miduo_client/Assets/ManagedResources/~Lua/Modules/Harmony/Manager/HarmonyManager.lua

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HarmonyManager = {}
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local this = HarmonyManager
local HongmengUp = ConfigManager.GetConfig(ConfigName.HongmengUp)-- 鸿蒙塔升级数据表
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-- 第一阶段 鸿蒙阵数据
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this.hongmengGuards = {}
this.hongmengHeroInfos = {}
this.hongmengTablet = 0
this.hongmengAdditions = {}
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this.GuardList = {}
local SelectId = nil
HarmonyManager.GongMingBox = 0;
HarmonyManager.UnLoadGongMing = 0
--判断是否鸿蒙共享数据
local equipConfig = ConfigManager.GetConfig(ConfigName.EquipConfig)
local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
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this.tab=ConfigManager.GetConfig(ConfigName.Hongmeng)
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HarmonyManager.TowerStartLimit = 0
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HarmonyManager.equipCount = 0
this.hongmengGongMingList = {}
this.ChooseDataList = {}
-- 第二阶段 鸿蒙塔 数据
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--330 鸿蒙使者 数据
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local keys = nil
function this.GetHongMengServerData(msg)
local data2 = ConfigManager.GetConfigData(ConfigName.SpecialConfig,101).Value
local d = string.split(data2,"#")
if msg.hongmengTabletMax >= tonumber(d[2]) then
HarmonyManager:SetHongMengTowerUpLimit(msg.hongmengTabletMax)
end
-- LogError("服务器发来的hongmengGuards长度"..tostring(#msg.hongmengGuards))
if msg.hongmengGuards then
-- for i = 1, #msg.hongmengGuards do
-- if msg.hongmengGuards[i].heroId == "" then
-- Log("鸿蒙守卫:"..i.."为nil")
-- else
-- Log("鸿蒙守卫:"..i..HeroManager.GetSingleHeroData(msg.hongmengGuards[i].heroId).name)
-- end
-- end
HarmonyManager.UpdateHongMengDataGuards(msg.hongmengGuards)
end
-- LogError("服务器发来的hongmengAdditions长度"..tostring(#msg.hongmengAdditions))
if msg.hongmengAdditions then
for i = 1, #msg.hongmengAdditions do
-- body
end
HarmonyManager.UpdateHongMengDataAdditions(msg.hongmengAdditions)
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end
if msg.hongmengResonacnes then
HarmonyManager.UpdateHongMengDataHeroInfos(msg.hongmengResonacnes)
end
if GuideManager.IsFirstOpenHarmonyBei then
GuideManager.IsFirstOpenHarmonyBei = false
for i = 1, #HarmonyManager.hongmengGuards do
if HarmonyManager.hongmengGuards[i].heroId ~= "" then
local _heroData = HeroManager.GetSingleHeroData(HarmonyManager.hongmengGuards[i].heroId)
HeroManager.UpdateSingleHeroDatas(_heroData.dynamicId, 1, _heroData.star, 0, _heroData.upStarId)
end
end
end
--鸿蒙数据有变化时更新英雄战力数据
for i = 1, #msg.hongmengGuards do
if msg.hongmengGuards[i].heroId~="" then
HeroManager.UpdateSingleHeroWarPower(msg.hongmengGuards[i].heroId)
end
end
for i = 1, #msg.hongmengResonacnes do
if msg.hongmengResonacnes[i].heroId~="" then
HeroManager.UpdateSingleHeroWarPower(msg.hongmengResonacnes[i].heroId)
end
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end
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end
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function this.UpdateHongMengDataGuards(hongmengGuards)
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this.TowerStartLimit = tonumber(string.split(ConfigManager.GetConfigData(ConfigName.SpecialConfig,101).Value,"#")[2])
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this.hongmengGuards = hongmengGuards
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--LogGreen("hongmengGuards "..#this.hongmengGuards)
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for i = 1, #this.hongmengGuards do
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if this.hongmengGuards[i].time ~= 0 then
this.hongmengGuards[i].time = this.hongmengGuards[i].time + GetTimeStamp()
end
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end
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if this.hongmengAdditions[1] then
if this.hongmengAdditions[1].heroTid == 0 then
this:SetTowerInit()
elseif this.hongmengAdditions[1].heroTid == -1 then
else
this:SetInitList()
end
end
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end
function this.UpdateHongMengDataHeroInfos(hongmengHeroInfos)
this.hongmengHeroInfos = hongmengHeroInfos
-- LogGreen("hongmengHeroInfos "..#this.hongmengHeroInfos)
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for i = 1, #this.hongmengHeroInfos do
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if this.hongmengHeroInfos[i].time ~= 0 then
this.hongmengHeroInfos[i].time = this.hongmengHeroInfos[i].time + GetTimeStamp()
end
--鸿蒙阵共鸣后直接大于20级 后没有赋值大闹天宫英雄血量 大闹天宫一键上阵报错
-- LogYellow("this.hongmengHeroInfos[i].heroId "..this.hongmengHeroInfos[i].heroId)
