388 lines
13 KiB
Lua
388 lines
13 KiB
Lua
XiaoYaoManager = {}
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local this = XiaoYaoManager
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this.allMapData={}
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this.curMapId=0;
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this.MonsterData={}
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this.fightBossIndex = 0
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this.HeroData={}
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this.GetHeroIndex = 0
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this.luckyTurnTableRewards={}
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this.luckyluckyTurnTableTimes = 0
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this.luckyluckyTurnTableRemainTime = 0
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this.isAutoYouli=false --逍遥游自动游历开关
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this.first = true
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--打开逍遥游地图列表界面
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function this.OpenMapList()
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this.first = false
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this.GetOpenMapData(function(_data)
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local XiaoYaoMapPanel = UIManager.GetOpenPanel(UIName.XiaoYaoMapPanel)
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if XiaoYaoMapPanel then
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XiaoYaoMapPanel:ClosePanel()
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end
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UIManager.OpenPanel(UIName.XiaoYaoYouPanel,_data)
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end)
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end
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function this.GetOpenMapData(func)
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NetManager.JourneyGetInfoResponse(function (msg)
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local _data={}
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--LogGreen("#msg.infos:"..#msg.infos)
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for i = 1, #msg.infos do
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_data[msg.infos[i].mapId]={}
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_data[msg.infos[i].mapId].process=msg.infos[i].process
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_data[msg.infos[i].mapId].redPoint=msg.infos[i].redPoint
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_data[msg.infos[i].mapId].first=msg.infos[i].first
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end
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this.allMapData=_data
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this.CheckRedPoint2()
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if func then
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func(_data)
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end
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end)
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end
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-- 判断地图是否首通
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function this.IsFirstPass(mapId)
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if not this.allMapData or not this.allMapData[mapId] or this.allMapData[mapId].first ~= 1 then
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return false
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end
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return true
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end
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--打开逍遥游地图界面
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function this.OpenXiaoYaoMap(mapId,func)
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NetManager.JourneyGetOneInfoResponse(mapId,function (msg)
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this.curMapId=mapId
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local curMapData=msg
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if curMapData.cell~=nil then
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table.sort(curMapData.cell,function(a,b)
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return a.cellIndex < b.cellIndex
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end)
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end
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this.fightBossIndex = 0
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this.GetHeroIndex = 0
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this.InitLuckyTurnTables(msg)
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this.InitMonsterData(msg.monsterInfo,1)
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this.InitHeroData(msg.goodsInfo,1)
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UIManager.OpenPanel(UIName.XiaoYaoMapPanel,curMapData)
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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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--掷骰子请求
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function this.StartXiaoYao()
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NetManager.JourneyDoResponse(this.curMapId,function (msg)
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--0、普通节点 1、奖励节点 2、双倍节点 3、额外骰子节点 4、招募英雄节点 5、怪物节点 6,转盘
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if msg.pathType == 5 then
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this.InitMonsterData(msg.monster,2)
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elseif msg.pathType == 6 then
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this.InitLuckyTurnTables(msg)
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elseif msg.pathType == 4 then
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this.InitHeroData(msg.goodsInfo,2)
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elseif msg.pathType == 0 then
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end
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Game.GlobalEvent:DispatchEvent(GameEvent.XiaoYao.StartXiaoYao, msg)
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end)
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end
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function this.GetCostMaxValue()
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local vleTable=ConfigManager.GetConfigData(ConfigName.PrivilegeTypeConfig,39).Condition
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if VipManager.GetVipLevel()+1>#vleTable then
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return vleTable[#vleTable][2]
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else
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return vleTable[VipManager.GetVipLevel()+1][2]
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end
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end
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--初始化幸运转盘
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function this.InitLuckyTurnTables(msg)
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this.luckyTurnTableRewards = {}
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if msg then
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if msg.randomItem and #msg.randomItem > 0 then
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for i = 1, #msg.randomItem do
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table.insert(this.luckyTurnTableRewards,msg.randomItem[i])
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end
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elseif msg.random and #msg.random > 0 then
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for i = 1, #msg.random do
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table.insert(this.luckyTurnTableRewards,msg.random[i])
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end
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elseif msg.nextRandom and #msg.nextRandom > 0 then
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for i = 1, #msg.nextRandom do
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table.insert(this.luckyTurnTableRewards,msg.nextRandom[i])
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end
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end
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if msg.randomTime then
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this.luckyluckyTurnTableTimes = msg.randomNum
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this.luckyluckyTurnTableRemainTime = msg.randomTime
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elseif msg.overTime then
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this.luckyluckyTurnTableTimes = this.luckyluckyTurnTableTimes + 1
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this.luckyluckyTurnTableRemainTime = msg.overTime
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else
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this.luckyluckyTurnTableTimes = this.luckyluckyTurnTableTimes - 1
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end
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end
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end
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function this.UpdateLuckyTurnTables()
