增加协议方法
parent
fcc7b09685
commit
14063f16eb
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@ -226,10 +226,11 @@ function this.UpdateHeroDatas(_msgHeroData, isFindHandBook)
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--远征初始化血量
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--ExpeditionManager.InitHeroHpValue(heroData)
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--特训数据
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heroData.HeroTraining=_msgHeroData.HeroTraining
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heroData.HeroTraining=_msgHeroData.training
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if not heroData.HeroTraining then
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heroData.HeroTraining={
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heroId=_id,
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heroId=heroData.dynamicId,
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trainingLv=1,
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attackExp=0,
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defenseExp=0,
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@ -237,6 +238,11 @@ function this.UpdateHeroDatas(_msgHeroData, isFindHandBook)
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unlockIds=nil,
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isTraining=0, }
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end
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LogError("heroData.id=="..heroData.dynamicId)
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LogError("heroData.HeroTraining.attackExp=="..heroData.HeroTraining.attackExp)
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LogError("heroData.HeroTraining.defenseExp=="..heroData.HeroTraining.defenseExp)
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LogError("heroData.HeroTraining.hpExp=="..heroData.HeroTraining.hpExp)
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LogError("heroData.HeroTraining.trainingLv=="..heroData.HeroTraining.trainingLv)
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GodSoulManager.BindHeroDatas(_msgHeroData)
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end
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@ -244,7 +250,13 @@ end
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--设置英雄特训数据
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function this.SetHeroTraining(dyn,data)
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if heroDatas[dyn] then
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heroDatas[dyn].HeroTraining=data
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-- heroDatas[dyn].HeroTraining.trainingLv=data.HeroTraining.trainingLv
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-- heroDatas[dyn].HeroTraining.attackExp=data.HeroTraining.attackExp
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-- heroDatas[dyn].HeroTraining.defenseExp=data.HeroTraining.defenseExp
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-- heroDatas[dyn].HeroTraining.hpExp=data.HeroTraining.hpExp
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-- heroDatas[dyn].HeroTraining.unlockIds=data.HeroTraining.unlockIds
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-- heroDatas[dyn].HeroTraining.isTraining=data.HeroTraining.isTraining
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heroDatas[dyn].HeroTraining=data
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end
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end
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@ -1292,6 +1304,19 @@ function this.GetSingleProScoreVal()
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end
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end
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--设置英雄特训属性
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function this.CaculateAttributeByTraining(dyn,data)
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if heroDatas[dyn] then
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-- heroDatas[dyn].HeroTraining.trainingLv=data.HeroTraining.trainingLv
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-- heroDatas[dyn].HeroTraining.attackExp=data.HeroTraining.attackExp
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-- heroDatas[dyn].HeroTraining.defenseExp=data.HeroTraining.defenseExp
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-- heroDatas[dyn].HeroTraining.hpExp=data.HeroTraining.hpExp
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-- heroDatas[dyn].HeroTraining.unlockIds=data.HeroTraining.unlockIds
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-- heroDatas[dyn].HeroTraining.isTraining=data.HeroTraining.isTraining
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heroDatas[dyn].HeroTraining=data
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end
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end
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--计算所有装备加成的属性值
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local function CalculateHeroUpEquipsProAddVal(_heroId)
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local addAllProVal = {}
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@ -3589,6 +3614,18 @@ function this.GetCurHeroUpLvOrUpStarSData(curHeroData)
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end
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end
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end
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--获取某一个星级的所有英雄
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function this.GetAllNumStarData(star)
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local heros = {}
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local heros2 = {}
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for i, v in pairs(heroDatas) do
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if v.star==star then
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table.insert(heros, v)
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end
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end
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return heros
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end
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--单个英雄升级红点
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function this.LvUpBtnRedPoint(curHeroData)
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HeroManager.GetCurHeroUpLvOrUpStarSData(curHeroData)
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@ -4864,5 +4901,113 @@ function this.ChipIdToHeroId(chipId)
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return this._ChipToHero[chipId]
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end
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end
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--获取对应的属性描述
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function this.GetAttSingleText(id,value)
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if propertyConfig[id].Style == 1 then
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return propertyConfig[id].Info,string.format("+%s",value)
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elseif propertyConfig[id].Style == 2 then
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return propertyConfig[id].Info,string.format("+%s",value).."%"
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end
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end
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--获取对应的特训属性
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function this.GetHeroTrainingAddPro(_id)
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local hero=nil
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for i=1,#this.heroDataLists do
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if this.heroDataLists[i].dynamicId==_id then
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hero=this.heroDataLists[i]
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end
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end
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if not hero then
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return nil
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end
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local level=hero.HeroTraining.trainingLv
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local trainData=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.Train,"HeroID",hero.heroConfig.Id,"Level",level)
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if trainData==nil then
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return nil
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end
