miduo_client/Assets/ManagedResources/~Lua/Modules/Harmony/Manager/HarmonyManager.lua

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Lua
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HarmonyManager = {}
local this = HarmonyManager
--
-- 第一阶段 鸿蒙阵数据
this.hongmengGuards = {}
this.hongmengHeroInfos = {}
this.hongmengTablet = 0
this.hongmengAdditions = {}
this.GuardList = {}
local SelectId = nil
HarmonyManager.GongMingBox = 0;
HarmonyManager.UnLoadGongMing = 0
--判断是否鸿蒙共享数据
local equipConfig = ConfigManager.GetConfig(ConfigName.EquipConfig)
local heroConfig = ConfigManager.GetConfig(ConfigName.HeroConfig)
HarmonyManager.equipCount = 0
this.hongmengGongMingList = {}
this.ChooseDataList = {}
-- 第二阶段 鸿蒙塔 数据
HarmonyManager.EnvoyList = {} --330 鸿蒙使者 数据
-- 鸿蒙塔升级数据表
local HongmengUp = ConfigManager.GetConfig(ConfigName.HongmengUp)
function this:InitHongMengData(hongmengGuards, hongmengHeroInfos, hongmengTablet, hongmengAdditions)
-- body
this.hongmengGuards = hongmengGuards
--LogGreen(#this.hongmengGuards)
this.hongmengHeroInfos = hongmengHeroInfos
--LogGreen(#this.hongmengHeroInfos)
--LogBlue("hongmengTablet "..hongmengTablet)
for i = 1, #this.hongmengHeroInfos do
this.hongmengHeroInfos[i].time = this.hongmengHeroInfos[i].time + GetTimeStamp()
end
this.hongmengTablet = hongmengTablet
this.hongmengAdditions = hongmengAdditions
for i = 1, #this.hongmengAdditions do
if this.hongmengAdditions[i].additionType == HarmonyAddType.AddEquip then
if this.hongmengAdditions[i].value ~= -1 then
local curEquipIdList = {}
local curEquipConfigs = ConfigManager.GetAllConfigsDataByKey(ConfigName.EquipConfig,"Star",this.hongmengAdditions[i].value)
for i = 1, #curEquipConfigs do
table.insert(curEquipIdList,curEquipConfigs[i].Id)
end
this.HarmonyUpdateEquipData(curEquipIdList, "")
end
end
end
end
--初始化共鸣列表数据
function this:InitGongMingDataList()
for i = 1, #this.hongmengHeroInfos do
local data = HeroManager.GetSingleHeroData(this.hongmengHeroInfos[i].heroId)
if data then
this.hongmengGongMingList[i] = data
else
this.hongmengGongMingList[i] = nil
end
end
end
--鸿蒙塔上限
function this:HongMengTowerUpLimit()
local list = HeroManager.GetAllHeroDatas(330)
local temp_list = {}
for i = 1, #list do
-- body
table.insert(temp_list,list[i])
end
for k1, v1 in ipairs(list) do
for k2, v2 in ipairs(temp_list) do
--同种英雄同一星级的移除
if v1.dynamicId ~= v2.dynamicId and v1.value == v2.value and v1.name == v2.name then
table.remove(list, k1)
table.remove(temp_list, k1)
end
end
end
return #temp_list
end
function this.IsInfo(did)
if did ~= "" then
for i = 1, #this.hongmengHeroInfos do
if did == this.hongmengHeroInfos[i].heroId and this.hongmengHeroInfos[i].heroId ~= "" then
return true
end
end
end
return false
end
function this.IsChangeColor(did)
for i = 1, #this.hongmengHeroInfos do
if did == this.hongmengHeroInfos[i].heroId then
return true
end
end
return false
end
function this:IsGongMing(did)
for i = 1, #this.hongmengHeroInfos do
-- body
if did == this.hongmengHeroInfos[i].heroId then
PopupTipPanel.ShowTip("共鸣ing")
return
end
end
-- body
end
function this:SetInitList()
local heroDataList = HeroManager.GetAllHeroDatas(1)
local list = {}
