miduo_client/Assets/ManagedResources/~Lua/Modules/QiJieShiLian/QiJieShiLianManager.lua

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2021-09-06 17:21:53 +08:00
QiJieShiLianManager = {}
local this = QiJieShiLianManager
local QijieHolyConfig = ConfigManager.GetConfig(ConfigName.QijieHolyConfig)
local QijieRanking = ConfigManager.GetConfig(ConfigName.QijieRanking)
local QijieStage = ConfigManager.GetConfig(ConfigName.QijieStage)
local QijieStageBuff = ConfigManager.GetConfig(ConfigName.QijieStageBuff)
local QijieTreasure = ConfigManager.GetConfig(ConfigName.QijieTreasure)
local QijieUpgrade = ConfigManager.GetConfig(ConfigName.QijieUpgrade)
local HeroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
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local PassiveSkillConfig = ConfigManager.GetConfig(ConfigName.PassiveSkillConfig)
local PassiveSkillLogicConfig = ConfigManager.GetConfig(ConfigName.PassiveSkillLogicConfig)
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function this.Initialize()
this.curLevelId = 3004
this.curRank = 999
this.curScore = 1
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this.QijieType = 1
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this.curProgress = 0
this.curMaxStage = 0
this.curLockStageId = 0
this.IsLock = false
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this.treasureList = {}
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this.treasureActiveList = {}
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this.InitTreasureData()
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this.battleResult = {}
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end
function this.InitTreasureData()
for _, configInfo in ConfigPairs(QijieHolyConfig) do
if configInfo.Id ~= 0 then
local data = {}
data.Id = configInfo.Id
data.Name = configInfo.Name
data.Quality = configInfo.Quality
data.Icon = configInfo.Icon
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data.Type = configInfo.Type
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data.Position = configInfo.Position
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data.AttriType = configInfo.AttriType
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data.Cost = configInfo.Cost
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-- data.ConditionValue[1][2] = configInfo.ConditionValue[1][2]
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data.Desc = configInfo.Desc
data.Buff = configInfo.Buff
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data.state = 2 --0未激活1已激活2未购买
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this.treasureList[data.Id] = data
end
end
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end
--界面获取信息
function this.GetQiJieData()
--上阵列表赋值
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local curFormation = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_NORMAL)
if FormationManager.GetFormationByID(FormationTypeDef.FORMATION_QIJIESHILIAN) then
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curFormation = FormationManager.GetFormationByID(FormationTypeDef.FORMATION_QIJIESHILIAN)
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end
this.formationList ={}
for j = 1, #curFormation.teamHeroInfos do
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this.formationList[j] = curFormation.teamHeroInfos[j]
end
--界面信息
local data = {}
data.curLevelId = this.curLevelId
data.curRank = this.curRank
data.curScore = this.curScore
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data.curProgress = this.curProgress
data.curStageData = QijieStage[this.curLevelId]
return data
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end
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--获取服务器信息
function this.GetServerData(msg)
this.curLevelId = msg.id
this.curRank = msg.ranking
this.curScore = msg.integral
this.curProgress = msg.totalTier
this.curMaxStage = this.curMaxStage >= msg.id and this.curMaxStage or msg.id
-- LogRed("id:"..tostring(msg.id).." ranking:"..tostring(msg.ranking).." integral:"..tostring(msg.integral).." totalTier:"..tostring(msg.totalTier))
end
--获取下方滑动条数据
function this.GetTabList()
local tabList = {}
for _, configInfo in ConfigPairs(QijieStage) do
if not tabList[configInfo.QijieType] then
tabList[configInfo.QijieType] = configInfo
end
end
return tabList
end
--检测该条目是否达成
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function this.CheckGoalIsFinish(_dataId,_obj,_formationList)
local goalData = QijieUpgrade[_dataId]
local tempList = {}
local final = true
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local heroList = {}
-- LogRed("Id:"..tostring(goalData.Id).." Describe:"..tostring(goalData.Describe).." PropertyName:"..tostring(goalData.PropertyName).." Profession:"..tostring(goalData.Profession).." Min:"..tostring(goalData.Min).." Max:"..tostring(goalData.Max))
