宝器分解计算掉落

dev_chengFeng
zhangqiang 2020-07-06 19:11:15 +08:00
parent 39abbef905
commit 105d3bf53e
6 changed files with 1162 additions and 239 deletions

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View File

@ -34,7 +34,7 @@ local contentScripts = {
--试炼副本进入下一层
[14]={view=require("Modules/Popup/View/GeneralPopup_TrialToNextFloor"),panelName="GeneralPopup_TrialToNextFloor",type=GENERAL_POPUP_TYPE.TrialToNextFloor},
--宝物分解
[15] = {view = require("Modules/Popup/View/GeneralPopup_ResolveEquipTreasure"), panelName = "GeneralPopup_ResolveEquipTreasure",type=GENERAL_POPUP_TYPE.ResolveDismantle},
[15] = {view = require("Modules/Popup/View/GeneralPopup_ResolveEquipTreasure"), panelName = "GeneralPopup_ResolveEquipTreasure",type=GENERAL_POPUP_TYPE.ResolveEquipTreasure},
}
--子模块预设
local contentPrefabs={}

View File

@ -0,0 +1,78 @@
----- 宝器分解弹窗 -----
local this = {}
--传入父脚本模块
local parent
--传入特效层级
local sortingOrder=0
local _args={}
--传入选择宝器计算返回奖励数据列表
local dropList = {}
--item容器
local itemList = {}
--传入选择英雄
local selectEquipTreasureData
local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
function this:InitComponent(gameObject)
this.titleText=Util.GetGameObject(gameObject,"TitleText"):GetComponent("Text")
this.bodyText=Util.GetGameObject(gameObject,"BodyText"):GetComponent("Text")
this.cancelBtn=Util.GetGameObject(gameObject,"CancelBtn")
this.confirmBtn=Util.GetGameObject(gameObject,"ConfirmBtn")
--滚动条根节点
this.root = Util.GetGameObject(gameObject, "Root")
end
function this:BindEvent()
Util.AddClick(this.cancelBtn,function()
parent:ClosePanel()
end)
Util.AddClick(this.confirmBtn,function()
-- local data={}
-- for k,v in pairs(selectEquipTreasureData) do
-- table.insert(data,v.idDyn)
-- end
-- NetManager.UseAndPriceItemRequest(4, data, function(msg)
-- for i = 1, #data do
-- EquipTreasureManager.RemoveTreasureByIdDyn(data[i])
-- end
-- parent:ClosePanel()
-- UIManager.OpenPanel(UIName.RewardItemPopup,msg,1,function ()
-- ResolvePanel.SwitchView(3)
-- end)
-- end)
end)
end
function this:AddListener()
end
function this:RemoveListener()
end
function this:OnShow(_parent,...)
parent=_parent
sortingOrder =_parent.sortingOrder
local args = {...}
dropList = args[1]
selectEquipTreasureData=args[2]
this.titleText.text=Language[11643]
--返还比
local num = 100--tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,35).Value)/100
this.bodyText.text=string.format( Language[11644],num,"%")
local data={}
for i, v in pairs(dropList) do
data[i]={v.id,v.num}
end
FindFairyManager.ResetItemView(this.root,this.root.transform,itemList,4,1,sortingOrder,false,data)
end
function this:OnClose()
end
function this:OnDestroy()
end
return this

View File

@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 4a01edce0fa3afb4195c36b6c206b6ed
DefaultImporter:
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userData:
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View File

@ -37,8 +37,8 @@ function this:BindEvent()
if tonumber(LengthOfTable(selectEquipTreasureData))==0 then
PopupTipPanel.ShowTip(Language[12215])
else
-- UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.ResolveEquipTreasure,
-- HeroManager.GetHeroReturnItems(selectEquipTreasureData,GENERAL_POPUP_TYPE.ResolveDismantle),selectEquipTreasureData)
UIManager.OpenPanel(UIName.GeneralPopup,GENERAL_POPUP_TYPE.ResolveEquipTreasure,
EquipTreasureManager.GetEquipTreasureResolveItems(selectEquipTreasureData),selectEquipTreasureData)
end
end)
Util.AddClick(this.selectBtn, function()

View File

