2020-08-25 15:46:38 +08:00
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MonsterCampManager = {};
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2020-05-09 13:31:21 +08:00
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local this = MonsterCampManager
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local monsterCampConfig = ConfigManager.GetConfig(ConfigName.FloodConfig)
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local monsterGroupConfig = ConfigManager.GetConfig(ConfigName.MonsterGroup)
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local monsterConfig = ConfigManager.GetConfig(ConfigName.MonsterConfig)
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local monterViewConfig = ConfigManager.GetConfig(ConfigName.MonsterViewConfig)
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local heroViewConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
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local resConfig = ConfigManager.GetConfig(ConfigName.ArtResourcesConfig)
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2020-12-14 09:54:50 +08:00
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local CampTowerConfig = ConfigManager.GetConfig(ConfigName.CampTowerConfig)
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--四灵试炼数据
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this.fourMonsterData = {}
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2020-05-09 13:31:21 +08:00
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function this.Initialize()
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this.monsterWave = 0 -- 当前妖兽波次
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this.m_Jump = false -- 跳过战斗设置
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2020-12-21 09:51:08 +08:00
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----------------------------------------------------------------------四灵试炼------------------------------------------------------------------
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2020-12-14 09:54:50 +08:00
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local config = {}
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for i = 1 ,4 do
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this.fourMonsterData[i] = {}
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local config = ConfigManager.GetConfigDataByKey(ConfigName.CampTowerConfig,"CampId",i)
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this.fourMonsterData[i].canFightId = config.Privilege[1]
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this.fourMonsterData[i].freeTimeId = config.Privilege[2]
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this.fourMonsterData[i].buyTimeId = config.Privilege[3]
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2020-12-21 09:51:08 +08:00
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this.fourMonsterData[i].monsterWave = 0
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--0 未开 1已开
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this.fourMonsterData[i].openState = 0
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this.fourMonsterData[i].freeTime = 0
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this.fourMonsterData[i].buyTime = 0
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this.fourMonsterData[i].canFightTime = 0
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this.fourMonsterData[i].fourElementType = i
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2020-12-14 09:54:50 +08:00
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end
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end
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function this.InitFourMonsterData(msg)
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2020-12-21 09:51:08 +08:00
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for i = 1 , #msg.info do
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LogGreen("type:"..msg.info[i].type.." currentFloor:"..msg.info[i].currentFloor.." msg.info[i].remainTimes:"..msg.info[i].remainTimes.." overTime:"..msg.info[i].overTime)
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local index = msg.info[i].type
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this.fourMonsterData[index].monsterWave = msg.info[i].currentFloor
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this.fourMonsterData[index].canFightTime = msg.info[i].remainTimes
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this.fourMonsterData[index].openState = msg.info[i].overTime
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2020-12-14 09:54:50 +08:00
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end
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end
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--设置扫荡剩余次数
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function this.GetTimeTip(campId)
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LogBlue("购买总次数:"..PrivilegeManager.GetPrivilegeNumber(this.fourMonsterData[campId].buyTimeId))
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LogBlue("购买使用的次数:"..PrivilegeManager.GetPrivilegeUsedTimes(this.fourMonsterData[campId].buyTimeId))
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LogBlue("免费总次数:"..PrivilegeManager.GetPrivilegeNumber(this.fourMonsterData[campId].freeTimeId))
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LogBlue("免费使用次数:"..PrivilegeManager.GetPrivilegeUsedTimes(this.fourMonsterData[campId].freeTimeId))
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this.fourMonsterData[campId].buyTime = PrivilegeManager.GetPrivilegeRemainValue(this.fourMonsterData[campId].buyTimeId)
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LogBlue("购买剩余次数:"..this.fourMonsterData[campId].buyTime)
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this.fourMonsterData[campId].freeTime= PrivilegeManager.GetPrivilegeRemainValue(this.fourMonsterData[campId].freeTimeId) --免费次数
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LogBlue("免费剩余次数:"..this.fourMonsterData[campId].buyTime)
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return this.fourMonsterData[campId].freeTime,this.fourMonsterData[campId].buyTime
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end
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--获取当前通过的总层数
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function this.GetFourElementTotalWave()
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local waves = 0
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for k,v in pairs(this.fourMonsterData) do
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2020-12-21 09:51:08 +08:00
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waves = waves + v.monsterWave
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2020-12-14 09:54:50 +08:00
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end
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return waves
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2020-05-09 13:31:21 +08:00
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end
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2020-12-21 09:51:08 +08:00
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function this.GetCurFourElementMonsterInfo(index)
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return this.fourMonsterData[index]
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end
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function this.GetFourElementMonstersInfo(curType,curWave)
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local monsterInfo = {}
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local data = ConfigManager.GetConfigDataByDoubleKey(ConfigName.CampTowerConfig,"CampId",curType,"FloorId",curWave)
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for i = 1, curWave + data.UpLimitWave do
