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

806 lines
31 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
this.IsGetFiveStarHero = false
this.headBookListTag = 1
this.now_index = 0
--头像框数据
this.headFrameList = {}
this.MainPanelRoleMonveState = false
--激活的称号 时装 坐骑
this.isRefreshMainPanelNpc = true
this.userSkinList = {}--[id] = {skinId , overTime}
this.userTitleList = {}--[id] = {titleId , overTime}
this.userMountList = {}--[id] = {mountId , overTime}
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.ResetLocalData(var)--初始化所有本地的每日一刷--1是五点推送、2是登陆检测
local func1 = function ()
PlayerPrefs.SetInt(PlayerManager.uid.."GeneralPopup_RecruitConfirm"..RecruitType.Ten,0)
PlayerPrefs.SetInt(PlayerManager.uid.."GeneralPopup_RecruitConfirm"..RecruitType.TimeLimitTen,0)
PlayerPrefs.SetInt(PlayerManager.uid.."GeneralPopup_RecruitConfirm"..RecruitType.QianKunBoxTen,0)
PlayerPrefs.SetInt(PlayerManager.uid.."GeneralPopup_RecruitConfirm"..RecruitType.LingShowTen,0)
PlayerPrefs.SetInt(PlayerManager.uid.."GeneralPopup_RecruitConfirm"..RecruitType.XiangYaoTen,0)
PlayerPrefs.SetInt(PlayerManager.uid.."GeneralPopup_RecruitConfirm"..RecruitType.BaoGeTen,0)
end
if var == 1 then
func1()
MapTrialManager.TrialRedCheck()
elseif var == 2 then
local text1 =PlayerManager.uid.."fiveTime"
local curTime = GetTimeStamp()
if not PlayerPrefs.HasKey(text1) then
func1()
PlayerPrefs.SetInt(text1,Today_N_OClockTimeStamp(5))
end
if PlayerPrefs.GetInt(text1) < curTime then
func1()
PlayerPrefs.SetInt(text1,Today_N_OClockTimeStamp(5)+86400)
end
end
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.Mapping then
if #MapManager.stepList > 0 then
MapManager.MapUpdateEvent(-1000, function ()
NetManager.RefreshEnergyRequest({itemId},function()
isAddItem[itemId] = true
EndLessMapManager.isUpdateOnClose = true
Log("地图,同步,刷新")
end)
end)
else
NetManager.RefreshEnergyRequest({itemId},function()
isAddItem[itemId] = true
EndLessMapManager.isUpdateOnClose = true
Log("地图,刷新")
end)
end
else
Log("请求刷新 "..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("后端更新玩家等级 和 经验 ".._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 })
-- 打点数据
TapDBManager.SetLevel(this.level)
--发送埋点数据
CustomEventManager.SendCustomEvents(FBSDKCustomEventType.RoleLv,this.level)
CheckRedPointStatus(RedPointType.OrdinaryExplore)
CheckRedPointStatus(RedPointType.HeroExplore)
CheckRedPointStatus(RedPointType.LegendExplore)
CheckRedPointStatus(RedPointType.People_Mirror)
end
Game.GlobalEvent:DispatchEvent(GameEvent.Player.OnPlayerLvChange)
if this.userLevelData and this.userLevelData[this.level] then
this.maxEnergy = this.userLevelData[this.level].MaxEnergy
else
this.maxEnergy = 0
end
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 })
CheckRedPointStatus(RedPointType.OrdinaryExplore)
CheckRedPointStatus(RedPointType.HeroExplore)
CheckRedPointStatus(RedPointType.LegendExplore)
CheckRedPointStatus(RedPointType.People_Mirror)
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
-- 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("手册"..#talismanHandBook)
if talismanHandBook and #talismanHandBook > 0 then
for i = 1, #talismanHandBook do
PlayerManager.talismanHandBook[talismanHandBook[i]] = talismanHandBook[i]
end
end
TianShuMiJuanManger.CheckFetterStatus(1)
end
function this.SetHeroHandBookListData(heroSId,heroStar)
local isCheck = false
if this.heroHandBook[heroSId] == nil then
isCheck = true
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
if isCheck then
TianShuMiJuanManger.CheckFetterStatus(1)
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[11398])
