144 lines
3.4 KiB
Lua
144 lines
3.4 KiB
Lua
local EquipData = class("EquipData", BaseData)
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local EquipEntity = require "app/userdata/equip/equip_entity"
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function EquipData:ctor()
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self.data.isDirty = false
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end
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function EquipData:clear()
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ModuleManager.EquipManager:updateEquipGiftTimer(true)
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end
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function EquipData:init(data)
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data = data or GConst.EMPTY_TABLE
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Logger.logHighlight("装备数据")
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Logger.printTable(data)
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self.equips = {}
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if not data.HeroesEquips then
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return
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end
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for heroId, equip in pairs(data.HeroesEquips) do
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for part, level in pairs(equip.Equips) do
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self:addEquip(heroId, part, level)
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end
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end
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end
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function EquipData:setDirty()
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self.data.isDirty = not self.data.isDirty
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end
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-- 武器功能是否开启
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function EquipData:isWeaponOpen(showToast)
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if not ModuleManager:getIsOpen(ModuleManager.MODULE_KEY.EQUIP_WEAPON, not showToast) then
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return false
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end
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return true
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end
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-- 防具功能是否开启
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function EquipData:isArmorOpen(showToast)
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if not ModuleManager:getIsOpen(ModuleManager.MODULE_KEY.EQUIP_ARMOR, not showToast) then
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return false
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end
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return true
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end
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function EquipData:addEquip(heroId, part, level)
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if not self.equips[heroId] then
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self.equips[heroId] = {}
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end
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if self.equips[heroId][part] then
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return
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end
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self.equips[heroId][part] = self:createEntity(heroId, part, level)
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end
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function EquipData:createEntity(heroId, part, level)
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return EquipEntity:create(heroId, part, level)
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end
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function EquipData:getAllEquips()
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return self.equips
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end
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function EquipData:getEquip(id, part)
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if not self.equips[id] then
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self.equips[id] = {}
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end
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if not self.equips[id][part] then
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self.equips[id][part] = self:createEntity(id, part)
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end
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return self.equips[id][part]
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end
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-- 是否有装备可升级
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function EquipData:canUpgradeEquip(heroId)
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if self:canUpgradeWeapon(heroId) then
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return true
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end
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if self:canUpgradeArmor(heroId) then
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return true
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end
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return false
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end
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-- 武器是否可升级
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function EquipData:canUpgradeWeapon(heroId)
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if not self:isWeaponOpen() then
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return false
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end
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local entity = self:getEquip(heroId, GConst.EquipConst.PART_TYPE.WEAPON)
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if entity:canLevelUp() then
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return true
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end
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return false
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end
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-- 防具是否可升级
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function EquipData:canUpgradeArmor(heroId)
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if not self:isArmorOpen() then
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return false
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end
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local entity
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for name, part in pairs(GConst.EquipConst.PART_TYPE) do
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entity = self:getEquip(heroId, part)
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if part ~= GConst.EquipConst.PART_TYPE.WEAPON then
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if entity:canLevelUp() 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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return false
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end
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-- 获取防具最小阶段
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function EquipData:getMinArmorStage(heroId)
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local minStage = -1
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for name, part in pairs(GConst.EquipConst.PART_TYPE) do
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if part ~= GConst.EquipConst.PART_TYPE.WEAPON then
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local entity = self:getEquip(heroId, part)
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if minStage == -1 or minStage > entity:getStage() then
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minStage = entity:getStage()
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end
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end
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end
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return minStage >= 0 and minStage or 0
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end
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-- 装备升级
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function EquipData:onUpgradeEquip(heroId, part)
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local entity = self:getEquip(heroId, part)
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if not entity then
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return
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end
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entity:onLevelUp()
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DataManager.HeroData:getHeroById(heroId):onEquipAttrChange()
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end
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return EquipData |