end
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table.remove(this.MonsterData,i)
end
end
table.sort(this.MonsterData,function(a,b)
return a.monsterIndex > b.monsterIndex
end)
return this.MonsterData
end
function this.SortMonster(MonsterData)
table.sort(MonsterData,function(a,b)
if a.remainTime <= b.remainTime then
return a.monsterIndex > b.monsterIndex
else
return a.remainTime > b.remainTime
end
end)
end
function this.GetMonsterDataReMainTimesAndTime()
if not this.MonsterData or #this.MonsterData < 1 then
return nil
end
local removeData = {}
for i = 1 , #this.MonsterData do
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if this.MonsterData[i].remainTime - PlayerManager.serverTime < 1 then
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table.remove(this.MonsterData,i)
end
end
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this.SortMonster(this.MonsterData)
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return #this.MonsterData,this.MonsterData[#this.MonsterData].remainTime
end
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--开始战斗
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function this.ExecuteFightBattle(id,func)
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NetManager.StartXiaoyaoBossFightRequest(id,function(msg)
local fightData = BattleManager.GetBattleServerData(msg,0)
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if func then
func()
end
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UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.STORY_FIGHT,function(result)
this.UpdateMonsterData(msg.monster,id)
this.OpenMapList()
UIManager.OpenPanel(UIName.XiaoYaoLuckyBossPopup)
if result.result == 1 then
this.fightBossIndex = 0
UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function() end)
end
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end)
end)
end
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-- 转盘请求
function this.GameOperate(func)
-- 初始化数据
NetManager.XiaoyaoyouTurnTableRequest(function(msg)
this.luckyluckyTurnTableTimes = msg.count
this.luckyTurnTableRewards = this.InitLuckyTurnTables(msg.nextRandom)
if func then
func(msg)
end
end)
end
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return XiaoYaoManager