@ -1,62 +1,62 @@
EquipTreasureManager= {}
local this=EquipTreasureManager
local allTreasures={}
local jewelConfig=ConfigManager.GetConfig(ConfigName.JewelConfig)
EquipTreasureManager = {}
local this = EquipTreasureManager
local allTreasures = {}
local jewelConfig = ConfigManager.GetConfig(ConfigName.JewelConfig)
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local jewerLevelUpConfig=ConfigManager.GetConfig(ConfigName.JewelRankupConfig)
local jewerLevelUpConfig = ConfigManager.GetConfig(ConfigName.JewelRankupConfig)
function this.Initialize()
end
--初始化所有宝器数据
function this.InitAllEquipTreasure(_equipData)
if _equipData==nil then
if _equipData == nil then
return
end
for i=1,#_equipData do
for i = 1, #_equipData do
this.InitSingleTreasureData(_equipData[i])
end
end
--初始化单个宝物的数据
function this.InitSingleTreasureData(_singleData)
if _singleData==nil then
if _singleData == nil then
return
end
local single={}
local staticId=_singleData.equipId
local currJewel=jewelConfig[staticId]
single.id=staticId
single.idDyn=_singleData.id
single.lv=_singleData.exp
single.refineLv=_singleData.rebuildLevel
single.maxLv=currJewel.Max[1]
single.maxRefineLv=currJewel.Max[2]
single.upHeroDid=""
local quantity=currJewel.Level
single.quantity=quantity
single.race=currJewel.Race
single.frame=GetQuantityImageByquality(quantity)
single.name=itemConfig[staticId].Name
single.itemConfig=itemConfig[staticId]
single.levelPool=currJewel.LevelupPool
single.proIcon=GetProStrImageByProNum(currJewel.Race)
single.refinePool=currJewel.RankupPool
single.equipType=currJewel.Location
if currJewel.Location==1 then
single.type=Language[10505]
local single = {}
local staticId = _singleData.equipId
local currJewel = jewelConfig[staticId]
single.id = staticId
single.idDyn = _singleData.id
single.lv = _singleData.exp
single.refineLv = _singleData.rebuildLevel
single.maxLv = currJewel.Max[1]
single.maxRefineLv = currJewel.Max[2]
single.upHeroDid = ""
local quantity = currJewel.Level
single.quantity = quantity
single.race = currJewel.Race
single.frame = GetQuantityImageByquality(quantity)
single.name = itemConfig[staticId].Name
single.itemConfig = itemConfig[staticId]
single.levelPool = currJewel.LevelupPool
single.proIcon = GetProStrImageByProNum(currJewel.Race)
single.refinePool = currJewel.RankupPool
single.equipType = currJewel.Location
if currJewel.Location == 1 then
single.type = Language[10505]
else
single.type=Language[10506]
single.type = Language[10506]
end
single.icon=GetResourcePath(itemConfig[staticId].ResourceID)
single.strongConfig=this.GetCurrTreasureLvConfig(1,currJewel.LevelupPool,_singleData.exp)
single.refineConfig=this.GetCurrTreasureLvConfig(2,currJewel.RankupPool,_singleData.rebuildLevel)
allTreasures[_singleData.id]=single
single.icon = GetResourcePath(itemConfig[staticId].ResourceID)
single.strongConfig = this.GetCurrTreasureLvConfig(1, currJewel.LevelupPool, _singleData.exp)
single.refineConfig = this.GetCurrTreasureLvConfig(2, currJewel.RankupPool, _singleData.rebuildLevel)
allTreasures[_singleData.id] = single
end
--获取玩家可以穿戴的宝物
function this.GetTreasureDataByPos(_pos,_idDyn,PropertyName)
function this.GetTreasureDataByPos(_pos, _idDyn, PropertyName)
local equips = {}
for i, v in pairs(allTreasures) do
if v.equipType==_pos-4 then
if (v.upHeroDid=="" or v.upHeroDid==_idDyn) and v.race == PropertyName then
table.insert(equips,v)
if v.equipType == _pos - 4 then
if (v.upHeroDid == "" or v.upHeroDid == _idDyn) and v.race == PropertyName then
table.insert(equips, v)
