miduo_client/Assets/ManagedResources/~Lua/Modules/Player/PlayerManager.lua

345 lines
13 KiB
Lua

PlayerManager = {}
local this = PlayerManager
local gameSetting = ConfigManager.GetConfig(ConfigName.GameSetting)
this.userLevelData = ConfigManager.GetConfig(ConfigName.PlayerLevelConfig)
this.globalSystemConfig = ConfigManager.GetConfig(ConfigName.GlobalSystemConfig)
this.serverTime = 0
this.maxEnergy = 0
this.singleAddEnergy = gameSetting[1].EnergyRecoverSpeed[1]
this.singleAddTimeGap = gameSetting[1].EnergyRecoverSpeed[2]
this.exp = 0
this.level = 0
this.maxForce = 0
-- 每次重置的时间
this.startTime = 0
-- 已经计时的时间
this.durationTime = 0
-- 设置计时状态
this.isStart = false
--图鉴
this.heroHandBook = {}
this.equipHandBook = {}
this.talismanHandBook={}
this.heroHandBookListData={}
--移动速度 和 视野范围
this.MapSpeed = 0
this.MapView = 0
local update = function()
local dt = Time.unscaledDeltaTime
this.serverTime = this.serverTime + dt
this.UpdateEnergyData()
end
function this.Initialize()
Game.GlobalEvent:AddEvent(GameEvent.Network.OnReceiveHeartBeat, function(network, time)
if network.type == SocketType.LOGIN then
--Log("刷新心跳时间--------------"..time)
this.serverTime = time
end
end)
Game.GlobalEvent:AddEvent(GameEvent.Player.OnGoldChange, this.OnGoldChange)
end
function this.InitServerTime()
UpdateBeat:Add(update, this)
end
function this.OnGoldChange()
end
--每间隔一段时间恢复精力
function this.UpdateEnergyData()
-- 一个计时器
if MapManager.isOpen then
local dt = this.serverTime - this.startTime
dt = math.floor(dt)
if dt ~= this.durationTime then
-- 数值更新
this.durationTime = dt
Game.GlobalEvent:DispatchEvent(GameEvent.Mission.OnTimeChange, this.durationTime)
end
end
-- 截取服务器时间
ActTimeCtrlManager.Updata()
ActTimeCtrlManager.serTime = math.floor(this.serverTime)
-- 刷新需要刷新的道具
-- this.RefreshItemNumBySerTime()
end
local needRefreshItemTabs = {1,44, 53,54}
local isAddItem = {
[1] = true,
--[2] = true,
[44] = true,
[53] = true,
[54]=true,
}
-- 刷新需要刷新的道具
function this.RefreshItemNumBySerTime()
for i, itemId in pairs(needRefreshItemTabs) do
--一些类型的特殊判断
if itemId == 1 then--行动力
if not EndLessMapManager.isTrigger and not EndLessMapManager.EnergyEnough() then-- 已经是行动力的上限不再刷新-- 正在正在触发事件不刷新
this.RefreshItemNumById(itemId)
end
elseif itemId == 44 then--外敌挑战券
if BagManager.GetItemCountById(itemId) then
this.RefreshItemNumById(itemId)
end
elseif itemId == 53 then--兽潮入场券
this.RefreshItemNumById(itemId)
elseif itemId == 54 then-- 召唤外敌次数
this.RefreshItemNumById(itemId)
end
end
end
local nextRefreshTime = 0
function this.RefreshItemNumById(itemId)
if not BagManager.bagDatas[itemId] then return end
nextRefreshTime = BagManager.bagDatas[itemId].nextFlushTime
if(nextRefreshTime) then
if this.serverTime >= nextRefreshTime and nextRefreshTime ~= 0 then
if isAddItem[itemId] then
isAddItem[itemId] = false
--地图里需要特殊处理 其他正常
if itemId == 1 and CarbonManager.difficulty == CARBON_TYPE.ENDLESS and MapManager.isInMap then
if #MapManager.stepList > 0 then
MapManager.MapUpdateEvent(-1000, function ()
NetManager.RefreshEnergyRequest({itemId},function()
isAddItem[itemId] = true
EndLessMapManager.isUpdateOnClose = true
Log(Language[11504])
end)
end)
else
NetManager.RefreshEnergyRequest({itemId},function()
isAddItem[itemId] = true
EndLessMapManager.isUpdateOnClose = true
Log(Language[11505])
end)
end
else
Log(Language[11506]..itemId.." "..this.serverTime.." "..nextRefreshTime)
NetManager.RefreshEnergyRequest({itemId},function()
isAddItem[itemId] = true
