敌方属性计算
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@ -13,6 +13,7 @@ function DataManager:init()
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self:initManager("ArenaData", "app/userdata/arena/arena_data")
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self:initManager("CollectionData", "app/userdata/collection/collection_data")
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self:initManager("HeroData", "app/userdata/hero/hero_data")
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self:initManager("HeroDataOther", "app/userdata/hero/hero_data_other")
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self:initManager("BagData", "app/userdata/bag/bag_data")
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self:initManager("EquipData", "app/userdata/equip/equip_data")
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self:initManager("SkinData", "app/userdata/skin/skin_data")
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@ -156,9 +157,9 @@ function DataManager:initWithServerData(data)
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self.PlayerData:init(data)
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self.ChapterData:init(data.chapter)
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self.DailyChallengeData:init(data.chapter_daily_challenge)
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self.DungeonData:initDungeonGold(data.chapter_gold_challenge)
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self.DungeonData:initDungeonShards(data.chapter_shards_challenge)
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self.FormationData:init(data.fight_info)
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-- self.DungeonData:initDungeonGold(data.chapter_gold_challenge)
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-- self.DungeonData:initDungeonShards(data.chapter_shards_challenge)
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self.FormationData:init(data.formations)
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self.EquipData:init(data.equip)
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self.SkinData:init(data.bag.skins)
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self.TalentData:init(data.talent)
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@ -1770,18 +1770,46 @@ end
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-- info = {array_heroes, heroes_equips, skins, heroes_runes} -- 服务器返回的数据
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function GFunc.formatPlayerFormationInfo(info)
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local formation = {}
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if not info.array_heroes then
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if not info.heroes then
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return formation
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end
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for index, info in ipairs(info.array_heroes) do
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-- 天赋
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if info.talent then
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local TalentCfg = ConfigManager:getConfig("talent")
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local allAttr = {}
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for id = 1, #TalentCfg do
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local cfg = TalentCfg[id]
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local lv = info.talent[id] or 0
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if lv and lv > 0 and cfg.attr then
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for _, v in ipairs(cfg.attr) do
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allAttr[v.type] = (allAttr[v.type] or 0) + v.num
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end
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end
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end
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-- 处理全局属性
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local attr = {}
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attr[GConst.ALL_ATTR.ATTR_ATK_ALL] = allAttr[GConst.ALL_ATTR.ATTR_ATK_ALL]
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attr[GConst.ALL_ATTR.ATTR_HP_ALL] = allAttr[GConst.ALL_ATTR.ATTR_HP_ALL]
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attr[GConst.ALL_ATTR.ATTR_DMGDEC_ALL] = allAttr[GConst.ALL_ATTR.ATTR_DMGDEC_ALL]
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attr[GConst.ALL_ATTR.ATTR_CRIT_ALL] = allAttr[GConst.ALL_ATTR.ATTR_CRIT_ALL]
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attr[GConst.ALL_ATTR.ATTR_CRIT_TIME_ALL] = allAttr[GConst.ALL_ATTR.ATTR_CRIT_TIME_ALL]
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attr[GConst.ALL_ATTR.ATTR_NORMAL_HURTP_ALL] = allAttr[GConst.ALL_ATTR.ATTR_NORMAL_HURTP_ALL]
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attr[GConst.ALL_ATTR.ATTR_SKILL_HURTP_ALL] = allAttr[GConst.ALL_ATTR.ATTR_SKILL_HURTP_ALL]
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attr[GConst.ALL_ATTR.ATTR_ATKP_ALL] = allAttr[GConst.ALL_ATTR.ATTR_ATKP_ALL]
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DataManager.HeroDataOther:setTalentAttr(attr)
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end
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for index, info in ipairs(info.heroes) do
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if DataManager.HeroData:isExistHeroById(info.id) then
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local heroEntity = DataManager.HeroData:getEntity(info)
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local heroEntity = DataManager.HeroDataOther:getEntity(info)
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formation[heroEntity:getMatchType()] = heroEntity
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end
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end
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if not info.heroes_equips then
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info.heroes_equips = {}
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if not info.equips then
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info.equips = {}
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end
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if not info.skins then
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info.skins = {}
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@ -1790,6 +1818,11 @@ function GFunc.formatPlayerFormationInfo(info)
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info.heroes_runes = {}
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end
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-- 有全局的属性 需要在最后重新计算
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for _, entity in pairs(formation) do
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entity:setAttrDirty()
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end
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-- for matchType, heroEntity in pairs(formation) do
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-- local heroId = heroEntity:getCfgId()
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@ -100,15 +100,18 @@ BattleConst.IS_PVP_BATTLE = {
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[BattleConst.BATTLE_TYPE.ACT_PVP] = true,
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}
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-- // 1 主线 2 每日挑战 3 日常副本 4 竞技场进攻 5 竞技场防守
