miduo_client/Assets/ManagedResources/~Lua/Modules/Incarnation/IncarnationManager.lua

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Lua
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IncarnationManager = {}
local this = IncarnationManager
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local ChangingCard = ConfigManager.GetConfig(ConfigName.ChangingCard)
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local PassiveSkillConfig = ConfigManager.GetConfig(ConfigName.PlayerSkill)
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local PropertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
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this.itemDataList = {} --state -1 未拥有 0 已有未激活 1激活未上阵 2上阵
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this.SingleIncarnationPro = {}
this.SingleIncarnationProDes = ""
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this.incarnationForceLv=1 --化身之力等级id
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function this.Initialize()
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this.InitItemDataList()
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end
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function this.InitItemDataList()
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for k,v in ConfigPairs(ChangingCard) do
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this.CreatEmptyItemData(v.Id)
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end
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local config = ConfigManager.GetConfigData(ConfigName.SpecialConfig,138)
local strs = string.split(config.Value,"|")
for i = 1,#strs do
local str = string.split(strs[i],"#")
local proId = tonumber(str[1])
local proNum = tonumber(str[2])
if not this.SingleIncarnationPro[proId] then
this.SingleIncarnationPro[proId] = 0
end
this.SingleIncarnationPro[proId] = this.SingleIncarnationPro[proId] + proNum
end
this.SingleIncarnationProDes = ""
this.SingleIncarnationProDes = this.GetproDesStr(this.SingleIncarnationProDes,this.SingleIncarnationPro)
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Game.GlobalEvent:AddEvent(GameEvent.Bag.GetNewItemIncarnation, this.GetbagIncarnationData)
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end
function this.CreatEmptyItemData(id)
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if id==nil then
return
end
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if ChangingCard[id].IsOpen == 0 then
return
end
--以state字段来判断状态 pos 字段只是位置,不做判断
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if not this.itemDataList[id] then
this.itemDataList[id] = {}
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this.itemDataList[id].id = id
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this.itemDataList[id].level=1
this.itemDataList[id].star=0
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this.itemDataList[id].itemId = ChangingCard[id].CardId
this.itemDataList[id].name = itemConfig[ChangingCard[id].CardId].Name
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this.itemDataList[id].state = -1
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this.itemDataList[id].pos = 0
this.itemDataList[id].property = itemConfig[ChangingCard[id].CardId].PropertyName
this.itemDataList[id].quality = itemConfig[ChangingCard[id].CardId].Quantity
this.itemDataList[id].icon = itemConfig[ChangingCard[id].CardId].ResourceID
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this.itemDataList[id].heroId = ChangingCard[id].desc2
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this.itemDataList[id].proDatas =this.GetChangeCardProperty(id)
this.itemDataList[id].skillDatas = ChangingCard[id].Skill[1]
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end
end
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function this.GetproDesStr(_str,dataList)
local str = _str
for k,v in pairs(dataList) do
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str = str..PropertyConfig[k].Info.."+"..GetPropertyFormatStrOne(PropertyConfig[k].Style,v).." "
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end
return str
end
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--获取化身卡指定星级的技能描述
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function this.GetSkillDesStr(id,Star)
local skillId= ChangingCard[id].Skill[Star+1]
local skillDes= PassiveSkillConfig[skillId].Desc
return skillDes
end
---获取属性信息和技能信息
function this.GetCardPropDesStr(id)
local proDesList = {}
local str = "激活属性:"
str = this.GetproDesStr(str,this.itemDataList[id].proDatas)
table.insert(proDesList,str)
local skillDes = PassiveSkillConfig[this.itemDataList[id].skillDatas].Desc
table.insert(proDesList,skillDes)
return proDesList
end
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function this.GetproDesLst(dataList,_color)
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local lis1 = {}
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for k,v in pairs(dataList) do
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table.insert(lis1,{str = string.format("<color=#%s>%s+%s</color>",_color,PropertyConfig[k].Info,GetPropertyFormatStrOne(PropertyConfig[k].Style,v)) ,sort = PropertyConfig[k].SortId})
end
table.sort(lis1,function(a,b)
return a.sort < b.sort
end)
local list = {}
for i = 1,#lis1 do
table.insert(list,lis1[i].str)
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end
return list
end
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-- 初始化赋值操作 _incarnationForceLv化身之力等级id
function this.SetItemDataList(dataList,_incarnationForceLv)
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for i = 1,#dataList do
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local state = dataList[i].status
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if dataList[i].status == 0 then
state = 1
elseif dataList[i].status == 1 then
state = 2
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end
this.SetItemDataByid(dataList[i].id,state,dataList[i].index)
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this.SetLevel(dataList[i].id,dataList[i].level)
this.SetStar(dataList[i].id,dataList[i].star)
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this.SetSkillData(dataList[i].id)
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this.SetPropDatas(dataList[i].id)
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this.incarnationForceLv=_incarnationForceLv
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end
HeroPropManager.SetFuncPropDirty(Func_Prop_Type.Incarnation)
end
function this.GetbagIncarnationData()
local data = BagManager.GetDataByItemType(ItemType.Incarnation)
for i = 1,#data do
this.SetItemDataByCardId(data[i].id)
end
end
function this.SetItemDataByCardId(id)
local config = ConfigManager.TryGetConfigDataByKey(ConfigName.ChangingCard,"CardId",id)
if config then
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if this.itemDataList[config.Id] and this.itemDataList[config.Id].state < 1 then
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if BagManager.GetItemCountById(id) > 0 then