end)
end
end
end
end
end
this.curLevelAndExp = {}
function this.BcakUpdateUserExp(_msg)
if not UIManager.IsOpen(UIName.FightMopUpEndPanel) then
Log(Language[11507].._msg.level.." ".._msg.exp)
this.exp = _msg.exp
local oldLevel = this.level
this.level = _msg.level
if this.level > oldLevel then
CheckRedPointStatus(RedPointType.HeroExplore_OpenMap)
CheckRedPointStatus(RedPointType.EpicExplore_OpenCarbon)
--FightManager.SetAndGetSingleFightState3(this.level)
RedPointManager.SetExploreRedPoint({ level = this.level })
end
Game.GlobalEvent:DispatchEvent(GameEvent.Player.OnPlayerLvChange)
this.maxEnergy = this.userLevelData[this.level].MaxEnergy
else
this.curLevelAndExp = _msg
end
end
--跟具经验进行升级
function this.PromoteLevel(exp)
--Log("增加经验值 " .. exp)
local maxPlayerLv = GameDataBase.SheetBase.GetKeys(this.userLevelData)
this.exp = this.exp + exp
while this.exp >= this.userLevelData[this.level].Exp and this.level < #maxPlayerLv do
this.exp = this.exp - this.userLevelData[this.level].Exp
this.level = this.level + 1
this.level = this.level >= #maxPlayerLv and #maxPlayerLv or this.level
CheckRedPointStatus(RedPointType.HeroExplore_OpenMap)
CheckRedPointStatus(RedPointType.EpicExplore_OpenCarbon)
CheckRedPointStatus(RedPointType.SecretTer_NewHourseOpen)
--Log("¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥¥ 玩家升级增加经验"..this.userLevelData[this.level].AddEnergy.." "..BagManager.GetItemCountById(2))
--FightManager.SetAndGetSingleFightState3(this.level)
RedPointManager.SetExploreRedPoint({ level = this.level })
end
this.maxEnergy = this.userLevelData[this.level].MaxEnergy
-- 看看这个玩家是否升级了
--if PlayerManager.level > FightManager.oldLevel then
-- Log("玩家升级成功!")
-- Game.GlobalEvent:DispatchEvent(GameEvent.Player.OnLevelChange)
--end
-- 打点数据
TapDBManager.SetLevel(this.level)
-- ThinkingAnalyticsManager.SetSuperProperties({
-- })
end
function this.SetMaxEnergy()
this.maxEnergy = this.userLevelData[this.level].MaxEnergy
end
--获取单个英雄装备被动技能累计评分
function this.GetSingHeroAllEquipSkillListScore(_curHeroData)
local Score = 0
local curHeroData = _curHeroData
if curHeroData and curHeroData.equipIdList then
for i = 1, #curHeroData.equipIdList do
local curEquip = EquipManager.GetSingleEquipData(curHeroData.equipIdList[i])
if curEquip then
--if curEquip.skillId and curEquip.skillId > 0 then
Score = Score + curEquip.equipConfig.Score
--end
end
end
end
return Score
end
--图鉴更新
function this.InitHandBookData(heroHandBook,talismanHandBook)
--根据后端传的有过的所有英雄的数据更新本地英雄图鉴数据
if heroHandBook and #heroHandBook > 0 then
for n,m in ipairs(heroHandBook) do
if not PlayerManager.heroHandBook then
PlayerManager.heroHandBook={}
end
if not PlayerManager.heroHandBook[m.heroId] then
PlayerManager.heroHandBook[m.heroId]={maxStar=0}
end
PlayerManager.heroHandBook[m.heroId].maxStar = m.maxStar
end
end
--根据后端传的有过的所有装备的数据更新本地装备图鉴数据
Log(Language[11508]..#talismanHandBook)
if talismanHandBook and #talismanHandBook > 0 then
for i = 1, #talismanHandBook do
PlayerManager.talismanHandBook[talismanHandBook[i]] = talismanHandBook[i]
end
end
end
function this.SetHeroHandBookListData(heroSId,heroStar)
if this.heroHandBook[heroSId] == nil then
this.heroHandBook[heroSId]={maxStar=0}
this.heroHandBook[heroSId].maxStar=heroStar
else
if this.heroHandBook[heroSId].maxStar<heroStar then
this.heroHandBook[heroSId].maxStar=heroStar
end
end
end
function this.SetEquipHandBookListData(equipSId)
if this.equipHandBook[equipSId] == nil then