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-- 编队
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BattleConst.FORMATION_TYPE = {
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STAGE = "1",-- 主线章节
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ARENA_ATTACK = "2",-- 竞技场进攻
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ARENA_DEFEND = "3",-- 竞技场防守
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DUNGEON_WEAPON = "4", -- 武器副本
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DUNGEON_ARMOR = "5", -- 支线副本
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BOSS_RUSH = "6", -- boss rush
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DUNGEON_RUNE = "7", -- 符文副本
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DAILY_CHALLENGE = "2",-- 每日挑战
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DUNGEON = "3",-- 日常副本
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ARENA_ATTACK = "4",-- 竞技场进攻
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ARENA_DEFEND = "5",-- 竞技场防守
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DUNGEON_WEAPON = "41", -- 武器副本
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DUNGEON_ARMOR = "51", -- 支线副本
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BOSS_RUSH = "61", -- boss rush
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DUNGEON_RUNE = "71", -- 符文副本
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}
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BattleConst.TYPEOF_LUA_COMP = {
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@ -14,7 +14,7 @@ end
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function FormationManager:upHeroToStageFormationFinish(result)
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if result.err_code == GConst.ERROR_STR.SUCCESS then
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DataManager.FormationData:init(result)
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DataManager.FormationData:initStage(result)
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DataManager.HeroData:setDirty()
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local data = {}
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@ -61,12 +61,14 @@ function ArenaFormationUI:onLoadRootComplete()
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uiMap["arena_formation_ui.banner.btn_attack"]:addClickListener(function()
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self.formationType = GConst.BattleConst.FORMATION_TYPE.ARENA_ATTACK
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self:onRefresh()
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self.heroComp:hideLargeHeroCell()
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end)
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self.selectDefend = uiMap["arena_formation_ui.banner.btn_defend.img_select"]
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uiMap["arena_formation_ui.banner.btn_defend.tx_desc"]:setText(I18N:getGlobalText(I18N.GlobalConst.ARENA_DESC_9))
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uiMap["arena_formation_ui.banner.btn_defend"]:addClickListener(function()
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self.formationType = GConst.BattleConst.FORMATION_TYPE.ARENA_DEFEND
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self:onRefresh()
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self.heroComp:hideLargeHeroCell()
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end)
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local heroUI = uiMap["arena_formation_ui.hero_ui"]
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@ -288,6 +288,10 @@ function HeroComp:refreshScrollRect()
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end
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end
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function HeroComp:hideLargeHeroCell()
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self.largeHeroCell:getBaseObject():setAnchoredPositionX(OUT_SCREEN_X)
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end
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function HeroComp:onClickHero(cell, heroId)
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if not cell or not heroId then
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self.largeHeroCell:getBaseObject():setAnchoredPositionX(OUT_SCREEN_X)
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@ -1171,11 +1171,11 @@ function MainCityUI:checkTutorial(onlyCheck)
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end
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end
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if DataManager.DungeonData:isOpenAnyone() then
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if ModuleManager.TutorialManager:checkFuncTutorial(GConst.TutorialConst.UNLOCK_DUNGEON, onlyCheck) then
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return true
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end
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end
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-- if DataManager.DungeonData:isOpenAnyone() then
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-- if ModuleManager.TutorialManager:checkFuncTutorial(GConst.TutorialConst.UNLOCK_DUNGEON, onlyCheck) then
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-- return true
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-- end
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-- end
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if DataManager.ArenaData:isOpen() then
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if ModuleManager.TutorialManager:checkFuncTutorial(GConst.TutorialConst.UNLOCK_ARENA, onlyCheck) then
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@ -1183,23 +1183,23 @@ function MainCityUI:checkTutorial(onlyCheck)
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end
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end
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if DataManager.DungeonData:isOpen(ModuleManager.MODULE_KEY.EQUIP_WEAPON) then
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if ModuleManager.TutorialManager:checkFuncTutorial(GConst.TutorialConst.WEAPON_DUNGEON, onlyCheck) then
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return true
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end
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end
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-- if DataManager.DungeonData:isOpen(ModuleManager.MODULE_KEY.EQUIP_WEAPON) then
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-- if ModuleManager.TutorialManager:checkFuncTutorial(GConst.TutorialConst.WEAPON_DUNGEON, onlyCheck) then
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-- return true
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-- end
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-- end
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if DataManager.DungeonData:isOpen(ModuleManager.MODULE_KEY.EQUIP_ARMOR) then
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if ModuleManager.TutorialManager:checkFuncTutorial(GConst.TutorialConst.ARMOR_DUNGEON, onlyCheck) then
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return true
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end
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end
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-- if DataManager.DungeonData:isOpen(ModuleManager.MODULE_KEY.EQUIP_ARMOR) then
