miduo_client/Assets/ManagedResources/~Lua/Modules/RoleInfo/FaXiangManager.lua

841 lines
28 KiB
Lua

FaXiangManager = {}
local this = FaXiangManager
local allTreasures = {}
local otherTreaures = {}
local faXiangConfig = ConfigManager.GetConfig(ConfigName.FaxiangConfig)
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local faxiangLevelConfig = ConfigManager.GetConfig(ConfigName.FaxiangLevelConfig)
local faxiangStarConfig = ConfigManager.GetConfig(ConfigName.FaxiangStarConfig)
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
function this.Initialize()
this.TreasurePowerData = {}
end
--初始化所有宝器数据
function this.InitAllEquipTreasure(_equipData)
if _equipData == nil then
return
end
for i = 1, #_equipData do
this.InitSingleTreasureData(_equipData[i])
end
end
--初始化单个宝物的数据
function this.InitSingleTreasureData(_singleData,notAdd)
if _singleData == nil then
return
end
local single = {}
local staticId = _singleData.equipId
--LogError("starticid=="..staticId)
local currJewel = faXiangConfig[staticId]
single.faXiangConfig=currJewel
single.id = staticId
single.idDyn = _singleData.id
single.lv = _singleData.exp
--LogError("single.lv=="..single.lv)
single.refineLv = _singleData.rebuildLevel --星级
single.fourSpirit=_singleData.fourSpirit
single.maxLv = currJewel.LevelMax
single.maxRefineLv = currJewel.StarMax
single.upHeroDid = ""
-- single.race = currJewel.Race
single.itemConfig = itemConfig[staticId]
single.quantity = single.itemConfig.Quantity
single.name = GetLanguageStrById(itemConfig[staticId].Name)
single.frame = GetQuantityImageByquality(itemConfig[staticId].Quantity)
single.levelPool = currJewel.LevelUpPool
single.refinePool = currJewel.Star
single.equipType = currJewel.Type
local quantity = currJewel.Level
single.icon = GetResourcePath(itemConfig[staticId].ResourceID)
single.strongConfig = this.GetCurrTreasureLvConfig(currJewel.LevelUpPool, _singleData.exp)
single.refineConfig = this.GetCurrTreasureLvConfig(2, currJewel.Star, _singleData.rebuildLevel)
allTreasures[_singleData.id] = single
-- end
end
--获取玩家穿戴的宝物
function this.GetAllHeroEquipedTreasureData()
local equips = {}
for i, v in pairs(allTreasures) do
if (not v.upHeroDid or v.upHeroDid == "" or v.upHeroDid == 0 or v.upHeroDid == "0") then
else
table.insert(equips, v)
end
end
return equips
end
function this.GetEnoughFaXiangItemById(_id)
local equips={}
for i, v in pairs(allTreasures) do
if (v.upHeroDid == nil or v.upHeroDid =="" or v.upHeroDid == 0 or v.upHeroDid == "0") and v.id==_id and v.lv==0 and v.refineLv==0 then
table.insert(equips, v)
end
end
return equips,#equips
end
function this.RemoveTreasureByIdDyn(_idDyn)
if allTreasures == nil then
return
end
if allTreasures[_idDyn] then
allTreasures[_idDyn] = nil
end
end
--设置装备穿戴的英雄
function this.SetEquipTreasureUpHeroDid(_equipTreasureDid, _heroDid)
if allTreasures[_equipTreasureDid] then
allTreasures[_equipTreasureDid].upHeroDid = _heroDid
end
end
function this.GetSingleEquipTreasreData(_equipTreasureDid)
if allTreasures[_equipTreasureDid] then
return allTreasures[_equipTreasureDid]
else
return nil
end
end
--改变宝物的等级或精炼等级或神应等级
function this.ChangeTreasureLv(_idDyn, _type)
if allTreasures == nil then
return
end
if allTreasures[_idDyn] == nil then
return
end
if allTreasures[_idDyn] then
if _type == 1 then
if allTreasures[_idDyn].lv == allTreasures[_idDyn].maxLv then
return
end
local lv = allTreasures[_idDyn].lv + 1
allTreasures[_idDyn].lv = lv
allTreasures[_idDyn].strongConfig = this.GetCurrTreasureLvConfig(1, allTreasures[_idDyn].levelPool, lv)
elseif _type == 2 then