if not ExpeditionManager.heroInfo[this.hongmengHeroInfos[i].heroId] then
-- LogRed("this.hongmengHeroInfos[i].heroId "..this.hongmengHeroInfos[i].heroId)
ExpeditionManager.InitHeroHpValue(this.hongmengHeroInfos[i].heroId)
end
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end
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if this.hongmengAdditions[1] then
if this.hongmengAdditions[1].heroTid == 0 then
this:SetTowerInit()
elseif this.hongmengAdditions[1].heroTid == -1 then
else
this:SetInitList()
end
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end
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end
function this.UpdateHongMengDataAdditions(hongmengAdditions)
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this.hongmengAdditions = hongmengAdditions
-- for i = 1, #this.hongmengAdditions do
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-- LogGreen("this.hongmengAdditions[i].heroTid:"..this.hongmengAdditions[i].heroTid)
-- LogGreen("this.hongmengAdditions[i].value:"..this.hongmengAdditions[i].value)
-- LogGreen("this.hongmengAdditions[i].additionType:"..this.hongmengAdditions[i].additionType)
-- end
--LogGreen("hongmengAdditions "..#this.hongmengAdditions)
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for i = 1, #this.hongmengAdditions do
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if this.hongmengAdditions[i].additionType == HarmonyAddType.AddEquip then
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if this.hongmengAdditions[i].value > 0 then
local curEquipIdList = {}
local curEquipConfigs = ConfigManager.GetAllConfigsDataByKey(ConfigName.EquipConfig,"Star",this.hongmengAdditions[i].value)
for i = 1, #curEquipConfigs do
table.insert(curEquipIdList,curEquipConfigs[i].Id)
end
this.HarmonyUpdateEquipData(curEquipIdList, "")
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end
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end
end
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if this.hongmengAdditions[1] then
if this.hongmengAdditions[1].heroTid == 0 then
this:SetTowerInit()
elseif this.hongmengAdditions[1].heroTid == -1 then
else
this:SetInitList()
end
end
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end
--初始化共鸣列表数据
function this:InitGongMingDataList()
for i = 1, #this.hongmengHeroInfos do
local data = HeroManager.GetSingleHeroData(this.hongmengHeroInfos[i].heroId)
if data then
this.hongmengGongMingList[i] = data
else
this.hongmengGongMingList[i] = nil
end
end
end
--鸿蒙塔上限
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local len = 0
function this:SetHongMengTowerUpLimit(limit)
len = limit
end
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function this:HongMengTowerUpLimit()
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return len
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end
function this.IsInfo(did)
if did ~= "" then
for i = 1, #this.hongmengHeroInfos do
if did == this.hongmengHeroInfos[i].heroId and this.hongmengHeroInfos[i].heroId ~= "" then
return true
end
end
end
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return false
end
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--共鸣神将
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function this.IsChangeColor(did)
for i = 1, #this.hongmengHeroInfos do
if did == this.hongmengHeroInfos[i].heroId then
return true
end
end
return false
end
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function this.IsGongMing(did)
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for i = 1, #this.hongmengHeroInfos do
if did == this.hongmengHeroInfos[i].heroId then
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PopupTipPanel.ShowTip(Language[12192])
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return
end
end
end
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--初始化选人列表的长度
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function this:SetInitList()
local heroDataList = HeroManager.GetAllHeroDatas(1)
local list = {}
local count = 0;
--LogBlue("this.GuardList长度"..LengthOfTable(this.GuardList))
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for key, value in pairs(this.hongmengGuards) do
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if value.heroId ~= "" then
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local singleHero = HeroManager.GetSingleHeroData(value.heroId)
table.insert(list,singleHero)
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end
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end
for i = 1, #this.hongmengHeroInfos do
if this.hongmengHeroInfos[i].heroId ~= "" then
-- LogYellow("是否有数据:"..i)
local data = HeroManager.GetSingleHeroData(this.hongmengHeroInfos[i].heroId)
table.insert(list,data)
end
end
table.sort(list,function(a,b)
