miduo_client/Assets/ManagedResources/~Lua/Modules/Practice/PracticeManager.lua

406 lines
14 KiB
Lua

PracticeManager = {}
local this = PracticeManager
local XiuXianConfig = ConfigManager.GetConfig(ConfigName.XiuXianConfig)
local PropertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
local XiuXianSkillConfig = ConfigManager.GetConfig(ConfigName.XiuXianSkillConfig)
local PropertyConfig = ConfigManager.GetConfig(ConfigName.PropertyConfig)
function this.Initialize()
this.PracticeLevel = 1--小境界id
this.PracticeBigLevel = 1--大境界数
this.StarNum = 0--星星的数量
-- this.PracticeConfigData = {}
this.ImprintServerData = {}--服务器发来的神印信息
this.BigLevelImprintList = {}--大境界对应的神印
this.HeroWithImprintList = {}--英雄身上的神印
this.PointsData = {}
this.LinesData = {}
end
--从服务器更新当前修行等级
function this.UpdataFromServer(_level)
this.PracticeLevel = _level
this.PracticeLevel = this.PracticeLevel > 0 and this.PracticeLevel or 1
this.PracticeBigLevel = XiuXianConfig[this.PracticeLevel].RealmId
this.StarNum = FightLevelManager.GetAllChapterStars()
end
--获取当前等级表数据
function this.GetCurConfigData()
return XiuXianConfig[this.PracticeLevel]
end
function this.BuildAddTemplate()
local TemplateList = {}
for _, configInfo in ConfigPairs(PropertyConfig) do
if configInfo.IfShow == 1 or configInfo.IfShow == 2 then
TemplateList[configInfo.PropertyId] = 0
end
end
return TemplateList
end
--获取每一小点属性加成
function this.GetSinglePointAdd()
local singlePointAddList = {}
local TotalPros = XiuXianConfig[this.PracticeLevel].TotalPros
for i = 1, #TotalPros do
if not singlePointAddList[TotalPros[i][1]] then
singlePointAddList[TotalPros[i][1]] = 0
end
singlePointAddList[TotalPros[i][1]] = TotalPros[i][2]
end
return singlePointAddList
end
--获取当前获得的所有属性相加(用于计算战力)
function this.GetCurAllGetAdd()
local PropertyList = this.BuildAddTemplate()
for i = 1, this.PracticeLevel do
-- LogPink("i:"..tostring(i))
if XiuXianConfig[i].TotalPros then
local Pros = XiuXianConfig[i].TotalPros
-- LogGreen("#Pros:"..tostring(#Pros))
for i = 1, #Pros do
-- LogBlue("ProsId:"..tostring(Pros[i][1]).." ProsNum:"..tostring(Pros[i][2]))
if PropertyConfig[Pros[i][1]].Style == 1 then
PropertyList[Pros[i][1]] = PropertyList[Pros[i][1]] + Pros[i][2]
elseif PropertyConfig[Pros[i][1]].Style == 2 then
PropertyList[Pros[i][1]] = PropertyList[Pros[i][1]] + Pros[i][2]
end
end
end
end
return PropertyList
end
--获取当前获得的所有属性相加(用于界面展示)
function this.GetCurAllGetAddForShow()
local PropertyList = this.BuildAddTemplate()
for i = 1, this.PracticeLevel do
-- LogPink("i:"..tostring(i))
if XiuXianConfig[i].TotalPros then
local Pros = XiuXianConfig[i].TotalPros
-- LogGreen("#Pros:"..tostring(#Pros))
for i = 1, #Pros do
-- LogBlue("ProsId:"..tostring(Pros[i][1]).." ProsNum:"..tostring(Pros[i][2]))
if PropertyConfig[Pros[i][1]].Style == 1 then
PropertyList[Pros[i][1]] = PropertyList[Pros[i][1]] + Pros[i][2]
elseif PropertyConfig[Pros[i][1]].Style == 2 then
PropertyList[Pros[i][1]] = PropertyList[Pros[i][1]] + Pros[i][2]/100
end
end
end
end
return PropertyList
end
--获取各个大境界中所有小属性加成的总和 +模板的
function this.GetAddsListWithTemplate()
local PropertyList = this.BuildAddTemplate()
local addsList = {}
for i, v in ConfigPairs(XiuXianConfig) do
if v.TotalPros then
local Pros = v.TotalPros
for i = 1, #Pros do
if PropertyConfig[Pros[i][1]].Style == 1 then
PropertyList[Pros[i][1]] = PropertyList[Pros[i][1]] + Pros[i][2]
elseif PropertyConfig[Pros[i][1]].Style == 2 then
PropertyList[Pros[i][1]] = PropertyList[Pros[i][1]] + Pros[i][2]
end
end
end
end
return PropertyList
end
--获取各个大境界中所有小属性加成的总和 不加模板的
function this.GetAddsListWithOutTemplate()
local addsList = {}
for i, v in ConfigPairs(XiuXianConfig) do
if not addsList[v.RealmId] then
addsList[v.RealmId] = {}
end
if v.TotalPros then
local Pros = v.TotalPros
for i = 1, #Pros do
if not addsList[v.RealmId][Pros[i][1]] then