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local tempData = this.GetFourElementMonsterInfoByWave(curType,i)
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if tempData then
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table.insert(monsterInfo,tempData)
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end
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end
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return monsterInfo
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end
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function this.GetFourElementMonsterInfoByWave(curType,wave)
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local tempConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.CampTowerConfig,"CampId",curType,"FloorId",wave)
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if not tempConfig then
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return nil
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end
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local data = {}
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data.wave = tempConfig.FloorId
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--战力
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data.power = tempConfig.Force
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data.firstReward = {}
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--首通奖励
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if tempConfig.FirstReward and #tempConfig.FirstReward > 0 then
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for i = 1, #tempConfig.FirstReward do
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table.insert(data.firstReward,{id = tempConfig.FirstReward[i][1],num = tempConfig.FirstReward[i][2]})
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end
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end
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data.commonReward = {}
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--首通奖励
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if tempConfig.CommonReward and #tempConfig.CommonReward > 0 then
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for i = 1, #tempConfig.CommonReward do
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table.insert(data.commonReward,{id = tempConfig.CommonReward[i][1],num = tempConfig.CommonReward[i][2]})
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end
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end
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local monsterGroupId = tempConfig.Monster
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-- 默认显示第一只怪
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local id = monsterGroupConfig[monsterGroupId].Contents[1][1]
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data.monsterConfig = monsterConfig[id]
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data.herodata = this.SetSingleMonster(data.monsterConfig.MonsterId)
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return data
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end
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function this.SetSingleMonster(id)
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local herodata = {}
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local _configData = ConfigManager.GetConfigData(ConfigName.HeroConfig,id)
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herodata.live = GetResourcePath(_configData.Live)
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herodata.painting = GetResourcePath(_configData.Painting)
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herodata.icon = GetResourcePath(_configData.Icon)
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herodata.scale = _configData.Scale
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herodata.position = _configData.Position
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herodata.profession = _configData.Profession
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herodata.profession = _configData.Profession
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herodata.ProfessionResourceId = _configData.ProfessionResourceId
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if GetJobSpriteStrByJobNum(_configData.Profession) then
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herodata.professionIcon = GetJobSpriteStrByJobNum(_configData.Profession)
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else
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herodata.professionIcon = GetJobSpriteStrByJobNum(1)
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end
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herodata.name = _configData.ReadingName
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herodata.property = _configData.PropertyName
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return herodata
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end
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function this.GetMonsterTeamInfo()
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local tempConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.CampTowerConfig,"CampId",curType,"FloorId",wave)
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if not tempConfig then
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return nil
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end
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local teamMonsterInfo = {}
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local monsterGroupId = tempConfig.Monster
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for i = 1, #monsterGroupConfig[monsterGroupId].Contents[1] do
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local id = monsterConfig[monsterGroupConfig[monsterGroupId].Contents[1][i]].MonsterId
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local monsterConfig = this.SetSingleMonster(data.monsterConfig.MonsterId)
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end
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end
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----------------------------------------------------------------------四灵试炼------------------------------------------------------------------
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2020-05-09 13:31:21 +08:00
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-- 返回5个大虾的信息, 显示怪物的第一个,
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function this.GetNextWaveMonsterInfo()
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local curWave = this.monsterWave
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local monsterInfo = {}
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--遇到表格的结尾处,则停止
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for i = curWave + 1, curWave + 5 do
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if not monsterCampConfig[i] then break end
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local data = {}
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data.rewardShow = monsterCampConfig[i].RewardShow
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local monsterGroupId = monsterCampConfig[i].Monster
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-- 默认显示第一只怪
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local id = monsterGroupConfig[monsterGroupId].Contents[1][1]
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local monsterId = monsterConfig[id].MonsterId
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local resId = 0
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if monsterId > 10000 then -- 这是人类
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resId = heroViewConfig[monsterId].Icon
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else -- 这是妖精
