PGRData/Script/matrix/xconfig/XEquipConfig.lua

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local tableInsert = table.insert
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local Pairs = pairs
local StringFormat = string.format
XEquipConfig = XEquipConfig or {}
XEquipConfig.MAX_STAR_COUNT = 6 -- 最大星星数
XEquipConfig.MAX_SUIT_SKILL_COUNT = 3 -- 最大套装激活技能个数
XEquipConfig.MAX_RESONANCE_SKILL_COUNT = 3 -- 最大共鸣属性/技能个数
XEquipConfig.MIN_RESONANCE_EQUIP_STAR_COUNT = 5 -- 装备共鸣最低星级
XEquipConfig.MAX_SUIT_COUNT = 6 -- 套装最大数量
XEquipConfig.DEFAULT_SUIT_ID = { -- 用来显示全部套装数量的默认套装Id
Normal = 1, --构造体
Isomer = 2, --感染体
}
XEquipConfig.CAN_NOT_AUTO_EAT_STAR = 5 -- 大于等于该星级的装备不会被当做默认狗粮选中
XEquipConfig.AWAKE_SKILL_COUNT = 2 -- 觉醒技能数量
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XEquipConfig.OVERRUN_ADD_SUIT_CNT = 2 -- 超限增加意识数量
XEquipConfig.OVERRUN_BLIND_SUIT_MIN_QUALITY = 6 -- 超限绑定意识的最低品质
--武器类型
XEquipConfig.EquipType = {
Universal = 0, -- 通用
Suncha = 1, -- 双枪
Sickle = 2, -- 太刀
Mount = 3, -- 挂载
Arrow = 4, -- 弓箭
Chainsaw = 5, -- 电锯
Sword = 6, -- 大剑
Hcan = 7, -- 巨炮
DoubleSwords = 8, -- 双短刀
sickle = 9, --镰刀
IsomerSword = 10, -- 感染者专用大剑
Food = 99, -- 狗粮
}
XEquipConfig.UserType = {
All = 0, --通用
Normal = 1, --构造体
Isomer = 2, --异构体/感染体
}
XEquipConfig.AddAttrType = {
Numeric = 1, -- 数值
Rate = 2, -- 基础属性的百分比
Promoted = 3, -- 等级加成
}
XEquipConfig.UserType = {
All = 0, --通用
Normal = 1, --构造体
Isomer = 2, --异构体/感染体
}
--要显示的属性排序
XEquipConfig.AttrSortType = {
XNpcAttribType.Life,
XNpcAttribType.AttackNormal,
XNpcAttribType.DefenseNormal,
XNpcAttribType.Crit,
}
XEquipConfig.EquipSite = {
Weapon = 0, -- 武器
Awareness = { -- 意识
One = 1, -- 1号位
Two = 2, -- 2号位
Three = 3, -- 3号位
Four = 4, -- 4号位
Five = 5, -- 5号位
Six = 6, -- 6号位
},
}
XEquipConfig.AwarenessSiteToStr = {
[XEquipConfig.EquipSite.Awareness.One] = CS.XTextManager.GetText("AwarenessSiteOne"),
[XEquipConfig.EquipSite.Awareness.Two] = CS.XTextManager.GetText("AwarenessSiteTwo"),
[XEquipConfig.EquipSite.Awareness.Three] = CS.XTextManager.GetText("AwarenessSiteThree"),
[XEquipConfig.EquipSite.Awareness.Four] = CS.XTextManager.GetText("AwarenessSiteFour"),
[XEquipConfig.EquipSite.Awareness.Five] = CS.XTextManager.GetText("AwarenessSiteFive"),
[XEquipConfig.EquipSite.Awareness.Six] = CS.XTextManager.GetText("AwarenessSiteSix"),
}
XEquipConfig.Classify = {
Weapon = 1, -- 武器
Awareness = 2, -- 意识
}
XEquipConfig.EquipResonanceType = {
Attrib = 1, -- 属性共鸣
CharacterSkill = 2, -- 角色技能共鸣
WeaponSkill = 3, -- 武器技能共鸣
}
--排序优先级选项
XEquipConfig.PriorSortType = {
Star = 0, -- 星级
Breakthrough = 1, -- 突破次数
Level = 2, -- 等级
Proceed = 3, -- 入手顺序
}
-- 武器部位
XEquipConfig.WeaponCase = {
Case1 = 1,
Case2 = 2,
Case3 = 3,
--[[支持继续扩展
Case4 = 4,
...