addsList[v.RealmId][Pros[i][1]] = 0
end
if PropertyConfig[Pros[i][1]].Style == 1 then
addsList[v.RealmId][Pros[i][1]] = addsList[v.RealmId][Pros[i][1]] + Pros[i][2]
elseif PropertyConfig[Pros[i][1]].Style == 2 then
addsList[v.RealmId][Pros[i][1]] = addsList[v.RealmId][Pros[i][1]] + Pros[i][2]/100
end
end
end
end
return addsList
end
--获取预览界面数据
function this.GetPreViewData()
local AddListData = this.GetAddsListWithOutTemplate()
local previewList = {}
for i = 1, #AddListData do
local data = {}
local configData = ConfigManager.GetConfigDataByKey(ConfigName.XiuXianConfig,"RealmId",i)
data.RealmName = configData.RealmName
data.NeedStarNum = configData.NeedStarNum
if configData.RealmDesc then
data.RealmDesc = configData.RealmDesc
end
if this.PracticeBigLevel > i then
data.IsActive = 2--完全激活
elseif this.PracticeBigLevel == i then
data.IsActive = 1
elseif this.PracticeBigLevel < i then
data.IsActive = 0
end
data.AddList = AddListData[i]
table.insert(previewList,data)
end
return previewList
end
--返回预览界面文字
function this.GetPreviewSingleText(id,value)
if PropertyConfig[id].Style == 1 then
return string.format("全体神将%s",PropertyConfig[id].Info),string.format("+%s",value)
elseif PropertyConfig[id].Style == 2 then
return string.format("全体神将%s",PropertyConfig[id].Info),string.format("+%s",value).."%"
end
end
--获取所有神印信息
function this.GetAllImprintData()
local AllImprintList = {}
for i, v in ConfigPairs(XiuXianConfig) do
if v.TeamSkill then
table.insert(AllImprintList,v)
end
end
return AllImprintList
end
--服务器发来的神印信息
function this.UpdataImprintDataFromServer(_imprintList)
this.BigLevelWithImprint()--初始化大境界/英雄对应的神印
for key, value in pairs(_imprintList) do
if value and value.id then
if not this.ImprintServerData[value.id] then
this.ImprintServerData[value.id] = {}
end
this.ImprintServerData[value.id].id = value.id
this.ImprintServerData[value.id].type = value.type
this.ImprintServerData[value.id].subId = value.subId
this.ImprintServerData[value.id].state = value.state
-- LogBlue("value.id:"..tostring(value.id).." value.type:"..tostring(value.type).." value.subId:"..tostring(value.subId).." value.state:"..tostring(value.state))
if value.state == 1 then
this.BigLevelImprintList[XiuXianSkillConfig[value.id].UnlockId] = value.id
if value.subId ~= nil and value.subId ~= "" and value.subId ~= "nil" then
this.HeroWithImprintList[value.subId] = value.id
end
end
end
end
end
--初始化大境界/英雄对应的神印
function this.BigLevelWithImprint()
for i, v in ConfigPairs(XiuXianSkillConfig) do
if v.UnlockId > 0 then
this.BigLevelImprintList[v.UnlockId] = 0
end
end
this.HeroWithImprintList = {}
end
--获取单个神印的信息(服务器+表)
function this.GetSingleImprintData(id)
if this.ImprintServerData[id] then
return this.ImprintServerData[id],XiuXianSkillConfig[id]
else
return nil,XiuXianSkillConfig[id]
end
end
function this.SetNameColor(name,level)
if level == 0 then
level = 1
end
local clr = ""
clr = XiuXianConfig[level].NameFontColor
-- LogYellow("name:"..tostring(name).." clr:"..tostring(clr))
return "<color=#"..clr..">"..name.."</color>"
end
--查找英雄对应的神印
function this.CheckHeroWearImprint(heroDid)
if this.HeroWithImprintList[heroDid] then
return this.HeroWithImprintList[heroDid]
end
return false
end
--获取小境界点信息
function this.GetPointsData(parentObj)
this.PointsData = {}
local width = 880--parentObj.transform.rect.width
for i, v in ConfigPairs(XiuXianConfig) do
if v.RealmId == this.PracticeBigLevel and v.RealmLevel > 0 then
local data = {}
data.Id = v.Id--Id
data.RealmName = string.format("%s·%s",v.RealmName,v.RealmLevelName)--名字
data.RealmLevel = v.RealmLevel--小境界等级
data.TotalPros = v.TotalPros--属性
data.Pos = Vector3.zero--位置
-- data.Updown = 0--1下0上
data.State = this.PracticeLevel >= v.Id and 1 or 0--是否已经激活该点
data.Img = this.PracticeLevel >= v.Id and "x_xiuxing_dian_01" or "x_xiuxing_dian_02"--图片名字