if allTreasures[_idDyn].refineLv == allTreasures[_idDyn].maxRefineLv then
return
end
local refine = allTreasures[_idDyn].refineLv + 1
allTreasures[_idDyn].refineLv = refine
allTreasures[_idDyn].refineConfig =this.GetCurrTreasureLvConfig(2, allTreasures[_idDyn].refinePool, refine)
end
end
end
--获取当前等级的基础属性/精炼属性
function this.GetCurrLvAndNextLvPropertyValue(_id, _lv,_data)
local lvConfig = nil
local nexLvConfig = nil
local Para=0
local starConfig=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.FaxiangStarConfig,"PoolId",_data.refinePool,"Level",_data.refineLv)
if starConfig then
--LogError("starConfig.id=="..starConfig.Id)
Para=starConfig.StarPara/10000
end
--获取当前等级属性加成
for _, configInfo in ConfigPairs(faxiangLevelConfig) do
if configInfo.PoolId == _id and configInfo.Level == _lv then
lvConfig = configInfo
break
end
end
--获取下一等级属性加成
local nextLv = _lv + 1
for _, configInfo in ConfigPairs(faxiangLevelConfig) do
if configInfo.PoolId == _id and configInfo.Level == nextLv then
nexLvConfig = configInfo
break
end
end
local proList = {}
-- for key, value in pairs(addAllProVal) do
-- addEndAllProVal[key] = math.floor(value * (1 + Para))
-- end
if lvConfig then
for i = 1, table.getn(lvConfig.LevelPara) do
local info = lvConfig.LevelPara[i]
if info then
local index = info[1]
local skillValue = {}
skillValue.currValue = math.floor(info[2] * (1 + Para))
proList[index] = skillValue
end
end
end
--没有下一等级数据为已升到最高级
if nexLvConfig then
--最高级显示
for i = 1, table.getn(nexLvConfig.LevelPara) do
local info = nexLvConfig.LevelPara[i]
if info then
if proList[info[1]] then
proList[info[1]].nextValue = math.floor(info[2] * (1 + Para))
else
local skillValue = {}
skillValue.currValue = math.floor(info[2] * (1 + Para))
proList[info[1]] = skillValue
end
end
end
else
for i, v in pairs(proList) do
proList[i].nextValue = proList[i].currValue
end
end
local lvList={}
for key, value in pairs(proList) do
value.proId=key
table.insert(lvList,value)
end
return lvList
end
--获取当前星级的基础属性/精炼属性
function this.GetCurrStarAndNextStarPropertyValue(_id, _lv,_data)
local lvConfig = nil
local nexLvConfig = nil
local Para=0
local nextPara=0
--LogError("lv======================".._lv)
local starConfig=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.FaxiangStarConfig,"PoolId",_data.refinePool,"Level",_data.refineLv)
if starConfig then
--LogError("starConfig.id=="..starConfig.Id)
Para=starConfig.StarPara/10000
end
if _data.refineLv==_data.maxRefineLv then
nextPara=Para
else
local nextStarConfig=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.FaxiangStarConfig,"PoolId",_data.refinePool,"Level",_data.refineLv+1)
nextPara=nextStarConfig.StarPara/10000
end
--获取当前等级属性加成
for _, configInfo in ConfigPairs(faxiangLevelConfig) do
if configInfo.PoolId == _data.levelPool and configInfo.Level == _lv then
lvConfig = configInfo
break
end
end
--LogError("lvConfig.id========="..lvConfig.Id)
local proList = {}
if lvConfig then
for i = 1, table.getn(lvConfig.LevelPara) do
local info = lvConfig.LevelPara[i]
if info then
local index = info[1]
local skillValue = {}
skillValue.currValue = info[2]
proList[index] = skillValue
end
end
end
local starList={}
table.insert(starList,{proId=100,currValue=Para,nextValue=nextPara })
for key, value in pairs(proList) do
local firstValue=value.currValue
value.currValue=math.floor(firstValue * (1 + Para))
value.nextValue=math.floor(firstValue * (1+nextPara))
value.proId=key
table.insert(starList,value)
end
return starList
end
--获取法相升级消耗
function this.GetFaXiangLevelCost(_pool,_lv)
