618 lines
21 KiB
Lua
618 lines
21 KiB
Lua
IncarnationManager = {}
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local this = IncarnationManager
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local ChangingCard = ConfigManager.GetConfig(ConfigName.ChangingCard)
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local PassiveSkillConfig = ConfigManager.GetConfig(ConfigName.PlayerSkill)
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local PropertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
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this.itemDataList = {} --state -1 未拥有 0 已有未激活 1激活未上阵 2上阵
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this.SingleIncarnationPro = {}
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this.SingleIncarnationProDes = ""
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this.incarnationForceLv = 1 --化身之力等级id
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function this.Initialize()
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this.InitItemDataList()
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end
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function this.InitItemDataList()
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for k, v in ConfigPairs(ChangingCard) do
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this.CreatEmptyItemData(v.Id)
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end
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local config = ConfigManager.GetConfigData(ConfigName.SpecialConfig, 138)
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local strs = string.split(config.Value, "|")
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for i = 1, #strs do
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local str = string.split(strs[i], "#")
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local proId = tonumber(str[1])
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local proNum = tonumber(str[2])
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if not this.SingleIncarnationPro[proId] then
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this.SingleIncarnationPro[proId] = 0
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end
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this.SingleIncarnationPro[proId] = this.SingleIncarnationPro[proId] + proNum
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end
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this.SingleIncarnationProDes = ""
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this.SingleIncarnationProDes = this.GetproDesStr(this.SingleIncarnationProDes, this.SingleIncarnationPro)
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Game.GlobalEvent:AddEvent(GameEvent.Bag.GetNewItemIncarnation, this.GetbagIncarnationData)
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end
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function this.CreatEmptyItemData(id)
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if id == nil then
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return
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end
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if ChangingCard[id].IsOpen == 0 then
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return
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end
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--以state字段来判断状态 pos 字段只是位置,不做判断
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if not this.itemDataList[id] then
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this.itemDataList[id] = {}
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this.itemDataList[id].id = id
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this.itemDataList[id].level = 1
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this.itemDataList[id].star = 0
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this.itemDataList[id].itemId = ChangingCard[id].CardId
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this.itemDataList[id].name = itemConfig[ChangingCard[id].CardId].Name
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this.itemDataList[id].state = -1
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this.itemDataList[id].pos = 0
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this.itemDataList[id].property = itemConfig[ChangingCard[id].CardId].PropertyName
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this.itemDataList[id].quality = itemConfig[ChangingCard[id].CardId].Quantity
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this.itemDataList[id].icon = itemConfig[ChangingCard[id].CardId].ResourceID
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this.itemDataList[id].heroId = ChangingCard[id].desc2
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this.itemDataList[id].proDatas = this.GetChangeCardProperty(id)
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this.itemDataList[id].skillDatas = ChangingCard[id].Skill[1]
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end
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end
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function this.GetproDesStr(_str, dataList)
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local str = _str
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for k, v in pairs(dataList) do
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str = str .. GetLanguageStrById(PropertyConfig[k].Info) ..
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"+" .. GetPropertyFormatStrOne(PropertyConfig[k].Style, v) .. " "
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end
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return str
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end
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--获取化身卡指定星级的技能描述
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function this.GetSkillDesStr(id, Star)
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local skillId = ChangingCard[id].Skill[Star + 1]
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local skillDes = GetLanguageStrById(PassiveSkillConfig[skillId].Desc)
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return skillDes
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end
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---获取属性信息和技能信息
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function this.GetCardPropDesStr(id)
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local proDesList = {}
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local str = Language[11618]
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str = this.GetproDesStr(str, this.itemDataList[id].proDatas)
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table.insert(proDesList, str)
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local skillDes = GetLanguageStrById(PassiveSkillConfig[this.itemDataList[id].skillDatas].Desc)
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table.insert(proDesList, skillDes)
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return proDesList
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end
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function this.GetproDesLstWithChengshen(dataList, _color)
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local lis1 = {}
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local addRate = 0
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if BecomeAGodManager.playerGodLevel > 0 then
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addRate = BecomeAGodManager.GetBecomeAGodProAddRate(1) / 100
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end
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for k, v in pairs(dataList) do
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local _str = " <color=#07CB1D>神觉 +0 (0%)</color>"
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if BecomeAGodManager.playerGodLevel > 0 then
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_str = " <color=#07CB1D>神觉 +" ..
