PGRData/Script/matrix/xconfig/XCharacterUiEffectConfig.lua

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XCharacterUiEffectConfig = XCharacterUiEffectConfig or {}
local TABLE_CHARACTER_UI_EFFECT = "Client/Character/CharacterUiEffect.tab"
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local TABLE_CHARACTER_UI_EQUIP_EFFECT = "Client/Character/CharacterUiEquipEffect.tab"
local EffectDictionary = {}
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local EquipEffectDict = {}
local DefaultRootName = "Root" --默认父节点名
function XCharacterUiEffectConfig.Init()
EffectDictionary = {}
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local defaultActionId = "DefaultEffect"
local tabCharacterUiEffect = XTableManager.ReadByIntKey(TABLE_CHARACTER_UI_EFFECT, XTable.XTableCharacterUiEffect, "Id")
for _, template in pairs(tabCharacterUiEffect) do
if not template.FashionId then
XLog.Error(string.format("CharacterUiEffect表出错存在没有填FashionId的数据表地址:" .. TABLE_CHARACTER_UI_EFFECT))
end
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if XTool.IsTableEmpty(template.EffectPath) then
XLog.Error(string.format("CharacterUiEffect表出错存在没有填EffectPath的数据表地址:" .. TABLE_CHARACTER_UI_EFFECT .. "Id:" .. template.Id))
end
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local fashionTemplate = XFashionConfigs.GetFashionTemplate(template.FashionId)
local characterId = fashionTemplate.CharacterId
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EffectDictionary[characterId] = EffectDictionary[characterId] or {}
EffectDictionary[characterId][template.FashionId] = EffectDictionary[characterId][template.FashionId] or {}
local actionId = template.ActionId or defaultActionId
local tempConfig = EffectDictionary[characterId][template.FashionId][actionId]
if not tempConfig then
tempConfig = {}
tempConfig.ActionId = actionId
tempConfig.FashionId = template.FashionId
tempConfig.Id = template.Id
tempConfig.EffectRootName = {}
tempConfig.EffectPath = {}
end
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local effectLength = #tempConfig.EffectPath + 1
tempConfig.EffectPath[effectLength] = template.EffectPath
tempConfig.EffectRootName[effectLength] = template.EffectRootName or DefaultRootName
EffectDictionary[characterId][template.FashionId][actionId] = tempConfig
end
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EquipEffectDict = {}
local tabEquipEffect = XTableManager.ReadByIntKey(TABLE_CHARACTER_UI_EQUIP_EFFECT, XTable.XTableCharacterUiEquipEffect, "Id")
for id, template in pairs(tabEquipEffect) do
if not template.FashionId then
XLog.Error(string.format("CharacterUiEffect表出错存在没有填FashionId的数据表地址:%s Id = %s", TABLE_CHARACTER_UI_EQUIP_EFFECT, id))
end
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if not template.EquipModelId then
XLog.Error(string.format("CharacterUiEffect表出错存在没有填EquipModelId的数据表地址:%s Id = %s", TABLE_CHARACTER_UI_EQUIP_EFFECT, id))
end
local fashionId = template.FashionId or XWeaponFashionConfigs.DefaultWeaponFashionId
local equipId = template.EquipModelId
EquipEffectDict[equipId] = EquipEffectDict[equipId] or {}
EquipEffectDict[equipId][fashionId] = EquipEffectDict[equipId][fashionId] or {}
local actionId = template.ActionId or defaultActionId
EquipEffectDict[equipId][fashionId][actionId] = EquipEffectDict[equipId][fashionId][actionId] or {}
table.insert(EquipEffectDict[equipId][fashionId][actionId], template)
end
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--if XMain.IsDebug then
-- for characterId, dict1 in pairs(EffectDictionary) do
-- for fashionId, dict2 in pairs(dict1) do
-- for actionId, mergedTable in pairs(dict2)do
-- local usedRoot = {}
-- for i = 1, #mergedTable.EffectPath do
-- local rootName = mergedTable.EffectRootName[i] or DefaultRootName
-- if not usedRoot[rootName] then
-- usedRoot[rootName] = true
-- else
-- XLog.Error("CharacterUiEffect表出错同一动作不能有重复的EffectRootName数据项首项Id: " .. mergedTable.Id)
-- end
-- end
-- end
-- end
-- end
--end
end
function XCharacterUiEffectConfig.GetEffectInfo(characterId, fashionId, actionId)
if not characterId or not fashionId then
XLog.Error(string.format("XCharacterUiEffectConfig.GetEffectInfo出错必须参数存在空值,characterId: %s,fashionId: %s",
tostring(characterId), tostring(fashionId)))
return nil
end
local character = EffectDictionary[characterId]
if not character then
--XLog.ErrorTableDataNotFound("XCharacterUiEffectConfig.GetEffectInfo", "Ui角色动作特效", TABLE_CHARACTER_UI_EFFECT, "CharacterId", tostring(characterId))
return nil
end
local fashion = character[fashionId]
if not fashion then
--XLog.ErrorTableDataNotFound("XCharacterUiEffectConfig.GetEffectInfo", "Ui角色动作特效", TABLE_CHARACTER_UI_EFFECT, "FashionId", tostring(fashionId))
return nil
end
local cfg
if actionId then
cfg = fashion[actionId]
else
cfg = fashion.DefaultEffect
end
if not cfg then
return nil
end
return cfg.Id, cfg.EffectRootName, cfg.EffectPath
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end
function XCharacterUiEffectConfig.GetEquipEffectInfo(weaponModelId, fashionId, actionId)
if not XTool.IsNumberValid(weaponModelId) then
XLog.Error("获取装备特效信息出错: EquipModelId 为空")
return
end
fashionId = fashionId or XWeaponFashionConfigs.DefaultWeaponFashionId
local equip = EquipEffectDict[weaponModelId]
if not equip then
return
end
local fashion = equip[fashionId]
if not fashion then
return
end
local template
if actionId then
template = fashion[actionId]
else
template = fashion.DefaultEffect
end
if not template then
return
end
local idList, name2EffectMap = {}, {}
for _, temp in ipairs(template or {}) do
table.insert(idList, temp.Id)
local rootName = temp.EffectRootName or DefaultRootName
name2EffectMap[rootName] = temp.EffectPath
end
return table.concat(idList, "-"), name2EffectMap
end
function XCharacterUiEffectConfig.GetDefaultRootName()
return DefaultRootName
end