517 lines
17 KiB
Lua
517 lines
17 KiB
Lua
FightPointPassManager = {};
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local this = FightPointPassManager
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local mainLevelConfig = ConfigManager.GetConfig(ConfigName.MainLevelConfig)
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-- 火洞吊裸
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local Huo_Dong_Diao_Luo = ConfigManager.GetConfig(ConfigName.ActivityDropReward)
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local rewardGroupConfig = ConfigManager.GetConfig(ConfigName.RewardGroup)
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this.talkingTime = 0 --对话时间
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-- 挂机物品栏位对应vip数值加成特权
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-- 战斗胜利后是否已经更新过ID
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local hadUpdate = false
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local CHATER_OPEN = 1
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local CHATER_CLOSE = 0
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local CHATER_STATE = "CHATER_STATE"
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local OLD_ID = "OLD_ID"
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local isOpenRewardUpTip = false
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this.randomNum = 1
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function this.Initialize()
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this.curOpenFight = 1011 -- 当前开启的关卡
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this.lastPassFightId = 1011 -- 上一关的ID
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this.isBattleBack = false
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this.HangOnTime = 0 -- 关卡挂机时长
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this.curFightState = 0
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this.oldLevel = 0 -- 玩家关卡战斗之前的等级
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this.curFightMapId = 1011 -- 当前关卡对应的地图背景ID
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this.isOutFight = false
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this.isOpenNewChapter = false -- 是否开启新章节
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this.isMaxChapter=false --是否最大章节
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this.maxChapterNum=15 --最大章节数
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this.isBeginFight = false
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this.enterFightBattle = false -- 进入关卡战斗
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this.ShowBtnJumpTime = ConfigManager.GetConfig(ConfigName.GameSetting)[1].JumpLevelTime
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this.boxState = 0 -- 当前需要显示的宝箱
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Game.GlobalEvent:AddEvent(GameEvent.Player.OnLevelChange, this.CheckFightRP)
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-- Game.GlobalEvent:AddEvent(GameEvent.Mission.OnOpenEnableFight, this.CheckFightRP)
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Game.GlobalEvent:AddEvent(GameEvent.Mission.OnOpenFight, this.CheckFightRP)
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end
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function this.CheckFightRP()
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CheckRedPointStatus(RedPointType.SecretTer_IsCanFight)
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end
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-- 初始化关卡状态, state , 1 已开启未通过 2 :已通过 -1 已开启等级未解锁
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function this.InitAllFightPointState(msg)
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Log("当前关卡ID " .. msg.fightId)
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Log("当前关卡的状态 " .. msg.state)
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Log("当前已经挂机的时长 " .. msg.duration)
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if msg.duration < 0 then
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Log("服务器返回的挂机时长是负数,是不是调时间??")
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end
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this.HangOnTime = msg.duration
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this.curOpenFight = msg.fightId
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if mainLevelConfig[this.curOpenFight].SortId-1 > 0 then
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this.lastPassFightId = ConfigManager.GetConfigDataByKey(ConfigName.MainLevelConfig,"SortId", mainLevelConfig[this.curOpenFight].SortId-1).Id
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end
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this.curFightState = msg.state
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this.adventrueEnemyList=msg.adventureBossInfo
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this.HangOnReward=msg.reward
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Log("挂机奖励:"..this.HangOnReward)
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this.maxChapterNum = LengthOfTable(GameDataBase.SheetBase.GetKeys(ConfigManager.GetConfig(ConfigName.MainLevelSettingConfig)))
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end
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-- 获取某一关卡的状态, 小于当前关卡必定已通关,大于必定未解锁
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function this.GetFightStateById(fightId)
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local curDiff = mainLevelConfig[this.curOpenFight].Difficulty
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local judgeDiff = mainLevelConfig[fightId].Difficulty
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if curDiff == judgeDiff then
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if fightId < this.curOpenFight then
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return FIGHT_POINT_STATE.PASS
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elseif fightId == this.curOpenFight then
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if this.curFightState == 1 then
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return FIGHT_POINT_STATE.OPEN_NOT_PASS
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elseif this.curFightState == -1 then
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return FIGHT_POINT_STATE.OPEN_LOW_LEVEL
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elseif this.curFightState == 2 then
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return FIGHT_POINT_STATE.PASS
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end
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elseif fightId > this.curOpenFight then
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return FIGHT_POINT_STATE.LOCK
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end
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elseif curDiff > judgeDiff then
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return FIGHT_POINT_STATE.PASS
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elseif curDiff < judgeDiff then
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return FIGHT_POINT_STATE.LOCK
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end
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end
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-- 获取某一关卡是否开启
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function this.GetFightIsOpenById(fightId)
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local curDiff = mainLevelConfig[this.curOpenFight].Difficulty
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local judgeDiff = mainLevelConfig[fightId].Difficulty
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if curDiff == judgeDiff then
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return fightId <= this.curOpenFight
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elseif judgeDiff < curDiff 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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-- 获取某一关卡是否通关
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function this.IsFightPointPass(fightId)
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local isPass = false
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local curDiff = mainLevelConfig[this.curOpenFight].Difficulty
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local judgeDiff = mainLevelConfig[fightId].Difficulty
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if curDiff == judgeDiff then
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if fightId < this.curOpenFight then
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isPass = true
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elseif fightId == this.curOpenFight then
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if this.curFightState == 2 then -- 最后一章的最后一关
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isPass = true
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else