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GetPropertyFormatStrOne(PropertyConfig[k].Style, (v * addRate / 100)) .. " (" .. addRate .. "%)</color>"
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end
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table.insert(lis1,
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{
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str = string.format("<color=#%s>%s +%s</color>", _color, GetLanguageStrById(PropertyConfig[k].Info),
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GetPropertyFormatStrOne(PropertyConfig[k].Style, v)) .. _str,
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sort = PropertyConfig[k].SortId
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})
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end
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table.sort(lis1, function(a, b)
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return a.sort < b.sort
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end)
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local list = {}
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for i = 1, #lis1 do
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table.insert(list, lis1[i].str)
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end
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return list
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end
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function this.GetproDesLst(dataList, _color)
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local lis1 = {}
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for k, v in pairs(dataList) do
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table.insert(lis1,
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{
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str = string.format("<color=#%s>%s+%s</color>", _color, GetLanguageStrById(PropertyConfig[k].Info),
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GetPropertyFormatStrOne(PropertyConfig[k].Style, v)),
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sort = PropertyConfig[k].SortId
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})
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end
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table.sort(lis1, function(a, b)
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return a.sort < b.sort
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end)
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local list = {}
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for i = 1, #lis1 do
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table.insert(list, lis1[i].str)
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end
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return list
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end
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-- 初始化赋值操作 _incarnationForceLv化身之力等级id
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function this.SetItemDataList(dataList, _incarnationForceLv)
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for i = 1, #dataList do
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local state = dataList[i].status
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if dataList[i].status == 0 then
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state = 1
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elseif dataList[i].status == 1 then
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state = 2
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end
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this.SetItemDataByid(dataList[i].id, state, dataList[i].index)
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this.SetLevel(dataList[i].id, dataList[i].level)
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this.SetStar(dataList[i].id, dataList[i].star)
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this.SetSkillData(dataList[i].id)
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this.SetPropDatas(dataList[i].id)
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end
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this.incarnationForceLv = _incarnationForceLv
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HeroPropManager.SetFuncPropDirty(Func_Prop_Type.Incarnation)
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end
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function this.GetbagIncarnationData()
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local data = BagManager.GetDataByItemType(ItemType.Incarnation)
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for i = 1, #data do
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this.SetItemDataByCardId(data[i].id)
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end
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end
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function this.SetItemDataByCardId(id)
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local config = ConfigManager.TryGetConfigDataByKey(ConfigName.ChangingCard, "CardId", id)
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if config then
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if this.itemDataList[config.Id] and this.itemDataList[config.Id].state < 1 then
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if BagManager.GetItemCountById(id) > 0 then
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this.SetItemDataByid(config.Id, 0, 0)
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else
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this.SetItemDataByid(config.Id, -1, 0)
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end
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end
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end
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end
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function this.SetItemDataByid(id, state, pos)
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if not this.itemDataList[id] then
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this.CreatEmptyItemData(id)
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if PlayerManager.handBook[8] and CheckListIsContainValue1(PlayerManager.handBook[8], id) == false then
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table.insert(PlayerManager.handBook[8], id)
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TianShuMiJuanManger.CheckFetterStatus(8)
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end
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end
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this.itemDataList[id].state = state
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this.itemDataList[id].pos = pos
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CheckRedPointStatus(this.itemDataList[id].property + 43801)
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end
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function this.SetLevel(id, level)
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if level <= 0 then
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this.itemDataList[id].level = 1
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else
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this.itemDataList[id].level = level
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end
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end
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function this.SetStar(id, star)
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this.itemDataList[id].star = star
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end
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--设置激活技能数据
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function this.SetSkillData(id)
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local changeCardData = this.itemDataList[id]