end
end
end
@ -64,249 +64,255 @@ function this.GetTreasureDataByPos(_pos,_idDyn,PropertyName)
end
function this.OpenTreasure(star)
local config= ConfigManager.GetConfigData(40)
local configs= string.split(config.Value,'|')
for i=1,#configs do
if string.split(configs[i],'#')[1]==1 then --玩家等级
return PlayerManager.level >= string.split(configs[i],'#')[2]
local config = ConfigManager.GetConfigData(40)
local configs = string.split(config.Value, "|")
for i = 1, #configs do
if string.split(configs[i], "#")[1] == 1 then --玩家等级
return PlayerManager.level >= string.split(configs[i], "#")[2]
end
if string.split(configs[i],'#')[2] and string.split(configs[i],'#')[2] ==2 then --英雄星级
return star >= string.split(configs[i],'#')[2]
if string.split(configs[i], "#")[2] and string.split(configs[i], "#")[2] == 2 then --英雄星级
return star >= string.split(configs[i], "#")[2]
end
end
end
--获取当前宝物升级数据
function this.GetCurrTreasureLvConfig(_type,_id,_lv)
function this.GetCurrTreasureLvConfig(_type, _id, _lv)
for _, configInfo in ConfigPairs(jewerLevelUpConfig) do
if configInfo.Type==_type and configInfo.PoolID==_id and configInfo.Level==_lv then
if configInfo.Type == _type and configInfo.PoolID == _id and configInfo.Level == _lv then
return configInfo
end
end
end
--获取当前等级的基础属性/精炼属性
function this.GetCurrLvAndNextLvPropertyValue(_type,_id,_lv)
local lvConfig=nil
local nexLvConfig=nil
function this.GetCurrLvAndNextLvPropertyValue(_type, _id, _lv)
local lvConfig = nil
local nexLvConfig = nil
--获取当前等级属性加成
for _, configInfo in ConfigPairs(jewerLevelUpConfig) do
if configInfo.Type==_type and configInfo.PoolID==_id and configInfo.Level==_lv then
lvConfig=configInfo
if configInfo.Type == _type and configInfo.PoolID == _id and configInfo.Level == _lv then
lvConfig = configInfo
break
end
end
--获取下一等级属性加成
local nextLv=_lv+1
local nextLv = _lv + 1
for _, configInfo in ConfigPairs(jewerLevelUpConfig) do
if configInfo.Type==_type and configInfo.PoolID==_id and configInfo.Level==nextLv then
nexLvConfig=configInfo
if configInfo.Type == _type and configInfo.PoolID == _id and configInfo.Level == nextLv then
nexLvConfig = configInfo
break
end
end
local proList={}
if lvConfig then
local proList = {}
if lvConfig then
for i = 1, table.getn(lvConfig.Property) do
local info=lvConfig.Property[i]
local info = lvConfig.Property[i]
if info then
local index=info[1]
local skillValue={}
skillValue.currValue=info[2]
proList[index]=skillValue
local index = info[1]
local skillValue = {}
skillValue.currValue = info[2]
proList[index] = skillValue
end
end
end
--没有下一等级数据为已升到最高级
--没有下一等级数据为已升到最高级
if nexLvConfig then
--最高级显示
for i = 1, table.getn(nexLvConfig.Property) do
local info=nexLvConfig.Property[i]
local info = nexLvConfig.Property[i]
if info then
if proList[info[1]] then
proList[info[1]].nextValue=info[2]
if proList[info[1]] then
proList[info[1]].nextValue = info[2]
else
local skillValue={}
skillValue.currValue=info[2]
proList[info[1]]=skillValue
local skillValue = {}
skillValue.currValue = info[2]
proList[info[1]] = skillValue
end
end
end
--最高级显示
else
for i, v in pairs(proList) do
proList[i].nextValue=proList[i].currValue
proList[i].nextValue = proList[i].currValue
end
end
return proList
end
--根据属性类型获取所有类型的表数据
function this.GetAllTabletTreasuresByRace(_index)
if jewelConfig== nil then
if jewelConfig == nil then
return
end
local list={}
local index=0
local list = {}
local index = 0
for _, configInfo in ConfigPairs(jewelConfig) do
local jewel=configInfo
local jewel = configInfo
if jewel then
