925 lines
24 KiB
Lua
925 lines
24 KiB
Lua
local HeroEntity = class("HeroEntity", BaseData)
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local ATTR_NAME = GConst.BattleConst.ATTR_NAME
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function HeroEntity:ctor(cfgId, lv, skin, star)
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self.cfgId = cfgId
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self.data.isDirty = false
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self.data.lv = lv
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self.data.skin = skin
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self.data.star = star or 0
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self.config = ConfigManager:getConfig("hero")[self.cfgId]
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self.beginLv = 1 -- 激活等级
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self.isNew = false
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self.baseAttrOriginal = {}
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self.starAttr = {}
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self.skinAttr = {}
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self.allBaseAttr = {}
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self.allAttr = {}
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self.attrDirty = true
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self.attrBaseDirty = true
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end
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-- region 属性
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function HeroEntity:initAttr()
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self.allBaseAttr[ATTR_NAME.HP] = 0
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self.allBaseAttr[ATTR_NAME.ATK] = 0
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self.allBaseAttr[ATTR_NAME.ATK_RED] = 0
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self.allBaseAttr[ATTR_NAME.ATK_YELLOW] = 0
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self.allBaseAttr[ATTR_NAME.ATK_GREEN] = 0
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self.allBaseAttr[ATTR_NAME.ATK_BLUE] = 0
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self.allBaseAttr[ATTR_NAME.ATK_PURPLE] = 0
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self.allBaseAttr[ATTR_NAME.DMGDEC] = 0
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self:_updateAllBaseAttr()
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end
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function HeroEntity:onBaseAttrChange()
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self:_updateBaseAttr()
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self:_updateTotalAttr()
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self:setDirty()
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end
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function HeroEntity:onStarAttrChange()
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self:_updateStarAttr()
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self:_updateTotalAttr()
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self:setDirty()
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end
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function HeroEntity:onSkinAttrChange()
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self:_updateSkinAttr()
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self:_updateTotalAttr()
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self:setDirty()
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end
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function HeroEntity:setDirty()
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self.data.isDirty = not self.data.isDirty
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end
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function HeroEntity:setAttrDirty()
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self.attrDirty = true
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end
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function HeroEntity:setBaseAttrDirty()
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self.attrBaseDirty = true
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end
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function HeroEntity:getAllAttr()
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if self.attrDirty == true then
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self.attrDirty = false
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self:_updateAllAttr()
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end
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return self.allAttr
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end
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-- 更新所有属性(包括其他英雄的加成)
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function HeroEntity:_updateAllAttr()
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self.allAttr = {}
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self.allBaseAttr = self:_getAllBaseAttr()
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for k, v in pairs(self.allBaseAttr) do
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self.allAttr[k] = v
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end
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-- 装备
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local equipAttr = DataManager.EquipData:getEquipAttrBySlotId(self.cfgId, self:getMatchType())
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for k, v in pairs(equipAttr) do
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self.allAttr[k] = (self.allAttr[k] or 0) + v
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end
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-- GConst.ALL_ATTR = {
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-- ATTR_ATK_ALL = "atk_all", -- 全体英雄攻击(固定值)