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changeCardData.skillDatas = ChangingCard[id].Skill[changeCardData.star + 1]
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end
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--设置变身卡所有属性加成
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function this.SetPropDatas(id)
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this.itemDataList[id].proDatas = this.GetChangeCardProperty(id)
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end
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function this.GetStatusByItemId(id)
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local config = ConfigManager.TryGetConfigDataByKey(ConfigName.ChangingCard, "CardId", id)
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if config then
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return this.itemDataList[config.Id].state
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end
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return -1
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end
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local sortData = {
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[-1] = 0,
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[0] = 2,
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[1] = 1,
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[2] = 1,
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}
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--根据属性获取化身数据
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function this.GetItemDataListByPro(property)
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local datas = {}
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for k, v in pairs(this.itemDataList) do
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if v.property == property then
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table.insert(datas, v)
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end
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end
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table.sort(datas, function(a, b)
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if sortData[a.state] == sortData[b.state] then
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if a.quality == b.quality then
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return a.id < b.id
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else
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return a.quality > b.quality
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end
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else
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return sortData[a.state] > sortData[b.state]
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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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--获取化身之力属性加成
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function this.GetIncarnationPower()
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local id = this.incarnationForceLv
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if id == 0 then
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id = 1
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end
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local lvConfig = ConfigManager.GetConfigData(ConfigName.ChangingForce, id)
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local proList = lvConfig.PropList
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return proList
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end
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---获取身外化身所有属性加成去掉成神加成
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function this.GetIncarnationTotalWithOutChengshenPro()
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local proList = {}
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for k, v in pairs(this.itemDataList) do
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if v.state > 0 then
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for k, v in pairs(v.proDatas) do
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if not proList[k] then
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proList[k] = 0
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end
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proList[k] = proList[k] + v
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--LogError("单个化身技------------------------- k=="..k.." v===="..v)
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end
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end
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end
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--主角等级表加的属性
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local playerConfig = ConfigManager.TryGetConfigData(ConfigName.PlayerLevelConfig, PlayerManager.level)
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if playerConfig and playerConfig.PlayerPropList then
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for key, v in pairs(playerConfig.PlayerPropList) do
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if proList[v[1]] then
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proList[v[1]] = proList[v[1]] + v[2]
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else
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proList[v[1]] = v[2]
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end
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end
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end
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return proList
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end
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---获取身外化身所有属性加成
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function this.GetIncarnationTotalPro()
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local proList = {}
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for k, v in pairs(this.itemDataList) do
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if v.state > 0 then
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for k, v in pairs(v.proDatas) do
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if not proList[k] then
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proList[k] = 0
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end
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proList[k] = proList[k] + v
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--LogError("单个化身技------------------------- k=="..k.." v===="..v)
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end
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end
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end
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--主角等级表加的属性
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local playerConfig = ConfigManager.TryGetConfigData(ConfigName.PlayerLevelConfig, PlayerManager.level)
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if playerConfig and playerConfig.PlayerPropList then
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for key, v in pairs(playerConfig.PlayerPropList) do
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if proList[v[1]] then
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proList[v[1]] = proList[v[1]] + v[2]
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else
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proList[v[1]] = v[2]
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end
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end
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end
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--成神加成
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local addRate = BecomeAGodManager.GetBecomeAGodProAddRate(2) / 10000
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for k, v in pairs(proList) do
