【家园】提交
parent
aa761fc4e9
commit
29a16ba5c8
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@ -132,18 +132,6 @@ function this.SetRewardData()
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return dataList
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end
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--等级总和
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-- function this.GetLevelNum()
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-- local num = 0
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-- for index, value in ipairs(this.BuildData) do
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-- if value.level then
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-- num = num + value.level
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-- end
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-- end
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-- LogYellow("等级总和:"..num)
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-- return num
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-- end
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--检测当前停留
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function this.GetCurIndex()
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for i = 1, 4 do
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@ -156,9 +144,6 @@ end
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--检测按钮显示
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function this.GetCurIndexBtnsShow()
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-- LogBlue("this.curEquip:"..tostring(this.curEquip))
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-- LogBlue("Limit2:"..tostring(this.EquipData[this.curEquip].configData.Limit2))
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-- LogBlue("this.levelProLevel:"..tostring(EquipRankUp[this.levelProId].Level))
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return this.EquipData[this.curEquip].configData.Limit2 == EquipRankUp[this.levelProId].Level
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end
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@ -231,18 +216,14 @@ end
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--烦人的红点检测(我决定1-4写一个、5写一个,6写一个、任务写一个、7移植过来,然后写个总的检测跑一遍所有)
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function this.CheckRedMain()
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if this.Check1to5Building() then
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LogRed("1")
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return true
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end
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if this.CheckMission() then
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LogRed("2")
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return true
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end
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if this.CheckEquipUpgrade() then
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LogRed("3")
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return true
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end
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LogRed("4")
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return false
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end
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@ -250,18 +231,15 @@ function this.Check1to5Building()
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local data = this.BuildData
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for i = 1, 5 do
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if data[i].dataMain.IsOpen == 1 and (this.singleUpgrade(i) or this.singleGet(i)) then
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LogRed("5")
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return true
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end
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end
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LogRed("6")
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return false
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end
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--1-5建筑的单个升级
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function this.singleUpgrade(id)
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local data = this.BuildData[id].dataSingle
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LogGreen("建筑Id:"..tostring(data.Id))
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if HomeLand[id].UnlockLevel[1] == 1 and PlayerManager.level < HomeLand[id].UnlockLevel[2] then
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elseif HomeLand[id].UnlockLevel[1] == 2 and HomeLandManager.BuildData[5].level < HomeLand[id].UnlockLevel[2] then
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elseif HomeLand[id].UnlockLevel[1] == 3 and PlayerManager.level < GlobalSystemConfig[HomeLand[id].UnlockLevel[2]].OpenRules[2] then
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@ -269,13 +247,11 @@ function this.singleUpgrade(id)
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if BagManager.GetTotalItemNum(data.Cost[1][1]) >= data.Cost[1][2] then--所需材料够
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if not data.Rule or (this.BuildData[data.Rule[1]].level >= data.Rule[2]) then--到达升级条件
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if this.BuildData[id].endTime <= GetTimeStamp() then
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LogRed("7")
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return true
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end
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end
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end
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end
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LogRed("8")
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return false
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end
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@ -283,10 +259,8 @@ end
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function this.singleGet(id)
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local data = this.BuildData[id]
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if data.dataMain.Type == 1 and data.dataSingle.Gain and this.BuildData[5].level > data.dataMain.UnlockLevel[2] then
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LogRed("9:"..tostring((GetTimeStamp() - data.startTime)/60*data.dataSingle.Gain[2] >= data.dataSingle.Storage[1][2]))
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return (GetTimeStamp() - data.startTime)/60*data.dataSingle.Gain[2] >= data.dataSingle.Storage[1][2]
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end
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LogRed("10")
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return false
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end
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@ -295,11 +269,9 @@ function this.CheckMission()
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local data = this.SetRewardData()
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for index, value in ipairs(data) do
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if value.state == 1 then
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LogRed("11")
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return true
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end
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end
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LogRed("12")
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return false
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end
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@ -308,12 +280,10 @@ function this.CheckEquipUpgrade()
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if this.BuildData[5].level >= HomeLand[6].UnlockLevel[2] then
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for i = 1, 4 do
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if this.CheckSingleEquipUpgrade(i) then
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LogRed("13")
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return true
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end
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end
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end
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LogRed("14")
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return false
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end
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@ -321,13 +291,11 @@ end
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function this.CheckSingleEquipUpgrade(id)
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local bool = false
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local data = this.EquipData[id]
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LogBlue("装备Id:"..tostring(data.Id))
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if BagManager.GetTotalItemNum(data.configData.Cost[1][1]) >= data.configData.Cost[1][2] then--所需材料够
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if this.BuildData[data.configData.Limit[1]].level >= data.configData.Limit[2] then--到达升级条件
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bool = true
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end
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end
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LogRed("15:"..tostring(bool))
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return bool
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end
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@ -262,10 +262,12 @@ end
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function HomeLand:AddListener()
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Game.GlobalEvent:AddEvent(GameEvent.UI.OnUpdateData, self.OnShow,self)
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Game.GlobalEvent:AddEvent(GameEvent.Bag.BagGold, self.OnShow,self)
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end
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function HomeLand:RemoveListener()
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Game.GlobalEvent:RemoveEvent(GameEvent.UI.OnUpdateData, self.OnShow,self)
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Game.GlobalEvent:RemoveEvent(GameEvent.Bag.BagGold, self.OnShow,self)
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end
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--待功能扩展(试图打开某个状态)
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@ -145,6 +145,7 @@ function this:SetData()
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--不同显示
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this.Cost:SetActive(bool)
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this.Tips:SetActive(not bool)
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this.Tips:GetComponent("Text").text = string.format("全部加持到达%s级后方可进行突破",EquipStrengthen[HomeLandManager.EquipData[curIndex].Id].Level)
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if not bool and HomeLandManager.GetAllCanUpgrade() then
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this.Cost:SetActive(true)
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end
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