c1_lua/lua/app/userdata/hero/hero_data.lua
2023-04-19 22:20:22 +08:00

100 lines
2.1 KiB
Lua

local HeroEntity = require "app/userdata/hero/hero_entity"
local HeroData = class("HeroData", BaseData)
local HERO_CFG = ConfigManager:getConfig("hero")
function HeroData:ctor()
self.heroes = {}
self.data.activeCount = 0
self.data.isDirty = false
self.matchActiveHeroMap = {}
end
function HeroData:clear()
self.heroes = {}
end
function HeroData:init(data)
self.heroes = {}
if data then
for _, heroInfo in pairs(data.heroes) do
self:addHero(heroInfo.cfg_id, heroInfo.lv)
end
end
for heroId, info in pairs(HERO_CFG) do
local entity = self:getHeroById(heroId)
if entity:isActived() then
local matchType = entity:getMatchType()
if not self.matchActiveHeroMap[matchType] then
self.matchActiveHeroMap[matchType] = {}
end
self.matchActiveHeroMap[matchType][entity:getCfgId()] = true
end
end
end
function HeroData:addHero(cfgId, lv)
if self.heroes[cfgId] then
return
end
self.heroes[cfgId] = self:getEntity(cfgId, lv)
self.data.activeCount = self.data.activeCount + 1
end
function HeroData:getEntity(cfgId, lv)
return HeroEntity:create(cfgId, lv)
end
function HeroData:getHeroById(id)
if not id then
return
end
if not self.heroes[id] then
self.heroes[id] = self:getEntity(id, 0)
end
return self.heroes[id]
end
function HeroData:getAllHeroes()
return self.heroes
end
function HeroData:getActiveHeroCount()
return self.data.activeCount
end
function HeroData:getUnlockHeroCount()
local count = 0
for id, entity in pairs(self.heroes) do
if entity:isUnlock() then
count = count + 1
end
end
return count
end
function HeroData:setHeroLv(id, lv)
local entity = self:getHeroById(id)
if not entity:isActived() then
self.data.activeCount = self.data.activeCount + 1
end
entity:setLv(lv)
if entity:isActived() then
local matchType = entity:getMatchType()
if not self.matchActiveHeroMap[matchType] then
self.matchActiveHeroMap[matchType] = {}
end
self.matchActiveHeroMap[matchType][entity:getCfgId()] = true
end
end
function HeroData:getMatchActiveHeroMap()
return self.matchActiveHeroMap
end
function HeroData:setDirty()
self.data.isDirty = not self.data.isDirty
end
return HeroData