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-- LogError("化身技啊------------------------- k=="..k.." v===="..v)
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proList[k] = math.floor(v * (1 + addRate))
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end
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--屏蔽化身之力战斗力 2023/08/08
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-- local proList1 = this.GetIncarnationPower()
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-- for k,v in pairs(proList1) do
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-- if not proList[v[1]] then
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-- proList[v[1]] = 0
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-- end
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-- proList[v[1]] = proList[v[1]] + v[2]
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-- end
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return proList
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end
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--获取已上阵的变身卡 --界面获取
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function this.GetIncarnationData1()
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local datas = {}
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for k, v in pairs(this.itemDataList) do
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if v.state == 2 then
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datas[v.pos] = v
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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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--获取已上阵的变身卡 --战斗获取
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function this.GetIncarnationData()
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local datas = {}
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for k, v in pairs(this.itemDataList) do
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if v.state == 2 then
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table.insert(datas, v.id)
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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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--获取已上阵的变身卡 --战斗获取
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function this.GetIncarnationDataById(id)
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for k, v in pairs(this.itemDataList) do
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if v.itemId == id then
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return v
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end
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end
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return nil
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end
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function this.CheckRedData(red)
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local list = {}
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--return false
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if red == RedPointType.incarnation_people then
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list = this.GetItemDataListByPro(1)
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elseif red == RedPointType.incarnation_buddish then
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list = this.GetItemDataListByPro(2)
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elseif red == RedPointType.incarnation_demon then
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list = this.GetItemDataListByPro(3)
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elseif red == RedPointType.incarnation_Kong then
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list = this.GetItemDataListByPro(5)
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else
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list = this.GetItemDataListByPro(4)
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end
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for k, v in pairs(list) do
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if v.state == 0 then
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return true
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end
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if v.state > 0 and (this.CheckCardUpLvRedData(v.id) or this.CheckCardUpStarRedData(v.id)) then
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return true
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end
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end
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return false
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end
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--检测化身卡是否可以升级
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function this.CheckCardUpLvRedData(id)
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local poolId = ChangingCard[id].LevelUpPool
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local level = this.itemDataList[id].level
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local upExp = ConfigManager.GetConfigDataByDoubleKey(ConfigName.ChangingCardLevel, "PoolId", poolId, "Level", level)
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.Exp
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if upExp then
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if BagManager.GetItemCountById(upExp[1]) >= upExp[2] then
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return true
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end
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end
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return false
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end
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--检测化身卡是否可以升星
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function this.CheckCardUpStarRedData(id)
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local star = this.itemDataList[id].star
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LogError("id======================" .. id .. " star==" .. star)
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local starConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.ChangingCardStar, "PoolId",
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ChangingCard[id].Star, "Level", star)
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local isShow = true
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if starConfig and star < ChangingCard[id].StarMax then
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local cost = starConfig.PropList
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for i = 1, #cost do
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if cost[i][1] == 0 then
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local num = BagManager.GetItemCountById(ChangingCard[id].CardId)
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LogError("num===========" .. num .. " cost[i][2]==" .. cost[i][2])
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if num < cost[i][2] then
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isShow = false
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end
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else
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local num2 = BagManager.GetItemCountById(cost[i][1])
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LogError("num===========" .. num2 .. " cost[i][2]==" .. cost[i][2])
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if num2 < cost[i][2] then
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isShow = false
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end
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end
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end
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else
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isShow = false
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end