return a.dynamicId < b.dynamicId
end)
--LogBlue("#list长度:"..#list)
local newList = {}
local index = 0
local flag = true
local tempTable = {}
for i = 1, #heroDataList do
table.insert(tempTable,heroDataList[i])
end
for i = #heroDataList, 1,-1 do
for k2, v2 in pairs(list) do
if v2.dynamicId == heroDataList[i].dynamicId then
--LogPink("第几个:"..i.." k2"..k2)
table.remove(tempTable,i)
end
end
end
this.ChooseDataList = tempTable
-- LogBlue("#this.ChooseDataList长度:"..#this.ChooseDataList)
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end
--初始化 鸿蒙塔的数据
function this:SetTowerInit()
local heroDataList = HeroManager.GetAllHeroDatas(1)
local list = {}
local count = 0;
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for key, value in pairs(this.hongmengGuards) do
if value.heroId ~= "" then
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local singleHero = HeroManager.GetSingleHeroData(value.heroId)
table.insert(list,singleHero)
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end
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end
--LogBlue("#this.hongmengHeroInfos"..#this.hongmengHeroInfos)
for i = 1, #this.hongmengHeroInfos do
if this.hongmengHeroInfos[i].heroId ~= "" then
--LogYellow("是否有数据:"..i)
local data = HeroManager.GetSingleHeroData(this.hongmengHeroInfos[i].heroId)
table.insert(list,data)
end
end
table.sort(list,function(a,b)
return a.dynamicId < b.dynamicId
end)
--LogBlue("#list长度:"..#list)
local newList = {}
local index = 0
local flag = true
local tempTable = {}
for i = 1, #heroDataList do
table.insert(tempTable,heroDataList[i])
end
for i = #heroDataList, 1,-1 do
for k2, v2 in pairs(list) do
if v2.dynamicId == heroDataList[i].dynamicId then
-- LogPink("第几个:"..i.." k2"..k2)
table.remove(tempTable,i)
end
end
end
this.ChooseDataList = tempTable
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--LogBlue("#this.ChooseDataList长度:"..#this.ChooseDataList)
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end
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--判断鸿蒙 使者/守卫 是否够6位
function this:IsEnvoyCount()
-- body
local count = 1
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for i = 1, #this.hongmengGuards do
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if this.hongmengGuards[i].heroId ~= "" then
count =count + 1
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end
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end
return count
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end
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--初始化鸿蒙使者的数据
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--是否是鸿蒙使者
function this:IsEnvoy(did)
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if this:HongMengTowerUpLimit() == 0 then
return false
end
-- LogError("hongmengGuards长度"..tostring(#this.hongmengGuards))
for i = 1, #this.hongmengGuards do
if this.hongmengGuards[i].heroId == did then
return true
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end
end
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return false
end
-- 设置、获取鸿蒙守卫的列表
function this:SetGuardList(list,count)
for key, value in pairs(list) do
if key<=count then
this.GuardList[value.dynamicId] = value
end
end
end
function this:GetGuardList()
return this.GuardList
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end
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function this:SetGongMingList(Id)
local data = HeroManager.GetSingleHeroData(Id)
table.insert(this.hongmengGongMingList,data)
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-- LogYellow("Id "..Id)
if not ExpeditionManager.heroInfo[Id] then
-- LogRed("Id "..Id)
ExpeditionManager.InitHeroHpValue(Id)
end
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end
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function this:RemoveGongMingList(Id)
local data = HeroManager.GetSingleHeroData(Id)
for key, value in pairs(this.hongmengGongMingList) do
if value then
if value==data then
value = nil
break
end
end
end
end
function this:GetGongMingListSingle(Id)
local data = HeroManager.GetSingleHeroData(Id)
for key, value in pairs(this.hongmengGongMingList) do
if value.dynamicId==data.dynamicId then
return value
end
end
end
function this:SetChooseId(id)
SelectId = id
end
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-- 设置、获取卸载的数据
function this:SetMingListIndexData(index)
SelectId = this.hongmengHeroInfos[index].heroId
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end
function this:GetUnLoadData()
return SelectId
end
--获取加成
function this:GetAdditions()
return this.hongmengAdditions
end
function this.GetSingleAdditions(type)
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if this.hongmengAdditions then
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for i = 1, #this.hongmengAdditions do