local levelConfig=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.FaxiangLevelConfig,"PoolId",_pool,"Level",_lv)
if levelConfig then
local items={}
if levelConfig.PropList==nil or #levelConfig.PropList==0 then
return items
end
for i = 1,#levelConfig.PropList do
local id=levelConfig.PropList[i][1]
if itemConfig[id] then
local item={}
item.id=id
item.icon=GetResourcePath(itemConfig[id].ResourceID)
item.frame=GetQuantityImageByquality(itemConfig[id].Quantity)
item.haveNum=BagManager.GetItemCountById(id)
item.needNum=levelConfig.PropList[i][2]
item.isEnough=item.haveNum>=item.needNum
items[i]=item
end
end
local isEnough = true
for k,v in pairs(items) do
if not v.isEnough then
isEnough = false
break
end
end
return items,isEnough
end
end
--获取法相升级消耗
function this.GetFaXiangStarCost(_poolId,_star,_data)
local config=ConfigManager.GetConfigDataByDoubleKey(ConfigName.FaxiangStarConfig,"PoolId",_poolId,"Level",_star)
local items={}
if config and config.PropList then
for i = 1, #config.PropList do
local id=config.PropList[i]
local item={}
--同类型宝物
local type=id[1]
if type==0 then
item.id=_data.id
item.icon=_data.icon
item.frame=_data.frame
local equips,num=FaXiangManager.GetEnoughFaXiangItemById(_data.id)
if equips then
item.haveNum= num
else
item.haveNum=0
end
item.needNum=id[2]
if item.haveNum>=item.needNum then
item.isEnough=true
else
item.isEnough=false
end
items[#items+1]=item
else
item.id=type
local config=itemConfig[type]
if config then
item.icon=GetResourcePath(config.ResourceID)
item.frame=GetQuantityImageByquality(config.Quantity)
item.haveNum=BagManager.GetItemCountById(type)
item.needNum=id[2]
if item.haveNum>=item.needNum then
item.isEnough=true
else
item.isEnough=false
end
items[#items+1]=item
end
end
end
end
local isEnough = true
for k,v in pairs(items) do
if not v.isEnough then
isEnough = false
break
end
end
return items,isEnough
end
function this.CalculateWarForceBase(sId, lv, rlv, curTreasure)
-- LogGreen("sId:"..sId.." lv:"..lv.." rlv:"..rlv.." tlv:"..tlv)
local curEuipTreaSureConfig = ConfigManager.GetConfigData(ConfigName.FaxiangConfig, sId)
if curEuipTreaSureConfig then
local addAllProVal = {}
--主属性
for _, configInfo in ConfigPairs(faxiangLevelConfig) do
--强化的属性
if
configInfo.PoolId == curEuipTreaSureConfig.LevelUpPool and
configInfo.Level == lv
then
for j = 1, #configInfo.LevelPara do
if addAllProVal[configInfo.LevelPara[j][1]] then
addAllProVal[configInfo.LevelPara[j][1]] =
addAllProVal[configInfo.LevelPara[j][1]] + configInfo.LevelPara[j][2]
else
addAllProVal[configInfo.LevelPara[j][1]] = configInfo.LevelPara[j][2]
end
end
end
end
local starConfig=ConfigManager.TryGetAllConfigsDataByDoubleKey(ConfigName.FaxiangStarConfig,"PoolId",curEuipTreaSureConfig.Star,"Level",rlv)
local addEndAllProVal={}
if starConfig then
local StarPara=starConfig.StarPara/10000
for key, value in pairs(addAllProVal) do
addEndAllProVal[key] = math.floor(value * (1 + StarPara))
end
end
local powerEndVal = HeroPowerManager.CalPower(addEndAllProVal)
return powerEndVal
end
end
function this.CalculateAllFaXiangAddPro(_heroData)
-- LogGreen("sId:"..sId.." lv:"..lv.." rlv:"..rlv.." tlv:"..tlv)
--LogError("===============================获取英雄法相添加的属性")
local allProVal = {}
if _heroData==nil then
LogError("没有英雄数据======")
return allProVal
end
for i, v in ConfigPairs(propertyConfig) do
allProVal[i] = 0
end
local list=_heroData.faxiang
if list and #list>0 then
--LogError("==========================================================")
for i = 1, #list do
local addProList={}
local idDyn=list[i]
local potencyAdd=0
local faxiang=allTreasures[idDyn]
if faxiang then
--获取潜力加成