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-- ATTR_HP_ALL = "attr_hp_all", -- 全体英雄生命(固定值)
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-- ATTR_DMGDEC_ALL = "attr_dmgdec_all", -- 全体减伤(固定值)
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-- ATTR_CRIT_ALL = "attr_crit_all", -- 全体暴击率
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-- ATTR_CRIT_TIME_ALL = "attr_crit_time_all", -- 全体暴击伤害
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-- ATTR_NORMAL_HURTP_ALL = "attr_normal_hurtp_all",-- 全体普攻增伤(百分比)
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-- ATTR_SKILL_HURTP_ALL = "attr_skill_hurtp_all", -- 全体技能增伤(百分比)
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-- ATTR_ATKP_ALL = "attr_atkp_all", -- 全体攻击(百分比)
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-- }
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-- 同属性通用加成
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self.allAttr[GConst.MATCH_ALL_ATKP_NAME[self:getMatchType()]] = nil
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-- self.allAttr[GConst.ATTR_ALL.ATTR_ATK_ALL] = nil
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-- self.allAttr[GConst.ATTR_ALL.ATTR_HP_ALL] = nil
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-- self.allAttr[GConst.ATTR_ALL.ATTR_DMGDEC_ALL] = nil
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-- self.allAttr[GConst.ATTR_ALL.ATTR_CRIT_ALL] = nil
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-- self.allAttr[GConst.ATTR_ALL.ATTR_CRIT_TIME_ALL] = nil
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-- self.allAttr[GConst.ATTR_ALL.ATTR_NORMAL_HURTP_ALL] = nil
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-- self.allAttr[GConst.ATTR_ALL.ATTR_SKILL_HURTP_ALL] = nil
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-- self.allAttr[GConst.ATTR_ALL.ATTR_ATKP_ALL] = nil
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-- self.allAttr[GConst.ATTR_ALL.ATTR_HPP_ALL] = nil
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for _, v in pairs(GConst.ATTR_ALL) do
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self.allAttr[v] = nil
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end
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-- 攻击力(百分比)
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local atkType = GConst.MATCH_ATTACK_NAME[self:getMatchType()]
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-- 全局增加攻击力
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local allAtk = self:getGlobalAttrByType(GConst.ATTR_ALL.ATTR_ATK_ALL)
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local persionalAtk = self.allAttr[GConst.ATTR_PERSIONAL.ATTR_ATK] or 0
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local atk = self.allAttr[atkType] + allAtk + persionalAtk
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-- 全局元素攻击力百分比加成
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local allFactorValue = self:getGlobalAttrByType(GConst.MATCH_ALL_ATKP_NAME[self:getMatchType()])
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-- 个人攻击力百分比加成
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local factorValue = self.allAttr[GConst.MATCH_ATTACK_ADD_NAME[self:getMatchType()]] or 0
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-- 全局攻击力百分比加成
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local allAtkP = self:getGlobalAttrByType(GConst.ATTR_ALL.ATTR_ATKP_ALL)
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self.allAttr[atkType] = math.floor(atk * (1 + (factorValue + allFactorValue + allAtkP) / GConst.DEFAULT_FACTOR) + 0.0000001)
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self.allAttr[GConst.MATCH_ATTACK_ADD_NAME[self:getMatchType()]] = nil
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-- 生命(百分比)
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local hpType = GConst.MATCH_HP_NAME[self:getMatchType()]
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-- 全局增加生命
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local allHp = self:getGlobalAttrByType(GConst.ATTR_ALL.ATTR_HP_ALL)
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local persionalHp = self.allAttr[GConst.ATTR_PERSIONAL.ATTR_HP] or 0
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local hp = self.allAttr[hpType] + allHp + persionalHp
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-- 全局元素生命百分比加成
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local allFactorValue = self:getGlobalAttrByType(GConst.MATCH_ALL_HPP_NAME[self:getMatchType()])
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-- 个人生命百分比加成
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local factorValue = self.allAttr[GConst.MATCH_HP_ADD_NAME[self:getMatchType()]] or 0
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-- 全局生命百分比加成
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local allHpP = self:getGlobalAttrByType(GConst.ATTR_ALL.ATTR_HPP_ALL)
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self.allAttr[hpType] = math.floor(hp * (1 + (factorValue + allFactorValue + allHpP) / GConst.DEFAULT_FACTOR) + 0.0000001)
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self.allAttr[GConst.MATCH_HP_ADD_NAME[self:getMatchType()]] = nil
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self.allAttr[ATTR_NAME.DMGDEC] = (self.allAttr[ATTR_NAME.DMGDEC] or 0) + self:getGlobalAttrByType(GConst.ATTR_ALL.ATTR_DMGDEC_ALL)
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self.allAttr[GConst.MATCH_CRIT_NAME[self:getMatchType()]] = (self.allAttr[GConst.MATCH_CRIT_NAME[self:getMatchType()]] or 0) + self:getGlobalAttrByType(GConst.ATTR_ALL.ATTR_CRIT_ALL)
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self.allAttr[GConst.MATCH_CRIT_TIME_NAME[self:getMatchType()]] = (self.allAttr[GConst.MATCH_CRIT_TIME_NAME[self:getMatchType()]] or 0) + self:getGlobalAttrByType(GConst.ATTR_ALL.ATTR_CRIT_TIME_ALL)
