436 lines
14 KiB
Lua
436 lines
14 KiB
Lua
GodWeaponManager = {};
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local this = GodWeaponManager
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local shenBingConfig=ConfigManager.GetConfig(ConfigName.ShenBing)
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local itemConfig=ConfigManager.GetConfig(ConfigName.ItemConfig)
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local allGodWeapons={}
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local godWeaponTeamInfo={}
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local handBook={}
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function this.Initialize()
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end
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function this.InitAllGodWeaponData(msg)
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--LogError("#msg.infos============"..#msg.infos)
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for i = 1, #msg.infos do
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local GodWeapon={}
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GodWeapon.Did=msg.infos[i].id
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local staticId=msg.infos[i].tmpId
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GodWeapon.id=staticId
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GodWeapon.staticId=staticId
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GodWeapon.dynamicId=msg.infos[i].id
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GodWeapon.lv=msg.infos[i].level
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GodWeapon.star=msg.infos[i].star
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local pos=msg.infos[i].point
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GodWeapon.point=pos
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GodWeapon.live=shenBingConfig[staticId].Painting
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GodWeapon.scale=shenBingConfig[staticId].Scale
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GodWeapon.position=shenBingConfig[staticId].Position
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GodWeapon.config=shenBingConfig[staticId]
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allGodWeapons[GodWeapon.Did]=GodWeapon
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if pos~=0 then
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--LogError("pos============================="..pos)
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godWeaponTeamInfo[pos]=GodWeapon
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end
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--LogError("static=="..staticId)
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end
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for i = 1, #msg.book do
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LogError("msg.book[i]====="..msg.book[i])
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handBook[msg.book[i]]=msg.book[i]
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end
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HeroPropManager.SetFuncPropDirty(Func_Prop_Type.Weapon)
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end
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function this.AddHandBook(id)
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handBook[id]=id
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end
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function this.GetAllHandData()
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return handBook
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end
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function this.GetAllWeapon()
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return allGodWeapons
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end
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function this.GetAllTeamWeapon()
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return godWeaponTeamInfo
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end
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--移除多个灵兽数据
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function this.RemoveWeaponData(ids)
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if not ids then
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return
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end
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for i = 1,#ids do
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local id=ids[i]
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this.RemoveSingleWeaponData(id)
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end
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end
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--获取所有灵兽羁绊总和属性 (羁绊属性直接加在团队属性上)
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function this.GetAllWeaponFetterAddPros()
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return TianShuMiJuanManger.GetAllFetterAddProsBy(5)
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end
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--移除灵兽数据
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function this.RemoveSingleWeaponData(_did)
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if not _did then return end
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if allGodWeapons[_did] then
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allGodWeapons[_did] = nil
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end
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end
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function this.GetAllTeamWeaponId()
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local list={}
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for key, value in pairs(godWeaponTeamInfo) do
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table.insert(list,value.staticId)
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end
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return list
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end
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---获取所有已上阵的位置
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function this.GetAllTeamWeaponPos()
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local list={}
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for key, value in pairs(godWeaponTeamInfo) do
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table.insert(list,value.point)
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end
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return list
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end
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function this.InitSingleGodWeaponData(data)
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local GodWeapon={}
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local GodWeapon={}
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GodWeapon.Did=data.id
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local staticId=data.tmpId
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GodWeapon.id=staticId
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GodWeapon.staticId=staticId
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GodWeapon.dynamicId=data.id
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GodWeapon.lv=data.level
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GodWeapon.star=data.star
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local pos=data.point
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GodWeapon.point=pos
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GodWeapon.live=shenBingConfig[staticId].Painting
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GodWeapon.scale=shenBingConfig[staticId].Scale
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GodWeapon.position=shenBingConfig[staticId].Position
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GodWeapon.config=shenBingConfig[staticId]