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-- if ModuleManager.TutorialManager:checkFuncTutorial(GConst.TutorialConst.ARMOR_DUNGEON, onlyCheck) then
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-- return true
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-- end
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-- end
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if DataManager.DungeonData:isOpen(ModuleManager.MODULE_KEY.RUNES_OPEN) then
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if ModuleManager.TutorialManager:checkFuncTutorial(GConst.TutorialConst.RUNE_DUNGEON, onlyCheck) then
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return true
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end
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end
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-- if DataManager.DungeonData:isOpen(ModuleManager.MODULE_KEY.RUNES_OPEN) then
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-- if ModuleManager.TutorialManager:checkFuncTutorial(GConst.TutorialConst.RUNE_DUNGEON, onlyCheck) then
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-- return true
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-- end
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-- end
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end
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-- 检查礼包(首充(作废)/入门/章节/新手/助力/成长/金币顺序)
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@ -5,27 +5,46 @@ function FormationData:ctor()
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self.formations = {}
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end
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-- 初始化主线阵容
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-- 初始化阵容
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function FormationData:init(data)
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if self.formations == nil then
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self.formations = {}
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data = data or {}
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self.formations = self.formations or {}
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for i = 1, 5 do
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if data[i] and data[i].heroes then
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local clientFormation = {}
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for matchType, heroId in pairs(data[i].heroes) do
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clientFormation[tonumber(matchType)] = heroId
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end
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self.formations[tostring(i)] = clientFormation
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else
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self.formations[tostring(i)] = {0,0,0,0,0}
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end
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end
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self:setDirty()
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end
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if data and data.heroes then
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-- 初始化主线阵容
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function FormationData:initStage(data)
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data = data or {}
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self.formations = self.formations or {}
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if data.heroes then
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local clientFormation = {}
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for matchType, heroId in pairs(data.heroes) do
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clientFormation[tonumber(matchType)] = heroId
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end
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self.formations[GConst.BattleConst.FORMATION_TYPE.STAGE] = clientFormation
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else
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self.formations[GConst.BattleConst.FORMATION_TYPE.STAGE] = {0,0,0,0,0}
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end
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self:setDirty()
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end
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-- 初始化竞技场阵容
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function FormationData:initArena(attack, defend)
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if self.formations == nil then
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self.formations = {}
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end
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self.formations = self.formations or {}
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-- 位置顺序特殊处理
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self.formations[GConst.BattleConst.FORMATION_TYPE.ARENA_ATTACK] = {0,0,0,0,0}
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@ -46,33 +65,33 @@ function FormationData:initArena(attack, defend)
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self:setDirty()
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end
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function FormationData:initDungeonWeapon(heroes)
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if self.formations == nil then
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self.formations = {}
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end
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-- function FormationData:initDungeonWeapon(heroes)
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-- if self.formations == nil then
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-- self.formations = {}
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-- end
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self.formations[GConst.BattleConst.FORMATION_TYPE.DUNGEON_WEAPON] = {}
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for idx, id in pairs(heroes) do
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if id and id ~= 0 then
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local matchType = DataManager.HeroData:getHeroById(id):getMatchType()
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self.formations[GConst.BattleConst.FORMATION_TYPE.DUNGEON_WEAPON][matchType] = id
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end
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end
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end
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-- self.formations[GConst.BattleConst.FORMATION_TYPE.DUNGEON_WEAPON] = {}
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-- for idx, id in pairs(heroes) do
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-- if id and id ~= 0 then
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-- local matchType = DataManager.HeroData:getHeroById(id):getMatchType()
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-- self.formations[GConst.BattleConst.FORMATION_TYPE.DUNGEON_WEAPON][matchType] = id
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-- end
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-- end
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-- end
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function FormationData:initDungeonArmor(heroes)