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self.allAttr[GConst.MATCH_NORMAL_HURTP_NAME[self:getMatchType()]] = (self.allAttr[GConst.MATCH_NORMAL_HURTP_NAME[self:getMatchType()]] or 0) + self:getGlobalAttrByType(GConst.ATTR_ALL.ATTR_NORMAL_HURTP_ALL) + self:getGlobalAttrByType(GConst.ATTR_PERSIONAL.ATTR_NORMAL_HURTP)
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self.allAttr[GConst.MATCH_SKILL_HURTP_NAME[self:getMatchType()]] = (self.allAttr[GConst.MATCH_SKILL_HURTP_NAME[self:getMatchType()]] or 0) + self:getGlobalAttrByType(GConst.ATTR_ALL.ATTR_SKILL_HURTP_ALL) + self:getGlobalAttrByType(GConst.ATTR_PERSIONAL.ATTR_SKILL_HURTP)
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self:calcPower()
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end
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function HeroEntity:getGlobalAttrByType(attrType)
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return DataManager.HeroData:getAttrByMatchType(self:getMatchType(), attrType) or 0
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end
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function HeroEntity:_getAllBaseAttr()
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if self.attrBaseDirty == true then
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self.attrBaseDirty = false
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self:_updateAllBaseAttr()
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end
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return self.allBaseAttr
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end
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-- 更新所有属性(自己)
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function HeroEntity:_updateAllBaseAttr()
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self:_updateBaseAttr()
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self:_updateLvAttr()
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self:_updateStarAttr()
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-- self:_updateSkinAttr()
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self:_updateTotalAttr()
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-- 处理全局属性
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local attr = {}
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if self.allBaseAttr[GConst.MATCH_ALL_ATKP_NAME[self:getMatchType()]] ~= nil then
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attr[GConst.MATCH_ALL_ATKP_NAME[self:getMatchType()]] = self.allBaseAttr[GConst.MATCH_ALL_ATKP_NAME[self:getMatchType()]]
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end
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-- attr[GConst.ATTR_ALL.ATTR_ATK_ALL] = self.allBaseAttr[GConst.ATTR_ALL.ATTR_ATK_ALL]
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-- attr[GConst.ATTR_ALL.ATTR_HP_ALL] = self.allBaseAttr[GConst.ATTR_ALL.ATTR_HP_ALL]
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-- attr[GConst.ATTR_ALL.ATTR_DMGDEC_ALL] = self.allBaseAttr[GConst.ATTR_ALL.ATTR_DMGDEC_ALL]
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-- attr[GConst.ATTR_ALL.ATTR_CRIT_ALL] = self.allBaseAttr[GConst.ATTR_ALL.ATTR_CRIT_ALL]
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-- attr[GConst.ATTR_ALL.ATTR_CRIT_TIME_ALL] = self.allBaseAttr[GConst.ATTR_ALL.ATTR_CRIT_TIME_ALL]
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-- attr[GConst.ATTR_ALL.ATTR_NORMAL_HURTP_ALL] = self.allBaseAttr[GConst.ATTR_ALL.ATTR_NORMAL_HURTP_ALL]
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-- attr[GConst.ATTR_ALL.ATTR_SKILL_HURTP_ALL] = self.allBaseAttr[GConst.ATTR_ALL.ATTR_SKILL_HURTP_ALL]
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-- attr[GConst.ATTR_ALL.ATTR_ATKP_ALL] = self.allBaseAttr[GConst.ATTR_ALL.ATTR_ATKP_ALL]
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-- attr[GConst.ATTR_ALL.ATTR_HPP_ALL] = self.allBaseAttr[GConst.ATTR_ALL.ATTR_HPP_ALL]
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for _, v in pairs(GConst.ATTR_ALL) do
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attr[v] = self.allBaseAttr[v]
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end
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DataManager.HeroData:setHeroAttr(self:getCfgId(), attr)
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end
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-- 更新英雄基础属性
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function HeroEntity:_updateBaseAttr()
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self.baseAttrOriginal[ATTR_NAME.HP] = self:getCfgHp()
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self.baseAttrOriginal[ATTR_NAME.ATK_RED] = 0
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self.baseAttrOriginal[ATTR_NAME.ATK_YELLOW] = 0
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self.baseAttrOriginal[ATTR_NAME.ATK_GREEN] = 0
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self.baseAttrOriginal[ATTR_NAME.ATK_BLUE] = 0
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self.baseAttrOriginal[ATTR_NAME.ATK_PURPLE] = 0
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self.baseAttrOriginal[GConst.MATCH_ATTACK_NAME[self.config.position]] = self:getCfgAtk()
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end
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-- 更新升级属性
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function HeroEntity:_updateLvAttr()
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self.lvAttr = {}
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local lvPoint = self:getLvAttrPointList()
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for i = 1, #lvPoint do
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if self.data.lv >= lvPoint[i] then
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local attr = self:getLvAttrCfg(i)
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self.lvAttr[attr.type] = (self.lvAttr[attr.type] or 0) + attr.num
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end