-- 获取同类型的所有表中的数据 最低品质为2 不显示最低品质)
if jewel.Race == _index and jewel.Level>2 then
index=index+1
local treasure={}
local Id=jewel.Id
treasure.Id=Id
local lv=jewel.Level
treasure.frame=GetQuantityImageByquality(lv)
if jewel.Race == _index and jewel.Level > 2 then
index = index + 1
local treasure = {}
local Id = jewel.Id
treasure.Id = Id
local lv = jewel.Level
treasure.frame = GetQuantityImageByquality(lv)
--合成当前宝物需要的宝物id
treasure.lowId=Id-1
treasure.lowFrame=GetQuantityImageByquality(lv-1)
treasure.icon=GetResourcePath(itemConfig[Id].ResourceID)
treasure.quantity=lv
treasure.name=itemConfig[Id].Name
treasure.race=lv
treasure.equipType=jewel.Location
treasure.quaUpCount=jewel.RankupCount
treasure.proIcon=GetProStrImageByProNum(jewel.Race)
treasure.costCoin=jewel.RankupResources
list[index]=treasure
treasure.lowId = Id - 1
treasure.lowFrame = GetQuantityImageByquality(lv - 1)
treasure.icon = GetResourcePath(itemConfig[Id].ResourceID)
treasure.quantity = lv
treasure.name = itemConfig[Id].Name
treasure.race = lv
treasure.equipType = jewel.Location
treasure.quaUpCount = jewel.RankupCount
treasure.proIcon = GetProStrImageByProNum(jewel.Race)
treasure.costCoin = jewel.RankupResources
list[index] = treasure
end
end
end
if LengthOfTable(list)>0 then
table.sort(list,function(a,b)
return a.race < b.race
end)
if LengthOfTable(list) > 0 then
table.sort(
list,
function(a, b)
return a.race < b.race
end
)
return list
end
end
--获取一键合成便利的所有宝物
function this.GetAllTabletTreasuresByRaceAndType(_index, _Location)
if jewelConfig== nil then
if jewelConfig == nil then
return
end
local list={}
local index=0
local list = {}
local index = 0
for _, configInfo in ConfigPairs(jewelConfig) do
local jewel=configInfo
local jewel = configInfo
if jewel then
-- 获取同类型的所有表中的数据 最低品质为2 不显示最低品质)
if jewel.Race == _index and jewel.Level>2 and ((_Location and jewel.Location== _Location) or not _Location) then
index=index+1
local treasure={}
local Id=jewel.Id
treasure.Id=Id
local lv=jewel.Level
treasure.frame=GetQuantityImageByquality(lv)
treasure.lowFrame=GetQuantityImageByquality(lv-1)
treasure.icon=GetResourcePath(itemConfig[Id].ResourceID)
treasure.quantity=lv
treasure.name=itemConfig[Id].Name
treasure.race=lv
treasure.equipType=jewel.Location
treasure.quaUpCount=jewel.RankupCount
treasure.proIcon=GetProStrImageByProNum(jewel.Race)
treasure.costCoin=jewel.RankupResources
list[index]=treasure
if
jewel.Race == _index and jewel.Level > 2 and
((_Location and jewel.Location == _Location) or not _Location)
then
index = index + 1
local treasure = {}
local Id = jewel.Id
treasure.Id = Id
local lv = jewel.Level
treasure.frame = GetQuantityImageByquality(lv)
treasure.lowFrame = GetQuantityImageByquality(lv - 1)
treasure.icon = GetResourcePath(itemConfig[Id].ResourceID)
treasure.quantity = lv
treasure.name = itemConfig[Id].Name
treasure.race = lv
treasure.equipType = jewel.Location
treasure.quaUpCount = jewel.RankupCount
treasure.proIcon = GetProStrImageByProNum(jewel.Race)
treasure.costCoin = jewel.RankupResources
list[index] = treasure
end
end
end
if LengthOfTable(list)>0 then
table.sort(list,function(a,b)
return a.race < b.race
end)
if LengthOfTable(list) > 0 then
table.sort(
list,
function(a, b)
return a.race < b.race
end
)
return list
end
end
--获取所有可以合成宝物的数据
function this.GetBagCompoundEquipDatasByequipSData(equipSData)
local equips = {}
for i, v in pairs(allTreasures) do
--获取没有穿戴,没有精炼/强化低一个品质表里低一个品质的id-1
if v.equipType == equipSData.equipType and v.upHeroDid ==""