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return isShow
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-- if star<#starCost then
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-- local costData=starCost[star+1]
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-- local allItemList= BagManager.GetBagAllDataByItemType(29)
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-- local curHaveItemNum=0
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-- for i, v in pairs(allItemList) do
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-- if v.quality==costData[1] and v.num>0 then
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-- curHaveItemNum=curHaveItemNum+v.num
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-- end
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-- end
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-- if curHaveItemNum>=costData[2] then
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-- return true
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-- end
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-- end
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--return false
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end
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---检测化身之力红点
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function this.CheckPowerBtnRedData(red)
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--屏蔽化身之力红点
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return false
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-- this.configData = ConfigManager.GetConfigData(ConfigName.ChangingForce,this.incarnationForceLv)
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-- if not this.configData.ExpCost then
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-- return false
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-- end
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-- local curHaveItemNum=BagManager.GetItemCountById(this.configData.ExpCost[1])
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-- local curCostItemNum=this.configData.ExpCost[2]
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-- if curHaveItemNum >=curCostItemNum then
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-- return true
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-- end
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-- return false
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end
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function this.GetChangeCardProperty(cardId, isNextLv, isNextStar)
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local changeCardInfo = this.itemDataList[cardId]
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local star = changeCardInfo.star
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local level = changeCardInfo.level
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if isNextStar then
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star = star + 1
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end
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if isNextLv then
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level = level + 1
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end
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if changeCardInfo then
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local cardConfig = ConfigManager.GetConfigData(ConfigName.ChangingCard, cardId)
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LogError("cardConfig.Star==" .. cardConfig.Star .. " star==" .. star)
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local propList = {}
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for k, v in pairs(cardConfig.PropList) do
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propList[v[1]] = v[2]
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end
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for k, v in pairs(cardConfig.PlayerPropList) do
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propList[v[1]] = v[2]
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end
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if changeCardInfo then
|
|
if star >= 0 then
|
|
local starConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.ChangingCardStar, "PoolId",
|
|
cardConfig.Star, "Level", star)
|
|
local startProp
|
|
-- if star==1 then
|
|
-- startProp=cardConfig.Star1UpProps
|
|
-- elseif star==2 then
|
|
-- startProp=cardConfig.Star2UpProps
|
|
-- elseif star==3 then
|
|
-- startProp=cardConfig.Star3UpProps
|
|
-- elseif star==4 then
|
|
-- startProp=cardConfig.Star4UpProps
|
|
-- elseif star==5 then
|
|
-- startProp=cardConfig.Star5UpProps
|
|
-- end
|
|
startProp = starConfig.Exp
|
|
for k, v in pairs(startProp) do
|
|
if propList[v[1]] then
|
|
propList[v[1]] = propList[v[1]] + v[2]
|
|
else
|
|
propList[v[1]] = v[2]
|
|
end
|
|
end
|
|
for k, v in pairs(starConfig.PlayerPropList) do
|
|
if propList[v[1]] then
|
|
propList[v[1]] = propList[v[1]] + v[2]
|
|
else
|
|
propList[v[1]] = v[2]
|
|
end
|
|
end
|
|
end
|
|
|
|
if level > 0 then
|
|
local cardLvConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.ChangingCardLevel, "Level", level,
|
|
"PoolId", cardConfig.LevelUpPool)
|
|
for k, v in pairs(cardLvConfig.PropList) do
|
|
if propList[v[1]] then
|
|
propList[v[1]] = propList[v[1]] + v[2]
|
|
else
|
|
propList[v[1]] = v[2]
|
|
end
|
|
end
|
|
for k, v in pairs(cardLvConfig.PlayerPropList) do
|
|
if propList[v[1]] then
|
|
propList[v[1]] = propList[v[1]] + v[2]
|
|
else
|
|
propList[v[1]] = v[2]
|
|
end
|
|
end
|
|
end
|
|
-- local playerConfig=ConfigManager.TryGetConfigData(ConfigName.PlayerLevelConfig,PlayerManager.level)
|
|
-- if playerConfig and playerConfig.PlayerPropList then
|
|
-- for key, v in pairs(playerConfig.PlayerPropList) do
|
|
-- if propList[v[1]] then
|
|
-- propList[v[1]]=propList[v[1]]+v[2]
|
|
-- else
|
|
-- propList[v[1]]=v[2]
|
|
-- end
|
|
-- end
|
|
-- end
|
|
end
|
|
return propList
|
|
end
|
|
return nil
|
|
end
|
|
|
|
function this.GetChangeCardPropertyAdd(cardId, level, star)
|
|
local cardConfig = ConfigManager.GetConfigData(ConfigName.ChangingCard, cardId)
|
|
local propList = {}
|
|
for k, v in pairs(cardConfig.PropList) do
|
|
propList[v[1]] = v[2]
|
|
end
|
|
if star >= 0 then
|
|
local startProp
|
|
-- if star==1 then
|
|
-- startProp=cardConfig.Star1UpProps
|
|
-- elseif star==2 then
|
|
-- startProp=cardConfig.Star2UpProps
|
|
-- elseif star==3 then
|
|
-- startProp=cardConfig.Star3UpProps
|
|
-- end
|
|
local starConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.ChangingCardStar, "PoolId", cardConfig.Star,
|
|
"Level", star)
|
|
for k, v in pairs(starConfig.Exp) do
|
|
if propList[v[1]] then
|
|
propList[v[1]] = propList[v[1]] + v[2]
|
|
else
|
|
propList[v[1]] = v[2]
|
|
end
|
|
end
|
|
for k, v in pairs(starConfig.PlayerPropList) do
|
|
if propList[v[1]] then
|
|
propList[v[1]] = propList[v[1]] + v[2]
|
|
else
|
|
propList[v[1]] = v[2]
|
|
end
|
|
end
|
|
end
|
|
|
|
if level > 0 then
|
|
local cardLvConfig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.ChangingCardLevel, "Level", level,
|
|
"PoolId", cardConfig.LevelUpPool)
|
|
for k, v in pairs(cardLvConfig.PropList) do
|
|
if propList[v[1]] then
|
|
propList[v[1]] = propList[v[1]] + v[2]
|
|
else
|
|
propList[v[1]] = v[2]
|
|
end
|
|
end
|
|
for k, v in pairs(cardLvConfig.PlayerPropList) do
|
|
if propList[v[1]] then
|
|
propList[v[1]] = propList[v[1]] + v[2]
|
|
else
|
|
propList[v[1]] = v[2]
|
|
end
|
|
end
|
|
end
|
|
-- local playerConfig=ConfigManager.TryGetConfigData(ConfigName.PlayerLevelConfig,PlayerManager.level)
|
|
-- if playerConfig and playerConfig.PlayerPropList then
|
|
-- for key, v in pairs(playerConfig.PlayerPropList) do
|
|
-- if propList[v[1]] then
|
|
-- propList[v[1]]=propList[v[1]]+v[2]
|
|
-- else
|
|
-- propList[v[1]]=v[2]
|
|
-- end
|
|
-- end
|
|
-- end
|
|
return propList
|
|
end
|
|
|
|
return this
|