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if self.formations == nil then
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self.formations = {}
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end
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-- function FormationData:initDungeonArmor(heroes)
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-- if self.formations == nil then
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-- self.formations = {}
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-- end
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self.formations[GConst.BattleConst.FORMATION_TYPE.DUNGEON_ARMOR] = {}
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for idx, id in pairs(heroes) do
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if id and id ~= 0 then
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local matchType = DataManager.HeroData:getHeroById(id):getMatchType()
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self.formations[GConst.BattleConst.FORMATION_TYPE.DUNGEON_ARMOR][matchType] = id
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end
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end
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end
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-- self.formations[GConst.BattleConst.FORMATION_TYPE.DUNGEON_ARMOR] = {}
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-- for idx, id in pairs(heroes) do
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-- if id and id ~= 0 then
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-- local matchType = DataManager.HeroData:getHeroById(id):getMatchType()
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-- self.formations[GConst.BattleConst.FORMATION_TYPE.DUNGEON_ARMOR][matchType] = id
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-- end
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-- end
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-- end
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function FormationData:initFormationByType(formationType, heroes)
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if self.formations == nil then
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@ -100,41 +119,41 @@ function FormationData:getArenaDefendFormation()
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return self:getFormation(GConst.BattleConst.FORMATION_TYPE.ARENA_DEFEND)
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end
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function FormationData:getDungeonWeaponFormation()
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local formation = self:getFormation(GConst.BattleConst.FORMATION_TYPE.DUNGEON_WEAPON)
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if table.nums(formation) <= 0 then
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self:setFormation(GConst.BattleConst.FORMATION_TYPE.DUNGEON_WEAPON, self:getFormation(GConst.BattleConst.FORMATION_TYPE.STAGE)) -- 如果没有,则用默认关卡
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formation = self:getFormation(GConst.BattleConst.FORMATION_TYPE.DUNGEON_WEAPON)
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end
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return formation
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end
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-- function FormationData:getDungeonWeaponFormation()
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-- local formation = self:getFormation(GConst.BattleConst.FORMATION_TYPE.DUNGEON_WEAPON)
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-- if table.nums(formation) <= 0 then
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-- self:setFormation(GConst.BattleConst.FORMATION_TYPE.DUNGEON_WEAPON, self:getFormation(GConst.BattleConst.FORMATION_TYPE.STAGE)) -- 如果没有,则用默认关卡
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-- formation = self:getFormation(GConst.BattleConst.FORMATION_TYPE.DUNGEON_WEAPON)
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-- end
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-- return formation
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-- end
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function FormationData:getDungeonArmorFormation()
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local formation = self:getFormation(GConst.BattleConst.FORMATION_TYPE.DUNGEON_ARMOR)
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if table.nums(formation) <= 0 then
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self:setFormation(GConst.BattleConst.FORMATION_TYPE.DUNGEON_ARMOR, self:getFormation(GConst.BattleConst.FORMATION_TYPE.STAGE)) -- 如果没有,则用默认关卡
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formation = self:getFormation(GConst.BattleConst.FORMATION_TYPE.DUNGEON_ARMOR)
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end
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return formation
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end
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-- function FormationData:getDungeonArmorFormation()
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-- local formation = self:getFormation(GConst.BattleConst.FORMATION_TYPE.DUNGEON_ARMOR)
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-- if table.nums(formation) <= 0 then
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-- self:setFormation(GConst.BattleConst.FORMATION_TYPE.DUNGEON_ARMOR, self:getFormation(GConst.BattleConst.FORMATION_TYPE.STAGE)) -- 如果没有,则用默认关卡
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-- formation = self:getFormation(GConst.BattleConst.FORMATION_TYPE.DUNGEON_ARMOR)
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-- end
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-- return formation
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-- end
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function FormationData:getBossRushFormation()
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local formation = self:getFormation(GConst.BattleConst.FORMATION_TYPE.BOSS_RUSH)
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if table.nums(formation) <= 0 then
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self:setFormation(GConst.BattleConst.FORMATION_TYPE.BOSS_RUSH, self:getFormation(GConst.BattleConst.FORMATION_TYPE.STAGE)) -- 如果没有,则用默认关卡
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formation = self:getFormation(GConst.BattleConst.FORMATION_TYPE.BOSS_RUSH)
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end
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return formation
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end
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-- function FormationData:getBossRushFormation()
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-- local formation = self:getFormation(GConst.BattleConst.FORMATION_TYPE.BOSS_RUSH)
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-- if table.nums(formation) <= 0 then
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-- self:setFormation(GConst.BattleConst.FORMATION_TYPE.BOSS_RUSH, self:getFormation(GConst.BattleConst.FORMATION_TYPE.STAGE)) -- 如果没有,则用默认关卡
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-- formation = self:getFormation(GConst.BattleConst.FORMATION_TYPE.BOSS_RUSH)
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-- end
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-- return formation
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-- end
