ExploreManager = {} local this = ExploreManager local ExploreConfig = ConfigManager.GetConfig(ConfigName.Explore) local ItemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig) local SpecialConfig = ConfigManager.GetConfigData(ConfigName.SpecialConfig, 141) this.ExploreMapData = {} this.FormationData = {} this.curFormationIndex = 0 function this.Initialize() for k, v in ConfigPairs(ExploreConfig) do this.ExploreMapData[v.Id] = {} this.ExploreMapData[v.Id].mapId = v.Id this.ExploreMapData[v.Id].name = v.Name this.ExploreMapData[v.Id].iconName = v.Icon this.ExploreMapData[v.Id].exploreMapId = v.Map this.ExploreMapData[v.Id].openLevel = v.Level this.ExploreMapData[v.Id].mainRewardId = v.MainReward this.ExploreMapData[v.Id].reward = v.RewardShow this.ExploreMapData[v.Id].force = v.Force this.ExploreMapData[v.Id].cost = v.Cost this.ExploreMapData[v.Id].pos = Vector3.New(v.Position[1], v.Position[2], v.Position[3]) this.ExploreMapData[v.Id].formations = {} this.ExploreMapData[v.Id].state = 0 end local strs = string.split(SpecialConfig.Value, "|") for i = 1, #strs do local data = string.split(strs[i], "#") local formationId = tonumber(data[1]) this.FormationData[formationId] = {} this.FormationData[formationId].formationId = formationId this.FormationData[formationId].index = i this.FormationData[formationId].formationName = Language[10712] .. i this.FormationData[formationId].openLv = tonumber(data[2]) this.FormationData[formationId].state = -1 -- -1 未开启 0 未探索 1 探索中 2 休眠中 this.FormationData[formationId].hp = 0 this.FormationData[formationId].exploreTime = 0 this.FormationData[formationId].mapId = 0 this.FormationData[formationId].dropReward = {} end Game.GlobalEvent:AddEvent(GameEvent.Player.OnLevelChange, this.OnLevelChange) this.InitMissionData() end function this.OnLevelChange() local isCheckRed = false for k, v in pairs(this.FormationData) do if v.state < 0 then if PlayerManager.level >= v.openLv then v.state = 0 if k == 3101 then FormationManager.CopyStoryFormationToCurFormation(k) end isCheckRed = true end end end this.UpdateMapsState() if isCheckRed then CheckRedPointStatus(RedPointType.ExploreFunc) end end function this.UpdateMapsState() for k, v in pairs(this.ExploreMapData) do if PlayerManager.level >= v.openLevel then v.state = 1 end end end --刷新编队信息 function this.UpdateFormationsData(_data) for i = 1, #_data do this.UpdateFormationData(_data[i]) end Game.GlobalEvent:DispatchEvent(GameEvent.Explore.UpdateFormation) end --刷新编队 function this.UpdateFormationData(team) if this.FormationData[team.teamId] then this.FormationData[team.teamId].hp = team.hp this.FormationData[team.teamId].exploreTime = team.exploreTime this.FormationData[team.teamId].dropReward = team.dropReward --这个编队是否开启 if PlayerManager.level < this.FormationData[team.teamId].openLv then this.FormationData[team.teamId].state = -1 this.UpdateMapFormationData(this.FormationData[team.teamId].mapId, team.teamId, -1) this.FormationData[team.teamId].mapId = 0 else --探索剩余时间小于0 if team.exploreTime - GetTimeStamp() <= 0 then this.FormationData[team.teamId].state = 0 this.UpdateMapFormationData(this.FormationData[team.teamId].mapId, team.teamId, -1) this.FormationData[team.teamId].mapId = 0 else this.FormationData[team.teamId].mapId = team.mapId this.FormationData[team.teamId].state = 1 if this.FormationData[team.teamId].hp <= 0 then this.FormationData[team.teamId].state = 2 end this.UpdateMapFormationData(team.mapId, team.teamId, 1) end end Game.GlobalEvent:DispatchEvent(GameEvent.Explore.UpdateSingleFormation, team.teamId) else LogGreen(string.format("%s编队不属于探索玩法", team.teamId)) end CheckRedPointStatus(RedPointType.ExploreFunc) end function this.ResetTeamByTeamId(teamId) if this.FormationData[teamId] then this.FormationData[teamId].hp = 0 this.FormationData[teamId].exploreTime = 0 this.FormationData[teamId].dropReward = {} this.FormationData[teamId].state = 0 this.UpdateMapFormationData(this.FormationData[teamId].mapId, teamId, -1) this.FormationData[teamId].mapId = 0 end Game.GlobalEvent:DispatchEvent(GameEvent.Explore.UpdateFormation) CheckRedPointStatus(RedPointType.ExploreFunc) end -- 刷新地图编队 function this.UpdateMapFormationData(mapId, teamId, updateType) if not this.ExploreMapData[mapId] then return end if updateType > 0 then if not this.ExploreMapData[mapId].formations[teamId] then this.ExploreMapData[mapId].formations[teamId] = teamId end else if this.ExploreMapData[mapId].formations[teamId] then this.ExploreMapData[mapId].formations[teamId] = nil end end end function this.GetMapInfoByMapId(mapId) return this.ExploreMapData[mapId] end function this.GetExploreMapTipData(mapId) local data = this.ExploreMapData[mapId] local data1 = {} data1.name = data.name data1.showData = {} local singleShowData = {} singleShowData.tips = {} table.insert(singleShowData.tips, string.format(Language[10713], data.force)) table.insert(data1.showData, singleShowData) local singleShowData = {} singleShowData.tips = {} table.insert(singleShowData.tips, string.format(Language[10714], ItemConfig[data.cost[1]].Name, data.cost[2])) table.insert(data1.showData, singleShowData) local singleShowData = {} singleShowData.tips = {} table.insert(singleShowData.tips, Language[10715]) singleShowData.reward = data.reward table.insert(data1.showData, singleShowData) return data1 end function this.InitMapUserInfosData(data, mapId) local datas = {} local index = 15 local myData = {} myData.userName = PlayerManager.nickName myData.sex = NameManager.roleSex myData.uid = PlayerManager.uid myData.userSkin = PlayerManager.designation myData.userTitle = PlayerManager.skin myData.userMount = PlayerManager.ride myData.practiceLevel = PracticeManager.PracticeLevel or 1 myData.lv = PlayerManager.level myData.formationId = 0 myData.hp = 0 for k, v in pairs(this.ExploreMapData[mapId].formations) do local singleUserData = {} singleUserData.userName = myData.userName singleUserData.sex = myData.sex singleUserData.uid = myData.uid singleUserData.userSkin = myData.userSkin singleUserData.userTitle = myData.userTitle singleUserData.userMount = myData.userMount singleUserData.practiceLevel = myData.practiceLevel singleUserData.lv = myData.lv singleUserData.formationId = k singleUserData.hp = this.FormationData[k].hp table.insert(datas, singleUserData) index = index - 1 if index == 0 then break end end for i = 1, #data do if data[i].uid ~= PlayerManager.uid then local singleUserData = {} singleUserData.userName = data[i].name singleUserData.sex = data[i].gender singleUserData.uid = data[i].uid singleUserData.userSkin = data[i].userSkin singleUserData.userTitle = data[i].userTitle singleUserData.userMount = data[i].userMount singleUserData.practiceLevel = data[i].practiceLevel or 1 singleUserData.lv = data[i].level singleUserData.formationId = i singleUserData.hp = 0 table.insert(datas, singleUserData) index = index - 1 if index == 0 then break end end end return datas end --index 1 有未开启的返回一个未开启的 0返回 所有已开启的 function this.GetFormationData(index) local datas = {} local add = index local strs = string.split(SpecialConfig.Value, "|") for i = 1, #strs do local data = string.split(strs[i], "#") local formationId = tonumber(data[1]) if this.FormationData[formationId].state >= 0 then table.insert(datas, this.FormationData[formationId]) else if add > 0 then table.insert(datas, this.FormationData[formationId]) add = add - 1 end end end return datas end --获取已开启的地图 function this.GetMapsData() local datas = {} for k, v in pairs(this.ExploreMapData) do if v.state == 1 then table.insert(datas, v) end end return datas end function this.GetFormationDataByMapId(mapId) local datas = {} for k, v in pairs(this.ExploreMapData[mapId].formations) do table.insert(datas, this.FormationData[v]) end return datas end function this.GetHpById(id) return this.FormationData[id].hp end --红点检测 function this.CheckRedPoint() if not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.Explore) then return false end for k, v in pairs(this.FormationData) do if v.state == 0 then return true end end return false end function this.InitMissionData() this.mission = {} for k, v in ConfigPairs(ConfigManager.GetConfig(ConfigName.exploreTask)) do local data = {} data.Id = v.Id data.index = #this.mission + 1 data.Desc = v.ContentsShow data.info = "" data.progress = 0 data.value = v.Values[2][1] data.jump = -1 data.BoxReward = {} for i = 1, #v.Reward do table.insert(data.BoxReward, v.Reward[i]) end data.state = 0 table.insert(this.mission, data) end end function this.SetRewardData() local missions = {} local allMissionData = TaskManager.GetTypeTaskList(TaskTypeDef.ExploreTask) for k, v in ipairs(this.mission) do for j = 1, #allMissionData do if v.Id == allMissionData[j].missionId then v.progress = allMissionData[j].progress if allMissionData[j].state == 2 then -- goText.text="已领取" v.progress = v.value v.state = 0 elseif allMissionData[j].state == 1 then -- goText.text="领取" v.progress = v.value v.state = allMissionData[j].state elseif allMissionData[j].state == 0 then -- goText.text="前往" v.state = 2 end v.info = v.Desc .. ("(") .. v.progress .. "/" .. v.value .. (")") table.insert(missions, v) break end end end local typeIndex = { [0] = 2, [1] = 0, [2] = 1, } table.sort(missions, function(a, b) if typeIndex[a.state] == typeIndex[b.state] then return a.Id < b.Id else return typeIndex[a.state] < typeIndex[b.state] end end) return missions end return this