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allGodWeapons[GodWeapon.Did]=GodWeapon
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if handBook[staticId]==nil then
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handBook[staticId]=staticId
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LogError("神兵字典加入新神兵========"..staticId)
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TianShuMiJuanManger.CheckFetterStatus(5)
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end
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--Game.GlobalEvent:DispatchEvent(GameEvent.Pokemon.PokemonUpZhenRefresh)
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--LogError("single static=="..staticId)
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end
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function this.GetSingleWeaponData(_id)
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if allGodWeapons[_id] then
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return allGodWeapons[_id]
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end
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return nil
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end
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---神兵升星刷新数据
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function this.SetGodWeaponStar(_Did)
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if allGodWeapons[_Did] then
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allGodWeapons[_Did].star=allGodWeapons[_Did].star+1
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end
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end
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---升星消耗更新消耗数据
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function this.SetGodWeaponUpStarCost(_costDids)
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for i = 1, #_costDids do
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if allGodWeapons[_costDids[i]] then
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allGodWeapons[_costDids[i]]=nil
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end
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end
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end
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---神兵升级刷新数据
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function this.SetGodWeaponLv(_Did,_upLv)
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if allGodWeapons[_Did] then
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allGodWeapons[_Did].lv=allGodWeapons[_Did].lv+_upLv
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end
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end
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function this.ResetGodWeapon(_Did,_lv,_star)
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if allGodWeapons[_Did] then
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allGodWeapons[_Did].lv=_lv
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allGodWeapons[_Did].star=_star
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end
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end
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--获取当前可上阵的所有灵兽数据 curUpZhenPokemonData 如果不为空就时替换上阵操作
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function this.GetCanUpZhenWeapons(_curUpZhenGodWeapon)
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local upZhenSidList = this.GetAllTeamWeaponId()
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local curAllPokemonList = {}
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for key, value in pairs(allGodWeapons) do
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if _curUpZhenGodWeapon then
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if value.Did~=_curUpZhenGodWeapon.Did then
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--如果跟当前的是同一个神兵 并且
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if CheckListIsContainValue1(upZhenSidList, value.staticId) then
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if value.staticId==_curUpZhenGodWeapon.staticId then
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table.insert(curAllPokemonList,value)
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end
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else
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table.insert(curAllPokemonList,value)
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end
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end
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else
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if not CheckListIsContainValue1(upZhenSidList,value.staticId) then
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table.insert(curAllPokemonList,value)
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end
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end
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end
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return curAllPokemonList
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end
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function this.GetNoUpZhenWeapons()
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local list={}
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for i = 1, #allGodWeapons do
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--LogError("allGodWeapons[i].point=="..allGodWeapons[i].point)
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end
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for key, value in pairs(allGodWeapons) do
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if value.point==0 then
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table.insert(list,value)
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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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--碎片可以合成红点
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function this.WeaponChipCompoundRedPoint()
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-- local isOpen = ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.POKEMON)
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-- if not isOpen then
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-- return false
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-- end
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local isOpen=CheckFunctionOpen(FUNCTION_OPEN_TYPE.GodWeapon)
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if not isOpen then
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LogError("神兵功能未开启-------------------")
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return false
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end
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local pokemonChipList = BagManager.GetDataByItemType(ItemType.GodWeaponChip)
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if #pokemonChipList > 0 then
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for i = 1, #pokemonChipList do
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if BagManager.GetItemCountById(pokemonChipList[i].id) >= itemConfig[pokemonChipList[i].id].UsePerCount then
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LogError("神兵碎片可以合成红点true")
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return true
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end
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end
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end
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-- LogPink("碎片可以合成红点false")
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return false
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end
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--设置神兵上阵下阵
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function this.SetWeaponUpZhen(id,pos)
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if allGodWeapons[id] then
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local point1=allGodWeapons[id].point
