HeadManager = {} local this = HeadManager this._NewHeadList = {} local _HeadConfig = { [ItemType.HeadFrame] = {prefKey = "PlayerNewFrame", rpType = RedPointType.HeadChange_Frame}, [ItemType.Head] = {prefKey = "PlayerNewHead", rpType = RedPointType.HeadChange_Head}, } function HeadManager.Initialize() this._MyHeadList = {} this._MyHeadFrameList = {} -- 注册事件 Game.GlobalEvent:AddEvent(GameEvent.Bag.GetNewItem, this.OnNewItem) end function HeadManager.InitData() this._NewHeadList = {} -- 本地数据初始化 for type, config in pairs(_HeadConfig) do local dataStr = PlayerPrefs.GetString(config.prefKey..PlayerManager.uid) if dataStr == "" then this._NewHeadList[type] = {} else this._NewHeadList[type] = string.split(dataStr, "|") end end end -- 获取新物品 function this.OnNewItem(itemId) local itemInfo = ConfigManager.GetConfigData(ConfigName.ItemConfig, itemId) local type = itemInfo.ItemType -- 判断是否是头像相关的类型 local config = _HeadConfig[type] if not config then return end if not this._NewHeadList then this._NewHeadList = {} end if not this._NewHeadList[type] then this._NewHeadList[type] = {} end -- 保存数据 table.insert(this._NewHeadList[type], itemId) -- 检测红点 if config.rpType then CheckRedPointStatus(config.rpType) end -- 本地保存数据 local str = table.concat(this._NewHeadList[type], "|") PlayerPrefs.SetString(config.prefKey..PlayerManager.uid, str) end -- 获取头像 function HeadManager.GetHeadList() if #this._MyHeadList == 0 then local AllHeadList = ConfigManager.GetAllConfigsDataByKey(ConfigName.ItemConfig, "ItemType", ItemType.Head) local config = ConfigManager.GetConfigDataByKey(ConfigName.PlayerRole, "Role", NameManager.roleSex) for _, head in ipairs(AllHeadList) do if head.Name == Language[11393] then if config.RolePic == head.Id then table.insert(this._MyHeadList, head) end else table.insert(this._MyHeadList, head) end end end return this._MyHeadList end -- 获取头像框 function HeadManager.GetHeadFrameList() if #this._MyHeadFrameList == 0 then --this._MyHeadFrameList = ConfigManager.GetConfig(ConfigName.PlayerHeadIcon) --ConfigManager.GetAllConfigsDataByDoubleKey(ConfigName.ItemConfig, "ItemType", ItemType.HeadFrame, "Ifopen", 1) for key, value in ConfigPairs(ConfigManager.GetConfig(ConfigName.PlayerHeadIcon)) do -- body table.insert(this._MyHeadFrameList,value) end end return this._MyHeadFrameList end -- 判断是否是新头像 function HeadManager.IsNewHead(id) -- 无数据 if not this._NewHeadList then return false end -- 无类型数据 local itemInfo = ConfigManager.GetConfigData(ConfigName.ItemConfig, id) if not this._NewHeadList[itemInfo.ItemType] then return false end -- 遍历查找 for _, newFrameId in ipairs(this._NewHeadList[itemInfo.ItemType]) do if tonumber(newFrameId) == id then return true end end return false end -- 设置已经不是新头像了 function HeadManager.SetNotNewHeadAnyMore(id) if not this._NewHeadList then return end local itemInfo = ConfigManager.GetConfigData(ConfigName.ItemConfig, id) local type = itemInfo.ItemType if not this._NewHeadList[type] then return end local index = nil for i, newId in ipairs(this._NewHeadList[type]) do if tonumber(newId) == id then index = i break end end if not index then return end table.remove(this._NewHeadList[type], index) -- 检测红点 local config = _HeadConfig[type] if config and config.rpType then CheckRedPointStatus(config.rpType) end -- 本地保存数据 local str = table.concat(this._NewHeadList[type], "|") PlayerPrefs.SetString(config.prefKey..PlayerManager.uid, str) end -- 删除所有新头像数据,清空所有红点 function HeadManager.RemoveAllNewHead(type) if not this._NewHeadList[type] then return end if #this._NewHeadList[type] == 0 then return end this._NewHeadList[type] = {} -- 检测红点 local config = _HeadConfig[type] if config and config.rpType then CheckRedPointStatus(config.rpType) end -- 本地保存数据 local str = table.concat(this._NewHeadList[type], "|") PlayerPrefs.SetString(config.prefKey..PlayerManager.uid, str) end -- 头像框红点判断 function HeadManager.CheckHeadRedPot(rpType) local list = nil if rpType == RedPointType.HeadChange_Frame then list = this._NewHeadList[ItemType.HeadFrame] elseif rpType == RedPointType.HeadChange_Head then list = this._NewHeadList[ItemType.Head] end if list and #list > 0 then return true end return false end local playerHeadIcon = ConfigManager.GetConfig(ConfigName.PlayerHeadIcon) this.headFrameData = {} --获取后端传来的数据 加以修改 function HeadManager.SetHeadFrameAllData(data) this.headFrameData = {} if #data > 0 then for i = 1, #data do Log(" data[i].headFrameId ".. data[i].headFrameId.." data[i].validTime "..data[i].validTime ) local single_data = {} single_data.headFrameId = data[i].headFrameId single_data.validTime = data[i].validTime single_data.PlayerHeadIcon = ConfigManager.GetConfigDataByKey(ConfigName.PlayerHeadIcon,"Id",single_data.headFrameId) this.headFrameData[single_data.headFrameId] = single_data end -- body end end function HeadManager.SetSineleHeadFrameAllData(headFrameId,time) local single_data = {} single_data.headFrameId = headFrameId single_data.validTime = time Log(" headFrameId ".. headFrameId.." time "..time ) single_data.PlayerHeadIcon = ConfigManager.GetConfigDataByKey(ConfigName.PlayerHeadIcon,"Id",single_data.headFrameId) this.headFrameData[single_data.headFrameId] = single_data end function HeadManager.GetSingleFrame(Did) if this.headFrameData[Did] then -- body return this.headFrameData[Did] else return nil end end function HeadManager.SetCurFrameId(frame) PlayerManager.frame= frame end function HeadManager.GetCurFrameId() local freameData = this.headFrameData[PlayerManager.frame] if freameData then if (freameData.validTime > 0 and freameData.validTime > GetTimeStamp()) or freameData.validTime <= 0 then return PlayerManager.frame else this.headFrameData[PlayerManager.frame] = nil end end HeadManager.SetCurFrameId(80000) return PlayerManager.frame end return HeadManager