miduo_client/Assets/ManagedResources/~Lua/Modules/Explore/ExploreManager.lua

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Lua
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ExploreManager = {}
local this = ExploreManager
local ExploreConfig = ConfigManager.GetConfig(ConfigName.Explore)
local ItemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local SpecialConfig = ConfigManager.GetConfigData(ConfigName.SpecialConfig,141)
this.ExploreMapData = {}
this.FormationData = {}
function this.Initialize()
for k,v in ConfigPairs(ExploreConfig) do
this.ExploreMapData[v.Id] = {}
this.ExploreMapData[v.Id].mapId = v.Id
this.ExploreMapData[v.Id].name = v.Name
this.ExploreMapData[v.Id].iconName = v.Icon
this.ExploreMapData[v.Id].exploreMapId = v.Map
this.ExploreMapData[v.Id].openLevel = v.Level
this.ExploreMapData[v.Id].mainRewardId = v.MainReward
this.ExploreMapData[v.Id].reward = v.RewardShow
this.ExploreMapData[v.Id].force = v.Force
this.ExploreMapData[v.Id].cost = v.Cost
this.ExploreMapData[v.Id].formations = {}
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this.ExploreMapData[v.Id].state = 0
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end
local strs = string.split(SpecialConfig.Value,"|")
for i = 1,#strs do
local data = string.split(strs[i],"#")
local formationId = tonumber(data[1])
this.FormationData[formationId] = {}
this.FormationData[formationId].formationId = formationId
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this.FormationData[formationId].index = i
this.FormationData[formationId].formationName = "队伍"..i
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this.FormationData[formationId].openLv = tonumber(data[2])
this.FormationData[formationId].state = -1 -- -1 未开启 0 未探索 1 探索中 2 休眠中
this.FormationData[formationId].hp = 0
this.FormationData[formationId].exploreTime = 0
this.FormationData[formationId].mapId = 0
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this.FormationData[formationId].dropReward = {}
end
Game.GlobalEvent:AddEvent(GameEvent.Player.OnLevelChange, this.OnLevelChange)
end
function this.OnLevelChange()
local isCheckRed = false
for k,v in pairs(this.FormationData) do
if v.state < 0 then
if PlayerManager.level >= v.openLv then
v.state = 0
isCheckRed = true
end
end
end
this.UpdateMapsState()
if isCheckRed then
CheckRedPointStatus(RedPointType.ExploreFunc)
end
end
function this.UpdateMapsState()
for k,v in pairs(this.ExploreMapData) do
if PlayerManager.level >= v.openLevel then
v.state = 1
end
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end
end
--刷新编队信息
function this.UpdateFormationsData(_data)
for i = 1,#_data do
this.UpdateFormationData(_data[i])
end
end
--刷新编队
function this.UpdateFormationData(team)
if this.FormationData[team.teamId] then
this.FormationData[team.teamId].hp = team.hp
this.FormationData[team.teamId].exploreTime = team.exploreTime
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this.FormationData[team.teamId].dropReward = team.dropReward
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--这个编队是否开启
if PlayerManager.level < this.FormationData[team.teamId].openLv then
this.FormationData[team.teamId].state = -1
this.UpdateMapFormationData(this.FormationData[team.teamId].mapId,team.teamId,-1)
this.FormationData[team.teamId].mapId = 0
else
--探索剩余时间小于0
if team.exploreTime - GetTimeStamp() <= 0 then
this.FormationData[team.teamId].state = 0
this.UpdateMapFormationData(this.FormationData[team.teamId].mapId,team.teamId,-1)
this.FormationData[team.teamId].mapId = 0
else
this.FormationData[team.teamId].state = 1
if this.FormationData[team.teamId].hp <= 0 then
this.FormationData[team.teamId].state = 2
end
this.UpdateMapFormationData(team.mapId,team.teamId,1)
end
end
else
LogGreen(string.format("%s编队不属于探索玩法",team.teamId))
end
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CheckRedPointStatus(RedPointType.ExploreFunc)
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end
-- 刷新地图编队
function this.UpdateMapFormationData(mapId,teamId,updateType)
if not this.ExploreMapData[mapId] then
return
end
if updateType > 0 then
if not this.ExploreMapData[mapId].formations[teamId] then
this.ExploreMapData[mapId].formations[teamId] = teamId
end
else
if this.ExploreMapData[mapId].formations[teamId] then
this.ExploreMapData[mapId].formations[teamId] = nil
end
end
end
function this.GetMapInfoByMapId(mapId)
return this.ExploreMapData[mapId]
end
function this.GetExploreMapTipData(mapId)
local data = this.ExploreMapData[mapId]
local data1 = {}
data1.name = data.name
data1.showData = {}
local singleShowData = {}
singleShowData.tips = {}
table.insert(singleShowData.tips,string.format("推荐战力:%s",data.force))
table.insert(data1.showData,singleShowData)
local singleShowData = {}
singleShowData.tips = {}
table.insert(singleShowData.tips,string.format("消耗%s%s/分",ItemConfig[data.cost[1]].Name,data.cost[2]))
table.insert(data1.showData,singleShowData)
local singleShowData = {}
singleShowData.tips = {}
table.insert(singleShowData.tips,"探索产出:")
singleShowData.reward = data.reward
table.insert(data1.cost,singleShowData)
table.insert(data1.showData,singleShowData)
end
function this.InitMapUserInfosData(data)
end
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--index 1 有未开启的返回一个未开启的 0返回 所有已开启的
function this.GetFormationData(index)
local datas = {}
local add = index
local strs = string.split(SpecialConfig.Value,"|")
for i = 1,#strs do
local data = string.split(strs[i],"#")
local formationId = tonumber(data[1])
if this.FormationData[formationId].state >= 0 then
table.insert(datas, this.FormationData[formationId])
else
if add > 0 then
table.insert(datas, this.FormationData[formationId])
add = add - 1
end
end
end
return datas
end
--获取已开启的地图
function this.GetMapsData()
local datas = {}
for k,v in pairs(this.ExploreMapData) do
if v.state == 1 then
table.insert(datas,v)
end
end
return datas
end
function this.GetFormationDataByMapId(mapId)
local datas = {}
for k,v in pairs(this.ExploreMapData[mapId].formations) do
table.insert(datas, this.FormationData[v])
end
return datas
end
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--红点检测
function this.CheckRedPoint()
for k,v in pairs(this.FormationData) do
if v.state == 0 then
return true
end
end
end
return this