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local trainingsetting=ConfigManager.GetAllConfigsDataByKey(ConfigName.TrainSetting,"PoolID",trainData.TrainSettingID)
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local datas={}
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for i=1,#trainingsetting do
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LogError(trainingsetting[i].Level)
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if trainingsetting[i].Level< level then
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for j=1 ,#trainingsetting[i].AttackProperty do
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local tAttack=trainingsetting[i].AttackProperty[j]
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if not datas[tAttack[1]] then
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datas[tAttack[1]]=tAttack[2]
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else
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datas[tAttack[1]]=datas[tAttack[1]]+tAttack[2]
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end
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end
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for j=1 ,#trainingsetting[i].HpProperty do
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local tAttack=trainingsetting[i].HpProperty[j]
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if not datas[tAttack[1]] then
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datas[tAttack[1]]=tAttack[2]
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else
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datas[tAttack[1]]=datas[tAttack[1]]+tAttack[2]
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end
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end
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for j=1 ,#trainingsetting[i].PhProperty do
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local tAttack=trainingsetting[i].PhProperty[j]
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if not datas[tAttack[1]] then
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datas[tAttack[1]]=tAttack[2]
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else
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datas[tAttack[1]]=datas[tAttack[1]]+tAttack[2]
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end
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end
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elseif trainingsetting[i].Level==level then
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if hero.HeroTraining.attackExp==trainingsetting[i].TrainExp1 then
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for j=1 ,#trainingsetting[i].AttackProperty do
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local tAttack=trainingsetting[i].AttackProperty[j]
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if not datas[tAttack[1]] then
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datas[tAttack[1]]=tAttack[2]
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else
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datas[tAttack[1]]=datas[tAttack[1]]+tAttack[2]
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end
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end
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end
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if hero.HeroTraining.defenseExp==trainingsetting[i].TrainExp2 then
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for j=1 ,#trainingsetting[i].PhProperty do
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local tAttack=trainingsetting[i].PhProperty[j]
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if not datas[tAttack[1]] then
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datas[tAttack[1]]=tAttack[2]
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else
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datas[tAttack[1]]=datas[tAttack[1]]+tAttack[2]
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end
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end
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end
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if hero.HeroTraining.hpExp==trainingsetting[i].TrainExp3 then
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for j=1 ,#trainingsetting[i].HpProperty do
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local tAttack=trainingsetting[i].HpProperty[j]
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if not datas[tAttack[1]] then
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datas[tAttack[1]]=tAttack[2]
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else
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datas[tAttack[1]]=datas[tAttack[1]]+tAttack[2]
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end
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end
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end
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end
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end
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return datas
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end
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--判断是否能解锁特训技能
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function this.CheckTrainingSKillCanUnlock(trainingData)
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if not trainingData then
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return false
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end
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local lock=false
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local OtherCondition=trainingData.trainingData
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local conditioncheckCount=0
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for i=1,#OtherCondition do
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local t=OtherCondition[i]
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for j=1,#this.heroDataLists do
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if this.heroDataLists[j].HeroTraining.level>=t[2] and #this.heroDataLists[j].HeroTraining.unlockIds >=t[3] then
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conditioncheckCount=conditioncheckCount+1
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end
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end
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end
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if conditioncheckCount==#OtherCondition then
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lock=true
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end
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return lock
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end
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return this
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@ -171,6 +171,7 @@ function this.CreateHeroCountData(dId)
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formationId = FormationTypeDef.FORMATION_NORMAL,
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zhenYingId=0,
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faxiang={},
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HeroTraining=nil
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}
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if not dId then
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return heroData
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@ -196,6 +197,7 @@ function this.CreateHeroCountData(dId)
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heroData.formationId = FormationTypeDef.FORMATION_NORMAL
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heroData.zhenYingId = curHeroData.changeProId
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heroData.faxiang=curHeroData.faxiang
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heroData.HeroTraining=curHeroData.HeroTraining
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return heroData
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end
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@ -23,6 +23,7 @@ Hero_Prop_Type = {
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GodPrint = 11, --神印
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FaXiang= 12, --法相
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Gift = 13, --礼物
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Training = 14, --特训
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}
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@ -723,4 +724,14 @@ Hero_Prop_Func = {
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end