]]
}
-- 狗粮类型
XEquipConfig.EatType = {
Equip = 0,
Item = 1,
}
-- 武器模型用途
XEquipConfig.WeaponUsage = {
Role = 1, -- ui角色身上
Battle = 2, -- 战斗
Show = 3, -- ui单独展示
}
-- 装备详情UI页签
XEquipConfig.EquipDetailBtnTabIndex = {
Detail = 1,
Strengthen = 2,
Resonance = 3,
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Overclocking = 4,
Overrun = 5,
}
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--武器超频界面页签状态 V2.0版本后超频共振只需要晶币
XEquipConfig.EquipAwakeTabIndex = {
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CrystalMoney = 2, --晶币
}
-- 共鸣后武器显示延时时间
XEquipConfig.WeaponResonanceShowDelay = CS.XGame.ClientConfig:GetInt("WeaponResonanceShowDelay")
-- 分解数量溢出提示文本
XEquipConfig.DecomposeRewardOverLimitTip = {
[XEquipConfig.Classify.Weapon] = CS.XTextManager.GetText("WeaponBoxWillBeFull"),
[XEquipConfig.Classify.Awareness] = CS.XTextManager.GetText("WaferBoxWillBeFull"),
}
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-- 武器超限解锁类型
XEquipConfig.WeaponOverrunUnlockType = {
Suit = 1, -- 意识套装
AttrEffect = 2, -- 属性效果
}
local EquipBreakThroughIcon = {
[0] = CS.XGame.ClientConfig:GetString("EquipBreakThrough0"),
[1] = CS.XGame.ClientConfig:GetString("EquipBreakThrough1"),
[2] = CS.XGame.ClientConfig:GetString("EquipBreakThrough2"),
[3] = CS.XGame.ClientConfig:GetString("EquipBreakThrough3"),
[4] = CS.XGame.ClientConfig:GetString("EquipBreakThrough4"),
}
local EquipBreakThroughSmallIcon = {
[1] = CS.XGame.ClientConfig:GetString("EquipBreakThroughSmall1"),
[2] = CS.XGame.ClientConfig:GetString("EquipBreakThroughSmall2"),
[3] = CS.XGame.ClientConfig:GetString("EquipBreakThroughSmall3"),
[4] = CS.XGame.ClientConfig:GetString("EquipBreakThroughSmall4"),
}
local EquipBreakThroughBigIcon = {
[0] = CS.XGame.ClientConfig:GetString("EquipBreakThroughBig0"),
[1] = CS.XGame.ClientConfig:GetString("EquipBreakThroughBig1"),
[2] = CS.XGame.ClientConfig:GetString("EquipBreakThroughBig2"),
[3] = CS.XGame.ClientConfig:GetString("EquipBreakThroughBig3"),
[4] = CS.XGame.ClientConfig:GetString("EquipBreakThroughBig4"),
}
-- 共鸣图标(觉醒后图标变更)
local EquipResonanceIconPath = {
[true] = CS.XGame.ClientConfig:GetString("EquipAwakenIcon"),
[false] = CS.XGame.ClientConfig:GetString("EquipResonanceIcon"),
}
local TABLE_EQUIP_PATH = "Share/Equip/Equip.tab"
local TABLE_EQUIP_BREAKTHROUGH_PATH = "Share/Equip/EquipBreakThrough.tab"
local TABLE_EQUIP_SUIT_PATH = "Share/Equip/EquipSuit.tab"
local TABLE_EQUIP_SUIT_EFFECT_PATH = "Share/Equip/EquipSuitEffect.tab"
local TABLE_LEVEL_UP_TEMPLATE_PATH = "Share/Equip/LevelUpTemplate/"
local TABLE_EQUIP_DECOMPOSE_PATH = "Share/Equip/EquipDecompose.tab"
local TABLE_EAT_EQUIP_COST_PATH = "Share/Equip/EatEquipCost.tab"
local TABLE_EQUIP_RESONANCE_PATH = "Share/Equip/EquipResonance.tab"
local TABLE_EQUIP_RESONANCE_CONSUME_ITEM_PATH = "Share/Equip/EquipResonanceUseItem.tab"
local TABLE_WEAPON_SKILL_PATH = "Share/Equip/WeaponSkill.tab"
local TABLE_WEAPON_SKILL_POOL_PATH = "Share/Equip/WeaponSkillPool.tab"
local TABLE_EQUIP_AWAKE_PATH = "Share/Equip/EquipAwake.tab"