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this.luckyTurnTableRewards = {}
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this.luckyluckyTurnTableRemainTime = 0
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this.luckyluckyTurnTableTimes = 0
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end
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-- type 1初始化 2添加 hero
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function this.InitHeroData(goodsInfo,type)
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if type == 1 then
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this.HeroData = {}
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for i = 1, #goodsInfo do
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local hero = {}
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hero.goodsId = goodsInfo[i].goodsId
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hero.goodsIndex = goodsInfo[i].goodsIndex
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hero.remainTime = goodsInfo[i].remainTime
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table.insert(this.HeroData,hero)
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end
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elseif type == 2 then
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local hero = {}
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hero.goodsId = goodsInfo.goodsId
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hero.goodsIndex = goodsInfo.goodsIndex
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hero.remainTime = goodsInfo.remainTime
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table.insert(this.HeroData,hero)
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end
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table.sort(this.HeroData,function(a,b)
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return a.goodsIndex > b.goodsIndex
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end)
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end
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function this.GetHeroDatas()
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if not this.HeroData or #this.HeroData < 1 then
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return nil
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end
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for i,v in ipairs(this.HeroData) do
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if v.remainTime - PlayerManager.serverTime < 1 then
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if v.goodsIndex == this.GetHeroIndex then
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this.GetHeroIndex = 0
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end
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table.remove(this.HeroData,i)
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end
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end
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table.sort(this.HeroData,function(a,b)
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return a.goodsIndex > b.goodsIndex
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end)
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return this.HeroData
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end
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--刷新
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function this.UpdateHeroData(id)
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for i,v in ipairs(this.HeroData) do
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if v.goodsIndex == id then
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table.remove(this.HeroData,i)
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end
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end
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end
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--获取招募时间
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function this.GetHeroDataTime()
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if not this.HeroData or #this.HeroData < 1 then
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PlayerPrefs.SetInt(string.format("%s#%s#%s",PlayerManager.uid,tostring(this.curMapId),tostring(1)),0)
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this.CheckRedPoint2()
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return 0,0
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end
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for i,v in ipairs(this.HeroData) do
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if v.remainTime - PlayerManager.serverTime < 1 then
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if v.goodsIndex == this.GetHeroIndex then
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this.GetHeroIndex = 0
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end
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table.remove(this.HeroData,i)
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end
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end
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table.sort(this.HeroData,function(a,b)
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return a.goodsIndex > b.goodsIndex
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end)
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return #this.HeroData,this.HeroData[1].remainTime
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end
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-- type 1初始化 2添加 boss
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function this.InitMonsterData(BackMonsterDatas,type)
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if type == 1 then
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this.MonsterData = {}
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for i = 1, #BackMonsterDatas do
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local monster = {}
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monster.monsterId = BackMonsterDatas[i].monsterId
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monster.monsterIndex = BackMonsterDatas[i].monsterIndex
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monster.monsterHp = BackMonsterDatas[i].monsterHp
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monster.remainTime = BackMonsterDatas[i].remainTime
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monster.attackNum = BackMonsterDatas[i].attackNum
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monster.reward = BackMonsterDatas[i].rewardShow
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table.insert(this.MonsterData,monster)
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end
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elseif type == 2 then
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local monster = {}
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monster.monsterId = BackMonsterDatas.monsterId
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monster.monsterIndex = BackMonsterDatas.monsterIndex
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monster.monsterHp = BackMonsterDatas.monsterHp
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monster.remainTime = BackMonsterDatas.remainTime
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monster.attackNum = BackMonsterDatas.attackNum
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monster.reward = BackMonsterDatas.rewardShow
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table.insert(this.MonsterData,monster)
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end
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end
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--刷新
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function this.UpdateMonsterData(BackMonsterData,id)
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for i,v in ipairs(this.MonsterData) do
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if not BackMonsterData and v.monsterIndex == id then
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table.remove(this.MonsterData,i)
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break
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elseif BackMonsterData and BackMonsterData.monsterIndex == v.monsterIndex then
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v.monsterHp = BackMonsterData.monsterHp
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v.attackNum = BackMonsterData.attackNum
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break
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end
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end
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end
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function this.GetMonsterDatas()
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if not this.MonsterData or #this.MonsterData < 1 then
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PlayerPrefs.SetInt(string.format("%s#%s#%s",PlayerManager.uid,tostring(this.curMapId),tostring(3)),0)
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this.CheckRedPoint2()
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return nil
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end
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for i,v in ipairs(this.MonsterData) do