and v.quantity == equipSData.quantity - 1 and v.lv ==0 and v.refineLv ==0 and v.id==equipSData.Id-1 then
table.insert(equips,v)
if
v.equipType == equipSData.equipType and v.upHeroDid == "" and v.quantity == equipSData.quantity - 1 and
v.lv == 0 and
v.refineLv == 0 and
v.id == equipSData.Id - 1
then
table.insert(equips, v)
end
end
return equips
end
--获取可以合成宝物的数量根据宝物id
function this.GetCanCompoundTreasureNumByTreasureId(_id,_type)
function this.GetCanCompoundTreasureNumByTreasureId(_id, _type)
local equips = {}
for i, v in pairs(allTreasures) do
--获取没有穿戴,没有精炼/强化低一个品质表里低一个品质的id-1
if v.equipType == _type and v.upHeroDid ==""
and v.lv ==0 and v.refineLv ==0 and v.id==_id then
table.insert(equips,v)
if v.equipType == _type and v.upHeroDid == "" and v.lv == 0 and v.refineLv == 0 and v.id == _id then
table.insert(equips, v)
end
end
return LengthOfTable(equips)
end
--获取当前等级加成的属性
function this.GetCurLvPropertyValue(_type,_id,_lv)
local lvConfig=nil
function this.GetCurLvPropertyValue(_type, _id, _lv)
local lvConfig = nil
--获取当前等级属性加成
for _, configInfo in ConfigPairs(jewerLevelUpConfig) do
if configInfo.Type==_type and configInfo.PoolID==_id and configInfo.Level==_lv then
lvConfig=configInfo
if configInfo.Type == _type and configInfo.PoolID == _id and configInfo.Level == _lv then
lvConfig = configInfo
break
end
end
local proList={}
if lvConfig then
local proList = {}
if lvConfig then
for i = 1, table.getn(lvConfig.Property) do
local info=lvConfig.Property[i]
local info = lvConfig.Property[i]
if info then
local index=info[1]
local skillValue={}
skillValue.currValue=info[2]
if info[2]~=0 then
proList[index]=skillValue
local index = info[1]
local skillValue = {}
skillValue.currValue = info[2]
if info[2] ~= 0 then
proList[index] = skillValue
end
end
end
end
return proList
return proList
end
--获取满足升级条件的宝物
function this.GetEnoughRefineTreasure(_id,_idDyn)
if allTreasures==nil then
function this.GetEnoughRefineTreasure(_id, _idDyn)
if allTreasures == nil then
return
end
local num=0
local list={}
local num = 0
local list = {}
for i, v in pairs(allTreasures) do
local isUpHero=false
if v.upHeroDid=="" or v.upHeroDid==nil then
isUpHero=false
local isUpHero = false
if v.upHeroDid == "" or v.upHeroDid == nil then
isUpHero = false
else
isUpHero=true
isUpHero = true
end
if v.id==_id and v.idDyn~=_idDyn and v.lv==0 and v.refineLv==0 and isUpHero==false then
list[i]=v
num=num+1
if v.id == _id and v.idDyn ~= _idDyn and v.lv == 0 and v.refineLv == 0 and isUpHero == false then
list[i] = v
num = num + 1
end
end
return list,num
return list, num
end
function this.RemoveTreasureByIdDyn(_idDyn)
if allTreasures==nil then
if allTreasures == nil then
return
end
if allTreasures[_idDyn] then
allTreasures[_idDyn]=nil
allTreasures[_idDyn] = nil
end
end
@ -314,20 +320,23 @@ end
function this.GetAllTreasuresByQuantity(Quantity)
local curAllEquipTreasure = {}
for key, value in pairs(allTreasures) do
if value.upHeroDid == "" and value.itemConfig.Quantity == Quantity then
table.insert( curAllEquipTreasure, value )
elseif value.upHeroDid == "" and Quantity == 1 then--1 全部
table.insert( curAllEquipTreasure, value )
if value.upHeroDid == "" and value.itemConfig.Quantity == Quantity then
table.insert(curAllEquipTreasure, value)
elseif value.upHeroDid == "" and Quantity == 1 then --1 全部
table.insert(curAllEquipTreasure, value)
end
end
return curAllEquipTreasure
end
--获取所有宝物 不算英雄身上穿的 通过稀有度
function this.GetAllTreasuresByLocation(Location,PropertyName)
function this.GetAllTreasuresByLocation(Location, PropertyName)
