361 lines
13 KiB
Lua
361 lines
13 KiB
Lua
HomeLandManager = {}
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local this = HomeLandManager
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local HomeLand = ConfigManager.GetConfig(ConfigName.HomeLand)
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local HomeLandLevel = ConfigManager.GetConfig(ConfigName.HomeLandLevel)
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local HomeLandTask = ConfigManager.GetConfig(ConfigName.HomeLandTask)
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local ItemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local EquipStrengthen = ConfigManager.GetConfig(ConfigName.EquipStrengthen)
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local EquipRankUp = ConfigManager.GetConfig(ConfigName.EquipRankUp)
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function this.Initialize()
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this.BuildData = {}
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for _, configData in ConfigPairs(HomeLand) do
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this.BuildData[configData.Id] = {}
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this.BuildData[configData.Id].dataMain = configData--HomeLand中数据
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if configData.LvupCostPool > 0 then
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this.BuildData[configData.Id].level = 1 --等级
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local singledata = ConfigManager.GetConfigDataByDoubleKey(ConfigName.HomeLandLevel,"PoolID",configData.Id,"level",this.BuildData[configData.Id].level)
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this.BuildData[configData.Id].dataSingle = singledata--HomeLandLevel中数据
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this.BuildData[configData.Id].startTime = 0 --资源开始积攒的时间
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this.BuildData[configData.Id].endTime = 0 --建筑升级的结束时间
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end
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end
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this.EquipData = {}
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this.levelProId = 0
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for i = 1, 4 do
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this.EquipData[i] = {}
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this.EquipData[i].Id = 1001
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this.EquipData[i].configData = EquipStrengthen[1001]
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end
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this.curEquip = 1--当前停留的装备
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this.activePrivilege = false
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this.priviLeftTime = 0
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end
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--获取家园和装备强化信息
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function this.GetData(func)
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NetManager.HomeInfoRequest(function ()
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if func then
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func()
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end
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end)
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end
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--接收服务器信息
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function this.GetServerData(msg,func)
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if msg.infos and #msg.infos > 0 then
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for index, value in ipairs(msg.infos) do
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-- LogGreen("Id:"..tostring(value.id).." startTime:"..tostring(TimeStampToDateStr4(value.productionStartTime)).." endTime:"..tostring(TimeStampToDateStr4(value.upLvEndTime)))
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if value.id and value.id > 0 then
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local data = HomeLandLevel[value.id]
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if data then
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this.BuildData[data.PoolID].level = data.level
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this.BuildData[data.PoolID].startTime = value.productionStartTime
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this.BuildData[data.PoolID].endTime = value.upLvEndTime
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this.BuildData[data.PoolID].dataSingle = HomeLandLevel[value.id]
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end
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end
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end
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end
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if msg.drop then
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UIManager.OpenPanel(UIName.RewardItemPopup, msg.drop, 1)
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end
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if func then
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func()
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end
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end
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---获取英雄武器摘星阁属性加成
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function this.GetHeroEquipPropAdd(_heroId,_equipPos)
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local heroDId= string.gsub(_heroId, "TEMP_", "")--不知道为什么有狗屁临时id
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local heroData=HeroManager.GetSingleHeroData(heroDId)
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if heroData.equipStrong==nil then
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return 0
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end
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local lv=heroData.equipStrong[_equipPos]
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local equipRankUpLv=heroData.equipAdvanceLv
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local equipStrengthenConfig=ConfigManager.GetConfigDataByKey(ConfigName.EquipStrengthen,"Level",lv)
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local equipRankUpConfig=ConfigManager.GetConfigDataByKey(ConfigName.EquipRankUp,"Level",equipRankUpLv)
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local addProp=equipStrengthenConfig.Rate+equipRankUpConfig.Rate[_equipPos]
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return addProp
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end
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--获取服务器装备信息
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function this.GetServerEquipData(msg,func)
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this.levelProId = msg.equipRankUp > 0 and msg.equipRankUp or 1
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-- this.levelProId = msg.equipRankUp + 1
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-- this.levelProId = 1
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if msg.infos and #msg.infos > 0 then
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for index, value in ipairs(msg.infos) do
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-- value.lvId = 1022
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-- LogYellow("Location:"..tostring(value.location).." lvId:"..tostring(value.lvId).." 突破等级Id:"..tostring(this.levelProId))
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if value.location and value.location > 0 and value.location < 5 then
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this.EquipData[value.location].Id = value.lvId
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this.EquipData[value.location].configData = EquipStrengthen[value.lvId]
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this.EquipData[value.location].configPro = EquipRankUp[this.levelProId]
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end
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end
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end
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if func then
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func()
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end
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end
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--升级材料和前置浮生殿等级检测
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function this.ResumeCost(_data,_str,func)
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if _data.Rule and this.BuildData[_data.Rule[1]].level < _data.Rule[2] then
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PopupTipPanel.ShowTip(string.format("%s到达%s级可升级!",this.BuildData[_data.Rule[1]].dataMain.Name,_data.Rule[2]))
