731 lines
24 KiB
Lua
731 lines
24 KiB
Lua
|
||
function REMOVE_ZERO_PROP(propList)
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local list = {}
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for k, v in pairs(propList) do
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if v ~= 0 then
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list[k] = v
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end
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end
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return list
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end
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-- debug用
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local _IsDebug = false
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local emptyFunc = function()end
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local noZeroFunc = function(func)
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return function(propList)
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if propList then
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if func then
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func(REMOVE_ZERO_PROP(propList))
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end
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end
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end
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end
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Log_Prop = _IsDebug and Log or emptyFunc
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LogRed_Prop = _IsDebug and LogRed or emptyFunc
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LogBlue_Prop = _IsDebug and LogBlue or emptyFunc
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LogGreen_Prop = _IsDebug and LogGreen or emptyFunc
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LogPink_Prop = _IsDebug and LogPink or emptyFunc
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LogYellow_Prop = _IsDebug and LogYellow or emptyFunc
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LogRedTable_Prop = _IsDebug and noZeroFunc(LogRedTable) or emptyFunc
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LogBlueTable_Prop = _IsDebug and noZeroFunc(LogBlueTable) or emptyFunc
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LogGreenTable_Prop = _IsDebug and noZeroFunc(LogGreenTable) or emptyFunc
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LogPinkTable_Prop = _IsDebug and noZeroFunc(LogPinkTable) or emptyFunc
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local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
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local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
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--
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require("Modules.Hero.PropHero")
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require("Modules.Hero.PropFunc")
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require("Modules.Hero.PropCondition")
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HeroPropManager = {}
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local this = HeroPropManager
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function this.IsDebug()
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return _IsDebug
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end
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-- 合并属性列表
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local function DoubleTableCompound(allProVal, addProVal)
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if addProVal and LengthOfTable(addProVal) > 0 then
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for k, v in pairs(addProVal) do
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if v > 0 then
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if allProVal[k] then
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allProVal[k] = allProVal[k] + v
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else
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allProVal[k] = v
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end
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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.Initialize()
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this.HeroDataList = {}
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this.HeroPropList = {} -- 角色自身属性
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this.IsHeroDirty = {} -- 判断数据是否需要刷新
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this.ConList = {} -- 自身的一些条件
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this.ConPropList = {} -- 条件属性
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this.IsConPropDirty = {} -- 脏数据判断
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this.TeamPropList = {} -- 角色自身对编队成员的加成