table.insert(this.PointsData,data)
end
end
--设置点的位置
if (#this.PointsData)%2 == 0 then--双数点
local perSpace = width/#this.PointsData
local mid = #this.PointsData/2
for i = 1, #this.PointsData do
if i <= mid then
local x = (i - mid) * perSpace - perSpace/2
local y = math.pow(-1,i) * 60
this.PointsData[i].Pos = Vector3.New(x,y,0)
elseif i > mid then
local x = (i - mid -1) * perSpace + perSpace/2
local y = math.pow(-1,i) * 60
this.PointsData[i].Pos = Vector3.New(x,y,0)
end
end
elseif (#this.PointsData)%2 == 1 then--单数点
local perSpace = width/#this.PointsData
local mid = math.ceil(#this.PointsData/2)
for i = 1, #this.PointsData do
if i < mid then
local x = (i - mid) * perSpace
local y = math.pow(-1,i) * 60
this.PointsData[i].Pos = Vector3.New(x,y,0)
elseif i > mid then
local x = (i - mid) * perSpace
local y = math.pow(-1,i) * 60
this.PointsData[i].Pos = Vector3.New(x,y,0)
elseif i == mid then
local y = math.pow(-1,i) * 60
this.PointsData[i].Pos = Vector3.New(0,y,0)
end
end
end
return this.PointsData
end
--获取境界点间的线的位置和角度
function this.GetLinesData()
this.LinesData = {}
for i = 1, #this.PointsData do
if this.PointsData[i + 1] then
local data = {}
local x = (this.PointsData[i].Pos.x + this.PointsData[i + 1].Pos.x)/2
data.Pos = Vector3.New(x,0,0)
local r = math.acos((this.PointsData[i + 1].Pos.x - this.PointsData[i].Pos.x)/(this.PointsData[i + 1].Pos.y - this.PointsData[i].Pos.y))
if (r/math.pi)* 180 > 90 then
data.Rota = Vector3.New(0,0,(r/math.pi)* 180 - 10)
else
data.Rota = Vector3.New(0,0,(r/math.pi)* 180 + 10)
end
data.State = this.PointsData[i + 1].State
table.insert(this.LinesData,data)
end
end
return this.LinesData
end
function this.CalculateWorldPos(...)
local _args = {...}
local pos = Vector3.New(0,0,0)
for i = 1, #_args do
local objPos = _args[i]:GetComponent("RectTransform").localPosition
pos.x = pos.x + objPos.x
pos.y = pos.y + objPos.y
end
return pos
end
function this.GetSingleAddition(_data)
local data = PropertyConfig[_data[1]]
if data.Style == 2 then
return string.format("全体%s+%s",data.Info,_data[2]/100).."%"
elseif data.Style == 1 then
return string.format("全体%s+%s",data.Info,_data[2])
end
end
--升级红点检测
function this.PracticeCheckUpgrade()
if not XiuXianConfig[this.PracticeLevel] then
return false
end
local configData = XiuXianConfig[this.PracticeLevel]
if this.StarNum >= configData.NeedStarNum then
if configData.LevelUpCost then
for i = 1, #configData.LevelUpCost do
local data = configData.LevelUpCost[i]
if BagManager.GetTotalItemNum(data[1]) < data[2] then
-- LogRed("return false Upgrade 1")
return false
end
end
end
-- LogGreen("return true Upgrade")
return true
end
-- LogRed("return false Upgrade 2")
return false
end
--神印红点检测
function this.PracticeCheckImprint()
for i, v in ConfigPairs(XiuXianSkillConfig) do
if this.ImprintServerData[v.Id] then
local str = PlayerPrefs.GetInt(PlayerManager.uid.."Imprint"..v.Id)
if str == 0 then
-- LogGreen("return true Imprint")
return true
end
end
end
-- LogRed("return false Imprint")
return false
end
--检测英雄是否附身中并且神印已激活
function this.CheckHeroHaveImprintAndActive(heroDid)
if this.HeroWithImprintList[heroDid] then
if this.ImprintServerData[this.HeroWithImprintList[heroDid]] then
if this.ImprintServerData[this.HeroWithImprintList[heroDid]].state == 1 then
return true
end
end
end
return false
end
function this.SetPracticeIcon(obj,level)
local spLoader = SpriteLoader.New()
local BigLevel = XiuXianConfig[level].RealmId
local name = "x_xiuxing_xiaobiao_00"..BigLevel
obj:GetComponent("Image").sprite = spLoader:LoadSprite(name)
end
--每次升级小境界弹出tips
function this.ShowTipsOnUpgrade()
local prosData = XiuXianConfig[this.PracticeLevel].TotalPros
if prosData then
PopupTipPanel.ShowTip("突破成功!")
AttriTips.ShowAttriTip(prosData)
end
end
return PracticeManager