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)
local record = BattleRecordManager.GetBattleRecord()
local battlePanel = UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.BACK, func)
battlePanel:SetResult(record.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
function this.GetPlayerDesignation()
--加判断是否到时间 卸掉
local curTitleData = this.userTitleList[PlayerManager.designation]
if curTitleData then
if curTitleData.overTime > GetTimeStamp() or curTitleData.overTime == 0 then
return PlayerManager.designation
end
else
return PlayerManager.designation
end
NetManager.RequestChangeModifyDecoration(2,0)
this.SetPlayerDesignation(0)
PlayerManager.SetisRefreshMainPanelNpc(true)
return PlayerManager.designation
end
--设置玩家皮肤
function this.GetPlayerSkin()
--刷新所有时装 坐骑 称号 集合 检查是否有限时到时间的并删除
this.RefreshAllSkinRideTitle()
--加判断是否到时间 卸掉
local curSkinData = this.userSkinList[PlayerManager.skin]
if curSkinData then
if curSkinData.overTime > GetTimeStamp() or curSkinData.overTime == 0 then
return PlayerManager.skin
end
else
return PlayerManager.skin
end
NetManager.RequestChangeModifyDecoration(4,0)
this.SetPlayerSkin(0)
PlayerManager.SetisRefreshMainPanelNpc(true)
return PlayerManager.skin
end
--设置玩家坐骑
function this.GetPlayerRide()
--加判断是否到时间 卸掉
local currideData = this.userMountList[PlayerManager.ride]
if currideData then
if currideData.overTime > GetTimeStamp() or currideData.overTime == 0 then
return PlayerManager.ride
end
else
return PlayerManager.ride
end
NetManager.RequestChangeModifyDecoration(3,0)
this.SetPlayerRide(0)
PlayerManager.SetisRefreshMainPanelNpc(true)
return PlayerManager.ride
end
function this.SetisRefreshMainPanelNpc(state)
LogBlue("isRefreshMainPanelNpc "..tostring(this.isRefreshMainPanelNpc))
this.isRefreshMainPanelNpc = state
end
function this.GetisRefreshMainPanelNpc()
return this.isRefreshMainPanelNpc
end
--初始化所以激活的称号 时装 坐骑
function this.InitSkinTitleMountData(userSkinList,userTitleList,userMountList)
this.userSkinList = {}--[id] = {skinId , overTime}
LogBlue("#userSkinList "..#userSkinList.." #userTitleList "..#userTitleList.." #userMountList "..#userMountList)
for i = 1, #userSkinList do
local singData = {}
singData.skinId = userSkinList[i].skinId
singData.overTime = userSkinList[i].overTime
this.userSkinList[singData.skinId] = singData
end
this.userTitleList = {}--[id] = {titleId , overTime}
for i = 1, #userTitleList do
local singData = {}
singData.titleId = userTitleList[i].titleId
singData.overTime = userTitleList[i].overTime
this.userTitleList[singData.titleId] = singData
end
this.userMountList = {}--[id] = {mountId , overTime}
for i = 1, #userMountList do
local singData = {}
singData.mountId = userMountList[i].mountId
singData.overTime = userMountList[i].overTime
this.userMountList[singData.mountId] = singData
end
end
--设置称号 时装 坐骑 的限时时间
function this.SetPlayerSkinTime(id,validTime)
if this.userSkinList then
if validTime then--不为空时是设置时间 没有会新加数据
if this.userSkinList[id] then
this.userSkinList[id].overTime = validTime
else
local singData = {}
singData.skinId = id
singData.overTime = validTime
this.userSkinList[singData.skinId] = singData
end
else--为空时是删除数据 倒计时结束时
if this.userSkinList[id] then
this.userSkinList[id] = nil
end
end
end
end
function this.SetPlayerTitleTime(id,validTime)
if this.userTitleList then
if validTime then--不为空时是设置时间 没有会新加数据
if this.userTitleList[id] then
this.userTitleList[id].overTime = validTime
else
local singData = {}
singData.titleId = id
singData.overTime = validTime
this.userTitleList[singData.titleId] = singData
end
else--为空时是删除数据 倒计时结束时
if this.userTitleList[id] then
this.userTitleList[id] = nil