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this.IsTeamPropDirty = {}
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this.ConTeamList = {} -- 编队条件属性
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this.DePropList = {} -- 减益属性
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this.IsDePropDirty = {} -- 判断减益数据是否变化
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this.FormationPropList = {} -- 编队共鸣属性
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this.IsFormationDirty = {} -- 判断编队共鸣数据是否需要刷新
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this.FuncPropList = {} -- 功能属性(作用于全体)
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this.IsFuncDirty = {} -- 判断功能属性是否需要刷新
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end
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function this.ClearHeroData(dId)
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if this.HeroPropList[dId] then
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this.HeroPropList[dId] = {}
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end
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if this.IsHeroDirty[dId] then
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this.IsHeroDirty[dId] = {}
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end
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if this.ConList[dId] then
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this.ConList[dId] = {}
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end
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if this.ConPropList[dId] then
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this.ConPropList[dId] = {}
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end
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if this.IsConPropDirty[dId] then
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this.IsConPropDirty[dId] = {}
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end
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if this.TeamPropList[dId] then
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this.TeamPropList[dId] = {}
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end
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if this.IsTeamPropDirty[dId] then
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this.IsTeamPropDirty[dId] = {}
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end
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if this.ConTeamList[dId] then
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this.ConTeamList[dId] = {}
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end
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if this.DePropList[dId] then
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this.DePropList[dId] = {}
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end
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if this.IsDePropDirty[dId] then
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this.IsDePropDirty[dId] = {}
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end
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if this.FormationPropList[dId] then
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this.FormationPropList[dId] = {}
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end
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if this.IsFormationDirty[dId] then
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this.IsFormationDirty[dId] = {}
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end
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if this.FuncPropList[dId] then
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this.FuncPropList[dId] = {}
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end
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if this.IsFuncDirty[dId] then
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this.IsFuncDirty[dId] = {}
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end
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end
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-- 创建用于计算英雄属性和战斗力的数据
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function this.CreateHeroCountData(dId)
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-- 判断是否是临时数据
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if HeroTempPropManager.IsTempHeroID(dId) then
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if HeroTempPropManager.IsTempHeroExist(dId) then
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local tempData = HeroTempPropManager.GetTempHero(dId)
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if tempData then
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return tempData
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end
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end
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assert(false, "是临时数据ID,但未找到临时数据:"..dId)