local curAllEquipTreasure = {}
for key, value in pairs(allTreasures) do
if value.upHeroDid == "" and jewelConfig[value.id].Location == Location and jewelConfig[value.id].Race == PropertyName then
table.insert( curAllEquipTreasure, value )
for key, value in pairs(allTreasures) do
if
value.upHeroDid == "" and jewelConfig[value.id].Location == Location and
jewelConfig[value.id].Race == PropertyName
then
table.insert(curAllEquipTreasure, value)
end
end
return curAllEquipTreasure
@ -341,75 +350,79 @@ function this.GetAllTreasures(PropertyName)
if value.upHeroDid == "" then
if PropertyName then
if jewelConfig[value.id].Race == PropertyName then
table.insert( curAllEquipTreasure, value )
table.insert(curAllEquipTreasure, value)
end
else
table.insert( curAllEquipTreasure, value )
table.insert(curAllEquipTreasure, value)
end
end
end
if LengthOfTable(curAllEquipTreasure)>0 then
table.sort(curAllEquipTreasure,function(a,b)
if a.quantity==b.quantity then
if a.lv==b.lv then
return a.refineLv>b.refineLv
if LengthOfTable(curAllEquipTreasure) > 0 then
table.sort(
curAllEquipTreasure,
function(a, b)
if a.quantity == b.quantity then
if a.lv == b.lv then
return a.refineLv > b.refineLv
else
return a.lv > b.lv
end
else
return a.lv>b.lv
return a.quantity > b.quantity
end
else
return a.quantity > b.quantity
end
end)
)
return curAllEquipTreasure
end
return curAllEquipTreasure
end
--改变宝物的等级或精炼等级
function this.ChangeTreasureLv(_idDyn,_type)
if allTreasures==nil then
function this.ChangeTreasureLv(_idDyn, _type)
if allTreasures == nil then
return
end
if allTreasures[_idDyn]==nil then
if allTreasures[_idDyn] == nil then
return
end
if allTreasures[_idDyn] then
if _type==1 then
if allTreasures[_idDyn].lv==allTreasures[_idDyn].maxLv then
if _type == 1 then
if allTreasures[_idDyn].lv == allTreasures[_idDyn].maxLv then
return
end
local lv=allTreasures[_idDyn].lv+1
allTreasures[_idDyn].lv=lv
allTreasures[_idDyn].strongConfig=this.GetCurrTreasureLvConfig(1,allTreasures[_idDyn].levelPool,lv)
else if _type==2 then
if allTreasures[_idDyn].refineLv == allTreasures[_idDyn].maxRefineLv then
return
local lv = allTreasures[_idDyn].lv + 1
allTreasures[_idDyn].lv = lv
allTreasures[_idDyn].strongConfig = this.GetCurrTreasureLvConfig(1, allTreasures[_idDyn].levelPool, lv)
else
if _type == 2 then
if allTreasures[_idDyn].refineLv == allTreasures[_idDyn].maxRefineLv then
return
end
local refine = allTreasures[_idDyn].refineLv + 1
allTreasures[_idDyn].refineLv = refine
allTreasures[_idDyn].refineConfig =
this.GetCurrTreasureLvConfig(2, allTreasures[_idDyn].refinePool, refine)
end
local refine=allTreasures[_idDyn].refineLv+1
allTreasures[_idDyn].refineLv=refine
allTreasures[_idDyn].refineConfig=this.GetCurrTreasureLvConfig(2,allTreasures[_idDyn].refinePool,refine)
end
end
end
end
--设置宝物的穿戴卸下 (第二个参数传nil为卸下)
function this.SetTreasureUpOrDown(_idDyn,_hero)
function this.SetTreasureUpOrDown(_idDyn, _hero)
if allTreasures[_idDyn] then
allTreasures[_idDyn].upHeroDid=_hero
allTreasures[_idDyn].upHeroDid = _hero
end
end
--根据id删除宝物
function this.DeleteTreasureByIdDyn(_idDyn)
if allTreasures then
allTreasures[_idDyn]=nil
allTreasures[_idDyn] = nil
end
end
--设置装备穿戴的英雄
function this.SetEquipTreasureUpHeroDid(_equipTreasureDid,_heroDid)
function this.SetEquipTreasureUpHeroDid(_equipTreasureDid, _heroDid)
if allTreasures[_equipTreasureDid] then
allTreasures[_equipTreasureDid].upHeroDid=_heroDid
allTreasures[_equipTreasureDid].upHeroDid = _heroDid
end
end
--设置装备穿戴的英雄
@ -423,65 +436,72 @@ end