if faxiang.equipType==0 then
potencyAdd= HeroManager.GetHeroPotencyAddByType(_heroData.dId,7)
--LogError("阴法----------------------------"..potencyAdd)
elseif faxiang.equipType==1 then
potencyAdd=HeroManager.GetHeroPotencyAddByType(_heroData.dId,8)
--LogError("阳法----------------------------"..potencyAdd)
end
local levelConfig=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.FaxiangLevelConfig,"PoolId",faxiang.levelPool,"Level",faxiang.lv)
if levelConfig then
for j = 1, #levelConfig.LevelPara do
local pro=levelConfig.LevelPara[j][1]
addProList[pro]=levelConfig.LevelPara[j][2]
end
end
local starConfig=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.FaxiangStarConfig,"PoolId",faxiang.refinePool,"Level",faxiang.refineLv)
if starConfig then
for j = 1, #addProList do
local Para=starConfig.StarPara/10000
addProList[j]=math.floor(addProList[j] * (1 + Para)+0.5)
end
end
for k, v in pairs(addProList) do
if potencyAdd>0 and propertyConfig[k].Style == 1 then
--LogError("阴法阳法属性强化加成 前==========================="..v.." pro==="..k)
addProList[k] = math.floor(v*(1+potencyAdd)+0.5)
--LogError("阴法阳法属性强化加成 后==========================="..addProList[k].." pro==="..k)
end
end
end
for key, value in pairs(addProList) do
--LogError("key========="..key.." value=="..value)
allProVal[key]=allProVal[key]+value
end
end
end
return allProVal
end
--获取英雄所有法相技能
function this.GetHeroAllFaXiangSkill(_heroData)
local skillList={}
if _heroData==nil then
return skillList
end
local faxiang=_heroData.faxiang
if faxiang then
for i = 1, #faxiang do
local data=allTreasures[faxiang[i]]
--LogError(" data.id=="..data.faXiangConfig.Id)
if data and data.faXiangConfig and #data.faXiangConfig.PassiveSkill>0 then
local ids=data.faXiangConfig.PassiveSkill[data.refineLv+1]
if ids then
for key, value in pairs(ids) do
--LogError("skill value===="..value)
table.insert(skillList,value)
end
end
end
end
end
return skillList
end
function this.CalculateFaXiangAddPro(faxiang)
-- LogGreen("sId:"..sId.." lv:"..lv.." rlv:"..rlv.." tlv:"..tlv)
--LogError("===============================获取英雄法相添加的属性")
local allProVal = {}
if faxiang==nil then
return allProVal
end
for i, v in ConfigPairs(propertyConfig) do
allProVal[i] = 0
end
local addProList={}
if faxiang then
local levelConfig=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.FaxiangLevelConfig,"PoolId",faxiang.levelPool,"Level",faxiang.lv)
if levelConfig then
for j = 1, #levelConfig.LevelPara do
local pro=levelConfig.LevelPara[j][1]
addProList[pro]=levelConfig.LevelPara[j][2]
end
end
local starConfig=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.FaxiangStarConfig,"PoolId",faxiang.refinePool,"Level",faxiang.refineLv)
if starConfig then
for j = 1, #addProList do
local Para=starConfig.StarPara/10000
addProList[j]=math.floor(addProList[j] * (1 + Para))
end
end
end
return addProList
end
--获取消耗物品数据
function this.GetCostItems(_config)
if _config==nil then
return
end
local items={}
for i = 1,#_config.PropList do
local id=_config.PropList[i][1]
if itemConfig[id] then
local item={}
item.id=id
item.icon=GetResourcePath(itemConfig[id].ResourceID)
item.frame=GetQuantityImageByquality(itemConfig[id].Quantity)
item.haveNum=BagManager.GetItemCountById(id)
item.needNum=_config.PropList[i][2]
item.isEnough=item.haveNum>=item.needNum
items[i]=item
end
end
local isEnough = true
for k,v in pairs(items) do
if not v.isEnough then
isEnough = false
break
end
end
return items,isEnough
end
function this.CheckIsCanUpFaXiang(_heroData)
if not _heroData then
return false
end
local isOpen=CheckFunctionOpen(FUNCTION_OPEN_TYPE.FaXiang)