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end
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-- 判断是否有缓存
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if this.HeroDataList[dId] then
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return this.HeroDataList[dId]
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end
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-- 默认数据
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local heroData = {
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dId = 0,
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tId = 0,
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lv = 1,
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star = 1,
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breakId = 1,
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upStarId = 1,
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skinId = 0,
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equipList = {},
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treasureList = {},
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soulPrintList = {},
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godPrintList = {},
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talismanLv = 1,
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formationId = FormationTypeDef.FORMATION_NORMAL,
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zhenYingId=0,
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faxiang={},
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}
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if not dId then
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return heroData
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end
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local curHeroData = HeroManager.GetSingleHeroData(dId)
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if not curHeroData then
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return heroData
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end
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heroData.dId = curHeroData.dynamicId -- 动态id
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heroData.tId = curHeroData.id -- 表id
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heroData.lv = curHeroData.lv -- 等级
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heroData.star = curHeroData.star -- 星级
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heroData.breakId = curHeroData.breakId -- 突破id
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heroData.upStarId = curHeroData.upStarId -- 升星id
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heroData.skinId = curHeroData.skinId -- 皮肤id
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heroData.equipList = EquipManager.GetHeroEquipsBydIds(curHeroData.dynamicId, curHeroData.equipIdList) -- 装备数据
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heroData.treasureList = EquipTreasureManager.GetTreasuresBydIds(curHeroData.jewels) -- 宝器数据
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heroData.soulPrintList = curHeroData.soulPrintList -- 魂印数据
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heroData.godPrintList = curHeroData.godPrintList
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heroData.talismanLv = curHeroData.talismanList -- 法宝等级
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heroData.formationId = FormationTypeDef.FORMATION_NORMAL
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heroData.zhenYingId = curHeroData.changeProId
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heroData.faxiang=curHeroData.faxiang
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return heroData
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end
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function this.FinalShowDeal(heroData, propList)
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-- 万分比转为百分比,这里处理用于兼容显示
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for i, v in pairs(propList) do
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if v > 0 and i < HeroProType.WarPower then
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if propertyConfig[i].Style == 2 then
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propList[i] = propList[i] / 100
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end
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end
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end
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-- 减去默认属性
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local config = heroConfig[heroData.tId]
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local subProp = config.SecondaryFactor
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if subProp then
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for i = 1, #subProp do
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local propType = subProp[i][1]
