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