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function FormationData:getDungeonRuneFormation()
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local formation = self:getFormation(GConst.BattleConst.FORMATION_TYPE.DUNGEON_RUNE)
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if table.nums(formation) <= 0 then
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self:setFormation(GConst.BattleConst.FORMATION_TYPE.DUNGEON_RUNE, self:getFormation(GConst.BattleConst.FORMATION_TYPE.STAGE)) -- 如果没有,则用默认关卡
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formation = self:getFormation(GConst.BattleConst.FORMATION_TYPE.DUNGEON_RUNE)
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end
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return formation
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end
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-- function FormationData:getDungeonRuneFormation()
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-- local formation = self:getFormation(GConst.BattleConst.FORMATION_TYPE.DUNGEON_RUNE)
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-- if table.nums(formation) <= 0 then
|
||||
-- self:setFormation(GConst.BattleConst.FORMATION_TYPE.DUNGEON_RUNE, self:getFormation(GConst.BattleConst.FORMATION_TYPE.STAGE)) -- 如果没有,则用默认关卡
|
||||
-- formation = self:getFormation(GConst.BattleConst.FORMATION_TYPE.DUNGEON_RUNE)
|
||||
-- end
|
||||
-- return formation
|
||||
-- end
|
||||
|
||||
function FormationData:getFormation(formationType)
|
||||
local formation = self.formations[formationType]
|
||||
|
||||
60
lua/app/userdata/hero/hero_data_other.lua
Normal file
60
lua/app/userdata/hero/hero_data_other.lua
Normal file
@ -0,0 +1,60 @@
|
||||
local HeroEntity = require "app/userdata/hero/hero_entity_other"
|
||||
local HeroDataOther = class("HeroDataOther", BaseData)
|
||||
|
||||
function HeroDataOther:ctor()
|
||||
self.allAtkpAttr = {}
|
||||
self.allAtkpAttrByHero = {}
|
||||
self.allAtkpAttrByTalent = {}
|
||||
end
|
||||
|
||||
function HeroDataOther:clear()
|
||||
self.allAtkpAttr = {}
|
||||
self.allAtkpAttrByHero = {}
|
||||
self.allAtkpAttrByTalent = {}
|
||||
end
|
||||
|
||||
function HeroDataOther:getEntity(heroStruct)
|
||||
return HeroEntity:create(heroStruct.id, heroStruct.level, heroStruct.skin, heroStruct.star)
|
||||
end
|
||||
|
||||
function HeroDataOther:getMatchType(heroId)
|
||||
return DataManager.HeroData:getHeroConfig(heroId).position
|
||||
end
|
||||
|
||||
-- region 属性相关
|
||||
function HeroDataOther:getAttrByMatchType(matchType, attrType)
|
||||
self.allAtkpAttr[matchType] = self.allAtkpAttr[matchType] or {}
|
||||
return self.allAtkpAttr[matchType][attrType] or 0
|
||||
end
|
||||
|
||||
function HeroDataOther:setHeroAttr(heroId, attr)
|
||||
self.allAtkpAttrByHero[heroId] = attr
|
||||
self:calcAttr()
|
||||
end
|
||||
|
||||
function HeroDataOther:setTalentAttr(attr)
|
||||
self.allAtkpAttrByTalent = attr
|
||||
self:calcAttr()
|
||||
end
|
||||
|
||||
function HeroDataOther:calcAttr()
|
||||
self.allAtkpAttr = {}
|
||||
for heroId, attrs in pairs(self.allAtkpAttrByHero) do
|
||||
-- self.baseAttrOriginal[ATTR_NAME.ATK_RED] = 0
|
||||
local matchType = self:getMatchType(heroId)
|
||||
self.allAtkpAttr[matchType] = self.allAtkpAttr[matchType] or {}
|
||||
for k,v in pairs(attrs) do
|
||||
self.allAtkpAttr[matchType][k] = (self.allAtkpAttr[matchType][k] or 0) + v
|
||||
end
|
||||
end
|
||||
|
||||
for k, v in pairs(self.allAtkpAttrByTalent) do
|
||||
for matchType = 1, 5 do
|
||||
self.allAtkpAttr[matchType] = self.allAtkpAttr[matchType] or {}
|
||||
self.allAtkpAttr[matchType][k] = (self.allAtkpAttr[matchType][k] or 0) + v
|
||||
end
|
||||
end
|
||||
end
|
||||
-- endregion
|
||||
|
||||
return HeroDataOther
|
||||
10
lua/app/userdata/hero/hero_data_other.lua.meta
Normal file
10
lua/app/userdata/hero/hero_data_other.lua.meta
Normal file
@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 77692c43fec474d1d9c0c9d40d129157
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 11500000, guid: 3b8b241bab4a4ac9a22fcce9c64f1242, type: 3}
|
||||
801
lua/app/userdata/hero/hero_entity_other.lua
Normal file
801
lua/app/userdata/hero/hero_entity_other.lua
Normal file
@ -0,0 +1,801 @@
|
||||
local HeroEntity = class("HeroEntity", BaseData)
|
||||
local ATTR_NAME = GConst.BattleConst.ATTR_NAME
|
||||
|
||||
function HeroEntity:ctor(cfgId, lv, skin, star)
|
||||
self.cfgId = cfgId
|
||||
self.data.isDirty = false
|
||||
self.data.lv = lv
|
||||
self.data.skin = skin
|
||||
self.data.star = star or 0
|
||||
self.config = ConfigManager:getConfig("hero")[self.cfgId]
|
||||
self.beginLv = 1 -- 激活等级
|
||||
self.isNew = false
|
||||
|
||||
self.baseAttrOriginal = {}
|
||||
self.starAttr = {}
|
||||
self.skinAttr = {}
|
||||
self.allBaseAttr = {}
|
||||
self.allAttr = {}
|
||||
self.attrDirty = true
|
||||
self.attrBaseDirty = true
|
||||
end
|
||||
|
||||
-- region 属性
|
||||
function HeroEntity:initAttr()
|
||||
self.allBaseAttr[ATTR_NAME.HP] = 0
|
||||
self.allBaseAttr[ATTR_NAME.ATK] = 0
|
||||
self.allBaseAttr[ATTR_NAME.ATK_RED] = 0
|
||||
self.allBaseAttr[ATTR_NAME.ATK_YELLOW] = 0
|
||||
self.allBaseAttr[ATTR_NAME.ATK_GREEN] = 0
|
||||
self.allBaseAttr[ATTR_NAME.ATK_BLUE] = 0
|
||||
self.allBaseAttr[ATTR_NAME.ATK_PURPLE] = 0
|
||||
self.allBaseAttr[ATTR_NAME.DMGDEC] = 0
|
||||
|
||||
self:_updateAllBaseAttr()
|
||||
end
|
||||
|
||||
function HeroEntity:onBaseAttrChange()
|
||||
self:_updateBaseAttr()
|
||||
self:_updateTotalAttr()
|
||||
self:setDirty()
|
||||
end
|
||||
|
||||
function HeroEntity:onStarAttrChange()
|
||||
self:_updateStarAttr()
|
||||
self:_updateTotalAttr()
|
||||
self:setDirty()
|
||||
end
|
||||
|
||||
function HeroEntity:onSkinAttrChange()
|
||||
self:_updateSkinAttr()
|
||||
self:_updateTotalAttr()
|
||||
self:setDirty()
|
||||
end
|
||||
|
||||
function HeroEntity:setDirty()
|
||||
self.data.isDirty = not self.data.isDirty
|
||||
end
|
||||
|
||||
function HeroEntity:setAttrDirty()
|
||||
self.attrDirty = true
|
||||
end
|
||||
|
||||
function HeroEntity:setBaseAttrDirty()
|
||||
self.attrBaseDirty = true
|
||||
end
|
||||
|
||||
function HeroEntity:getAllAttr()
|
||||
if self.attrDirty == true then
|
||||
self.attrDirty = false
|
||||
self:_updateAllAttr()
|
||||
end
|
||||
return self.allAttr
|
||||
end
|
||||
|
||||
-- 更新所有属性(包括其他英雄的加成)
|
||||
function HeroEntity:_updateAllAttr()
|
||||
self.allAttr = {}
|
||||
self.allBaseAttr = self:_getAllBaseAttr()
|
||||
for k, v in pairs(self.allBaseAttr) do
|
||||
self.allAttr[k] = v
|
||||
end
|
||||
|
||||
-- GConst.ALL_ATTR = {
|
||||
-- ATTR_ATK_ALL = "atk_all", -- 全体英雄攻击(固定值)
|
||||
-- ATTR_HP_ALL = "attr_hp_all", -- 全体英雄生命(固定值)
|
||||
-- ATTR_DMGDEC_ALL = "attr_dmgdec_all", -- 全体减伤(固定值)
|
||||
-- ATTR_CRIT_ALL = "attr_crit_all", -- 全体暴击率
|
||||
-- ATTR_CRIT_TIME_ALL = "attr_crit_time_all", -- 全体暴击伤害
|
||||
-- ATTR_NORMAL_HURTP_ALL = "attr_normal_hurtp_all",-- 全体普攻增伤(百分比)
|
||||
-- ATTR_SKILL_HURTP_ALL = "attr_skill_hurtp_all", -- 全体技能增伤(百分比)
|
||||
-- ATTR_ATKP_ALL = "attr_atkp_all", -- 全体攻击(百分比)
|
||||
-- }
|
||||
|
||||
-- 同属性通用加成
|
||||
self.allAttr[GConst.MATCH_ALL_ATKP_NAME[self:getMatchType()]] = nil
|
||||
self.allAttr[GConst.ALL_ATTR.ATTR_ATK_ALL] = nil
|
||||
self.allAttr[GConst.ALL_ATTR.ATTR_HP_ALL] = nil
|
||||
self.allAttr[GConst.ALL_ATTR.ATTR_DMGDEC_ALL] = nil
|
||||
self.allAttr[GConst.ALL_ATTR.ATTR_CRIT_ALL] = nil
|
||||
self.allAttr[GConst.ALL_ATTR.ATTR_CRIT_TIME_ALL] = nil
|
||||
self.allAttr[GConst.ALL_ATTR.ATTR_NORMAL_HURTP_ALL] = nil
|
||||