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local propValue = subProp[i][2]/100 -- 百分比数
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if propList[propType] then
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propList[propType] = propList[propType] - propValue
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end
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end
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end
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-- 将百分比加成计算到人物基础数值上
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for k, v in pairs(propList) do
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if k < HeroProType.WarPower then
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local tpId = propertyConfig[k].TargetPropertyId
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if propList[k] > 0 and tpId > 0 then
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if k ~= 69 and k ~= 70 then--PVP 增减伤 没有处理
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if not propList[tpId] then
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propList[tpId] = 0
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end
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--LogError("tpid=="..tpId .." propList[k]=="..propList[k])
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propList[tpId] = math.floor( propList[tpId] + propList[tpId] * propList[k] / 100)
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end
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end
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else
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propList[k] = v
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end
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end
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return propList
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end
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-- 获取神将属性
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function this.GetHeroProp(dId, formationId, NoFuncProp)
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-- 清空数据
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this.HeroDataList[dId] = nil
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this.HeroDataList[dId] = this.CreateHeroCountData(dId)
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--
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local allPropList = {}
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-- 获取基础属性
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Log_Prop("基础属性")
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local basePropList = this.GetBaseProp(dId)
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LogGreenTable_Prop(basePropList)
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DoubleTableCompound(allPropList, basePropList)
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-- 自身条件属性加成
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local conPropList = this.GetConditionProp(dId,formationId)
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Log_Prop("自身条件属性")
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LogGreenTable_Prop(conPropList)
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DoubleTableCompound(allPropList, conPropList)
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-- 获取功能属性加成
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if not NoFuncProp then
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local heroData = this.CreateHeroCountData(dId)
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local funcProp = this.GetAllFuncProp(heroData,formationId)
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Log_Prop("功能属性")
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LogGreenTable_Prop(funcProp)
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DoubleTableCompound(allPropList, funcProp)
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else
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Log_Prop("不计算功能属性")
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end
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-- 计算减益属性
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--Log_Prop("减益属性")
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--this.CountDeProp(dId, allPropList)
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local isTempHero = HeroTempPropManager.IsTempHeroID(dId)
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-- 判断是否需要加入团队属性加成
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if formationId and (FormationManager.CheckFormationHasId(formationId, dId) or isTempHero) then
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local formationList = FormationManager.GetFormationByID(formationId)
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table.walk(formationList.teamHeroInfos, function(teamInfo)
