c1_lua/lua/app/userdata/hero/hero_entity.lua
2025-11-07 15:02:04 +08:00

932 lines
25 KiB
Lua

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
-- 基础属性里有全局属性 要优先初始化
self:_getAllBaseAttr()
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
-- 装备
local equipAttr = DataManager.EquipData:getEquipAttrBySlotId(self.cfgId, self:getMatchType())
for k, v in pairs(equipAttr) do
self.allAttr[k] = (self.allAttr[k] or 0) + 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.ATTR_ALL.ATTR_ATK_ALL] = nil
-- self.allAttr[GConst.ATTR_ALL.ATTR_HP_ALL] = nil
-- self.allAttr[GConst.ATTR_ALL.ATTR_DMGDEC_ALL] = nil
-- self.allAttr[GConst.ATTR_ALL.ATTR_CRIT_ALL] = nil
-- self.allAttr[GConst.ATTR_ALL.ATTR_CRIT_TIME_ALL] = nil
-- self.allAttr[GConst.ATTR_ALL.ATTR_NORMAL_HURTP_ALL] = nil
-- self.allAttr[GConst.ATTR_ALL.ATTR_SKILL_HURTP_ALL] = nil
-- self.allAttr[GConst.ATTR_ALL.ATTR_ATKP_ALL] = nil
-- self.allAttr[GConst.ATTR_ALL.ATTR_HPP_ALL] = nil
for _, v in pairs(GConst.ATTR_ALL) do
self.allAttr[v] = nil
end
-- 攻击力(百分比)
local atkType = GConst.MATCH_ATTACK_NAME[self:getMatchType()]
-- 全局增加攻击力
local allAtk = self:getGlobalAttrByType(GConst.ATTR_ALL.ATTR_ATK_ALL)
local persionalAtk = self.allAttr[GConst.ATTR_PERSIONAL.ATTR_ATK] or 0
local atk = self.allAttr[atkType] + allAtk + persionalAtk
-- 全局元素攻击力百分比加成
local allFactorValue = self:getGlobalAttrByType(GConst.MATCH_ALL_ATKP_NAME[self:getMatchType()])
-- 个人攻击力百分比加成
local factorValue = self.allAttr[GConst.MATCH_ATTACK_ADD_NAME[self:getMatchType()]] or 0
-- 全局攻击力百分比加成
local allAtkP = self:getGlobalAttrByType(GConst.ATTR_ALL.ATTR_ATKP_ALL)
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()]
-- 全局增加生命
local allHp = self:getGlobalAttrByType(GConst.ATTR_ALL.ATTR_HP_ALL)
local persionalHp = self.allAttr[GConst.ATTR_PERSIONAL.ATTR_HP] or 0
local hp = self.allAttr[hpType] + allHp + persionalHp
-- 全局元素生命百分比加成
local allFactorValue = self:getGlobalAttrByType(GConst.MATCH_ALL_HPP_NAME[self:getMatchType()])
-- 个人生命百分比加成
local factorValue = self.allAttr[GConst.MATCH_HP_ADD_NAME[self:getMatchType()]] or 0
-- 全局生命百分比加成
local allHpP = self:getGlobalAttrByType(GConst.ATTR_ALL.ATTR_HPP_ALL)
self.allAttr[hpType] = math.floor(hp * (1 + (factorValue + allFactorValue + allHpP) / 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.ATTR_ALL.ATTR_DMGDEC_ALL)
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)
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)
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)
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)
self:calcPower()
end
function HeroEntity:getGlobalAttrByType(attrType)
return DataManager.HeroData: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:_updateLvAttr()
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.ATTR_ALL.ATTR_ATK_ALL] = self.allBaseAttr[GConst.ATTR_ALL.ATTR_ATK_ALL]
-- attr[GConst.ATTR_ALL.ATTR_HP_ALL] = self.allBaseAttr[GConst.ATTR_ALL.ATTR_HP_ALL]
-- attr[GConst.ATTR_ALL.ATTR_DMGDEC_ALL] = self.allBaseAttr[GConst.ATTR_ALL.ATTR_DMGDEC_ALL]
-- attr[GConst.ATTR_ALL.ATTR_CRIT_ALL] = self.allBaseAttr[GConst.ATTR_ALL.ATTR_CRIT_ALL]
-- attr[GConst.ATTR_ALL.ATTR_CRIT_TIME_ALL] = self.allBaseAttr[GConst.ATTR_ALL.ATTR_CRIT_TIME_ALL]
-- attr[GConst.ATTR_ALL.ATTR_NORMAL_HURTP_ALL] = self.allBaseAttr[GConst.ATTR_ALL.ATTR_NORMAL_HURTP_ALL]
-- attr[GConst.ATTR_ALL.ATTR_SKILL_HURTP_ALL] = self.allBaseAttr[GConst.ATTR_ALL.ATTR_SKILL_HURTP_ALL]
-- attr[GConst.ATTR_ALL.ATTR_ATKP_ALL] = self.allBaseAttr[GConst.ATTR_ALL.ATTR_ATKP_ALL]
-- attr[GConst.ATTR_ALL.ATTR_HPP_ALL] = self.allBaseAttr[GConst.ATTR_ALL.ATTR_HPP_ALL]
for _, v in pairs(GConst.ATTR_ALL) do
attr[v] = self.allBaseAttr[v]
end
DataManager.HeroData: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
-- 更新升级属性
function HeroEntity:_updateLvAttr()
self.lvAttr = {}
local lvPoint = self:getLvAttrPointList()
for i = 1, #lvPoint do
if self.data.lv >= lvPoint[i] then
local attr = self:getLvAttrCfg(i)
self.lvAttr[attr.type] = (self.lvAttr[attr.type] or 0) + attr.num
end
end
end
-- 更新升星属性
function HeroEntity:_updateStarAttr()
self.starAttr = {}
for i = 1, self.data.star do
local attrs = self:getStarAttrCfg(i)
for _, attr in ipairs(attrs) do
self.starAttr[attr.type] = (self.starAttr[attr.type] or 0) + attr.num
end
end
end
function HeroEntity:getStarAttr()
self:getAllAttr()
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.lvAttr) 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.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 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.oldStar 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.star >= ids[ii][1] and self.oldStar < ids[ii][1] then
skillIdx = i
needPop = true
isUnlock = ii == 1
break
end
end
else
break
end
if needPop then
break
end
end
self.oldStar = 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.oldStar = self.data.star
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, formationType)
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
self.curFormation = DataManager.FormationData:getFormation(formationType)
if self.curFormation[self:getMatchType()] ~= self:getCfgId() then
return false
end
return DataManager.EquipData:hasEquipRedPoint(self:getMatchType())
end
end
--@endregion
return HeroEntity