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if pos~=0 then
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if point1~=0 then
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godWeaponTeamInfo[point1]=nil
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end
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allGodWeapons[id].point=pos
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godWeaponTeamInfo[pos]=allGodWeapons[id]
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else
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allGodWeapons[id].point=pos
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godWeaponTeamInfo[point1]=nil
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end
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HeroPropManager.SetFuncPropDirty(Func_Prop_Type.Weapon)
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end
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end
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--改变神兵位置
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function this.ChangeWeaponPos(id1,id2)
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if allGodWeapons[id1] and allGodWeapons[id2] then
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local pos1=allGodWeapons[id1].point
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local pos2=allGodWeapons[id2].point
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allGodWeapons[id1].point=pos2
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allGodWeapons[id2].point=pos1
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godWeaponTeamInfo[pos1]=allGodWeapons[id2]
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godWeaponTeamInfo[pos2]=allGodWeapons[id1]
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end
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end
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--获取灵兽编队属性
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function this.GetPokemonFormationAddPro()
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local allPro = {}
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--LogError("获取神兵编对属性-----------------------")
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for key, value in pairs(godWeaponTeamInfo) do
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if key and allGodWeapons[value.Did] then
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--LogError("value.did=================="..value.Did)
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local curPokemonAddPro = this.GetSinglePokemonAddProData(value.Did)
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HeroManager.DoubleTableCompound(allPro, curPokemonAddPro)
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end
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end
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return allPro
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end
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--获取神兵编队属性 在编队中的团队属性加成 除以英雄编队人数
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function this.GetWeaponFormationTeamAddPro(heroFormationNum)
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local allPro = this.GetPokemonFormationAddPro()
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-- local formationHeros = FormationManager.GetWuJinFormationHeroIds(formationIndex)
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-- local heroFormationNum = #formationHeros
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for key, value in pairs(allPro) do
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--LogError("key====="..key.." value=="..value/heroFormationNum)
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allPro[key] = math.floor(value)
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end
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return allPro
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end
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--获取单个神兵属性 (灵兽属性/编队人数 神兵属性会平分给上阵的所有神将)
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function this.GetSinglePokemonAddProData(_did,_star,_lv)--_star 传值的话就用此星级计算属性
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-- LogPink("_did 1 ".._did)
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if not allGodWeapons[_did] then return end
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local addAllProVal = {}
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local curPokeonData = allGodWeapons[_did]
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local curPokemonConFig = ConfigManager.GetConfigData(ConfigName.ShenBing,curPokeonData.id)
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local curPokemonLvConFig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.ShenBingLevel,"Quality",curPokemonConFig.Quality,"Level",_lv and _lv or curPokeonData.lv)
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local curPokemonStarConFig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.ShenbingStar,"Quality",curPokemonConFig.Quality,"Star",_star and _star or curPokeonData.star)
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--基础
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addAllProVal[HeroProType.Hp] = curPokemonConFig.Hp
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addAllProVal[HeroProType.Attack] = curPokemonConFig.Attack
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addAllProVal[HeroProType.PhysicalDefence] = curPokemonConFig.PhysicalDefence
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addAllProVal[HeroProType.MagicDefence] = curPokemonConFig.MagicDefence
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--升级
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for i = 1, #curPokemonLvConFig.CharacterLevelPara do
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local curPro = curPokemonLvConFig.CharacterLevelPara[i]
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if curPro[2] > 0 then
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if addAllProVal[curPro[1]] then
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addAllProVal[curPro[1]]=addAllProVal[curPro[1]]+curPro[2]
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else
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addAllProVal[curPro[1]]=curPro[2]
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end
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end
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end
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--升星 属性=(基础属性+等级属性)*(1+星级倍率)
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local StarPara = curPokemonStarConFig.StarPara/10000
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local addEndAllProVal = {}
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for key, value in pairs(addAllProVal) do
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addEndAllProVal[key] = math.floor(value * (1 + StarPara))
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end
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return addEndAllProVal
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end
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--获取单个神兵属性 (灵兽属性/编队人数 神兵属性会平分给上阵的所有神将)
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function this.GetSinglePokemonAddProData2(_did,_star,_lv)--_star 传值的话就用此星级计算属性
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-- LogPink("_did 1 ".._did)
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local addAllProVal = {}
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local curPokemonConFig = ConfigManager.GetConfigData(ConfigName.ShenBing,_did)
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local curPokemonLvConFig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.ShenBingLevel,"Quality",curPokemonConFig.Quality,"Level",_lv )
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local curPokemonStarConFig = ConfigManager.GetConfigDataByDoubleKey(ConfigName.ShenbingStar,"Quality",curPokemonConFig.Quality,"Star",_star )