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return
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end
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local data = {}
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for i = 1, #_data.Cost do
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if not data[_data.Cost[i][1]] then
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data[_data.Cost[i][1]] = 0
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end
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data[_data.Cost[i][1]] = data[_data.Cost[i][1]] + _data.Cost[i][2]
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end
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if _str then--立即完成
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-- LogGreen(tostring(_data.Time).." "..tostring(tonumber(_str[1])).." "..tonumber(_str[3]))
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data[16] = math.ceil(_data.Time/tonumber(_str[1]))*tonumber(_str[3])
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end
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for key, value in pairs(data) do
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-- LogGreen(string.format("需要%s: %s,现有:%s",key,value,BagManager.GetTotalItemNum(key)))
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if BagManager.GetTotalItemNum(key) < value then
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PopupTipPanel.ShowTip(string.format("%s不足!",ItemConfig[key].Name))
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return
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end
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end
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func(data[16])
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end
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--设置任务
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function this.SetRewardData()
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local dataList = {}
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local transform = {
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[0] = 2,
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[1] = 1,
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[2] = 0,
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}
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for k,v in ConfigPairs(ConfigManager.GetConfig(ConfigName.HomeLandTask)) do
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local data = {}
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data.Id = v.Id
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local taskData = TaskManager.GetTypeTaskInfo(TaskTypeDef.HomeLandTask,v.Id)
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data.info = string.format("%s(%s/%s)",v.ContentsShow,taskData.progress,v.Values[2][1])
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data.BoxReward = v.Reward
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data.state = transform[taskData.state]
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table.insert(dataList,data)
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end
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return dataList
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end
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--检测当前停留
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function this.GetCurIndex()
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for i = 1, 4 do
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if this.EquipData[i].configData.Limit2 == EquipRankUp[this.levelProId].Level then
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if this.EquipData[i].configData.Cost and this.EquipData[i].configData.Cost[1][2] <= BagManager.GetTotalItemNum(this.EquipData[i].configData.Cost[1][1]) then
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this.curEquip = i
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return
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end
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end
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end
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end
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--检测按钮显示
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function this.GetCurIndexBtnsShow()
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return this.EquipData[this.curEquip].configData.Limit2 == EquipRankUp[this.levelProId].Level
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end
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--检测是否全部可以突破
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function this.GetAllCanUpgrade(_heroData)
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local num = 0
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for i = 1, 4 do
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local curLv=_heroData.equipStrong[i]
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local equipStrengthenConfig=ConfigManager.GetConfigDataByKey(ConfigName.EquipStrengthen,"Level",curLv)
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if equipStrengthenConfig.Limit2 > _heroData.equipAdvanceLv then
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num = num + 1
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end
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end
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if num == 4 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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--检测是否全部可以突破并提示
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function this.GetAllCanUpgradeWithPopup(_heroData)
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local TEXT = {
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[1] = {"武器","r_Equip_GuardianWeapon_0004"},
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[2] = {"战甲","r_Equip_Coat_0005"},
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[3] = {"头饰","r_Equip_HeadAccessory_0005"},
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[4] = {"战靴","r_equip_Shoes_0005"},
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}
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for i = 1, 4 do
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local curLv=_heroData.equipStrong[i]
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local equipStrengthenConfig=ConfigManager.GetConfigDataByKey(ConfigName.EquipStrengthen,"Level",curLv)
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if equipStrengthenConfig.Limit2 == _heroData.equipAdvanceLv then
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PopupTipPanel.ShowTip(string.format("%s未达到最大等级,不可突破!",TEXT[i][1]))
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this.curEquip = i
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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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--通过两个id计算两个等级
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function this.IdToLevel(id1,id2)
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local lv1 = EquipStrengthen[id1] and EquipStrengthen[id1].Level or 0
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local lv2 = EquipRankUp[id2] and EquipRankUp[id2].Level or 0
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return {lv1, lv2}
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end
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function this.LevelToId()
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local num1 = ConfigManager.GetConfigDataByKey(ConfigName.EquipStrengthen,"Level",self.equipData.homeEquipLv[1]).Id
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local num2 = ConfigManager.GetConfigDataByKey(ConfigName.EquipRankUp,"Level",self.equipData.homeEquipLv[2]).Id
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return {num1,num2}
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end
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--通过两个等级计算加成
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function this.LevelToValue(ids,position)
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local num1 = ConfigManager.GetConfigDataByKey(ConfigName.EquipStrengthen,"Level",ids[1]).Rate
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local num2 = ConfigManager.GetConfigDataByKey(ConfigName.EquipRankUp,"Level",ids[2]).Rate[position]
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return num1 + num2
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end
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function this.CheckPrivilege(func)
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local data = PrivilegeManager.GetSerData(4022)
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if data and data.endTime - GetTimeStamp() > 0 then
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this.activePrivilege = true