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isPass = false
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end
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else
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isPass = false
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end
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elseif curDiff > judgeDiff then
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isPass = true
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else
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isPass = false
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end
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return isPass
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end
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-- 战斗胜利后,刷新当前关卡的ID
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function this.RefreshFightId(msg)
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--local data = mainLevelConfig[this.curOpenFight]
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--if data then
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local oldFight = this.curOpenFight
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this.lastPassFightId = oldFight
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PlayerPrefs.SetInt(PlayerManager.uid .. OLD_ID, oldFight)
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-- 最后一关更新
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--if data.NextLevel ~= -1 then
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Game.GlobalEvent:DispatchEvent(GameEvent.Mission.OnPassFight, oldFight)
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-- 服务器更新关卡状态
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this.curOpenFight = msg.fightId
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this.curFightState = msg.state
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if this.curFightState == 1 then
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-- 解锁一个可以打的新关卡, 发送新关卡ID
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Game.GlobalEvent:DispatchEvent(GameEvent.Mission.OnOpenEnableFight, msg.fightId)
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end
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-- 章节开启
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local isOpen = mainLevelConfig[this.curOpenFight].PicShow == 1
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--开启新章节的表现处理
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if isOpen then
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this.SetChapterOpenState(true)
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end
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Game.GlobalEvent:DispatchEvent(GameEvent.Mission.OnOpenFight, oldFight)
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--判断是否需要弹估计奖励提升界面
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local oldLevelConFig = ConfigManager.GetConfigData(ConfigName.MainLevelConfig,this.lastPassFightId)
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local cirLevelConFig = ConfigManager.GetConfigData(ConfigName.MainLevelConfig,this.curOpenFight)
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for i = 1, #cirLevelConFig.RewardShowMin do
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local oldsinglePro = oldLevelConFig.RewardShowMin[i]
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local cursinglePro = cirLevelConFig.RewardShowMin[i]
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if not isOpenRewardUpTip and cursinglePro[2] > oldsinglePro[2] then
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this.SetIsOpenRewardUpTip(true)
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end
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end
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Log(" 更新关卡ID " .. this.curOpenFight)
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Log(" 关卡状态 " .. this.curFightState)
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-- 判断新解锁关卡的状态
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--if PlayerManager.level >= data.LevelLimit then
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-- this.curFightState = 1
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--if this.curFightState == 1 then
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-- -- 解锁一个可以打的新关卡, 发送新关卡ID
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-- Game.GlobalEvent:DispatchEvent(GameEvent.Mission.OnOpenEnableFight, data.NextLevel)
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--end
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--else
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-- this.curFightState = -1
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--end
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---- 章节开启
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--local isOpen = mainLevelConfig[this.curOpenFight].PicShow == 1
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----开启新章节的表现处理
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--if isOpen then
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-- this.SetChapterOpenState(true)
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--end
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--Log("~关卡已通关,id = "..oldFight)
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-- 发送关卡通关事件
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--[[ Game.GlobalEvent:DispatchEvent(GameEvent.Mission.OnOpenFight, oldFight)]]
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--else
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-- this.curFightState = 2
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--end
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--end
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end
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function this.GetIsOpenRewardUpTip()
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return isOpenRewardUpTip
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end
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function this.SetIsOpenRewardUpTip(_isOpenRewardUpTip)
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isOpenRewardUpTip = _isOpenRewardUpTip
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end
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function this.SetChapterOpenState(state)
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this.isOpenNewChapter = state
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local value = state and CHATER_OPEN or CHATER_CLOSE
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PlayerPrefs.SetInt(PlayerManager.uid .. CHATER_STATE, value)
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end
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function this.IsChapterClossState()
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if this.curOpenFight == 1011 then
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return true
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end
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this.isOpenNewChapter = PlayerPrefs.GetInt(PlayerManager.uid .. CHATER_STATE) < 1
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return this.isOpenNewChapter
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end
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-- 获取当前关卡的ID
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function this.GetCurFightId()
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return this.curOpenFight
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end
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--当前关卡是否是首领关卡
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function this.GetCurOpenFightIdIsBoss()
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local offset = 1
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offset = mainLevelConfig[this.curOpenFight].Difficulty
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local newFightId = (tonumber(this.curOpenFight) - offset) / 10
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return (newFightId % 5) == 0
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end
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function this.GetLastFightID()
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if PlayerPrefs.GetInt(PlayerManager.uid .. OLD_ID) > 0 then
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this.lastPassFightId = PlayerPrefs.GetInt(PlayerManager.uid .. OLD_ID)
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end
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end
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-- 获取挂机奖励vip加成
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function this.GetItemVipValue(itemId)
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local privilege = _ItemIdToVipPrivilege[itemId]
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if not privilege then return 0 end
