269 lines
8.4 KiB
Lua
269 lines
8.4 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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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 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].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].jump = itemConfig[ChangingCard[id].CardId].Jump[1]
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this.itemDataList[id].heroId = ChangingCard[id].desc2
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this.itemDataList[id].proDatas = {}
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for k,v in ipairs(ChangingCard[id].PropList) do
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if not this.itemDataList[id].proDatas[v[1]] then
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this.itemDataList[id].proDatas[v[1]] = 0
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end
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this.itemDataList[id].proDatas[v[1]] = this.itemDataList[id].proDatas[v[1]] + v[2]
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end
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this.itemDataList[id].proDesList = {}
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local str = "激活属性:"
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str = this.GetproDesStr(str,this.itemDataList[id].proDatas)
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table.insert(this.itemDataList[id].proDesList,str)
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this.itemDataList[id].skillDatas = ChangingCard[id].Skill
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this.itemDataList[id].skillDes = PassiveSkillConfig[ChangingCard[id].Skill].Desc
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table.insert(this.itemDataList[id].proDesList,this.itemDataList[id].skillDes)
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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..PropertyConfig[k].Info.."+"..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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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,{str = string.format("<color=#%s>%s+%s</color>",_color,PropertyConfig[k].Info,GetPropertyFormatStrOne(PropertyConfig[k].Style,v)) ,sort = PropertyConfig[k].SortId})
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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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--isBack true 初始化赋值操作 false 其他
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function this.SetItemDataList(dataList,isBack)
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for i = 1,#dataList do
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local state = dataList[i].status
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if isBack then
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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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end
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this.SetItemDataByid(dataList[i].id,state,dataList[i].index)
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end
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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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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.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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function this.GetActiveNum()
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local num = 0
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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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num = num + 1
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end
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end
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return num
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end
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function this.GetIncarnationPower()
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local proList = {}
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local num = this.GetActiveNum()
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for k,v in pairs(this.SingleIncarnationPro) 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 * num)
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end
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return proList
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end
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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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end
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end
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end
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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[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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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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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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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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end
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return false
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end
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return this |