heroList = _formationList and _formationList or this.formationList
if #heroList == 0 then
-- LogYellow("final = false0")
final = false
end
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-- LogRed("##heroList:"..tostring(#heroList))
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for i = 1, #heroList do
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-- LogGreen("heroList[i].heroId:"..tostring(heroList[i].heroId))
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table.insert(tempList,HeroConfig[HeroManager.GetSingleHeroData(heroList[i].heroId).id])
end
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if #tempList > 0 and final and goalData.PropertyName and goalData.PropertyName > 0 then
for i = #tempList, 1,-1 do
if goalData.PropertyName ~= tempList[i].PropertyName then
table.remove(tempList,i)
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if #tempList == 0 then
final = true
end
end
end
end
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-- LogGreen("#tempList1:"..tostring(#tempList))
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if #tempList > 0 and final and goalData.Profession and goalData.Profession > 0 then
for i = #tempList, 1,-1 do
if goalData.Profession ~= tempList[i].Profession then
table.remove(tempList,i)
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if #tempList == 0 then
final = true
end
end
end
end
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-- LogGreen("#tempList1:"..tostring(#tempList))
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if final and goalData.Min and goalData.Min >= 0 then
if #tempList < goalData.Min then
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-- LogYellow("final = false1")
final = false
end
end
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if final and goalData.Max and goalData.Max >= 0 then
if #tempList > goalData.Max then
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-- LogYellow("final = false2")
final = false
end
end
_obj.text = string.format( "<color=#BAAF98>%s</color>",goalData.Describe)
if final then
_obj.text = string.format( "<color=#27DD65>%s</color>",goalData.Describe)
end
return final
end
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--把服务器发来的遗物数据加到本地数据中
function this.MixTreasureServerAndLocalData(msg)
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this.treasureActiveList = {}
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for i = 1, #msg.info do
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table.insert(this.treasureActiveList,msg.info[i].id)
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if this.treasureList[msg.info[i].id] then
this.treasureList[msg.info[i].id].state = msg.info[i].status
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else
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LogError("服务器发来了前端不存在的遗物Id"..tostring(msg.info[i].id))
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end
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end
end
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--把1维的List换成2维的。并且增加稀有度条件
function this.FormatTreasureData(_tabNum)
local list = {}
for k,v in pairs(this.treasureList) do
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table.insert(list,v)
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end
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if _tabNum and _tabNum > 0 then
for i = #list, 1,-1 do
if list[i].Quality ~= _tabNum then
table.remove(list,i)
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end
end
end
local num = math.ceil( LengthOfTable(list)/4 )
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local dataList = {}
for i = 1, num do
dataList[i] = {}
for j = 1, 4 do
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if list[(i-1)*4+j] then
dataList[i][j] = list[(i-1)*4+j]
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else
return dataList
end
end
end
return dataList
end
--获取战斗结束后信息(拼接)
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function this.GetBattleResult()
local config = QijieStage[this.curLevelId]
local data = {}
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data[1] = "<color=#F9E7D3>阵容加成:</color> <color=#3DE181>"..(#this.battleResult.teamBuffIds)*(config.ConditionValue[1][2]/100).."%</color>\n<color=#AE7B20>("..#this.battleResult.teamBuffIds.."条)</color>"
data[2] = "<color=#F9E7D3>遗物加成:</color> <color=#3DE181>"..(#this.battleResult.relicIds*10).."%</color>\n<color=#AE7B20>("..#this.battleResult.relicIds.."个)</color>"
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local bonue = config.RoundReward[1][2]
for i = 1, #config.RoundReward do
if this.battleResult.round > config.RoundReward[i][1] then