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end
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end
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-- 更新升星属性
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function HeroEntity:_updateStarAttr()
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self.starAttr = {}
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for i = 1, self.data.star do
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local attrs = self:getStarAttrCfg(i)
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for _, attr in ipairs(attrs) do
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self.starAttr[attr.type] = (self.starAttr[attr.type] or 0) + attr.num
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end
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end
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end
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function HeroEntity:getStarAttr()
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self:getAllAttr()
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return self.starAttr
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end
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-- 更新皮肤属性
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function HeroEntity:_updateSkinAttr()
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self.skinAttr = {}
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-- local hp = DataManager.SkinData:getHp(self)
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-- local atk = DataManager.SkinData:getAttack(self)
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-- local normalHurt = DataManager.SkinData:getNormalHurt(self)
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-- local skillHurt = DataManager.SkinData:getSkillHurt(self)
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-- local critPer = DataManager.SkinData:getCritPercent(self)
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-- local critHurtPer = DataManager.SkinData:getCritHurtPercent(self)
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-- local normalHurtPer = DataManager.SkinData:getNormalHurtPercent(self)
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-- local skillHurtPer = DataManager.SkinData:getSkillHurtPercent(self)
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-- local healPer = DataManager.SkinData:getHealPercent(self)
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-- self.skinAttr[GConst.MATCH_HP_NAME[self:getMatchType()]] = hp
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-- self.skinAttr[GConst.MATCH_ATTACK_NAME[self:getMatchType()]] = atk
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-- self.skinAttr[GConst.MATCH_NORMAL_HURT_NAME[self:getMatchType()]] = normalHurt
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-- self.skinAttr[GConst.MATCH_SKILL_HURT_NAME[self:getMatchType()]] = skillHurt
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-- self.skinAttr[GConst.MATCH_CRIT_NAME[self:getMatchType()]] = critPer
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-- self.skinAttr[GConst.MATCH_CRIT_TIME_NAME[self:getMatchType()]] = critHurtPer
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-- self.skinAttr[GConst.MATCH_NORMAL_HURTP_NAME[self:getMatchType()]] = normalHurtPer
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-- self.skinAttr[GConst.MATCH_SKILL_HURTP_NAME[self:getMatchType()]] = skillHurtPer
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-- self.skinAttr[GConst.MATCH_CURED_NAME[self:getMatchType()]] = healPer
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-- if EDITOR_MODE then
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-- local printStr = ""
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-- printStr = printStr .. "更新皮肤数值:"..self:getCfgId() .. "\n"
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-- printStr = printStr .. "生命:".. hp .. "\n"
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-- printStr = printStr .. "攻击力:".. atk .. "\n"
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-- printStr = printStr .. "普攻增伤:".. normalHurt .. "\n"
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-- printStr = printStr .. "技能增伤:".. skillHurt .. "\n"
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-- printStr = printStr .. "暴击率:".. critPer .. "\n"
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-- printStr = printStr .. "暴击伤害百分比:".. critHurtPer .. "\n"
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-- printStr = printStr .. "普攻增伤百分比:".. normalHurtPer .. "\n"
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-- printStr = printStr .. "技能增伤百分比:".. skillHurtPer .. "\n"
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-- printStr = printStr .. "治疗加成百分比:".. healPer .. "\n"
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-- Logger.logHighlight(printStr)
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-- end
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end
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-- 更新总属性
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function HeroEntity:_updateTotalAttr()
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self.allBaseAttr = {}
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for k, v in pairs(self.baseAttrOriginal) do
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self.allBaseAttr[k] = (self.allBaseAttr[k] or 0) + v
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end
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for k, v in pairs(self.lvAttr) do
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self.allBaseAttr[k] = (self.allBaseAttr[k] or 0) + v
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end
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for k, v in pairs(self.starAttr) do
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self.allBaseAttr[k] = (self.allBaseAttr[k] or 0) + v