local count = 0;
--LogBlue("this.GuardList长度"..LengthOfTable(this.GuardList))
for key, value in pairs(this.GuardList) do
table.insert(list,value)
end
for i = 1, #this.hongmengHeroInfos do
if this.hongmengHeroInfos[i].heroId ~= "" then
-- LogYellow("是否有数据:"..i)
local data = HeroManager.GetSingleHeroData(this.hongmengHeroInfos[i].heroId)
table.insert(list,data)
end
end
table.sort(list,function(a,b)
return a.dynamicId < b.dynamicId
end)
--LogBlue("#list长度:"..#list)
local newList = {}
local index = 0
local flag = true
local tempTable = {}
for i = 1, #heroDataList do
table.insert(tempTable,heroDataList[i])
end
for i = #heroDataList, 1,-1 do
for k2, v2 in pairs(list) do
if v2.dynamicId == heroDataList[i].dynamicId then
--LogPink("第几个:"..i.." k2"..k2)
table.remove(tempTable,i)
end
end
end
this.ChooseDataList = tempTable
-- LogBlue("#this.ChooseDataList长度:"..#this.ChooseDataList)
end
--初始化 鸿蒙塔的数据
function this:SetTowerInit()
local heroDataList = HeroManager.GetAllHeroDatas(1)
local list = {}
local count = 0;
this.GuardList = HeroManager.GetAllHeroDatas(330)
-- LogBlue("this.GuardList长度"..LengthOfTable(this.GuardList))
for key, value in pairs(this.GuardList) do
table.insert(list,value)
end
--LogBlue("#this.hongmengHeroInfos"..#this.hongmengHeroInfos)
for i = 1, #this.hongmengHeroInfos do
if this.hongmengHeroInfos[i].heroId ~= "" then
--LogYellow("是否有数据:"..i)
local data = HeroManager.GetSingleHeroData(this.hongmengHeroInfos[i].heroId)
table.insert(list,data)
end
end
table.sort(list,function(a,b)
return a.dynamicId < b.dynamicId
end)
--LogBlue("#list长度:"..#list)
local newList = {}
local index = 0
local flag = true
local tempTable = {}
for i = 1, #heroDataList do
table.insert(tempTable,heroDataList[i])
end
for i = #heroDataList, 1,-1 do
for k2, v2 in pairs(list) do
if v2.dynamicId == heroDataList[i].dynamicId then
-- LogPink("第几个:"..i.." k2"..k2)
table.remove(tempTable,i)
end
end
end
this.ChooseDataList = tempTable
end
-- function this:IsEnvoy(did)
-- -- body
-- for i = 1, #this.hongmengGuards do
-- -- body
-- if did==this.hongmengGuards[i] then
-- -- body
-- return true
-- end
-- end
-- return false
-- end
--初始化鸿蒙使者的数据
function this:InitEnvoyList()
for i = 1, #this.hongmengGuards do
-- body
local data = HeroManager.GetSingleHeroData(this.hongmengGuards[i])
if data then
this.EnvoyList[i] = data
else
this.EnvoyList[i] = nil
end
end
end
--是否是鸿蒙使者
function this:IsEnvoy(did)
if this.EnvoyList then
-- body
for i = 1, #this.EnvoyList do
-- body
if this.EnvoyList[i] then
-- body
if this.EnvoyList[i].dynamicId == did then
-- body
-- print(did)
return true
end
end
end
end
return false
end
-- 设置、获取鸿蒙守卫的列表
function this:SetGuardList(list,count)
for key, value in pairs(list) do
if key<=count then
-- body
this.GuardList[value.dynamicId] = value
end
end
end
function this:GetGuardList()
return this.GuardList
-- body
end
function this:SetGongMingList(Id)
local data = HeroManager.GetSingleHeroData(Id)
table.insert(this.hongmengGongMingList,data)
end
function this:RemoveGongMingList(Id)
local data = HeroManager.GetSingleHeroData(Id)
for key, value in pairs(this.hongmengGongMingList) do
if value then
-- body