bonue = config.RoundReward[i][2]
end
end
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data[3] = "<color=#F9E7D3>回合加成:</color> <color=#3DE181>"..(bonue/100).."%</color>\n<color=#AE7B20>("..this.battleResult.round.."回合)</color>"
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return data
end
--获取遗物效果
function this.GetTreasureEffect(treasureList)
local moneyString = ""
local attriString = ""
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local attriTitle = ""
local moneyNum = 0
local attriList1 = {}
local attriList2 = {}
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LogYellow(tostring(#treasureList))
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for i = 1, #treasureList do
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LogYellow(tostring(treasureList[i]))
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local tData = QijieHolyConfig[treasureList[i]]
--界灵数量加成
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moneyNum = moneyNum + tData.Addition
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-- LogYellow("moneyNum"..tostring(moneyNum))
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--属性加成
if not attriList1[tData.AttriType] then
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-- LogGreen("1")
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attriList1[tData.AttriType] = {}
end
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-- LogGreen("2")
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attriList1[tData.AttriType].title = tData.Desc
if not attriList1[tData.AttriType].ValueList then
-- LogGreen("3,tData.AttriType"..tostring(tData.AttriType))
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attriList1[tData.AttriType].ValueList = {}
end
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-- LogGreen("4,tData.Buff:"..tostring(tData.Buff))
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table.insert(attriList1[tData.AttriType].ValueList,tData)
end
for k,v in pairs(attriList1) do
for m,n in pairs(v.ValueList) do
local buffData = PassiveSkillLogicConfig[n.Buff]
if not attriList2[k] then
attriList2[k] = {}
end
attriList2[k].title = attriList1[k].title
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-- LogGreen("5,Desc:"..tostring(attriList2[k].title))
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if not attriList2[k][buffData.Value[1]] then
attriList2[k][buffData.Value[1]] = {}
end
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-- LogYellow("Desc:"..tostring(PassiveSkillConfig[n.Buff].Desc))
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attriList2[k][buffData.Value[1]].Desc = PassiveSkillConfig[n.Buff].Desc
if attriList2[k][buffData.Value[1]].Value then
attriList2[k][buffData.Value[1]].Value = attriList2[k][buffData.Value[1]].Value + tonumber(PassiveSkillConfig[n.Buff].DescValue[1])/100
else
attriList2[k][buffData.Value[1]].Value = tonumber(PassiveSkillConfig[n.Buff].DescValue[1])/100
end
end
end
moneyString = string.format( "挑战获得界灵数量<color=#4ab47a>+%s</color>",tostring(moneyNum/100).."%")
return moneyString,attriList2
end
function this.GetSring(stringList,type)
local str = ""
for k,v in pairs(stringList) do
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-- LogPink("Desc1:"..tostring(v.title))
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str = str..v.title
for m,n in pairs(v) do
if tonumber(m) then
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-- LogBlue("m2:"..tostring(tonumber(m)))
-- LogBlue("Desc2:"..tostring(n.Desc))
-- LogBlue("Value2:"..tostring(n.Value))
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str = str..string.format(n.Desc,"<color=#d70f09>"..n.Value.."%</color>")
if type and type == 1 then
str = str.."\n"
end
end
end
end
return str
end
--左右切换检测
function this.SwitchBtnCheck(num,func)
if num == -1 then
this.IsLock = true
if not QijieStage[this.curLockStageId - 1] then
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-- LogPink("最低层"..this.curLockStageId)
return
end
this.curLockStageId = this.curLockStageId - 1
elseif num == 1 then
if not QijieStage[this.curLockStageId + 1] then
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-- LogPink("最高层"..this.curLockStageId)
return
end
if this.curLockStageId + 1 > this.curMaxStage then
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-- LogPink("最大层"..this.curLockStageId.." "..this.curMaxStage)
return
end
if this.curMaxStage == this.curLevelId then
this.IsLock = false
end
this.curLockStageId = this.curLockStageId + 1
end
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-- LogYellow("请求的Id:"..tostring(this.curLockStageId))
NetManager.SevenWorldInfoRequest(this.curLockStageId,function ()
if func then
func()
end
end)
end
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return QiJieShiLianManager