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this.SetItemDataByid(config.Id,0,0)
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else
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this.SetItemDataByid(config.Id,-1,0)
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end
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end
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end
end
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function this.SetItemDataByid(id,state,pos)
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if not this.itemDataList[id] then
this.CreatEmptyItemData(id)
end
this.itemDataList[id].state = state
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this.itemDataList[id].pos = pos
CheckRedPointStatus(this.itemDataList[id].property + 43801)
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end
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function this.SetLevel(id,level)
if level<=0 then
this.itemDataList[id].level=1
else
this.itemDataList[id].level=level
end
end
function this.SetStar(id,star)
this.itemDataList[id].star=star
end
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--设置激活技能数据
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function this.SetSkillData(id)
local changeCardData=this.itemDataList[id]
changeCardData.skillDatas = ChangingCard[id].Skill[changeCardData.star+1]
end
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--设置变身卡所有属性加成
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function this.SetPropDatas(id)
this.itemDataList[id].proDatas =this.GetChangeCardProperty(id)
end
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function this.GetStatusByItemId(id)
local config = ConfigManager.TryGetConfigDataByKey(ConfigName.ChangingCard,"CardId",id)
if config then
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return this.itemDataList[config.Id].state
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end
return -1
end
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local sortData = {
[-1] = 0,
[0] = 2,
[1] = 1,
[2] = 1,
}
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--根据属性获取化身数据
function this.GetItemDataListByPro(property)
local datas = {}
for k,v in pairs(this.itemDataList) do
if v.property == property then
table.insert(datas,v)
end
end
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table.sort(datas,function(a,b)
if sortData[a.state] == sortData[b.state] then
if a.quality == b.quality then
return a.id < b.id
else
return a.quality > b.quality
end
else
return sortData[a.state] > sortData[b.state]
end
end)
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return datas
end
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--获取化身之力属性加成
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function this.GetIncarnationPower()
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local id =this.incarnationForceLv
local lvConfig=ConfigManager.GetConfigData(ConfigName.ChangingForce,id)
local proList=lvConfig.PropList
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return proList
end
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---获取身外化身所有属性加成
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function this.GetIncarnationTotalPro()
local proList = {}
for k,v in pairs(this.itemDataList) do
if v.state > 0 then
for k,v in pairs(v.proDatas) do
if not proList[k] then
proList[k] = 0
end
proList[k] = proList[k] + v
end
end
end
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local proList1 = this.GetIncarnationPower()
for k,v in pairs(proList1) do
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if not proList[v[1]] then
proList[v[1]] = 0
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end
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proList[v[1]] = proList[v[1]] + v[2]
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end
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return proList
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end
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--获取已上阵的变身卡 --界面获取
function this.GetIncarnationData1()
local datas = {}
for k,v in pairs(this.itemDataList) do
if v.state == 2 then
datas[v.pos] = v
end
end
return datas
end
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--获取已上阵的变身卡 --战斗获取
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function this.GetIncarnationData()
local datas = {}
for k,v in pairs(this.itemDataList) do
if v.state == 2 then
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table.insert(datas,v.id)
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end
end
return datas
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end
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--获取已上阵的变身卡 --战斗获取
function this.GetIncarnationDataById(id)
for k,v in pairs(this.itemDataList) do
if v.itemId == id then
return v
end
end
return nil
end
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function this.CheckRedData(red)
local list = {}
if red == RedPointType.incarnation_people then
list = this.GetItemDataListByPro(1)
elseif red == RedPointType.incarnation_buddish then
list = this.GetItemDataListByPro(2)
elseif red == RedPointType.incarnation_demon then
list = this.GetItemDataListByPro(3)
else
list = this.GetItemDataListByPro(4)
end
for k,v in pairs(list) do
if v.state == 0 then
return true
end
end
return false
end
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---检测化身之力红点
function this.CheckPowerBtnRedData(red)
this.configData = ConfigManager.GetConfigData(ConfigName.ChangingForce,this.incarnationForceLv)
local curHaveItemNum=BagManager.GetItemCountById(this.configData.ExpCost[1])
local curCostItemNum=this.configData.ExpCost[2]
if curHaveItemNum >=curCostItemNum then
return true
end
return false
end
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function this.GetChangeCardProperty(cardId,isNextLv,isNextStar)
local changeCardInfo=this.itemDataList[cardId]
local star=changeCardInfo.star
local level=changeCardInfo.level
if isNextStar then
star=star+1
end
if isNextLv then
level=level+1
end
if changeCardInfo then
local cardConfig=ConfigManager.GetConfigData(ConfigName.ChangingCard,cardId)
local propList={}
for k,v in pairs(cardConfig.PropList) do
propList[v[1]]=v[2]
end
if changeCardInfo then
if star>0 then
local startProp
if star==1 then
startProp=cardConfig.Star1UpProps
elseif star==2 then
startProp=cardConfig.Star2UpProps
elseif star==3 then
startProp=cardConfig.Star3UpProps
end
for k,v in pairs(startProp) do
if propList[v[1]] then
propList[v[1]]=propList[v[1]]+v[2]
else
propList[v[1]]=v[2]
end
end
end
if level>0 then
local cardLvConfig=ConfigManager.GetConfigDataByDoubleKey(ConfigName.ChangingCardLevel,"Level",level,"PoolId",cardConfig.LevelUpPool)
for k,v in pairs(cardLvConfig.PropList) do
if propList[v[1]] then
propList[v[1]]=propList[v[1]]+v[2]
else
propList[v[1]]=v[2]
end
end
end
end
return propList
end
return nil
end
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return this