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end
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-- for k, v in pairs(self.skinAttr) do
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-- self.allBaseAttr[k] = (self.allBaseAttr[k] or 0) + v
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-- end
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end
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function HeroEntity:getTotalAttrValue(name)
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local attr = self:getAllAttr()
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return attr[name] or 0
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end
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function HeroEntity:getAtk()
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local attr = self:getAllAttr()
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return attr[GConst.MATCH_ATTACK_NAME[self:getMatchType()]]
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end
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function HeroEntity:getHp()
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local attr = self:getAllAttr()
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return attr[GConst.MATCH_HP_NAME[self:getMatchType()]]
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end
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function HeroEntity:getCfgHp(lv)
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lv = lv or self.data.lv
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if lv > self:getMaxLv() then
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lv = self:getMaxLv()
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end
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if self.config and self.config.hp then
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return self.config.hp[lv] or 0
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end
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return 0
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end
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function HeroEntity:getCfgAtk(lv)
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lv = lv or self.data.lv
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if lv > self:getMaxLv() then
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lv = self:getMaxLv()
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end
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if self.config and self.config.atk then
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return self.config.atk[lv] or 0
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end
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return 0
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end
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-- endregion
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-- region 基础
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function HeroEntity:setLv(lv, onlyChangeLv)
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if not lv then
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return
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end
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if self.data.lv == lv then
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return
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end
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self.isNew = lv == 1
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self.oldLv = self.data.lv
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self.data.lv = lv
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self:_updateAllBaseAttr()
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self:setDirty()
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self:setAttrDirty()
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if not onlyChangeLv then
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ModuleManager.TaskManager:addTaskProgress(GConst.TaskConst.TASK_TYPE.X_HERO_LV_UP, lv)
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EventManager:dispatchEvent(EventManager.CUSTOM_EVENT.HERO_UPGRADE_SUCCESS, self:getCfgId())
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end
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end
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function HeroEntity:getIsNew()
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local isNew = self.isNew
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self.isNew = false
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return isNew
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end
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function HeroEntity:getLv()
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return self.data.lv
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end
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function HeroEntity:getBeginLv()
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return self.beginLv
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end
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function HeroEntity:isMaxLv()
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return self.data.lv >= self:getMaxLv()
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end
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function HeroEntity:getMaxLv()
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if not self.maxLv then
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self.maxLv = ConfigManager:getConfigNum("hero_level")
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end
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return self.maxLv
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end
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-- function HeroEntity:getCurrMaxLv()
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-- local cfg = ConfigManager:getConfig("hero_level")