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local value = PrivilegeManager.GetPrivilegeNumber(privilege)
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return value
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end
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-- 点击按钮是判断是否可以挑战
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function this.IsCanFight(fightId)
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-- 是否有数据
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if not mainLevelConfig[this.curOpenFight] then
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Log("没有这个关卡")
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return false, Language[10616]
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end
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--章节解锁优先
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if this.IsChapterClossState() then
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-- 以防后端不校验,再来一次
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if PlayerManager.level < mainLevelConfig[this.curOpenFight].LevelLimit then
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Log("等级不足,无法挑战关卡")
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return false, tostring(mainLevelConfig[this.curOpenFight].LevelLimit .. Language[10056])
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else -- 等级不足未通关时设置一下
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if this.curFightState == -1 then
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this.curFightState = 1
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end
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end
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local state = this.GetFightStateById(fightId)
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if state == FIGHT_POINT_STATE.OPEN_NOT_PASS then
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Log("关卡开启,未通关")
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return true, Language[10617]
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elseif state == FIGHT_POINT_STATE.OPEN_LOW_LEVEL then
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Log("等级不足,无法挑战关卡")
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return false, tostring(mainLevelConfig[this.curOpenFight].LevelLimit .. Language[10056])
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elseif state == FIGHT_POINT_STATE.PASS then -- 最后一关
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Log("已经通关")
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return false, Language[10618]
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end
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else
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return true, Language[10619]
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end
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end
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-- 判断是否显示关卡按钮红点
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function this.IsShowFightRP()
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return this.IsCanFight(this.curOpenFight)
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end
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-- 挑战按钮的文字显示
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function this.GetBtnText()
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-- 解锁新章节优先
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if this.IsChapterClossState() then
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-- 先判断等级
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local limitLevel = mainLevelConfig[this.curOpenFight].LevelLimit
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if PlayerManager.level < limitLevel then
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return limitLevel .. Language[10056]
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end
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local offset = 1
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offset = mainLevelConfig[this.curOpenFight].Difficulty
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local newFightId = (tonumber(this.curOpenFight) - offset) / 10
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local isBoss = (newFightId % 5) == 0
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local str = isBoss and Language[10531] or Language[10620]
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-- 最后一关
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local state = this.GetFightStateById(this.curOpenFight)
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if state == FIGHT_POINT_STATE.PASS then -- 最后一关
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str = Language[10621]
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end
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return str
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else
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return Language[10619]
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end
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end
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-- 是不是首领关卡
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function this.IsFightBoss()
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local offset = 1
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offset = mainLevelConfig[this.curOpenFight].Difficulty
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local newFightId = (tonumber(this.curOpenFight) - offset) / 10
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local isBoss = (newFightId % 5) == 0
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return isBoss
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end
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-- 某一章节是否通关
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function this.IsChapterPass(areaId)
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-- 当前关卡难度
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local curFightDiff = mainLevelConfig[this.curOpenFight].Difficulty
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-- 当前章节难度
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local curChapterId = math.floor(this.curOpenFight / 1000)
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if curFightDiff > 1 then
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return true
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elseif curFightDiff == 1 then
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return areaId < curChapterId
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end
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end
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--- ===================== 战力相关的 =============================
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---- 请求战斗
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function this.ExecuteFightBattle(monsterGroupId, fightId, callBack)
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Log("---------执行关卡战斗---------"..fightId)
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NetManager.LevelStarFightDataRequest(monsterGroupId, fightId, function (msg)
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hadUpdate = false
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local fightData = BattleManager.GetBattleServerData(msg)
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UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.STORY_FIGHT, callBack, fightId)
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end)
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end
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-- 获取当前章节数
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function this.GetCurChapterIndex()
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local curChapterId = math.floor(this.curOpenFight / 1000)
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if not FightPointPassManager.isOpenNewChapter then
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curChapterId = curChapterId-1
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if curChapterId == 0 then
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curChapterId = 1
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end
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end
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return curChapterId
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end
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-- 战斗胜利
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function this.OnBattleEnd(battleEnd)
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if not hadUpdate then
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hadUpdate = true
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if battleEnd.result == 0 then
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Log("关卡战斗失败!")