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return allAddPro, conPropList, teamPropList, conTeamPropList, dePropList
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end,
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[Hero_Prop_Type.Training] = function(_heroData)
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local addPro=HeroManager.GetHeroTrainingAddPro(_heroData.dId)
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if addPro==nil or #addPro==0 then
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return nil
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end
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for key, value in pairs(addPro) do
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LogError("Training key==="..key.." value=="..value)
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end
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return addPro
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end,
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}
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@ -7652,6 +7652,15 @@ function NetManager.TrainingRequest(_id,_heroId,_type,_func)
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end
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if msg.training then
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HeroManager.SetHeroTraining(_heroId,msg.training)
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HeroPropManager.SetDirtyByType(_heroId,Hero_Prop_Type.Training)
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local oldWarPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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--获取新战力
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NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
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local tempPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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LogError("oldWarPower=="..oldWarPower.." tempPower=="..tempPower)
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if oldWarPower ~= tempPower then
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UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPower,newValue = tempPower})
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end
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end
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TrainBuildManager.SetBuildInfo(msg.info)
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if _func then
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@ -7661,5 +7670,72 @@ function NetManager.TrainingRequest(_id,_heroId,_type,_func)
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end)
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end
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-- 英雄特训升级请求
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function NetManager.TrainingUpLvRequest(_heroid,_func)
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local data=HeroInfoProto_pb.TrainingUpLvRequest()
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data.heroId= _heroid
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local msg = data:SerializeToString()
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Network:SendMessageWithCallBack(MessageTypeProto_pb.TrainingUpLvRequest,MessageTypeProto_pb.TrainingUpLvResponse,msg,function(buffer)
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local data = buffer:DataByte()
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local msg = HeroInfoProto_pb.TrainingUpLvResponse()
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msg:ParseFromString(data)
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LogError("升级成功")
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-- LogError("TrainBuildManager.trainHeroId len==="..#TrainBuildManager.trainHeroId)
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if msg.training then
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HeroManager.SetHeroTraining(_heroid,msg.training)
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--Hero
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local oldWarPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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HeroPropManager.SetDirtyByType(_heroid,Hero_Prop_Type.Training)
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--获取新战力
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NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
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local tempPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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LogError("oldWarPower=="..oldWarPower.." tempPower=="..tempPower)
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if oldWarPower ~= tempPower then
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UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPower,newValue = tempPower})
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end
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end
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if _func then
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_func()
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end
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end)
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end
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-- 英雄特训技能解锁请求
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function NetManager.TrainingUnlockSkillRequest(_heroid,_unlockId,pokemonIds,magicSoldierIds,TrainingUnlockSkillHeroItem,incarnationCards,playerGifts,_func)
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local data=HeroInfoProto_pb.TrainingUnlockSkillRequest()
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data.heroId= _heroid
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data.unlockId= _unlockId
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data.pokemonIds= pokemonIds
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data.magicSoldierIds= magicSoldierIds
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data.TrainingUnlockSkillHeroItem= TrainingUnlockSkillHeroItem
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data.incarnationCards= incarnationCards
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data.playerGifts= playerGifts
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local msg = data:SerializeToString()
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Network:SendMessageWithCallBack(MessageTypeProto_pb.TrainingUnlockSkillRequest,MessageTypeProto_pb.TrainingUnlockSkillResponse,msg,function(buffer)
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local data = buffer:DataByte()
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local msg = HeroInfoProto_pb.TrainingUnlockSkillResponse()
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msg:ParseFromString(data)
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LogError("解锁成功")
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-- LogError("TrainBuildManager.trainHeroId len==="..#TrainBuildManager.trainHeroId)
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if msg.training then
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HeroManager.SetHeroTraining(_heroid,msg.training)
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HeroPropManager.SetDirtyByType(_heroid,Hero_Prop_Type.Training)
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local oldWarPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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--获取新战力
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NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
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local tempPower = FormationManager.GetFormationPower(FormationTypeDef.FORMATION_NORMAL)
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LogError("oldWarPower=="..oldWarPower.." tempPower=="..tempPower)
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if oldWarPower ~= tempPower then
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UIManager.OpenPanel(UIName.WarPowerChangeNotifyPanelV2,{oldValue = oldWarPower,newValue = tempPower})
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end
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end
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if _func then
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_func()
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end
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end)
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end
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return this
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