if value==data then
-- body
value = nil
break
end
end
end
end
function this:GetGongMingListSingle(Id)
local data = HeroManager.GetSingleHeroData(Id)
--return data
--print(data.dynamicId,"~~~",Id)
for key, value in pairs(this.hongmengGongMingList) do
if value.dynamicId==data.dynamicId then
return value
end
end
end
function this:SetChooseId(id)
SelectId = id
end
-- 设置、获取卸载的数据
function this:SetMingListIndexData(index)
SelectId = HeroManager.GetSingleHeroData(this.hongmengHeroInfos[index].heroId).dynamicId
end
function this:GetUnLoadData()
-- body
return SelectId
end
--获取加成
function this:GetAdditions()
return this.hongmengAdditions
end
function this.GetSingleAdditions(type)
for i = 1, #this.hongmengAdditions do
if this.hongmengAdditions[i].additionType == type then
return this.hongmengAdditions[i].value
end
end
return 0
end
function this:GetHongMengUpData()
for key, value in ConfigPairs(HongmengUp) do
-- body
if value.HongmengLevel == this.hongmengTablet+1 then
-- body
return ConfigManager.TryGetConfigData(ConfigName.HongmengUp,key)
end
end
end
--鸿蒙共享装备临时数据
local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
local equipStarsConfig = ConfigManager.GetConfig(ConfigName.EquipStarsConfig)
local propertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
function this.InitUpdateEquipData(id, upHeroDid)
if not this.equipDatas then
this.equipDatas = {}
end
id = tonumber(id)
if this.equipDatas[id] then
if not this.equipDatas[id].upHeroDidList then
this.equipDatas[id].upHeroDidList = {}
end
if upHeroDid and upHeroDid ~= "0" then
this.equipDatas[id].upHeroDidList[upHeroDid] = upHeroDid
end
else
local equipdata = {}
equipdata.equipConfig = equipConfig[id]
equipdata.itemConfig = itemConfig[id]
equipdata.id = id
if itemConfig[equipdata.id] then
equipdata.icon = GetResourcePath(itemConfig[equipdata.id].ResourceID)
else
Log(Language[10483] .. equipdata.id)
return
end
equipdata.frame = GetQuantityImageByquality(equipdata.equipConfig.Quality)
equipdata.quality = equipdata.equipConfig.Quality
equipdata.position = equipdata.equipConfig.Position
equipdata.mainAttribute = this.GetMainProList(equipdata.equipConfig)
equipdata.backData = equipdata
equipdata.star = equipStarsConfig[equipdata.equipConfig.Star].Stars
this.equipDatas[id] = equipdata
if not this.equipDatas[id].upHeroDidList then
this.equipDatas[id].upHeroDidList = {}
end
if upHeroDid and upHeroDid ~= "0" and not this.equipDatas[id].upHeroDidList[upHeroDid] then
this.equipDatas[id].upHeroDidList[upHeroDid] = upHeroDid
end
end
end
function this.HarmonyUpdateEquipData(idlist, heroDid)
for i = 1, #idlist do
this.InitUpdateEquipData(idlist[i], heroDid, false)
end
end
--判断神将的装备是否共鸣
function this:IsShowGongMingEqiup(id)
for i = 1, #this.hongmengHeroInfos do
-- body
if id == this.hongmengHeroInfos[i].heroId then
return true
else
end
end
return false
end
function this.GetMainProList(equipConfig)
local propList = {}
for index, prop in ipairs(equipConfig.Property) do
propList[index] = {}
propList[index].propertyId = prop[1]
propList[index].propertyValue = prop[2]
propList[index].PropertyConfig = propertyConfig[prop[1]]
end
return propList
end
return HarmonyManager