self.allAttr[GConst.ALL_ATTR.ATTR_SKILL_HURTP_ALL] = nil
|
||||
self.allAttr[GConst.ALL_ATTR.ATTR_ATKP_ALL] = nil
|
||||
|
||||
-- 攻击力(百分比)
|
||||
local atkType = GConst.MATCH_ATTACK_NAME[self:getMatchType()]
|
||||
local allAtk = DataManager.HeroDataOther:getAttrByMatchType(self:getMatchType(), GConst.ALL_ATTR.ATTR_ATK_ALL)
|
||||
local atkpType = GConst.MATCH_ALL_ATKP_NAME[self:getMatchType()]
|
||||
local allFactorValue = DataManager.HeroDataOther:getAttrByMatchType(self:getMatchType(), atkpType)
|
||||
local factorValue = self.allAttr[GConst.MATCH_ATTACK_ADD_NAME[self:getMatchType()]] or 0
|
||||
local allAtkP = self:getGlobalAttrByType(GConst.ALL_ATTR.ATTR_ATKP_ALL)
|
||||
local atk = self.allAttr[atkType] + allAtk
|
||||
self.allAttr[atkType] = math.floor(atk * (1 + (factorValue + allFactorValue + allAtkP) / GConst.DEFAULT_FACTOR) + 0.0000001)
|
||||
self.allAttr[GConst.MATCH_ATTACK_ADD_NAME[self:getMatchType()]] = nil
|
||||
|
||||
-- 生命(百分比)
|
||||
local hpType = GConst.MATCH_HP_NAME[self:getMatchType()]
|
||||
local allHp = DataManager.HeroDataOther:getAttrByMatchType(self:getMatchType(), GConst.ALL_ATTR.ATTR_HP_ALL)
|
||||
local factorValue = self.allAttr[GConst.MATCH_HP_ADD_NAME[self:getMatchType()]] or 0
|
||||
local hp = self.allAttr[hpType] + allHp
|
||||
self.allAttr[hpType] = math.floor(hp * (1 + factorValue / GConst.DEFAULT_FACTOR) + 0.0000001)
|
||||
self.allAttr[GConst.MATCH_HP_ADD_NAME[self:getMatchType()]] = nil
|
||||
|
||||
self.allAttr[ATTR_NAME.DMGDEC] = (self.allAttr[ATTR_NAME.DMGDEC] or 0) + self:getGlobalAttrByType(GConst.ALL_ATTR.ATTR_DMGDEC_ALL)
|
||||
self.allAttr[GConst.MATCH_CRIT_NAME[self:getMatchType()]] = (self.allAttr[GConst.MATCH_CRIT_NAME[self:getMatchType()]] or 0) + self:getGlobalAttrByType(GConst.ALL_ATTR.ATTR_CRIT_ALL)
|
||||
self.allAttr[GConst.MATCH_CRIT_TIME_NAME[self:getMatchType()]] = (self.allAttr[GConst.MATCH_CRIT_TIME_NAME[self:getMatchType()]] or 0) + self:getGlobalAttrByType(GConst.ALL_ATTR.ATTR_CRIT_TIME_ALL)
|
||||
self.allAttr[GConst.MATCH_NORMAL_HURTP_NAME[self:getMatchType()]] = (self.allAttr[GConst.MATCH_NORMAL_HURTP_NAME[self:getMatchType()]] or 0) + self:getGlobalAttrByType(GConst.ALL_ATTR.ATTR_NORMAL_HURTP_ALL)
|
||||
self.allAttr[GConst.MATCH_SKILL_HURTP_NAME[self:getMatchType()]] = (self.allAttr[GConst.MATCH_SKILL_HURTP_NAME[self:getMatchType()]] or 0) + self:getGlobalAttrByType(GConst.ALL_ATTR.ATTR_SKILL_HURTP_ALL)
|
||||
|
||||
self:calcPower()
|
||||
end
|
||||
|
||||
function HeroEntity:getGlobalAttrByType(attrType)
|
||||
return DataManager.HeroDataOther:getAttrByMatchType(self:getMatchType(), attrType) or 0
|
||||
end
|
||||
|
||||
function HeroEntity:_getAllBaseAttr()
|
||||
if self.attrBaseDirty == true then
|
||||
self.attrBaseDirty = false
|
||||
self:_updateAllBaseAttr()
|
||||
end
|
||||
return self.allBaseAttr
|
||||
end
|
||||
|
||||
-- 更新所有属性(自己)
|
||||
function HeroEntity:_updateAllBaseAttr()
|
||||
self:_updateBaseAttr()
|
||||
self:_updateStarAttr()
|
||||
self:_updateSkinAttr()
|
||||
self:_updateTotalAttr()
|
||||
|
||||
-- 处理全局属性
|
||||
local attr = {}
|
||||
if self.allBaseAttr[GConst.MATCH_ALL_ATKP_NAME[self:getMatchType()]] ~= nil then
|
||||
attr[GConst.MATCH_ALL_ATKP_NAME[self:getMatchType()]] = self.allBaseAttr[GConst.MATCH_ALL_ATKP_NAME[self:getMatchType()]]
|
||||
end
|
||||
|
||||
attr[GConst.ALL_ATTR.ATTR_ATK_ALL] = self.allBaseAttr[GConst.ALL_ATTR.ATTR_ATK_ALL]
|
||||
attr[GConst.ALL_ATTR.ATTR_HP_ALL] = self.allBaseAttr[GConst.ALL_ATTR.ATTR_HP_ALL]
|
||||
attr[GConst.ALL_ATTR.ATTR_DMGDEC_ALL] = self.allBaseAttr[GConst.ALL_ATTR.ATTR_DMGDEC_ALL]
|
||||
attr[GConst.ALL_ATTR.ATTR_CRIT_ALL] = self.allBaseAttr[GConst.ALL_ATTR.ATTR_CRIT_ALL]
|
||||
attr[GConst.ALL_ATTR.ATTR_CRIT_TIME_ALL] = self.allBaseAttr[GConst.ALL_ATTR.ATTR_CRIT_TIME_ALL]
|
||||
attr[GConst.ALL_ATTR.ATTR_NORMAL_HURTP_ALL] = self.allBaseAttr[GConst.ALL_ATTR.ATTR_NORMAL_HURTP_ALL]
|
||||
attr[GConst.ALL_ATTR.ATTR_SKILL_HURTP_ALL] = self.allBaseAttr[GConst.ALL_ATTR.ATTR_SKILL_HURTP_ALL]
|
||||
attr[GConst.ALL_ATTR.ATTR_ATKP_ALL] = self.allBaseAttr[GConst.ALL_ATTR.ATTR_ATKP_ALL]
|
||||
|
||||
DataManager.HeroDataOther:setHeroAttr(self:getCfgId(), attr)
|
||||
end
|
||||
|
||||
-- 更新英雄基础属性
|
||||
function HeroEntity:_updateBaseAttr()
|
||||
self.baseAttrOriginal[ATTR_NAME.HP] = self:getCfgHp()
|
||||
self.baseAttrOriginal[ATTR_NAME.ATK_RED] = 0
|
||||
self.baseAttrOriginal[ATTR_NAME.ATK_YELLOW] = 0
|
||||
self.baseAttrOriginal[ATTR_NAME.ATK_GREEN] = 0
|
||||
self.baseAttrOriginal[ATTR_NAME.ATK_BLUE] = 0
|
||||
self.baseAttrOriginal[ATTR_NAME.ATK_PURPLE] = 0
|
||||
self.baseAttrOriginal[GConst.MATCH_ATTACK_NAME[self.config.position]] = self:getCfgAtk()
|
||||
end
|
||||
|
||||
-- 更新皮肤属性
|
||||
function HeroEntity:_updateStarAttr()
|
||||
self.starAttr = {}
|
||||
for i = 1, self.data.star do
|
||||
local attr = self:getStarAttrCfg()[i]
|
||||
self.starAttr[attr.type] = attr.num
|
||||
end
|
||||
end
|
||||
|
||||
function HeroEntity:getStarAttr()
|
||||
return self.starAttr
|
||||
end
|
||||
|
||||
-- 更新皮肤属性
|
||||
function HeroEntity:_updateSkinAttr()
|
||||
self.skinAttr = {}
|
||||
|
||||
-- local hp = DataManager.SkinData:getHp(self)
|
||||
-- local atk = DataManager.SkinData:getAttack(self)
|
||||
-- local normalHurt = DataManager.SkinData:getNormalHurt(self)
|
||||
-- local skillHurt = DataManager.SkinData:getSkillHurt(self)
|
||||
-- local critPer = DataManager.SkinData:getCritPercent(self)
|
||||
-- local critHurtPer = DataManager.SkinData:getCritHurtPercent(self)
|
||||
-- local normalHurtPer = DataManager.SkinData:getNormalHurtPercent(self)
|
||||
-- local skillHurtPer = DataManager.SkinData:getSkillHurtPercent(self)
|
||||
-- local healPer = DataManager.SkinData:getHealPercent(self)
|
||||
|
||||
-- self.skinAttr[GConst.MATCH_HP_NAME[self:getMatchType()]] = hp
|
||||
-- self.skinAttr[GConst.MATCH_ATTACK_NAME[self:getMatchType()]] = atk
|
||||
-- self.skinAttr[GConst.MATCH_NORMAL_HURT_NAME[self:getMatchType()]] = normalHurt
|
||||
-- self.skinAttr[GConst.MATCH_SKILL_HURT_NAME[self:getMatchType()]] = skillHurt
|
||||
-- self.skinAttr[GConst.MATCH_CRIT_NAME[self:getMatchType()]] = critPer
|
||||
-- self.skinAttr[GConst.MATCH_CRIT_TIME_NAME[self:getMatchType()]] = critHurtPer
|
||||
-- self.skinAttr[GConst.MATCH_NORMAL_HURTP_NAME[self:getMatchType()]] = normalHurtPer
|
||||
-- self.skinAttr[GConst.MATCH_SKILL_HURTP_NAME[self:getMatchType()]] = skillHurtPer
|
||||
-- self.skinAttr[GConst.MATCH_CURED_NAME[self:getMatchType()]] = healPer
|
||||
|
||||
-- if EDITOR_MODE then
|
||||
-- local printStr = ""
|
||||
-- printStr = printStr .. "更新皮肤数值:"..self:getCfgId() .. "\n"
|
||||
-- printStr = printStr .. "生命:".. hp .. "\n"
|
||||
-- printStr = printStr .. "攻击力:".. atk .. "\n"
|
||||
-- printStr = printStr .. "普攻增伤:".. normalHurt .. "\n"
|
||||
-- printStr = printStr .. "技能增伤:".. skillHurt .. "\n"
|
||||
-- printStr = printStr .. "暴击率:".. critPer .. "\n"
|
||||
-- printStr = printStr .. "暴击伤害百分比:".. critHurtPer .. "\n"
|
||||
-- printStr = printStr .. "普攻增伤百分比:".. normalHurtPer .. "\n"
|
||||
-- printStr = printStr .. "技能增伤百分比:".. skillHurtPer .. "\n"
|
||||
-- printStr = printStr .. "治疗加成百分比:".. healPer .. "\n"
|
||||
-- Logger.logHighlight(printStr)
|
||||
-- end
|
||||
end
|
||||
|
||||
-- 更新总属性
|
||||
function HeroEntity:_updateTotalAttr()
|
||||
self.allBaseAttr = {}
|
||||
for k, v in pairs(self.baseAttrOriginal) do
|
||||
self.allBaseAttr[k] = (self.allBaseAttr[k] or 0) + v
|
||||
end
|
||||
for k, v in pairs(self.starAttr) do
|
||||
self.allBaseAttr[k] = (self.allBaseAttr[k] or 0) + v
|
||||
end