--根据动态id获取宝物
function this.GetSingleTreasureByIdDyn(_idDyn)
if allTreasures==nil then
if allTreasures == nil then
return
end
return allTreasures[_idDyn]
end
--计算战斗力
function this.CalculateWarForceBySid(sId,lv,rlv)
return this.CalculateWarForceBase(sId,lv,rlv)
function this.CalculateWarForceBySid(sId, lv, rlv)
return this.CalculateWarForceBase(sId, lv, rlv)
end
--计算战斗力
function this.CalculateWarForce(Did)
local curTreasure = allTreasures[Did]
function this.CalculateWarForce(Did)
local curTreasure = allTreasures[Did]
if curTreasure then
return this.CalculateWarForceBase(curTreasure.id,curTreasure.lv,curTreasure.refineLv)
return this.CalculateWarForceBase(curTreasure.id, curTreasure.lv, curTreasure.refineLv)
end
end
function this.CalculateWarForceBase(sId,lv,rlv)
local curEuipTreaSureConfig = ConfigManager.GetConfigData(ConfigName.JewelConfig,sId)
function this.CalculateWarForceBase(sId, lv, rlv)
local curEuipTreaSureConfig = ConfigManager.GetConfigData(ConfigName.JewelConfig, sId)
if curEuipTreaSureConfig then
local addAllProVal = {}
--主属性
for _, configInfo in ConfigPairs(jewerLevelUpConfig) do
--强化的属性
if configInfo.PoolID == curEuipTreaSureConfig.LevelupPool and configInfo.Type == 1 and configInfo.Level == lv then
if
configInfo.PoolID == curEuipTreaSureConfig.LevelupPool and configInfo.Type == 1 and
configInfo.Level == lv
then
for j = 1, #configInfo.Property do
if addAllProVal[configInfo.Property[j][1]] then
addAllProVal[configInfo.Property[j][1]] = addAllProVal[configInfo.Property[j][1]] + configInfo.Property[j][2]
addAllProVal[configInfo.Property[j][1]] =
addAllProVal[configInfo.Property[j][1]] + configInfo.Property[j][2]
else
addAllProVal[configInfo.Property[j][1]] = configInfo.Property[j][2]
end
end
end
--精炼的属性
if configInfo.PoolID == curEuipTreaSureConfig.RankupPool and configInfo.Type == 2 and configInfo.Level == rlv then
if
configInfo.PoolID == curEuipTreaSureConfig.RankupPool and configInfo.Type == 2 and
configInfo.Level == rlv
then
for j = 1, #configInfo.Property do
if addAllProVal[configInfo.Property[j][1]] then
addAllProVal[configInfo.Property[j][1]] = addAllProVal[configInfo.Property[j][1]] + configInfo.Property[j][2]
addAllProVal[configInfo.Property[j][1]] =
addAllProVal[configInfo.Property[j][1]] + configInfo.Property[j][2]
else
addAllProVal[configInfo.Property[j][1]] = configInfo.Property[j][2]
end
end
end
end
local heroPropertyScore={}
local heroPropertyScore = {}
for i, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.PropertyConfig)) do
heroPropertyScore[i]=v.Score
heroPropertyScore[i] = v.Score
end
local powerEndVal=0
local powerEndVal = 0
for i, v in pairs(addAllProVal) do
if v > 0 then
local curProConfigData = ConfigManager.GetConfigData(ConfigName.PropertyConfig,i)
local curProConfigData = ConfigManager.GetConfigData(ConfigName.PropertyConfig, i)
if curProConfigData then
if curProConfigData.Style == 1 then
powerEndVal=powerEndVal+v*heroPropertyScore[i]
powerEndVal = powerEndVal + v * heroPropertyScore[i]
else
powerEndVal=powerEndVal+v/100*heroPropertyScore[i]
powerEndVal = powerEndVal + v / 100 * heroPropertyScore[i]
end
end
end
@ -490,39 +510,112 @@ function this.CalculateWarForceBase(sId,lv,rlv)
end
end
--获取宝物升级消耗
function this.GetTreasureUpLvCostMatrial(_id,_lv)
local currJewel=jewelConfig[_id]
if currJewel==nil then
function this.GetTreasureUpLvCostMatrial(_id, _lv)
local currJewel = jewelConfig[_id]
if currJewel == nil then
return
end
local lvConfig=nil
local lvConfig = nil
--获取当前等级属性加成
local lvList