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if this.hongmengAdditions[i].additionType == type then
--LogGreen("this.hongmengAdditions[i].additionType:"..this.hongmengAdditions[i].additionType.." this.hongmengAdditions[i].value :"..this.hongmengAdditions[i].value )
return this.hongmengAdditions[i].value or 0
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end
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end
end
return 0
end
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function this.GetSingleAdditionsData(type)
if this.hongmengAdditions then
-- LogError("Additions长度"..tostring(#this.hongmengAdditions))
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for i = 1, #this.hongmengAdditions do
if this.hongmengAdditions[i].additionType == type then
return this.hongmengAdditions[i]
end
end
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end
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return nil
end
function this.GetHongMengUpData()
for i = 1, #this.hongmengAdditions do
if this.hongmengAdditions[i].additionType == 1 then
if this.hongmengAdditions[i].value < 330 then
LogBlue("服务器数据为"..this.hongmengAdditions[i].value)
return nil
end
--LogGreen("服务器数据为"..this.hongmengAdditions[i].value)
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for key, value in ConfigPairs(HongmengUp) do
if value.HongmengLevel == this.hongmengAdditions[i].value + 1 then
return ConfigManager.TryGetConfigData(ConfigName.HongmengUp,key)
end
end
end
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end
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return nil
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end
--鸿蒙共享装备临时数据
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local equipStarsConfig = ConfigManager.GetConfig(ConfigName.EquipStarsConfig)
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
function this.InitUpdateEquipData(id, upHeroDid)
if not this.equipDatas then
this.equipDatas = {}
end
id = tonumber(id)
if this.equipDatas[id] then
if not this.equipDatas[id].upHeroDidList then
this.equipDatas[id].upHeroDidList = {}
end
if upHeroDid and upHeroDid ~= "0" then
this.equipDatas[id].upHeroDidList[upHeroDid] = upHeroDid
end
else
local equipdata = {}
equipdata.equipConfig = equipConfig[id]
equipdata.itemConfig = itemConfig[id]
equipdata.id = id
if itemConfig[equipdata.id] then
equipdata.icon = GetResourcePath(itemConfig[equipdata.id].ResourceID)
else
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Log("装备表找不到此id " .. equipdata.id)
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return
end
equipdata.frame = GetQuantityImageByquality(equipdata.equipConfig.Quality)
equipdata.quality = equipdata.equipConfig.Quality
equipdata.position = equipdata.equipConfig.Position
equipdata.mainAttribute = this.GetMainProList(equipdata.equipConfig)
equipdata.backData = equipdata
equipdata.star = equipStarsConfig[equipdata.equipConfig.Star].Stars
-- --摘星阁加持
equipdata.HomeEquipLv = function()
local data = HomeLandManager.EquipData[equipdata.position]
if data and data.configData and data.configPro then
return {data.configData.Level,data.configPro.Level}
end
return {0,0}
end
equipdata.homeEquipLv = equipdata.HomeEquipLv()
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this.equipDatas[id] = equipdata
if not this.equipDatas[id].upHeroDidList then
this.equipDatas[id].upHeroDidList = {}
end
if upHeroDid and upHeroDid ~= "0" and not this.equipDatas[id].upHeroDidList[upHeroDid] then
this.equipDatas[id].upHeroDidList[upHeroDid] = upHeroDid
end
end
end
function this.HarmonyUpdateEquipData(idlist, heroDid)
for i = 1, #idlist do
this.InitUpdateEquipData(idlist[i], heroDid, false)
end
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end
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--判断神将的装备是否共鸣
function this:IsShowGongMingEqiup(id)
for i = 1, #this.hongmengHeroInfos do
if id == this.hongmengHeroInfos[i].heroId then
return true
end
end
return false
end
function this.GetMainProList(equipConfig)
local propList = {}
for index, prop in ipairs(equipConfig.Property) do
propList[index] = {}
propList[index].propertyId = prop[1]
propList[index].propertyValue = prop[2]
propList[index].PropertyConfig = propertyConfig[prop[1]]
end
return propList
end
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function this.RefreshOpenBoxPoint()
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local tab = ConfigManager.GetConfig(ConfigName.Hongmeng)
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local keys = GameDataBase.SheetBase.GetKeys(this.tab)
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local Gold = BagManager.GetTotalItemNum(UpViewRechargeType.XuanHuangZhiQi)
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-- local DemonCrystal = BagManager.GetTotalItemNum(UpViewRechargeType.DemonCrystal) or DemonCrystal > tab[#this.hongmengHeroInfos].MoneyPrice[2]