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if v.remainTime - PlayerManager.serverTime < 1 or v.monsterHp <= 0 then
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if v.monsterIndex == this.fightBossIndex then
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this.fightBossIndex = 0
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end
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table.remove(this.MonsterData,i)
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end
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end
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table.sort(this.MonsterData,function(a,b)
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return a.monsterIndex > b.monsterIndex
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end)
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return this.MonsterData
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end
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function this.SortMonster(MonsterData)
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table.sort(MonsterData,function(a,b)
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if a.remainTime <= b.remainTime then
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return a.monsterIndex > b.monsterIndex
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else
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return a.remainTime > b.remainTime
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end
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end)
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end
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--boss 剩余时间
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function this.GetMonsterDataReMainTimesAndTime()
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if not this.MonsterData or #this.MonsterData < 1 then
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return 0,0
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end
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local removeData = {}
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for i,v in ipairs(this.MonsterData) do
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if v.remainTime - PlayerManager.serverTime < 1 then
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table.remove(this.MonsterData,i)
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end
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end
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this.SortMonster(this.MonsterData)
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return #this.MonsterData,this.MonsterData[1].remainTime
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end
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this.fightBossOldIndex = 0
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--开始战斗
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function this.ExecuteFightBattle(id,func)
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-- TODO: 没有战斗结果校验
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NetManager.StartXiaoyaoBossFightRequest(id,function(msg)
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local fightData = BattleManager.GetBattleServerData(msg,0)
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if func then
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func()
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end
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UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.XIAOYAOYOU,function(result)
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Timer.New(function()
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if result.result == 1 then
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this.UpdateMonsterData(nil,id)
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this.fightBossIndex = 0
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UIManager.OpenPanel(UIName.RewardItemPopup,msg.drop,1,function()
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this.OpenXiaoYaoMap(XiaoYaoManager.curMapId,function()
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UIManager.OpenPanel(UIName.XiaoYaoLuckyBossPopup)
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end)
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end)
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else
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-- this.UpdateMonsterData(msg.monster)
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-- this.OpenXiaoYaoMap(XiaoYaoManager.curMapId,function()
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-- this.fightBossIndex = id
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-- UIManager.OpenPanel(UIName.XiaoYaoLuckyBossPopup)
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-- end)
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this.UpdateMonsterData(msg.monster)
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this.fightBossOldIndex = id
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end
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end, 0.2):Start()
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end)
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end)
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end
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-- 转盘请求
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function this.GameOperate(func)
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-- 初始化数据
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NetManager.XiaoyaoyouTurnTableRequest(function(msg)
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this.InitLuckyTurnTables(msg)
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if func then
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func(msg)
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end
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end)
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end
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function this.CheckRedPoint2()
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return this.CheckRedPoint()
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end
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--检测逍遥游红点
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function this.CheckRedPoint(_mapId,_eventId)
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local eventId = _eventId and tonumber(_eventId) or 0
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local mapId = _mapId and tonumber(_mapId) or 0
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if not ActTimeCtrlManager.SingleFuncState(FUNCTION_OPEN_TYPE.XiaoYaoYou) then
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return false
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end
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if eventId and eventId > 0 and mapId and mapId > 0 then
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if PlayerPrefs.GetInt(string.format("%s#%s#%s",PlayerManager.uid,tostring(mapId),tostring(eventId))) == 1 then
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return true
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end
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return false
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elseif mapId and mapId > 0 then
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for i = 1 , 3 do
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if PlayerPrefs.GetInt(string.format("%s#%s#%s",PlayerManager.uid,tostring(mapId),tostring(i))) == 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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else
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if BagManager.GetItemCountById(UpViewRechargeType.YunYouVle)>=PrivilegeManager.GetPrivilegeNumber(39) then
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return true
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end
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for k, v in pairs(this.allMapData) do
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--LogGreen("v.redPoint:"..v.redPoint.." k:"..k)
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for i = 1 , 3 do
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if v.redPoint == 1 then
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--LogGreen("k:"..k.." i:"..i.." true:"..PlayerPrefs.GetInt(string.format("%s#%s#%s",PlayerManager.uid,tostring(k),tostring(i))))
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if PlayerPrefs.GetInt(string.format("%s#%s#%s",PlayerManager.uid,tostring(k),tostring(i))) == 1 then
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return true
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end
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else
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if PlayerPrefs.GetInt(string.format("%s#%s#%s",PlayerManager.uid,tostring(k),tostring(i))) == 1 then
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PlayerPrefs.SetInt(string.format("%s#%s#%s",PlayerManager.uid,tostring(k),tostring(i)),0)
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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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return false
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end
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return XiaoYaoManager |