if isOpen==false then
return false
end
local faxiang=_heroData.faxiang
local list=this.GetAllTreasuresCanUp(_heroData)
if faxiang==nil or #faxiang==0 then
if list and #list>0 then
return true
end
else
if #faxiang==1 then
local aaa=allTreasures[faxiang[1]]
if aaa then
for i = 1, #list do
if list[i].equipType~=aaa.equipType then
return true
end
end
end
end
end
return false
end
--检测是否显示红点
function this.CheckIsShowRed(_id,_type)
if _id==nil then
return false
end
local faxiang=allTreasures[_id]
if not faxiang then
return false
end
local cost1
local cost2
local isLv=false
local isStar=false
if _type==1 then
if faxiang.lv~=faxiang.maxLv then
cost1,isLv=this.GetFaXiangLevelCost(faxiang.levelPool,faxiang.lv)
return isLv
end
elseif _type==2 then
if faxiang.refineLv~=faxiang.maxRefineLv then
cost2,isStar=this.GetFaXiangStarCost(faxiang.refinePool,faxiang.refineLv,faxiang)
return isStar
end
else
if faxiang.lv~=faxiang.maxLv then
cost1,isLv=this.GetFaXiangLevelCost(faxiang.levelPool,faxiang.lv)
if isLv then
return isLv
end
end
if faxiang.refineLv~=faxiang.maxRefineLv then
cost2,isStar=this.GetFaXiangStarCost(faxiang.refinePool,faxiang.refineLv,faxiang)
if isStar then
return isStar
end
end
end
return false
end
--根据动态id获取法相
function this.GetSingleTreasureByIdDyn(_idDyn)
if allTreasures == nil then
return
end
return allTreasures[_idDyn]
end
function this.GetOneKeyUpFaXiangByType(_hero)
local list={}
local yinList={}
local YangList={}
local curyin
local yinPower=0
local curyang
local yangPower=0
for i = 1, #_hero.faxiang do
local heroFaxiang=allTreasures[_hero.faxiang[i]]
if heroFaxiang.equipType==0 then
yinPower=this.CalculateEquipWarForce(heroFaxiang)
else
yangPower=this.CalculateEquipWarForce(heroFaxiang)
end
end
for i, v in pairs(allTreasures) do
if v.faXiangConfig.Type==0
and (v.faXiangConfig.Profession==0 or v.faXiangConfig.Profession==_hero.heroConfig.Profession)
and CheckListIsContainValue1(v.faXiangConfig.Job,_hero.heroConfig.Job) and v.upHeroDid=="" then
local power=this.CalculateEquipWarForce(v)
--LogError("power=========="..power)
--table.insert(yinList,v)
if power>yinPower then
yinPower=power
curyin=v.idDyn
end
end
end
for i, v in pairs(allTreasures) do
if v.faXiangConfig.Type==1
and (v.faXiangConfig.Profession==0 or v.faXiangConfig.Profession==_hero.heroConfig.Profession)
and CheckListIsContainValue1(v.faXiangConfig.Job,_hero.heroConfig.Job) and v.upHeroDid=="" then
local power=this.CalculateEquipWarForce(v)
-- LogError("power=========="..power)
--table.insert(yinList,v)
if power>yangPower then
yangPower=power
curyang=v.idDyn
end
end
end
if curyin then
table.insert(list,curyin)
end
if curyang then
table.insert(list,curyang)
end
return list
end
--根据装备数据计算战斗力
function this.CalculateEquipWarForce(curEquip)
local addAllProVal = {}
addAllProVal= this.CalculateFaXiangAddPro(curEquip)
local powerEndVal = HeroPowerManager.CalPower(addAllProVal)
return powerEndVal
end
--获取当前等级加成的属性
function this.GetCurLvPropertyValue(_id, _lv, _starPool,_star,_isShow)
local lvConfig = nil
local isShow = _isShow == true
--获取当前等级属性加成
-- LogError("_id==".._id.." level==".._lv)
for _, configInfo in ConfigPairs(faxiangLevelConfig) do
if configInfo.PoolId == _id and configInfo.Level == _lv then
lvConfig = configInfo
break
end
end
local proList = {}
if lvConfig then
for i = 1, table.getn(lvConfig.LevelPara) do
local info = lvConfig.LevelPara[i]
if info then
local index = info[1]
local skillValue = {}
skillValue.currValue = info[2]
if isShow then
proList[index] = skillValue
else
if info[2] ~= 0 then