|
||||
for k, v in pairs(self.skinAttr) do
|
||||
self.allBaseAttr[k] = (self.allBaseAttr[k] or 0) + v
|
||||
end
|
||||
end
|
||||
|
||||
function HeroEntity:getTotalAttrValue(name)
|
||||
local attr = self:getAllAttr()
|
||||
return attr[name] or 0
|
||||
end
|
||||
|
||||
function HeroEntity:getAtk()
|
||||
local attr = self:getAllAttr()
|
||||
return attr[GConst.MATCH_ATTACK_NAME[self:getMatchType()]]
|
||||
end
|
||||
|
||||
function HeroEntity:getHp()
|
||||
local attr = self:getAllAttr()
|
||||
return attr[GConst.MATCH_HP_NAME[self:getMatchType()]]
|
||||
end
|
||||
|
||||
function HeroEntity:getCfgHp(lv)
|
||||
lv = lv or self.data.lv
|
||||
if lv > self:getMaxLv() then
|
||||
lv = self:getMaxLv()
|
||||
end
|
||||
if self.config and self.config.hp then
|
||||
return self.config.hp[lv] or 0
|
||||
end
|
||||
|
||||
return 0
|
||||
end
|
||||
|
||||
function HeroEntity:getCfgAtk(lv)
|
||||
lv = lv or self.data.lv
|
||||
if lv > self:getMaxLv() then
|
||||
lv = self:getMaxLv()
|
||||
end
|
||||
if self.config and self.config.atk then
|
||||
return self.config.atk[lv] or 0
|
||||
end
|
||||
|
||||
return 0
|
||||
end
|
||||
-- endregion
|
||||
|
||||
-- region 基础
|
||||
function HeroEntity:setLv(lv, onlyChangeLv)
|
||||
if not lv then
|
||||
return
|
||||
end
|
||||
if self.data.lv == lv then
|
||||
return
|
||||
end
|
||||
self.isNew = lv == 1
|
||||
self.oldLv = self.data.lv
|
||||
self.data.lv = lv
|
||||
self:_updateAllBaseAttr()
|
||||
self:setDirty()
|
||||
self:setAttrDirty()
|
||||
|
||||
if not onlyChangeLv then
|
||||
ModuleManager.TaskManager:addTaskProgress(GConst.TaskConst.TASK_TYPE.X_HERO_LV_UP, lv)
|
||||
EventManager:dispatchEvent(EventManager.CUSTOM_EVENT.HERO_UPGRADE_SUCCESS, self:getCfgId())
|
||||
end
|
||||
end
|
||||
|
||||
function HeroEntity:getIsNew()
|
||||
local isNew = self.isNew
|
||||
self.isNew = false
|
||||
return isNew
|
||||
end
|
||||
|
||||
function HeroEntity:getLv()
|
||||
return self.data.lv
|
||||
end
|
||||
|
||||
function HeroEntity:getBeginLv()
|
||||
return self.beginLv
|
||||
end
|
||||
|
||||
function HeroEntity:isMaxLv()
|
||||
return self.data.lv >= self:getMaxLv()
|
||||
end
|
||||
|
||||
function HeroEntity:getMaxLv()
|
||||
if not self.maxLv then
|
||||
self.maxLv = ConfigManager:getConfigNum("hero_level")
|
||||
end
|
||||
return self.maxLv
|
||||
end
|
||||
|
||||
function HeroEntity:getCurrMaxLv()
|
||||
local cfg = ConfigManager:getConfig("hero_level")
|
||||
local lv = self.data.lv
|
||||
if lv <= 0 then
|
||||
return 1
|
||||
end
|
||||
for i = self.data.lv, #cfg do
|
||||
if cfg[i].star > self.data.star then
|
||||
break
|
||||
else
|
||||
lv = i
|
||||
end
|
||||
end
|
||||
return lv
|
||||
end
|
||||
|
||||
function HeroEntity:getNextMaxLv()
|
||||
local cfg = ConfigManager:getConfig("hero_level")
|
||||
local lv = self.data.lv
|
||||
for i = self.data.lv + 1, #cfg do
|
||||
if self.data.star + 1 >= cfg[i].star then
|
||||
lv = i
|
||||
else
|
||||
break
|
||||
end
|
||||
end
|
||||
return lv
|
||||
end
|
||||
|
||||
function HeroEntity:getNextLv()
|
||||
local cfg = ConfigManager:getConfig("hero_level")
|
||||
local lv = self.data.lv
|
||||
for i = self.data.lv + 1, #cfg do
|
||||
if self.data.star >= cfg[i].star then
|
||||
lv = i
|
||||
else
|
||||
break
|
||||
end
|
||||
end
|
||||
return lv
|
||||
end
|
||||
|
||||
function HeroEntity:getIsCurLvMax()
|
||||
if self:isMaxLv() then
|
||||
return true
|
||||
end
|
||||
local cfg = ConfigManager:getConfig("hero_level")[self.data.lv + 1]
|
||||
if not cfg then
|
||||
return true
|
||||
end
|
||||
return self.data.star < cfg.star
|
||||
end
|
||||
|
||||
function HeroEntity:canLvUp(showToast)
|
||||
if self:isMaxLv() then
|
||||
return false, GConst.HeroConst.CHECK_LV_UP_STATE.MAX_LV
|
||||
end
|
||||
|
||||
if self:getIsCurLvMax() then
|
||||
return false, GConst.HeroConst.CHECK_LV_UP_STATE.NEED_STAR
|
||||
end
|
||||
|
||||
local cost = self:getLvUpMaterials()
|
||||
if not cost then
|
||||
return false, GConst.HeroConst.CHECK_LV_UP_STATE.NO_COST
|
||||
end
|
||||
|
||||
local fragmentCost = cost[1] or 0
|
||||
if not GFunc.checkCost(self:getFragmentId(), fragmentCost, showToast) then
|
||||
return false, GConst.HeroConst.CHECK_LV_UP_STATE.FRAGMENT_NOT_ENOUGH
|
||||
end
|
||||
local goldCost = cost[2] or 0
|
||||
if not GFunc.checkCost(self:getLvUpCostId(), goldCost, showToast) then
|
||||
return false, GConst.HeroConst.CHECK_LV_UP_STATE.COIN_NOT_ENOUGH
|
||||
end
|
||||
|
||||
return true, GConst.HeroConst.CHECK_LV_UP_STATE.SUCCESS
|
||||
end
|
||||
|
||||
function HeroEntity:isUnlock()
|
||||
if self:isActived() then
|
||||
return true
|
||||
else
|
||||
if self:canLvUp() then
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
function HeroEntity:isActived()
|
||||
return self.data.lv >= self:getBeginLv()
|
||||
end
|
||||
|
||||
function HeroEntity:getLvUpMaterials()
|
||||
local lv = self.data.lv + 1
|
||||
if lv < self:getBeginLv() then
|
||||
lv = self:getBeginLv()
|
||||
end
|
||||
local nextLvInfo = ConfigManager:getConfig("hero_level")[lv]
|
||||
if not nextLvInfo then
|
||||
return
|
||||
end
|
||||
-- local fieldName = "cost_" .. self:getQlt()
|
||||
return nextLvInfo.cost
|
||||
end
|
||||
|
||||
function HeroEntity:getLvUpLv()
|
||||
local count = 0
|
||||
local totalCost1 = 0
|
||||
local totalCost2 = 0
|
||||
local nextLv = self:getNextLv()
|
||||
for i = 1, 5 do
|
||||
if self.data.lv + i > nextLv then
|
||||
break
|
||||
end
|
||||
local lv = self.data.lv + i
|
||||
local nextLvInfo = ConfigManager:getConfig("hero_level")[lv]
|
||||
if not nextLvInfo then
|
||||
break
|
||||
end
|
||||
local fragmentCost = nextLvInfo.cost[1] or 0
|
||||
local itemCost = nextLvInfo.cost[2] or 0
|
||||
totalCost1 = totalCost1 + fragmentCost
|
||||
totalCost2 = totalCost2 + itemCost
|
||||
if not GFunc.checkCost(self:getFragmentId(), totalCost1, false) then
|
||||
break
|
||||
end
|
||||
if not GFunc.checkCost(self:getLvUpCostId(), totalCost2, false) then
|
||||
break
|
||||
end
|
||||
count = count + 1
|
||||
end
|
||||
return count + self.data.lv, count ~= 0
|
||||
end
|
||||
-- endregion
|
||||
|
||||
-- region 配置
|
||||
function HeroEntity:getConfig()
|
||||
return self.config
|
||||
end
|
||||
|
||||
function HeroEntity:getModelId()
|
||||
-- local skinModel = DataManager.SkinData:getModelId(self:getSkinId())
|
||||
-- return skinModel or self.config.model_id
|
||||
return self.config.model_id
|
||||
end
|
||||
|
||||
function HeroEntity:getBaseSkill()
|
||||
return self.config.base_skill
|
||||
end
|
||||
|
||||
function HeroEntity:getHurtSkill()
|
||||
return self.config.hurt_skill
|
||||
end
|
||||
|
||||
function HeroEntity:getFragmentId()
|
||||
return self.config.item_id
|
||||
end
|
||||
|
||||
function HeroEntity:getIcon()
|
||||
return self.config.icon
|
||||
end
|
||||
|
||||
function HeroEntity:getHurtNum()
|
||||
return self.config.hurt_num
|
||||
end
|
||||
|
||||
function HeroEntity:getLvUpCostId()
|
||||
return self.config.level_id
|
||||
end
|
||||
|
||||
function HeroEntity:getCfgId()
|
||||
return self.cfgId
|
||||
end
|
||||
|
||||
function HeroEntity:getName()
|
||||
return ModuleManager.HeroManager:getHeroName(self:getCfgId())
|
||||
end
|
||||
|
||||
function HeroEntity:getDesc()
|
||||
return ModuleManager.HeroManager:getHeroDesc(self:getCfgId())
|
||||
end
|
||||
|
||||
function HeroEntity:getQlt()
|
||||
return self.config.qlt
|
||||
end
|
||||
|
||||
function HeroEntity:getMatchType()
|
||||
return self.config.position
|
||||
end
|
||||
|
||||
function HeroEntity:getStarUpCostId()
|
||||
