好感度第一次提交
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guid: eb33b6aa680ee2e48a5d43d52ea63a4b
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folderAsset: yes
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externalObjects: {}
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@ -199,6 +199,8 @@ local ManagerNames = {
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--!!!!红点管理(尽量放在最后)!!!!--
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"Story/StoryMapManager",
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"linglongbaojing/LingLongBaoJingManager",
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--好感度
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"Likability/LikabilityManager",
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"Player/RedpotManager",
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}
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@ -216,6 +216,7 @@ ConfigName = {
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LingLongPool = "LingLongPool",
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SurpriseBoxConfig = "SurpriseBox",
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JourneyWithWind = "JourneyWithWind",
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LikeAbility = "LikeAbility",
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}
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require "Framework/GameDataBase"
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fileFormatVersion: 2
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guid: e872869a7f88682428365af619e5272b
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folderAsset: yes
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externalObjects: {}
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assetBundleName:
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@ -0,0 +1,95 @@
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LikabilityManager = {}
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local this = LikabilityManager
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function this.Initialize()
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this.AllHeroDataLikAbility = {}
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this.HeroLvList = {}
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this.TotalLvList = {}
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end
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function this.InitializeTableData()
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for k,v in ConfigPairs(ConfigManager.GetConfig(ConfigName.LikeAbility))
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end
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function this.UpdateAllBackData(msg)
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for i = 1,#msg.heros do
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this.UpdatelBackData(msg.heros[i].heroId,msg.heros[i].value)
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end
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end
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function this.UpdatelBackData(heroId,value)
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if not this.AllHeroDataLikAbility[heroId] then
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this.AllHeroDataLikAbility[heroId] = {}
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end
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this.AllHeroDataLikAbility[heroId].value = value
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this.AllHeroDataLikAbility[heroId].likeLv = this.GetHeroLikeLv(value)
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end
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function this.GetTotalHeroLikeLv()
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local totalCurNum = 0
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for k,v in pairs(this.AllHeroDataLikAbility) do
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totalCurNum = totalCurNum + v.value
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end
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local totalLv,totalNum = this.GetLv(1,totalCurNum)
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return totalCurNum,totalLv,totalNum
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end
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--indexType 1: 获取总好感度等级 2:获取单个神将好感度等级
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function this.GetLv(indexType,value)
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local list = {}
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if indexType == 1 then
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list = this.TotalLvList
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else
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list = this.HeroLvList
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end
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for i = 1,#list do
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if not list[i].value or list[i].value <= 0 or value < list[i].value then
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return list[i].lv,list[i].value
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end
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end
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end
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--indexType 1: 获取总好感度属性 2:获取单个神将好感度属性
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--index -1 获取累加的好感度属性 其他 获取某级的好感度属性
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--lv 累加到某级
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function this.GetProData(indexType,index,lv)
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local list = {}
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if indexType == 1 then
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list = this.TotalLvList
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else
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list = this.HeroLvList
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end
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for _,n in ipairs(list) do
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if not heroSkinAllHeroProVal[n[1]] then
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heroSkinAllHeroProVal[n[1]] = 0
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end
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heroSkinAllHeroProVal[n[1]] = heroSkinAllHeroProVal[n[1]] + n[2]
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end
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end
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function this.GetTotalForce(heroData)
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local SingleProVal = {}
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local AllHeroProVal = {}
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local lv,totalNum = 0,0
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if this.AllHeroDataLikAbility[heroData.id] then
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lv,totalNum = this.GetLv(2,this.AllHeroDataLikAbility[heroData.id].value)
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SingleProVal = this.GetProData(2,-1,lv)
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end
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local totalCurNum,totalLv,totalNum = this.GetTotalHeroLikeLv()
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AllHeroProVal = this.GetProData(1,-1,lv)
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for _,v in pairs(this.skinDatas) do
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if heroData.skinId ~= v.id then
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if this.skinDatas[v.id] and this.skinDatas[v.id].UnlockProperty and #this.skinDatas[v.id].UnlockProperty > 0 then
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end
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end
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end
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return heroSkinSingleProVal, heroSkinAllHeroProVal
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end
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function this.CheckRedPot()
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end
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return this
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 4023d5f294e8d3941be2354ba51c5b21
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -23,6 +23,7 @@ namespace GameEditor.FrameTool
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string addKey;
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string targetPath;
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int index;
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Vector2 scrollPos;
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// Add menu named "My Window" to the Window menu
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[MenuItem("Build/Config")]
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static void Init()
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@ -76,12 +77,13 @@ namespace GameEditor.FrameTool
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SetConfigData(sr.ReadToEnd());
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}
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EditorGUILayout.EndHorizontal();
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scrollPos = EditorGUILayout.BeginScrollView(scrollPos, false,true);
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if (dic != null && dic.Count > 0)
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{
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index = 0;
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RefreshWindowShow2(dic);
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}
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EditorGUILayout.EndScrollView();
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EditorGUILayout.BeginHorizontal();
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targetPath = GUILayout.TextArea(targetPath);
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if (GUILayout.Button("Brown", GUILayout.ExpandWidth(false)))
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