for _, configInfo in ConfigPairs(jewerLevelUpConfig) do
if configInfo.Type==2 and configInfo.PoolID==currJewel.RankupPool and configInfo.Level<_lv then
lvList[configInfo.Level]=configInfo
if configInfo.Type == 2 and configInfo.PoolID == currJewel.RankupPool and configInfo.Level < _lv then
lvList[configInfo.Level] = configInfo
break
end
end
if lvList ==nil then
if lvList == nil then
return
end
local idList={}
local idList = {}
for i, v in pairs(lvList) do
local cost =v.JewelExpend
local cost = v.JewelExpend
if cost then
for i = 1, cost do
for i = 1, cost[i][2] do
if cost[i][1]==1 then
table.insert(idList,currJewel.Id)
if cost[i][1] == 1 then
table.insert(idList, currJewel.Id)
else
table.insert(idList,cost[i][1])
table.insert(idList, cost[i][1])
end
end
end
end
end
return idList
return idList
end
return EquipTreasureManager
--宝器分解返回item信息
local rewardGroup = ConfigManager.GetConfig(ConfigName.RewardGroup)
local ShowItemlist = {}
function this.GetEquipTreasureResolveItems(selectEquipTreasureData)
local allRewardData = {}
local specificValue = 1--tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,34).Value)/10000
ShowItemlist = {}
--先把回溯英雄放进去
for i, v in pairs(selectEquipTreasureData) do
local curEquipTreasureData = allTreasures[i]
if not curEquipTreasureData then return end
--先把精炼的材料放进去 因为有宝器 放前边
if curEquipTreasureData.refineLv > 0 then
local refineJewelRankupConfig =ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.JewelRankupConfig,"Type",2,"Level",curEquipTreasureData.refineLv)
if refineJewelRankupConfig then
--精炼消耗的法宝
if refineJewelRankupConfig.JewelExpend then
for JewelExpendkey, JewelExpendvalue in ipairs(refineJewelRankupConfig.JewelExpend) do
if JewelExpendvalue[1] == 1 then
this.GetEquipTreasureResolveItems2(curEquipTreasureData.id, JewelExpendvalue[2])
elseif JewelExpendvalue[1] > 1 then
this.GetEquipTreasureResolveItems2(JewelExpendvalue[1], JewelExpendvalue[2])
end
end
--精炼消耗的材料
if refineJewelRankupConfig.UpExpend then
for UpExpendkey, UpExpendvalue in ipairs(refineJewelRankupConfig.UpExpend) do
this.GetEquipTreasureResolveItems2(UpExpendvalue[1], UpExpendvalue[2])
end
end
end
end
end
if curEquipTreasureData.lv > 0 then
local lvJewelRankupConfig = ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.JewelRankupConfig,"Type",2,"Level", curEquipTreasureData.lv)
if lvJewelRankupConfig then
--强化消耗的材料
if lvJewelRankupConfig.UpExpend then
for UpExpendkey, UpExpendvalue in ipairs(lvJewelRankupConfig.UpExpend) do
this.GetEquipTreasureResolveItems2(UpExpendvalue[1], UpExpendvalue[2])
end
end
end
end
--加自身分解消耗的东西
local rewardShowStr1 = {}
local resolveRewardStr = curEquipTreasureData.itemConfig.ResolveReward
if resolveRewardStr and rewardGroup[tonumber(resolveRewardStr)] then
local curRewardGroupData = rewardGroup[tonumber(resolveRewardStr)]
for key, curRewardGroupDatavalue in ipairs(curRewardGroupData.ShowItem) do
this.GetEquipTreasureResolveItems2(curRewardGroupDatavalue[1], curRewardGroupDatavalue[2])
end
end
end
local dropList = {}
for ShowItemlistkey, ShowItemlistvalue in pairs(ShowItemlist) do
local curReward = {}
curReward.id = ShowItemlistkey
curReward.num = math.floor(ShowItemlistvalue * specificValue)
curReward.itemConfig = itemConfig[ShowItemlistkey]
table.insert(dropList, curReward)
end
return dropList
end
function this.GetEquipTreasureResolveItems2(itemId, itemNum)
if ShowItemlist[itemId] then
ShowItemlist[itemId] = ShowItemlist[itemId] + itemNum
else
ShowItemlist[itemId] = itemNum
end
end
return EquipTreasureManager