return self.config.star_id
|
||||
end
|
||||
|
||||
function HeroEntity:getStarAttrCfg(star)
|
||||
if star then
|
||||
return self.config.star_attr[star]
|
||||
end
|
||||
return self.config.star_attr
|
||||
end
|
||||
|
||||
function HeroEntity:getStarAttrTxt()
|
||||
return self.config.star_txt
|
||||
end
|
||||
-- endregion
|
||||
|
||||
-- function HeroEntity:getActiveRogueCount()
|
||||
-- local lvInfo = ConfigManager:getConfig("hero_level")[self.data.lv]
|
||||
-- if not lvInfo then
|
||||
-- return 0
|
||||
-- end
|
||||
-- --@TODO 123123
|
||||
-- -- return lvInfo.unlock_skill
|
||||
-- return 0
|
||||
-- end
|
||||
|
||||
-- region 技能
|
||||
function HeroEntity:getUnlockRogueId()
|
||||
return self.config.rouge_skill
|
||||
end
|
||||
|
||||
function HeroEntity:checkSkillUnlock()
|
||||
if not self.oldLv then
|
||||
return false
|
||||
end
|
||||
local needPop = false
|
||||
local isUnlock = false
|
||||
local skillIdx = 1
|
||||
for i = 1, 4 do
|
||||
local ids = self.config["rouge_skill_" .. i]
|
||||
if ids then
|
||||
for ii = #ids, 1, -1 do
|
||||
if self.data.lv >= ids[ii][1] and self.oldLv < ids[ii][1] then
|
||||
skillIdx = i
|
||||
needPop = true
|
||||
isUnlock = ii == 1
|
||||
break
|
||||
end
|
||||
end
|
||||
else
|
||||
break
|
||||
end
|
||||
if needPop then
|
||||
break
|
||||
end
|
||||
end
|
||||
self.oldLv = nil
|
||||
return needPop, isUnlock, skillIdx
|
||||
end
|
||||
|
||||
function HeroEntity:getRogueSkillList()
|
||||
if not self.rogueSkillList then
|
||||
self.rogueSkillList = {}
|
||||
local count = 1
|
||||
while true do
|
||||
local ids = self.config["rouge_skill_" .. count]
|
||||
if ids then
|
||||
for i = #ids, 1, -1 do
|
||||
if self.data.lv >= ids[i][1] or i == 1 then
|
||||
table.insert(self.rogueSkillList, ids[i])
|
||||
break
|
||||
end
|
||||
end
|
||||
else
|
||||
break
|
||||
end
|
||||
count = count + 1
|
||||
end
|
||||
end
|
||||
|
||||
return self.rogueSkillList
|
||||
end
|
||||
|
||||
function HeroEntity:getRogueSkillListByIdx(idx)
|
||||
local ids = self.config["rouge_skill_" .. idx]
|
||||
local lv = 0
|
||||
if ids then
|
||||
for i = #ids, 1, -1 do
|
||||
if self.data.lv >= ids[i][1]then
|
||||
lv = i
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
return ids, lv
|
||||
end
|
||||
|
||||
function HeroEntity:getNextRougeLvUp(idx)
|
||||
local ids = self.config["rouge_skill_" .. idx]
|
||||
if ids then
|
||||
for i,v in ipairs(ids) do
|
||||
if self.data.lv < ids[i][1] then
|
||||
return ids[i][1]
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function HeroEntity:getActiveRogueSkills()
|
||||
local list = {}
|
||||
local count = 1
|
||||
while true do
|
||||
local ids = self.config["rouge_skill_" .. count]
|
||||
if ids then
|
||||
for i = #ids, 1, -1 do
|
||||
if self.data.lv >= ids[i][1] then
|
||||
table.insert(list, ids[i][2])
|
||||
break
|
||||
end
|
||||
end
|
||||
else
|
||||
break
|
||||
end
|
||||
count = count + 1
|
||||
end
|
||||
return list
|
||||
end
|
||||
-- endregion
|
||||
|
||||
-- region 升星相关
|
||||
function HeroEntity:getStar()
|
||||
return self.data.star
|
||||
end
|
||||
|
||||
function HeroEntity:getIsStarMax()
|
||||
local nextLvInfo = ConfigManager:getConfig("hero_star")[self.data.star + 1]
|
||||
if not nextLvInfo then
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
function HeroEntity:getStarUpMaterials()
|
||||
local nextLvInfo = ConfigManager:getConfig("hero_star")[self.data.star + 1]
|
||||
if not nextLvInfo then
|
||||
return
|
||||
end
|
||||
local fieldName = "cost_" .. self:getQlt()
|
||||
return nextLvInfo[fieldName]
|
||||
end
|
||||
|
||||
function HeroEntity:canStarUp(showToast)
|
||||
if self:getIsStarMax() then
|
||||
return false, GConst.HeroConst.CHECK_LV_UP_STATE.MAX_LV
|
||||
end
|
||||
|
||||
if not self:getIsCurLvMax() then
|
||||
return false, GConst.HeroConst.CHECK_LV_UP_STATE.NEED_LV
|
||||
end
|
||||
|
||||
local cost = self:getStarUpMaterials()
|
||||
if not cost then
|
||||
return false, GConst.HeroConst.CHECK_LV_UP_STATE.NO_COST
|
||||
end
|
||||
|
||||
local fragmentCost = cost[1] or 0
|
||||
if not GFunc.checkCost(self:getFragmentId(), fragmentCost, showToast) then
|
||||
return false, GConst.HeroConst.CHECK_LV_UP_STATE.FRAGMENT_NOT_ENOUGH
|
||||
end
|
||||
local itemCost = cost[2] or 0
|
||||
if not GFunc.checkCost(self:getStarUpCostId(), itemCost, showToast) then
|
||||
return false, GConst.HeroConst.CHECK_LV_UP_STATE.COIN_NOT_ENOUGH
|
||||
end
|
||||
|
||||
return true, GConst.HeroConst.CHECK_LV_UP_STATE.SUCCESS
|
||||
end
|
||||
|
||||
function HeroEntity:onHeroStarUp()
|
||||
self.data.star = self.data.star + 1
|
||||
self:setBaseAttrDirty()
|
||||
self:setDirty()
|
||||
self:setAttrDirty()
|
||||
end
|
||||
|
||||
function HeroEntity:getMaxStar()
|
||||
return #self:getStarAttrCfg()
|
||||
end
|
||||
-- endregion
|
||||
|
||||
-- region 皮肤相关
|
||||
|
||||
-- 获取当前穿戴皮肤
|
||||
function HeroEntity:getSkinId()
|
||||
if self.data.skin == nil or self.data.skin == 0 then
|
||||
return DataManager.SkinData:getOriginSkinId(self:getCfgId())
|
||||
end
|
||||
return self.data.skin
|
||||
end
|
||||
|
||||
-- 穿戴皮肤
|
||||
function HeroEntity:onChangeSkin(skinId)
|
||||
self.data.skin = skinId
|
||||
self:setDirty()
|
||||
end
|
||||
|
||||
function HeroEntity:getSkins()
|
||||
return self.unlockSkins
|
||||
end
|
||||
|
||||
function HeroEntity:setSkins(skinIds)
|
||||
self.unlockSkins = skinIds
|
||||
self:getTotalAttrValue() -- 防止报错
|
||||
self:onSkinAttrChange()
|
||||
end
|
||||
-- endregion
|
||||
|
||||
--@region 战力
|
||||
function HeroEntity:setPowerDirty()
|
||||
self.data.isPowerDirty = not self.data.isPowerDirty
|
||||
end
|
||||
|
||||
function HeroEntity:getPower()
|
||||
if not self.curPower or self.attrDirty then
|
||||
self:getAllAttr()
|
||||
end
|
||||
return self.curPower
|
||||
end
|
||||
|
||||
-- 计算战斗力
|
||||
function HeroEntity:calcPower()
|
||||
if self.lastPower then
|
||||
self.lastPower = self.curPower
|
||||
end
|
||||
self.curPower = math.floor(self:_getAttrPower())
|
||||
if not self.lastPower then
|
||||
self.lastPower = self.curPower
|
||||
end
|
||||
|
||||
if self.lastPower ~= self.curPower then
|
||||
self:setPowerDirty()
|
||||
end
|
||||
end
|
||||
|
||||
function HeroEntity:_getAttrPower()
|
||||
local power = 0
|
||||
for attrName, attrNum in pairs(self:getAllAttr()) do
|
||||
local cfg = GFunc.getAttrNameCfg()[attrName]
|
||||
if cfg then
|
||||
local realValue = attrNum
|
||||
-- 特殊处理,玩家基础暴击伤害不算
|
||||
if attrName == GConst.BattleConst.ATTR_NAME.CRIT_TIME then
|
||||
realValue = attrNum - 15000
|
||||
end
|
||||
|
||||
power = power + math.floor(realValue * cfg.power / GConst.DEFAULT_FACTOR + 0.0000001)
|
||||
end
|
||||
end
|
||||
|
||||
return power
|
||||
end
|
||||
--@endregion
|
||||
|
||||
--@region 红点
|
||||
function HeroEntity:showRedPointEntrance()
|
||||
return self:canLvUp() or self:canStarUp()
|
||||
end
|
||||
|
||||
function HeroEntity:showRedPoint(page)
|
||||
if page == GConst.HeroConst.PANEL_TYPE.HERO then
|
||||
return self:canLvUp()
|
||||
elseif page == GConst.HeroConst.PANEL_TYPE.STAR then
|
||||
return self:canStarUp()
|
||||
end
|
||||
end
|
||||
--@endregion
|
||||
return HeroEntity
|
||||
10
lua/app/userdata/hero/hero_entity_other.lua.meta
Normal file
10
lua/app/userdata/hero/hero_entity_other.lua.meta
Normal file
@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3dcf1afbea0244a9a8d40c608ef21dfd
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 11500000, guid: 3b8b241bab4a4ac9a22fcce9c64f1242, type: 3}
|
||||
Loading…
x
Reference in New Issue
Block a user