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--基础
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addAllProVal[HeroProType.Hp] = curPokemonConFig.Hp
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addAllProVal[HeroProType.Attack] = curPokemonConFig.Attack
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addAllProVal[HeroProType.PhysicalDefence] = curPokemonConFig.PhysicalDefence
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addAllProVal[HeroProType.MagicDefence] = curPokemonConFig.MagicDefence
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--升级
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for i = 1, #curPokemonLvConFig.CharacterLevelPara do
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local curPro = curPokemonLvConFig.CharacterLevelPara[i]
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if curPro[2] > 0 then
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if addAllProVal[curPro[1]] then
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addAllProVal[curPro[1]]=addAllProVal[curPro[1]]+curPro[2]
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else
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addAllProVal[curPro[1]]=curPro[2]
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end
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end
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end
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--升星 属性=(基础属性+等级属性)*(1+星级倍率)
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local StarPara = curPokemonStarConFig.StarPara/10000
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local addEndAllProVal = {}
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for key, value in pairs(addAllProVal) do
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addEndAllProVal[key] = math.floor(value * (1 + StarPara))
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end
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return addEndAllProVal
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end
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--获取技能信息(名字,描述)
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function this.GetSingleGodWeaponSkillDes(_did,_star)
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if not allGodWeapons[_did] then return end
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local _data = allGodWeapons[_did]
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local shenBingSkills=ConfigManager.GetAllConfigsDataByDoubleKey(ConfigName.ShenBingSkill,"SpiritAnimalMatch",_data.id,"StarMatch",_star and _star or _data.star)
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local skillInfos={}
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for i = 1, #shenBingSkills do
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skillInfos[i]={}
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skillInfos[i].title=shenBingSkills[i].Name
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skillInfos[i].des=shenBingSkills[i].Desc
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skillInfos[i].skillPanDuan=shenBingSkills[i].SkillPanDuan
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skillInfos[i].icon=GetResourcePath(shenBingSkills[i].Icon)
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end
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return skillInfos
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end
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----获取升星可使用材料
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function this.GetUpStarCost(_curData)
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local costList={}
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for key, value in pairs(allGodWeapons) do
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if value.id==_curData.id and value.Did~=_curData.Did and value.lv<=1 and value.star<=0 then
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table.insert(costList,value.Did)
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end
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end
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return costList
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end
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--检测升级红点
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function this.CheckUpLvRedPoint(_curData)
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local levelConfig=ConfigManager.GetConfigDataByDoubleKey(ConfigName.ShenBingLevel,"Level",_curData.lv,"Quality",_curData.config.Quality)
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if not levelConfig.Consume[1][2] then
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return false
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end
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for i = 1, #levelConfig.Consume do
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local haveCount=BagManager.GetItemCountById(levelConfig.Consume[i][1])
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if haveCount<levelConfig.Consume[i][2] then
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return false
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end
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end
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return true
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end
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---检测升星红点
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function this.CheckUpStarRedPoint(_curData)
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local starConfig=ConfigManager.GetConfigDataByDoubleKey(ConfigName.ShenbingStar,"Star",_curData.star,"Quality",_curData.config.Quality)
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if starConfig.ConsumeItemNum<=0 then
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return false
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end
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local costList=this.GetUpStarCost(_curData)
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return #costList>starConfig.ConsumeItemNum
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end
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--检测主城神兵红点
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function this.CheckGodWeaponRedPoint()
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LogError("====================================检测主城神兵红点")
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--检测可上阵
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local list=GodWeaponManager.GetCanUpZhenWeapons()
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if #list>0 then
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return true
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end
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--检测上阵可升级升星
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for key, value in pairs(godWeaponTeamInfo) do
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if value then
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if this.CheckUpLvRedPoint(value) or this.CheckUpStarRedPoint(value) then
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return true
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end
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end
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end
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--检测可合成
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local isCanHe=this.WeaponChipCompoundRedPoint()
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if isCanHe then
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return true
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end
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local jiban=TianShuMiJuanManger.CheckRedPoint(5)
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if jiban 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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return this |