proList[index] = skillValue
end
end
end
end
end
local starConfig=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.FaxiangStarConfig,"PoolId",_starPool,"Level",_star)
if starConfig then
for j = 1, #proList do
local Para=starConfig.StarPara/10000
proList[j].currValue=math.floor(proList[j].currValue * (1 + Para))
end
end
return proList
end
--获取所有宝物 不算英雄身上穿的
function this.GetAllTreasures()
local curAllEquipTreasure = {}
for key, value in pairs(allTreasures) do
if value.upHeroDid == "" or value.upHeroDid == "0" then
table.insert(curAllEquipTreasure, value)
end
end
if LengthOfTable(curAllEquipTreasure) > 0 then
table.sort(curAllEquipTreasure,function(a, b)
if a.quantity == b.quantity then
if a.lv == b.lv then
return a.refineLv > b.refineLv
else
return a.lv > b.lv
end
else
return a.quantity > b.quantity
end
end)
return curAllEquipTreasure
end
return curAllEquipTreasure
end
--获取当前英雄所有能穿的宝物 不算英雄身上穿的
function this.GetAllTreasuresCanUp(_heroData)
local curAllEquipTreasure = {}
for key, value in pairs(allTreasures) do
if (value.upHeroDid == "" or value.upHeroDid == "0")
and (value.faXiangConfig.Profession==0 or value.faXiangConfig.Profession==_heroData.heroConfig.Profession)
and (value.faXiangConfig.Job[1]==0 or CheckListIsContainValue1(value.faXiangConfig.Job,_heroData.heroConfig.Job)) then
table.insert(curAllEquipTreasure, value)
end
end
if LengthOfTable(curAllEquipTreasure) > 0 then
table.sort(curAllEquipTreasure,function(a, b)
if a.quantity == b.quantity then
if a.lv == b.lv then
return a.refineLv > b.refineLv
else
return a.lv > b.lv
end
else
return a.quantity > b.quantity
end
end)
return curAllEquipTreasure
end
return curAllEquipTreasure
end
--设置法相穿戴的英雄
function this.SetEquipTreasureUpHeroDid(_equipTreasureDid, _heroDid)
if allTreasures[_equipTreasureDid] then
allTreasures[_equipTreasureDid].upHeroDid = _heroDid
end
end
--获取当前宝物升级数据
function this.GetCurrTreasureLvConfig( _id, _lv)
for _, configInfo in ConfigPairs(faxiangLevelConfig) do
if configInfo.PoolId == _id and configInfo.Level == _lv then
--LogError("poolid==".._id .."_lv==================".._lv)
return configInfo
end
end
end
--计算战斗力
function this.CalculateWarForceBySid(sId, lv, rlv, tlv)
return this.CalculateWarForceBase(sId, lv, rlv, tlv)
end
function this.CalculateWarForceBase(sId, lv, rlv, tlv,curTreasure)
-- LogGreen("sId:"..sId.." lv:"..lv.." rlv:"..rlv.." tlv:"..tlv)
local curEuipTreaSureConfig = ConfigManager.GetConfigData(ConfigName.FaxiangConfig, sId)
local addEndAllProVal={}
if curEuipTreaSureConfig then
local addAllProVal = {}
--主属性
for _, configInfo in ConfigPairs(faxiangLevelConfig) do
--强化的属性
if configInfo.PoolID == curEuipTreaSureConfig.LevelUpPool and configInfo.Level == lv then
for j = 1, #configInfo.LevelPara do
if addAllProVal[configInfo.LevelPara[j][1]] then
addAllProVal[configInfo.LevelPara[j][1]] =
addAllProVal[configInfo.LevelPara[j][1]] + configInfo.LevelPara[j][2]
else
addAllProVal[configInfo.LevelPara[j][1]] = configInfo.LevelPara[j][2]
end
end
end
local starConfig=ConfigManager.TryGetConfigDataByDoubleKey(ConfigName.FaxiangStarConfig,"PoolId",curEuipTreaSureConfig.Star,"Level",rlv)
if starConfig then
--LogError("starConfig.id=="..starConfig.Id)
local Para=starConfig.StarPara/10000
for key, value in pairs(addAllProVal) do
addEndAllProVal[key] = math.floor(value * (1 + Para))
end
end
end
local powerEndVal = HeroPowerManager.CalPower(addEndAllProVal)
return powerEndVal
end
end
function this.SetTreasureUpOrDown(_idDyn, _hero)
if allTreasures[_idDyn] then
allTreasures[_idDyn].upHeroDid = _hero
end
end
return FaXiangManager