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local heroId = teamInfo.heroId
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if isTempHero and teamInfo.tempHeroId then
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heroId = teamInfo.tempHeroId
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end
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-- 团队属性加成
|
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if heroId then
|
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Log_Prop("团队属性")
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local teamProp = this.GetTeamData(heroId)
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LogGreenTable_Prop(teamProp)
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DoubleTableCompound(allPropList, teamProp)
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-- 团队条件属性加成
|
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Log_Prop("团队条件属性")
|
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local conTeamProp = this.GetConditionTeamData(heroId, dId,formationId)
|
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LogGreenTable_Prop(conTeamProp)
|
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DoubleTableCompound(allPropList, conTeamProp)
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end
|
||
end)
|
||
-- 获取元素共鸣属性加成
|
||
Log_Prop("元素共鸣属性")
|
||
local formationProp = this.GetFormationProp(formationId)
|
||
LogGreenTable_Prop(formationProp)
|
||
DoubleTableCompound(allPropList, formationProp)
|
||
else
|
||
-- ******自己的团队属性对自己生效
|
||
-- 团队属性加成(
|
||
Log_Prop("团队属性")
|
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local teamProp = this.GetTeamData(dId)
|
||
LogGreenTable_Prop(teamProp)
|
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DoubleTableCompound(allPropList, teamProp)
|
||
-- 团队条件属性加成
|
||
Log_Prop("团队条件属性")
|
||
local conTeamProp = this.GetConditionTeamData(dId, dId)
|
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LogGreenTable_Prop(conTeamProp)
|
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DoubleTableCompound(allPropList, conTeamProp)
|
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-- 没有元素共鸣
|
||
end
|
||
-- 处理前属性
|
||
Log_Prop("总属性")
|
||
LogGreenTable_Prop(allPropList)
|
||
-- 用于显示和战斗计算的处理
|
||
allPropList = this.FinalShowDeal(this.HeroDataList[dId], allPropList)
|
||
-- 处理后属性
|
||
Log_Prop("处理后属性")
|
||
LogGreenTable_Prop(allPropList)
|
||
return allPropList
|
||
end
|
||
|
||
|
||
---=================== 基础属性======================================
|
||
-- 获取基础属性
|
||
function this.GetBaseProp(dId)
|
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-- 刷新角色信息
|
||
this.RefreshHeroProp(dId)
|
||
local basePropList = this.HeroPropList[dId].propList
|
||
return basePropList
|
||
end
|
||
|
||
-- 刷新角色信息
|
||
function this.RefreshHeroProp(dId)
|
||
if not this.IsHeroDirty[dId] then
|
||
this.IsHeroDirty[dId] = {}
|
||
end
|
||
-- 如果脏数据为空
|
||
if this.IsHeroDirty[dId].isDirty ~= false then
|
||
-- 创建计算属性的数据
|
||
local list = {}
|
||
local cData = this.CreateHeroCountData(dId)
|
||
for _, powerType in pairs(Hero_Prop_Type) do
|
||
--
|
||
local propList, conList, teamPropList, conTeamList, dePropList
|
||
-- 判断该类型数据是否需要刷新
|
||
if this.IsHeroDirty[dId][powerType] ~= false and Hero_Prop_Func[powerType] then
|
||
-- 计算属性
|
||
propList, conList, teamPropList, conTeamList, dePropList = Hero_Prop_Func[powerType](cData)
|
||
-- 创建新的数据
|
||
this.NewHeroProp(dId, powerType, propList)
|
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LogGreen_Prop(_)
|
||
LogPink_Prop("base")
|
||
LogPinkTable_Prop(propList)
|
||
|
||
-- 条件属性
|
||
if not conList then
|
||
conList = {}
|
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end
|
||
this.SetConditionData(dId, powerType, conList)
|
||
LogPink_Prop("con")
|
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LogPinkTable_Prop(conList)
|
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-- 对编队中其他人的数据
|
||
if not teamPropList then
|
||
teamPropList = {}
|
||
end
|
||
this.SetTeamData(dId, powerType, teamPropList)
|
||
LogPink_Prop("team")
|
||
LogPinkTable_Prop(teamPropList)
|
||
-- 对编队中其他人的数据
|
||
if not conTeamList then
|
||
conTeamList = {}
|
||
end
|
||
this.SetConditionTeamData(dId, powerType, conTeamList)
|
||
LogPink_Prop("conteam")
|
||
LogPinkTable_Prop(conTeamList)
|
||
-- 减益属性
|
||
if not dePropList then
|
||
dePropList = {}
|
||
end
|
||
this.SetDePropData(dId, powerType, dePropList)
|
||
LogPink_Prop("deprop")
|
||
LogPinkTable_Prop(dePropList)
|
||
--
|
||
this.IsHeroDirty[dId][powerType] = false
|
||
end
|
||
-- 加入
|
||
DoubleTableCompound(list, this.HeroPropList[dId][powerType])
|
||
end
|
||
-- 保存属性
|
||
this.HeroPropList[dId].propList = list
|
||
this.IsHeroDirty[dId].isDirty = false
|
||
end
|
||
end
|
||
|
||
-- 计算英雄自身数据
|
||
function this.CalHeroPropByType(heroData, powerType)
|
||
if not Hero_Prop_Func[powerType] then
|
||
return
|
||
end
|
||
-- 计算属性
|
||