this.equipHandBook[equipSId] = equipSId
end
end
--------------------------------------------
-- 切磋
function this.RequestPlayWithSomeOne(uid, teamId, tname, func)
if uid == PlayerManager.uid then
PopupTipPanel.ShowTip(Language[11509])
return
end
NetManager.RequestPlayWithSomeOne(uid, teamId, function(msg)
local fightData = BattleManager.GetBattleServerData({fightData = msg.fightData}, 1)
if tname then
tname = PlayerManager.nickName .."|" .. tname
end
BattleRecordManager.SetBattleRecord(fightData)
BattleRecordManager.SetBattleBothNameStr(tname)
BattleRecordManager.GetBattleRecord()
local battlePanel = UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.BACK, func)
battlePanel:SetResult(BattleLogic.Result)
end)
end
-----------------------------------玩家坐骑 皮肤 称号
--设置玩家称号
function this.SetPlayerDesignation(value)
PlayerManager.designation = value
end
--设置玩家皮肤
function this.SetPlayerSkin(value)
PlayerManager.skin = value
end
--设置玩家坐骑
function this.SetPlayerRide(value)
PlayerManager.ride = value
end
--设置玩家坐骑等级
function this.SetPlayerRideLv(value)
PlayerManager.rideLevel = value
end
--设置当前玩家 视野范围 和 移动速度
function this.SetMoveSpeedAndMapView()
if PlayerManager.ride > 0 then
local playerMountLevelUpConFig = ConfigManager.GetConfigData(ConfigName.PlayerMountLevelUp,PlayerManager.rideLevel)
if playerMountLevelUpConFig then
this.MapSpeed = playerMountLevelUpConFig.MapSpeed
this.MapView = playerMountLevelUpConFig.MapView
end
end
end
--计算 称号 皮肤 坐骑战力加成
function this.CalculatePlayerDcorateProAddVal()
local addAllProVal = {}
--称号
if PlayerManager.designation and PlayerManager.designation > 0 then
local playerAppearance = ConfigManager.GetConfigData(ConfigName.PlayerAppearance,PlayerManager.designation)
if playerAppearance then
for j = 1, #playerAppearance.Property do
if addAllProVal[playerAppearance.Property[j][1]] then
addAllProVal[playerAppearance.Property[j][1]] = addAllProVal[playerAppearance.Property[j][1]] + playerAppearance.Property[j][2]
else
addAllProVal[playerAppearance.Property[j][1]] = playerAppearance.Property[j][2]
end
end
end
end
--皮肤
if PlayerManager.skin and PlayerManager.skin > 0 then
local playerAppearance = ConfigManager.GetConfigData(ConfigName.PlayerAppearance,PlayerManager.skin)
if playerAppearance then
for j = 1, #playerAppearance.Property do
if addAllProVal[playerAppearance.Property[j][1]] then
addAllProVal[playerAppearance.Property[j][1]] = addAllProVal[playerAppearance.Property[j][1]] + playerAppearance.Property[j][2]
else
addAllProVal[playerAppearance.Property[j][1]] = playerAppearance.Property[j][2]
end
end
end
end
--坐骑
if PlayerManager.ride and PlayerManager.ride > 0 then
local playerMountLevelUpConFig = ConfigManager.GetConfigData(ConfigName.PlayerMountLevelUp,PlayerManager.rideLevel)
if playerMountLevelUpConFig then
for j = 1, #playerMountLevelUpConFig.Property do
if addAllProVal[playerMountLevelUpConFig.Property[j][1]] then
addAllProVal[playerMountLevelUpConFig.Property[j][1]] = addAllProVal[playerMountLevelUpConFig.Property[j][1]] + playerMountLevelUpConFig.Property[j][2]
else
addAllProVal[playerMountLevelUpConFig.Property[j][1]] = playerMountLevelUpConFig.Property[j][2]
end
end
end
end
return addAllProVal
end
function this.GetHeroDataByStar(star,staticid)
if PlayerManager.heroHandBook and PlayerManager.heroHandBook[staticid] and PlayerManager.heroHandBook[staticid].maxStar >= star then
return true
end
return false
end
return this