end
end
end
end
function this.SetPlayerMountTime(id,validTime)
if this.userMountList then
if validTime then--不为空时是设置时间 没有会新加数据
if this.userMountList[id] then
this.userMountList[id].overTime = validTime
else
local singData = {}
singData.mountId = id
singData.overTime = validTime
this.userMountList[singData.mountId] = singData
this.SetPlayerRideRedPoint(PlayerTitleRideSkinRedPointTypeStr.Ride,1)
-- FormationManager.UserPowerChanged()
NetManager.RequestUserForceChange(FormationTypeDef.FORMATION_NORMAL)
end
else--为空时是删除数据 倒计时结束时
if this.userMountList[id] then
this.userMountList[id] = nil
end
end
end
end
function this.RefreshAllSkinRideTitle()
for key, value in pairs(this.userMountList) do
if value and value.overTime > 0 and value.overTime < GetTimeStamp() then
--过期
table.remove(this.userMountList,key)
end
end
for key, value in pairs(this.userTitleList) do
if value and value.overTime > 0 and value.overTime < GetTimeStamp() then
--过期
table.remove(this.userTitleList,key)
end
end
for key, value in pairs(this.userSkinList) do
if value and value.overTime > 0 and value.overTime < GetTimeStamp() then
--过期
table.remove(this.userSkinList,key)
end
end
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 皮肤 坐骑 当前玩家正穿戴的加成
local allPlayerUpConfig = {}
if PlayerManager.designation and PlayerManager.designation > 0 then
local PlayerHeadIcon = ConfigManager.GetConfigData(ConfigName.PlayerHeadIcon,PlayerManager.designation)
if PlayerHeadIcon and PlayerHeadIcon.WearProperty and #PlayerHeadIcon.WearProperty > 0 then
table.insert(allPlayerUpConfig,PlayerHeadIcon)
end
end
if PlayerManager.skin and PlayerManager.skin > 0 then
local PlayerHeadIcon = ConfigManager.GetConfigData(ConfigName.PlayerHeadIcon,PlayerManager.skin)
if PlayerHeadIcon and PlayerHeadIcon.WearProperty and #PlayerHeadIcon.WearProperty > 0 then
table.insert(allPlayerUpConfig,PlayerHeadIcon)
end
end
if PlayerManager.ride and PlayerManager.ride > 0 then
local PlayerHeadIcon = ConfigManager.GetConfigData(ConfigName.PlayerHeadIcon,PlayerManager.ride)
if PlayerHeadIcon and PlayerHeadIcon.WearProperty and #PlayerHeadIcon.WearProperty > 0 then
table.insert(allPlayerUpConfig,PlayerHeadIcon)
end
end
for i = 1, #allPlayerUpConfig do
for j = 1, #allPlayerUpConfig[i].WearProperty do
local curAddProInfo = allPlayerUpConfig[i].WearProperty[j]
if addAllProVal[curAddProInfo[1]] then
addAllProVal[curAddProInfo[1]] = addAllProVal[curAddProInfo[1]] + curAddProInfo[2]
else
addAllProVal[curAddProInfo[1]] = curAddProInfo[2]
end
end
end
--称号 皮肤 坐骑 当前玩家解锁的加成
local allActiveConfig = {}
for key, value in pairs(this.userSkinList) do
local PlayerHeadIcon = ConfigManager.GetConfigData(ConfigName.PlayerHeadIcon,value.skinId)
if PlayerHeadIcon and PlayerHeadIcon.UnlockProperty and #PlayerHeadIcon.UnlockProperty > 0 then
table.insert(allActiveConfig,PlayerHeadIcon)
end
end
for key, value in pairs(this.userTitleList) do
local PlayerHeadIcon = ConfigManager.GetConfigData(ConfigName.PlayerHeadIcon,value.titleId)
if PlayerHeadIcon and PlayerHeadIcon.UnlockProperty and #PlayerHeadIcon.UnlockProperty > 0 then
table.insert(allActiveConfig,PlayerHeadIcon)
end
end
for key, value in pairs(this.userMountList) do
local PlayerHeadIcon = ConfigManager.GetConfigData(ConfigName.PlayerHeadIcon,value.mountId)
if PlayerHeadIcon and PlayerHeadIcon.UnlockProperty and #PlayerHeadIcon.UnlockProperty > 0 then
table.insert(allActiveConfig,PlayerHeadIcon)
end
end
for i = 1, #allActiveConfig do
if allActiveConfig[i].UnlockProperty then
for j = 1, #allActiveConfig[i].UnlockProperty do
local curAddProInfo = allActiveConfig[i].UnlockProperty[j]