local propList, conList, teamPropList, conTeamList, dePropList = Hero_Prop_Func[powerType](heroData)
|
||
return propList, conList, teamPropList, conTeamList, dePropList
|
||
end
|
||
|
||
-- 刷新角色属性信息
|
||
function this.NewHeroProp(dId, powerType, propList)
|
||
-- 普通属性加成
|
||
if not this.HeroPropList[dId] then
|
||
this.HeroPropList[dId] = {}
|
||
end
|
||
this.HeroPropList[dId][powerType] = propList
|
||
-- 清理脏数据
|
||
if not this.IsHeroDirty[dId] then
|
||
this.IsHeroDirty[dId] = {}
|
||
end
|
||
this.IsHeroDirty[dId][powerType] = false
|
||
end
|
||
|
||
-- 设置单个神将某一类型属性为脏数据
|
||
function this.SetDirtyByType(dId, powerType)
|
||
if not this.IsHeroDirty[dId] then
|
||
this.IsHeroDirty[dId] = {}
|
||
end
|
||
this.IsHeroDirty[dId][powerType] = true
|
||
this.IsHeroDirty[dId].isDirty = true
|
||
-- 战斗力需要重新计算
|
||
HeroPowerManager.SetPowerDirty(dId)
|
||
end
|
||
|
||
-- 设置某编队全部神将某一类型属性为脏数据
|
||
function this.SetFormationDirtyByType(formationType,powerType)
|
||
local herodata = FormationManager.GetFormationByID(formationType)--FormationTypeDef.FORMATION_NORMAL)
|
||
for k,v in pairs(herodata.teamHeroInfos) do
|
||
this.SetDirtyByType(v.heroId, powerType)
|
||
end
|
||
end
|
||
|
||
-- 将整个人置为脏数据
|
||
function this.SetHeroDirty(dId)
|
||
this.IsHeroDirty[dId] = {}
|
||
-- 战斗力需要重新计算
|
||
HeroPowerManager.SetPowerDirty(dId)
|
||
end
|
||
-- 将所有人某个数据置为脏数据
|
||
function this.SetAllHeroDirtyByType(powerType)
|
||
for dId, data in pairs(this.IsHeroDirty) do
|
||
data[powerType] = true
|
||
data.isDirty = true
|
||
-- 战斗力需要重新计算
|
||
HeroPowerManager.SetPowerDirty(dId)
|
||
end
|
||
end
|
||
|
||
|
||
--=========================== 条件属性管理 ==========================
|
||
-- 设置脏数据
|
||
function this.SetConditionData(dId, powerType, condList)
|
||
-- 编队属性加成
|
||
if not this.ConList[dId] then
|
||
this.ConList[dId] = {}
|
||
end
|
||
this.ConList[dId][powerType] = condList
|
||
|
||
-- 清理脏数据
|
||
if not this.IsConPropDirty[dId] then
|
||
this.IsConPropDirty[dId] = {}
|
||
end
|
||
this.IsConPropDirty[dId][powerType] = true
|
||
this.IsConPropDirty[dId].isDirty = true
|
||
end
|
||
|
||
function this.SetConditionProp(dId, powerType, condProp)
|
||
-- 编队属性加成
|
||
if not this.ConPropList[dId] then
|
||
this.ConPropList[dId] = {}
|
||
end
|
||
this.ConPropList[dId][powerType] = condProp
|
||
end
|
||
|
||
-- 获取条件属性
|
||
function this.GetConditionPropByType(dId, powerType)
|
||
if this.ConPropList[dId] and this.ConPropList[dId][powerType] then
|
||
return this.ConPropList[dId][powerType]
|
||
end
|
||
return {}
|
||
end
|
||
|
||
-- 获取自身的条件属性
|
||
function this.GetConditionProp(dId,teamId)
|
||
-- 判空
|
||
if not this.IsConPropDirty[dId] then
|
||
this.IsConPropDirty[dId] = {}
|
||
end
|
||
if this.IsConPropDirty[dId].isDirty ~= false then
|
||
-- 创建计算属性的数据
|
||
local list = {}
|
||
local formationList = FormationManager.GetFormationByID(teamId)
|
||
local cData = this.CreateHeroCountData(dId)
|
||
for _, powerType in pairs(Hero_Prop_Type) do
|
||
if this.IsConPropDirty[dId][powerType] ~= false then
|
||
local condProp = {}
|
||
if this.ConList[dId] and this.ConList[dId][powerType] then
|
||
for _, cond in ipairs(this.ConList[dId][powerType]) do
|
||
if Condition_Prop_Func[cond.type] then
|
||
local propList = Condition_Prop_Func[cond.type](cData, cData, cond.propList, cond.args,formationList)
|
||
DoubleTableCompound(condProp, propList)
|
||
end
|
||
end
|
||
end
|
||
-- 设置该类型条件属性
|
||
this.SetConditionProp(dId, powerType, condProp)
|
||
this.IsConPropDirty[dId][powerType] = false
|
||
end
|
||
|
||
-- 合并所有属性
|
||
local condProp = this.GetConditionPropByType(dId, powerType)
|
||
LogRedTable_Prop(condProp)
|
||
if condProp then
|
||
DoubleTableCompound(list, condProp)
|
||
-- this.IsConPropDirty[dId][powerType] = condProp
|
||
-- this.ConPropList[dId].propList = condProp
|
||
end
|
||
end
|
||
this.IsConPropDirty[dId].isDirty = false
|
||
this.ConPropList[dId].propList = list
|
||
end
|
||
|
||
return this.ConPropList[dId].propList
|
||
end
|
||
|
||
|
||
--=========================== 团队属性管理 ==========================
|
||
-- 设置脏数据
|
||
function this.SetTeamData(dId, powerType, propList)
|
||
-- 编队属性加成
|
||
if not this.TeamPropList[dId] then
|
||
this.TeamPropList[dId] = {}
|
||
end
|
||
this.TeamPropList[dId][powerType] = propList
|
||
|
||
-- 清理脏数据
|
||
if not this.IsTeamPropDirty[dId] then
|
||
this.IsTeamPropDirty[dId] = {}
|
||
end
|
||
this.IsTeamPropDirty[dId].isDirty = true
|
||
end
|
||
|
||
-- 刷新编队属性
|
||
function this.RefreshTeamData(dId)
|
||
-- 判空
|
||
if not this.IsTeamPropDirty[dId] then
|
||
this.IsTeamPropDirty[dId] = {}
|
||
end
|
||
if not this.TeamPropList[dId] then
|
||
this.TeamPropList[dId] = {}
|
||
end
|
||
-- 判断是否需要刷新
|
||
if this.IsTeamPropDirty[dId].isDirty ~= false then
|
||
-- 创建计算属性的数据
|
||
local list = {}
|
||
for _, powerType in pairs(Hero_Prop_Type) do
|
||
DoubleTableCompound(list, this.TeamPropList[dId][powerType])
|
||
end
|
||