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-- local lv = self.data.lv
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-- if lv <= 0 then
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-- return 1
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-- end
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-- for i = self.data.lv, #cfg do
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-- if cfg[i].star > self.data.star then
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-- break
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-- else
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-- lv = i
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-- end
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-- end
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-- return lv
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-- end
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function HeroEntity:getNextMaxLv()
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local cfg = ConfigManager:getConfig("hero_level")
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local lv = self.data.lv
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for i = self.data.lv + 1, #cfg do
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if self.data.star + 1 >= cfg[i].star then
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lv = i
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else
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break
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end
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end
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return lv
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end
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-- function HeroEntity:getNextLv()
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-- local cfg = ConfigManager:getConfig("hero_level")
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-- local lv = self.data.lv
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-- for i = self.data.lv + 1, #cfg do
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-- 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 costNum = self:getLvUpMaterialNum()
|
|
if not costNum then
|
|
return false, GConst.HeroConst.CHECK_LV_UP_STATE.NO_COST
|
|
end
|
|
|
|
if not GFunc.checkCost(self:getLvUpCostId(), costNum, showToast) then
|
|
return false, GConst.HeroConst.CHECK_LV_UP_STATE.FRAGMENT_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:getLvUpLv()
|
|
local count = 0
|
|
local costId1 = self.config.level_id[1]
|
|
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 needCostId = self:getLvUpCostId()
|
|
if needCostId == costId1 then
|
|
totalCost1 = totalCost1 + self:getLvUpMaterialNum()
|
|
if not GFunc.checkCost(needCostId, totalCost1, false) then
|
|
break
|
|
end
|
|
else
|
|
totalCost2 = totalCost2 + self:getLvUpMaterialNum()
|
|
if not GFunc.checkCost(needCostId, totalCost2, false) then
|
|
break
|
|
end
|
|
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()
|
|
local list = self:getLvAttrPointList()
|
|
if table.containValue(list, self.data.lv + 1) then
|
|
return self.config.level_id[2]
|
|
else
|
|
return self.config.level_id[1]
|
|
end
|
|
end
|
|
|
|
function HeroEntity:getLvUpMaterialNum()
|
|
if self.data.lv <= 0 then
|
|
return
|
|
end
|
|
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[fieldName][2]
|
|
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)
|
|
local cfg = ConfigManager:getConfig("hero_star")
|
|
return cfg[star]["attr_" .. self:getQlt()]
|
|
end
|
|
|
|
function HeroEntity:getStarAttrTxt()
|
|
return self.config.star_txt
|
|
end
|
|
|
|
function HeroEntity:getLvAttrCfg(lvPoint)
|
|
if lvPoint then
|
|
return self.config.level_attr[lvPoint]
|
|
end
|
|
return self.config.level_attr
|
|
end
|
|
|
|
function HeroEntity:getLvAttrPointList()
|
|
return self.config.level_point
|
|
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.star >= 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:getUnlockSkillIdx(checkUp)
|
|
if not checkUp then
|
|
return
|
|
end
|
|
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.star == ids[i][1] then
|
|
return count
|
|
end
|
|
end
|
|
else
|
|
break
|
|
end
|
|
count = count + 1
|
|
end
|
|
end
|
|
|
|
function HeroEntity:getRogueSkillListBattle()
|
|
if not self.rogueSkillListBattle then
|
|
self.rogueSkillListBattle = {}
|
|
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.star >= ids[i][1] then
|
|
table.insert(self.rogueSkillListBattle, ids[i][2])
|
|
break
|
|
end
|
|
end
|
|
else
|
|
break
|
|
end
|
|
count = count + 1
|
|
end
|
|
end
|
|
|
|
return self.rogueSkillListBattle
|
|
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.star >= 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.star < 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.star >= 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:getStarUpMaterialNum()
|
|
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 costNum = self:getStarUpMaterialNum()
|
|
if not costNum then
|
|
return false, GConst.HeroConst.CHECK_LV_UP_STATE.NO_COST
|
|
end
|
|
|
|
if not GFunc.checkCost(self:getStarUpCostId(), costNum, 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:getStarCfg()
|
|
end
|
|
|
|
function HeroEntity:getStarCfg()
|
|
return ConfigManager:getConfig("hero_star")
|
|
end
|
|
|
|
function HeroEntity:getStarUnlockSkillId(star)
|
|
local count = 1
|
|
while true do
|
|
local ids = self.config["rouge_skill_" .. count]
|
|
if ids then
|
|
for i = #ids, 1, -1 do
|
|
if star == ids[i][1] then
|
|
return ids[i][2]
|
|
end
|
|
end
|
|
else
|
|
break
|
|
end
|
|
count = count + 1
|
|
end
|
|
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()
|
|
elseif page == GConst.HeroConst.PANEL_TYPE.EQUIP then
|
|
return DataManager.EquipData:hasEquipRedPoint(self:getMatchType())
|
|
end
|
|
end
|
|
--@endregion
|
|
return HeroEntity |