if addAllProVal[curAddProInfo[1]] then
addAllProVal[curAddProInfo[1]] = addAllProVal[curAddProInfo[1]] + curAddProInfo[2]
else
addAllProVal[curAddProInfo[1]] = curAddProInfo[2]
end
end
end
end
return addAllProVal
end
function this.SetPlayerRideRedPoint(str,val)
PlayerPrefs.SetInt(PlayerManager.uid..PlayerManager.serverInfo.server_id..PlayerTitleRideSkinRedPointTypeStr.Ride, val)
CheckRedPointStatus(RedPointType.Setting_Ride)
end
function this.GetPlayerRideRedPoint(str)
local redPointState = PlayerPrefs.GetInt(PlayerManager.uid..PlayerManager.serverInfo.server_id..PlayerTitleRideSkinRedPointTypeStr.Ride)
return redPointState == 1
end
-----------------------------------玩家坐骑 皮肤 称号结束
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
--主城停留弹气泡
local level_bubble_config = string.split(ConfigManager.GetConfigData(ConfigName.SpecialConfig,88).Value,"|")
local battleUpLvTipTime = Timer.New()
local curMianPanleLoginShowTipNum = 0
local curLevelPanleLoginShowTipNum = 0
local noShowBattleUpLvTipMaxLv = tonumber(level_bubble_config[3])
local noShowBattleUpLvTipMaxNum = tonumber(level_bubble_config[2])
local showBattleUpLvTipMaxTime = tonumber(level_bubble_config[1])
function this.StarBattleUpLvTipTime(type)
local curSecound = 0
if PlayerManager.level >= noShowBattleUpLvTipMaxLv then
return
end
if not FightPointPassManager.IsShowFightRP() then
return
end
if GuideManager.IsInMainGuide() then
return
end
if battleUpLvTipTime then
battleUpLvTipTime:Stop()
battleUpLvTipTime = nil
end
if type == 1 and curMianPanleLoginShowTipNum < noShowBattleUpLvTipMaxNum then--主界面
battleUpLvTipTime = Timer.New(function()
curSecound = curSecound + 1
-- LogGreen("主界面停留 "..curSecound)
if curSecound >= showBattleUpLvTipMaxTime then
if battleUpLvTipTime then
battleUpLvTipTime:Stop()
battleUpLvTipTime = nil
end
Game.GlobalEvent:DispatchEvent(GameEvent.Player.OnShowBattleUpLvTip)
curMianPanleLoginShowTipNum = curMianPanleLoginShowTipNum + 1
end
end, 1, -1, true)
battleUpLvTipTime:Start()
elseif type == 2 and curLevelPanleLoginShowTipNum < noShowBattleUpLvTipMaxNum then--关卡界面
battleUpLvTipTime = Timer.New(function()
curSecound = curSecound + 1
-- LogGreen("关卡界面停留 "..curSecound)
if curSecound >= showBattleUpLvTipMaxTime then
if battleUpLvTipTime then
battleUpLvTipTime:Stop()
battleUpLvTipTime = nil
end
Game.GlobalEvent:DispatchEvent(GameEvent.Player.OnShowBattleUpLvTip)
curLevelPanleLoginShowTipNum = curLevelPanleLoginShowTipNum + 1
end
end, 1, -1, true)
battleUpLvTipTime:Start()
end
end
function this.RefreshWorldLeveData(worldLeve)
this.worldLeve = worldLeve
-- Game.GlobalEvent:DispatchEvent(GameEvent.JumpServerHeightLadder.UpdateWordLv)
end
function this.StopBattleUpLvTipTime()
if battleUpLvTipTime then
battleUpLvTipTime:Stop()
battleUpLvTipTime = nil
end
end
------- 主城NPC 选择star ----------
---先去好友里 或 公会成员 去取needNum 个 再去排行榜里去取needAllNum - 去取needNum 个 最后不足自己造NPC 信息
local needNum = 5--7
local needAllNum = 10--14
local rankNPCList = {}
local friendNPCList = {}
function this.GetMainPlayerNPCData(fun)
rankNPCList = {}
friendNPCList = {}
local friendRandomNum = math.random(1, 2)
if friendRandomNum == 2 and PlayerManager.familyId == 0 then
friendRandomNum = 1
end
-- LogGreen("friendRandomNum "..friendRandomNum)
local curfriendAllList = {}
if friendRandomNum == 1 then
NetManager.RequestGetFriendInfo(1,function(msg)
for i = 1, #msg.Friends do
if msg.Friends[i].id ~= PlayerManager.uid then
LogBlue("msg.Friends[i] "..msg.Friends[i].userSkin.." "..msg.Friends[i].userTitle.." "..msg.Friends[i].userMount.." "..msg.Friends[i].sex)
table.insert(curfriendAllList,msg.Friends[i])
end