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resId = monterViewConfig[monsterId].MonsterIcon
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end
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local resPath = GetResourcePath(resId)
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local icon = Util.LoadSprite(resPath)
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data.icon = icon
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data.name = resConfig[resId].Desc
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monsterInfo[i] = data
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end
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return monsterInfo
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end
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-- 返回当前怪物阵容信息
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function this.GetCurMonsterInfo()
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local curWave = this.monsterWave
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local monsterInfo = {}
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local mainMonsterInfo = {}
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local data = {}
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data.icon = {}
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data.level={}
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data.rewardShow = monsterCampConfig[curWave].RewardShow
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local monsterGroupId = monsterCampConfig[curWave].Monster
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local ids = monsterGroupConfig[monsterGroupId].Contents
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for i = 1, #ids do
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for j = 1, #ids[i] do
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-- 所有怪信息
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local monsterId = monsterConfig[ids[i][j]].MonsterId
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local resId = 0
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if monsterId > 10000 then -- 这是人类
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resId = heroViewConfig[monsterId].Icon
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else -- 这是妖精
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resId = monterViewConfig[monsterId].MonsterIcon
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end
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local resPath = GetResourcePath(resId)
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local icon = Util.LoadSprite(resPath)
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data.icon[#data.icon + 1] = icon
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data.level[j]= monsterConfig[ids[i][j]].Level
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-- 主怪信息
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if i == 1 and j == 1 then
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mainMonsterInfo.name = resConfig[resId].Desc
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mainMonsterInfo.live2dPath = resConfig[resId].Name
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mainMonsterInfo.monsterId = monsterId
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end
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end
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end
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monsterInfo = data
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return monsterInfo, mainMonsterInfo
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end
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-- 消耗道具上限值
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function this.GetMaxCostItem()
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return PrivilegeManager.GetPrivilegeNumber(23)
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end
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-- 是否需要回复
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function this.IsNeedSupply()
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return BagManager.GetItemCountById(53) < this.GetMaxCostItem()
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end
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--返回当前的怪物组Id
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function this.GetCurWaveMonsterGroupId()
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return monsterCampConfig[this.monsterWave].Monster
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end
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-- 通过怪物ID返回头像
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function this.GetIconByMonsterId(monsterId)
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local resId = 0
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local level = 0
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local icon
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local liveId = monsterConfig[monsterId].MonsterId
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if liveId > 10000 then -- 这是人类
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resId = heroViewConfig[liveId].Icon
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else -- 这是妖精
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resId = monterViewConfig[liveId].MonsterIcon
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end
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level = monsterConfig[monsterId].Level
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icon =Util.LoadSprite(GetResourcePath(resId))
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return icon, level
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end
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-- 获取表的上限值
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function this.GetMaxNum()
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local max = 0
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for k, v in ConfigPairs(monsterCampConfig) do
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max = max > k and max or k
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end
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return max
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end
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-- 跳过战斗设置
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function this.GetBattleJump()
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2020-06-13 11:47:13 +08:00
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return false
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-- if not this.CheckBattleJump() then
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-- return false
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-- end
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-- return this.m_Jump
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2020-05-09 13:31:21 +08:00
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end
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function this.SetBattleJump(state)
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this.m_Jump = state
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end
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function this.CheckBattleJump()
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local isOpen = PrivilegeManager.GetPrivilegeOpenStatus(PRIVILEGE_TYPE.MonsterCampJump)
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return isOpen
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end
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2020-06-23 18:36:24 +08:00
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return this
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