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this.priviLeftTime = PrivilegeManager.GetPrivilegeRemainValue(4021)
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else
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this.activePrivilege = false
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this.priviLeftTime = 0
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end
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if func then
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func()
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end
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end
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--==============================红点检测==============================
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--烦人的红点检测(我决定1-4写一个、5写一个,6写一个、任务写一个、7移植过来,然后写个总的检测跑一遍所有)
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function this.CheckRedMain()
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if this.Check1to5Building() then
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return true
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end
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if this.CheckMission() then
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return true
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end
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if this.CheckEquipUpgrade() 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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function this.Check1to5Building()
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local data = this.BuildData
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for i = 1, 5 do
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if data[i].dataMain.IsOpen == 1 and (this.singleUpgrade(i) or this.singleGet(i)) 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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--1-5建筑的单个升级
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function this.singleUpgrade(id)
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local data = this.BuildData[id].dataSingle
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if HomeLand[id].UnlockLevel[1] == 1 and PlayerManager.level < HomeLand[id].UnlockLevel[2] then
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elseif HomeLand[id].UnlockLevel[1] == 2 and HomeLandManager.BuildData[5].level < HomeLand[id].UnlockLevel[2] then
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elseif HomeLand[id].UnlockLevel[1] == 3 and PlayerManager.level < GlobalSystemConfig[HomeLand[id].UnlockLevel[2]].OpenRules[2] then
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else
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if data.Cost and BagManager.GetTotalItemNum(data.Cost[1][1]) >= data.Cost[1][2] then--所需材料够
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if not data.Rule or (this.BuildData[data.Rule[1]].level >= data.Rule[2]) then--到达升级条件
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if this.BuildData[id].endTime <= GetTimeStamp() 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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end
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return false
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end
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--1-4建筑的单个领取
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function this.singleGet(id)
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local data = this.BuildData[id]
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if data.dataMain.Type == 1 and data.dataSingle.Gain and this.BuildData[5].level > data.dataMain.UnlockLevel[2] then
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return (GetTimeStamp() - data.startTime)/60*data.dataSingle.Gain[2] >= data.dataSingle.Storage[1][2]
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end
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return false
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end
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--检测任务
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function this.CheckMission()
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local data = this.SetRewardData()
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for index, value in ipairs(data) do
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if value.state == 1 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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--摘星阁
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function this.CheckEquipUpgrade()
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-- if this.BuildData[5].level >= HomeLand[6].UnlockLevel[2] then
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-- if this.GetAllCanUpgrade() then
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-- local configData = EquipRankUp[this.levelProId]
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-- local isEnough=true
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-- for i = 1, #configData.Cost do
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-- if BagManager.GetTotalItemNum(configData.Cost[i][1]) < configData.Cost[i][2] then
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-- isEnough=false
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-- end
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-- end
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-- if configData.Cost and isEnough then
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-- return true
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-- else
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-- return false
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-- end
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-- end
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-- for i = 1, 4 do
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-- if this.CheckSingleEquipUpgrade(i) 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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return false
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end
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--摘星阁单个装备检测
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function this.CheckSingleEquipUpgrade(id)
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local bool = false
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local data = this.EquipData[id]
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if data.configData.Cost and BagManager.GetTotalItemNum(data.configData.Cost[1][1]) >= data.configData.Cost[1][2] then--所需材料够
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if this.BuildData[data.configData.Limit[1]].level >= data.configData.Limit[2] then--到达升级条件
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bool = true
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end
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end
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return bool
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end
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--===============设置按钮位置=================
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local POS = {
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[1] = {Vector3.New(0,110,0)},
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[2] = {Vector3.New(-75,80,0),Vector3.New(75,80,0)},
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[3] = {Vector3.New(0,110,0),Vector3.New(-100,30,0),Vector3.New(100,30,0)},
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[4] = {Vector3.New(55,90,0),Vector3.New(110,0,0),Vector3.New(-55,90,0),Vector3.New(-110,0,0)},
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}
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function this.SetButtonPosition(Obj)
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local objList = {}
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for i = 1, Obj.transform.childCount do
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-- LogRed(tostring(Obj.transform:GetChild(i-1).gameObject.activeInHierarchy))
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if Obj.transform:GetChild(i-1).gameObject.activeInHierarchy then
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table.insert(objList,Obj.transform:GetChild(i-1).gameObject)
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end
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end
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-- LogError("#objList"..tostring(#objList))
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for index, value in ipairs(objList) do
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value:GetComponent("RectTransform").localPosition = POS[#objList][index]
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end
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end
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return HomeLandManager |