end
if #curfriendAllList > needNum then
for i = 1, needNum do
this.RandomFirendNPC(curfriendAllList)
end
else
for i = 1, #curfriendAllList do
friendNPCList[i] = curfriendAllList[i]
-- LogGreen("friend "..msg.Friends[i].name)
end
end
-- LogGreen("#friendNPCList "..#friendNPCList)
this.GetMainPlayerNPCData2(fun)
end)
else
MyGuildManager.RequestMyGuildMembers(function()
local MyGuildMemList = MyGuildManager.GetMyGuildMemList()
for i = 1, #MyGuildMemList do
if MyGuildMemList[i].roleUid ~= PlayerManager.uid then
LogBlue("MyGuildMemList[i] "..MyGuildMemList[i].userSkin.." "..MyGuildMemList[i].userTitle.." "..MyGuildMemList[i].userMount.." "..MyGuildMemList[i].sex)
table.insert(curfriendAllList,MyGuildMemList[i])
end
end
if #curfriendAllList > needNum then
for i = 1, needNum do
this.RandomFirendNPC(curfriendAllList)
end
else
for i = 1, #curfriendAllList do
friendNPCList[i] = curfriendAllList[i]
-- LogGreen("MyGuildMemList "..MyGuildMemList[i].userName)
end
end
-- LogGreen("#MyGuildMemList "..#friendNPCList)
this.GetMainPlayerNPCData2(fun)
end)
end
end
function this.GetMainPlayerNPCData2(fun)
local rankRandomNum = math.random(1, 4)
if rankRandomNum == 3 then rankRandomNum = 2 end--如果是公会排行 改成战力排行 (公会排行展示的是公会名字)
local curAddNum = needNum - LengthOfTable(friendNPCList)
curAddNum = needNum + curAddNum
-- LogGreen("rankRandomNum "..rankRandomNum)
RankingManager.InitData(rankKingList[rankRandomNum].rankType, function()
local rankAllList = RankingManager.GetRankingInfo()
local currankAllList = {}
for i = 1, 25 do
if rankAllList[i] and rankAllList[i].uid ~= PlayerManager.uid then
-- LogBlue("rankAllList[i] "..rankAllList[i].userSkin.." "..rankAllList[i].userTitle.." "..rankAllList[i].userMount.." "..rankAllList[i].sex)
table.insert(currankAllList,rankAllList[i])
end
end
if #currankAllList > curAddNum then
for i = 1, curAddNum do
this.RandomRankNPC(currankAllList)
end
else
for i = 1, #currankAllList do
rankNPCList[i] = currankAllList[i]
-- LogGreen("rank "..currankAllList[i].userName)
end
end
-- LogGreen("#rankNPCList "..#rankNPCList)
this.GetMainPlayerNPCData3(fun)
end)
end
function this.GetMainPlayerNPCData3(fun)
local upList = {}
for key,val in pairs(friendNPCList) do
table.insert(upList,val)
end
for key,val in pairs(rankNPCList) do
-- 去重
local isRepetition = false
for ke2y,val2 in pairs(upList) do
local curUid = val2.roleUid or val2.id
if val.uid == curUid then
isRepetition = true
end
end
if not isRepetition then
table.insert(upList,val)
end
end
if #upList < needAllNum then
for i = 1, needAllNum - #upList do
local singleUserData = {}
singleUserData.userName = NameManager.GetLocalRandomName()
singleUserData.sex = math.random(0,1)
singleUserData.uid = 1000 + i
singleUserData.userSkin = PlayerManager.GetPlayerSkin()
singleUserData.userTitle = 0
singleUserData.userMount = 0
table.insert(upList,singleUserData)
end
end
-- LogGreen("#upList "..#upList)
if fun then
fun(upList)
end
end
function this.RandomRankNPC(currankAllList)
local playerRandomNum = math.random(1, #currankAllList)
if rankNPCList[playerRandomNum] then
this.RandomRankNPC(currankAllList)
else
rankNPCList[playerRandomNum] = currankAllList[playerRandomNum]
-- LogGreen("rank "..currankAllList[playerRandomNum].userName)
end
end
function this.RandomFirendNPC(currankAllList)
local playerRandomNum = math.random(1, #currankAllList)
if friendNPCList[playerRandomNum] then
this.RandomFirendNPC(currankAllList)
else
friendNPCList[playerRandomNum] = currankAllList[playerRandomNum]
-- LogGreen("friend "..currankAllList[playerRandomNum].userName)
end
end
---------- 主城NPC 选择 end----------
return this