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else
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this.isBattleBack = true
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--this.RefreshFightId()
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end
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end
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end
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-- 关卡战斗结束
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function this.FightBattleEnd()
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this.enterFightBattle = false
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end
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function this.GetBattleMonsterGroup()
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return mainLevelConfig[this.curOpenFight].MonsterGroup
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end
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--通过难度和章节获取该章节是否通过
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function this.GetDifficultAndChapter(Difficult,Chapter)
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-- 当前关卡难度
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local curFightDiff = mainLevelConfig[this.curOpenFight].Difficulty
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-- 当前章节难度
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local curChapterId = math.floor(this.curOpenFight / 1000)
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local state = 0--1 未开启 2 已开启 3 未通关 4 已通关
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if Difficult > curFightDiff then
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state = 1
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elseif Difficult == curFightDiff then
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if Chapter > curChapterId then
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state = 1
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elseif Chapter == curChapterId then
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state = 3
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elseif Chapter < curChapterId then
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state = 4
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end
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elseif Difficult < curFightDiff then
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state = 4
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end
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return state
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end
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--获取立绘角色奔跑方向
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function this.GetRoleDirection()
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local data={}
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if not FightPointPassManager.IsChapterClossState() then
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data=ConfigManager.GetConfigData(ConfigName.MainLevelConfig,this.lastPassFightId)
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else
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data=ConfigManager.GetConfigData(ConfigName.MainLevelConfig,this.curOpenFight)
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end
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return data.RoleDirection
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end
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--获取当前关卡位置坐标
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function this.GetLevelPointPosition()
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local data={}
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if not FightPointPassManager.IsChapterClossState() then
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data=ConfigManager.GetConfigData(ConfigName.MainLevelConfig,this.lastPassFightId)
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else
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data=ConfigManager.GetConfigData(ConfigName.MainLevelConfig,this.curOpenFight)
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end
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return data.LevelPointPosition
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end
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--计算小地图节点坐标
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function this.CalculateMapPointPos(parentPoint,sonPoint)
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local scaleValueX=parentPoint.localScale.x
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local scaleValueY=parentPoint.localScale.y
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--Log(tostring(sonPoint[1]*(-1)*scaleValueX).." "..tostring(sonPoint[2]*(-1)*scaleValueY))
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local x= math.floor(sonPoint[1]*(-1)*scaleValueX)
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local y= math.floor(sonPoint[2]*(-1)*scaleValueY)
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return x,y
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end
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-- 活动期间关卡的总奖励预览
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function this.GetExtralReward()
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local fightRewardId = 0
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local openNum = 0
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local rewardShow = {}
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local rewardGroupId = {}
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if mainLevelConfig[this.curOpenFight] then
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fightRewardId = mainLevelConfig[this.curOpenFight].RandomReward[1]
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end
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local ids = ActivityGiftManager.GetExpertActiveisAllOpenIds()
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--local ids = {30, 31}
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if #ids > 0 then
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for i = 1, #ids do
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for k, v in ConfigPairs(Huo_Dong_Diao_Luo) do
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if v.RewardGroup[1] == fightRewardId and v.ActivityId == ids[i] then
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rewardGroupId[#rewardGroupId + 1] = v.ActivityReward[1]
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end
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end
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end
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for i = 1, #rewardGroupId do
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Log("活动组ID ----- " .. rewardGroupId[i])
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end
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for i = 1, #rewardGroupId do
|
||
--Log("rewardGroupId ==== " .. rewardGroupId[i])
|
||
local shows = rewardGroupConfig[rewardGroupId[i]].ShowItem
|
||
if shows then
|
||
for j = 1, #shows do
|
||
rewardShow[#rewardShow + 1] = shows[j]
|
||
end
|
||
else
|
||
Log(string.format("奖励组Id%s对应的前端显示字段ShowItem为空", rewardGroupId[i]))
|
||
end
|
||
end
|
||
|
||
--Log("活动奖励数量 === " .. #rewardShow)
|
||
return 1, rewardShow
|
||
else
|
||
return openNum, nil
|
||
end
|
||
|
||
end
|
||
|
||
function this.SetBoxState(state)
|
||
this.boxState = state
|
||
end
|
||
|
||
function this.GetBoxState()
|
||
return this.boxState
|
||
end
|
||
|
||
-- 是否在关卡里屏蔽暂停按钮
|
||
function this.GetStopBtnState()
|
||
local isShow = true
|
||
if not this.enterFightBattle then
|
||
return true
|
||
else
|
||
if this.curOpenFight == 1011 or this.curOpenFight == 1021 or this.curOpenFight == 1031
|
||
or this.curOpenFight == 1041 or this.curOpenFight == 1051 then
|
||
isShow = false
|
||
else
|
||
isShow = true
|
||
end
|
||
end
|
||
return isShow
|
||
end
|
||
|
||
return this |