--
|
||
this.TeamPropList[dId].propList = list
|
||
this.IsTeamPropDirty[dId].isDirty = false
|
||
end
|
||
end
|
||
|
||
-- 获取个人对编队的加成属性
|
||
function this.GetTeamData(dId)
|
||
-- 刷新团队加成属性
|
||
this.RefreshTeamData(dId)
|
||
--
|
||
if not this.TeamPropList[dId] then
|
||
return
|
||
end
|
||
return this.TeamPropList[dId].propList
|
||
end
|
||
|
||
|
||
--=========================== 团队条件属性管理 ==========================
|
||
-- 设置脏数据
|
||
function this.SetConditionTeamData(dId, powerType, condList)
|
||
-- 编队属性加成
|
||
if not this.ConTeamList[dId] then
|
||
this.ConTeamList[dId] = {}
|
||
end
|
||
this.ConTeamList[dId][powerType] = condList
|
||
end
|
||
|
||
-- 获取团队条件数据(动态计算,不缓存属性)
|
||
function this.GetConditionTeamData(dId, tdId,teamId)
|
||
local list = {}
|
||
local formationList = FormationManager.GetFormationByID(teamId)
|
||
if this.ConTeamList[dId] then
|
||
local dData = this.CreateHeroCountData(dId)
|
||
local tdData = this.CreateHeroCountData(tdId)
|
||
for powerType, conds in pairs(this.ConTeamList[dId]) do
|
||
for _, cond in ipairs(conds) do
|
||
if Condition_Prop_Func[cond.type] then
|
||
local propList = Condition_Prop_Func[cond.type](dData, tdData, cond.propList, cond.args,formationList)
|
||
DoubleTableCompound(list, propList)
|
||
end
|
||
end
|
||
end
|
||
end
|
||
return list
|
||
end
|
||
|
||
|
||
--=========================== 减益属性管理 ==========================
|
||
--
|
||
function this.SetDePropData(dId, powerType, propList)
|
||
-- 减益属性
|
||
if not this.DePropList[dId] then
|
||
this.DePropList[dId] = {}
|
||
end
|
||
this.DePropList[dId][powerType] = propList
|
||
end
|
||
|
||
-- 计算减益
|
||
function this.CountDeProp(dId, allPropList)
|
||
if this.DePropList[dId] then
|
||
for powerType, props in pairs(this.DePropList[dId]) do
|
||
for _, prop in ipairs(props) do
|
||
local id = prop.propId
|
||
local v = prop.value
|
||
Log_Prop(string.format("%s|%s", id, v))
|
||
-- allPropList[id] = allPropList[id] * (1 - v / 10000)
|
||
allPropList[id] = allPropList[id] * (1 - v)
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
-- ===============================================编队属性管理 ===================================
|
||
-- ===============================================编队属性管理 ===================================
|
||
-- ===============================================编队属性管理 ===================================
|
||
|
||
-- 刷新编队数据
|
||
function this.RefreshFormationProp(formationId)
|
||
if this.IsFormationDirty[formationId] ~= false then
|
||
local teamAddPro = FormationManager.GetFormationElementAdd(formationId)
|
||
this.FormationPropList[formationId] = teamAddPro
|
||
this.IsFormationDirty[formationId] = false
|
||
end
|
||
end
|
||
-- 设置编队数据变动
|
||
function this.SetFormationPropDirty(formationId)
|
||
this.IsFormationDirty[formationId] = true
|
||
end
|
||
-- 获取编队加成属性
|
||
function this.GetFormationProp(formationId)
|
||
this.RefreshFormationProp(formationId)
|
||
return this.FormationPropList[formationId]
|
||
end
|
||
|
||
|
||
|
||
--================================================ 功能属性管理 ====================================
|
||
--================================================ 功能属性管理 ====================================
|
||
--================================================ 功能属性管理 ====================================
|
||
-- 刷新编队数据
|
||
function this.RefreshFuncProp()
|
||
if this.IsFuncDirty.isDirty ~= false then
|
||
for _, funcPropId in pairs(Func_Prop_Type) do
|
||
if this.IsFuncDirty[funcPropId] ~= false then
|
||
local fData = Func_Prop_Func[funcPropId]()
|
||
this.FuncPropList[funcPropId] = fData
|
||
this.IsFuncDirty[funcPropId] = false
|
||
end
|
||
end
|
||
this.IsFuncDirty.isDirty = false
|
||
end
|
||
end
|
||
|
||
-- 获取功能属性加成
|
||
function this.GetFuncProp(heroData, funcPropId,formationId)
|
||
-- 检测是否刷新
|
||
this.RefreshFuncProp()
|
||
-- 获取活动数据
|
||
local fData = this.FuncPropList[funcPropId]
|
||
local propList = {}
|
||
if fData then
|
||
local filter = Func_Prop_Filter[funcPropId]
|
||
if filter then
|
||
propList = filter(fData, heroData,formationId)
|
||
end
|
||
end
|
||
return propList
|
||
end
|
||
|
||
-- 获取全部活动属性加成
|
||
function this.GetAllFuncProp(heroData,formationId)
|
||
-- 检测是否刷新
|
||
this.RefreshFuncProp()
|
||
--
|
||
local allPropList ={}
|
||
for _, funcPropId in pairs(Func_Prop_Type) do
|
||
local propList = this.GetFuncProp(heroData, funcPropId,formationId)
|
||
LogYellow_Prop("功能类型:".._)
|
||
LogBlueTable_Prop(propList)
|
||
if propList then
|
||
DoubleTableCompound(allPropList, propList)
|
||
end
|
||
end
|
||
return allPropList
|
||
end
|
||
|
||
-- 设置编队数据变动
|
||
function this.SetFuncPropDirty(funcPropId)
|
||
if not this.IsFuncDirty[funcPropId] then
|
||
this.IsFuncDirty[funcPropId] = {}
|
||
end
|
||
this.IsFuncDirty[funcPropId] = true
|
||
this.IsFuncDirty.isDirty = true
|
||
-- 战斗力需要重新计算
|
||
HeroPowerManager.SetAllPowerDirty()
|
||
end
|
||
|
||
return HeroPropManager |