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if #this.hongmengHeroInfos<=0 then
return false
end
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if tab[#this.hongmengHeroInfos + 1] and Gold > tab[#this.hongmengHeroInfos + 1].PropPrice[2] and #this.hongmengHeroInfos < #keys then
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return true
else
return false
end
end
function this.RefreshEnvoyPoint()
-- body
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local data = this.GetSingleAdditionsData(HarmonyAddType.AddLv)
if data then
if data.heroTid == 0 then
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local sum = this:HongMengTowerUpLimit()
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if data.value <= sum then
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for i = 1, #this.hongmengGuards do
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if data.heroId == "" and data.time == 0 then
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return true
end
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end
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end
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end
end
return false
end
function this.RefreshUpTowerPoint()
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if len == 0 then
return false
end
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local data = this.GetSingleAdditionsData(HarmonyAddType.AddLv)
if data then
if data.heroTid == 0 then
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local sum = this:HongMengTowerUpLimit()
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if data.value >= sum then
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return false
else
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local prop = this.GetHongMengUpData()
-- --LogGreen(data.LevelUp[1][2].." "..data.LevelUp[2][2])
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-- LogYellow(BagManager.GetTotalItemNum(UpViewRechargeType.Gold))
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if prop and BagManager.GetTotalItemNum(UpViewRechargeType.Gold) >= prop.LevelUp[1][2] then
if BagManager.GetTotalItemNum(UpViewRechargeType.GrowthAmulet) >= prop.LevelUp[2][2] then
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return true
end
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end
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return false
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end
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else
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return false
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end
end
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return false
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end
--检测主城红点
function this.CheckRedPoinStatusUpTowerMainCityRed()
CheckRedPointStatus(RedPointType.HongMeng_UpTower)
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CheckRedPointStatus(RedPointType.HongMeng_Evory)
CheckRedPointStatus(RedPointType.HongMeng_OpenBox)
end
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--票战力
local oldPowerNum = 0
function this.SetOldPowerNum(did)
local isCalculate = true
if did then
local heros = FormationManager.GetAllMainFormationHeroId()
if not heros[did] then
isCalculate = false
end
end
if isCalculate then
oldPowerNum = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
end
end
function this.WarPowerChangeNotify(did)
local isCalculate = true
if did then
local heros = FormationManager.GetAllMainFormationHeroId()
if not heros[did] then
isCalculate = false
end
end
if oldPowerNum ~= 0 and isCalculate then
local newPowerNum = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
if oldPowerNum ~= newPowerNum then
UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldPowerNum,newValue = newPowerNum})
if did then
FormationManager.CheckHeroIdExist(did)--如果是主线阵容发生变化 会通知后端 更新任务刷新
end
end
end
end
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function this.IsGongMing(_curHeroData)
return this.IsChangeColor(_curHeroData.dynamicId) or (this:IsEnvoy(_curHeroData.dynamicId) and this:HongMengTowerUpLimit() ~= 0)
end
function this.updateHomeLandEquipLv()
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if this.equipDatas then
for key, value in pairs(this.equipDatas) do
value.HomeEquipLv = function()
local data = HomeLandManager.EquipData[value.position]
if data and data.configData and data.configPro then
return {data.configData.Level,data.configPro.Level}
end
return {0,0}
end
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value.homeEquipLv = value.HomeEquipLv()
end
end
end
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return HarmonyManager