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local TABLE_WEAPON_OVERRUN_PATH = "Share/Equip/WeaponOverrun.tab"
local TABLE_EQUIP_RES_PATH = "Client/Equip/EquipRes.tab"
local TABLE_EQUIP_MODEL_PATH = "Client/Equip/EquipModel.tab"
local TABLE_EQUIP_MODEL_TRANSFORM_PATH = "Client/Equip/EquipModelTransform.tab"
local TABLE_EQUIP_SKIPID_PATH = "Client/Equip/EquipSkipId.tab"
local TABLE_EQUIP_ANIM_PATH = "Client/Equip/EquipAnim.tab"
local TABLE_EQUIP_MODEL_SHOW_PATH = "Client/Equip/EquipModelShow.tab"
local TABLE_EQUIP_RES_BY_FOOL_PATH = "Client/Equip/EquipResByFool.tab"
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local TABLE_EQUIP_SIGNBOARD_PATH = "Client/Equip/EquipSignboard.tab"
local TABLE_WEAPON_DEREGULATE_UI = "Client/Equip/WeaponDeregulateUI.tab"
local TABLE_EQUIP_ANIM_RESET = "Client/Equip/EquipAnimReset.tab"
local MAX_WEAPON_COUNT -- 武器拥有最大数量
local MAX_AWARENESS_COUNT -- 意识拥有最大数量
local EQUIP_EXP_INHERIT_PRECENT -- 强化时的经验继承百分比
local EQUIP_RECYCLE_ITEM_PERCENT -- 回收获得道具数量百分比
local MIN_RESONANCE_BIND_STAR -- 只有6星以上的意识才可以共鸣出绑定角色的技能
local MIN_AWAKE_STAR -- 最低可觉醒星数
local EquipBreakthroughTemplate = {} -- 突破配置
local EquipResonanceTemplate = {} -- 共鸣配置
local EquipResonanceConsumeItemTemplates = {} -- 共鸣消耗物品配置
local LevelUpTemplates = {} -- 升级模板
local EquipSuitTemplate = {} -- 套装技能表
local EquipSuitEffectTemplate = {} -- 套装效果表
local WeaponSkillTemplate = {} -- 武器技能配置
local WeaponSkillPoolTemplate = {} -- 武器技能池(共鸣用)配置
local EatEquipCostTemplate = {} -- 装备强化消耗配置
local EquipResTemplates = {} -- 装备资源配置
local EquipModelTemplates = {} -- 武器模型配置
local EquipModelTransformTemplates = {} -- 武器模型UI偏移配置
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local EquipEatSkipIdTemplates = {} -- 装备升级材料来源跳转ID配置
local EquipSkipIdTemplates = {} -- 装备升级材料来源跳转ID配置
local EquipAwakeTemplate = {} -- 觉醒配置
local EquipAnimTemplates = {} -- 动画配置
local EquipModelShowTemplate = {} -- 控制武器模型显示
local EquipResByFoolTemplate = {} -- 愚人节装备资源替换配置
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local WeaponOverrunTemplate = {} -- 武器超限配置
local WeaponDeregulateUITemplate = {} -- 武器超限的UI配置
local EquipBorderDic = {} -- 装备边界属性构造字典
local EquipDecomposeDic = {}
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local SuitIdToEquipTemplateIdsDic = {} -- 套装Id索引的装备Id字典 --这个是根据装备位置为key存储的
local SuitIdToEquipTemplateIdsList = {} -- 套装Id索引的装备Id数组 --这个是有序数组
local SuitSitesDic = {} -- 套装产出部位字典
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local WeaponOverrunDic = {} -- 武器超限字典
local EquipSignboardCfg = nil -- 绑定武器到动作、皮肤配置
local EquipSignboardDic = nil -- 绑定武器到动作、皮肤字典
local EquipAnimResetDic = {} -- 武器动画重置
--记录超频界面的页签状态
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local EquipAwakeTabIndex = XEquipConfig.EquipAwakeTabIndex.CrystalMoney
local CompareBreakthrough = function(templateId, breakthrough)
local template = EquipBorderDic[templateId]
if not template then
return
end
if not template.MaxBreakthrough or template.MaxBreakthrough < breakthrough then
template.MaxBreakthrough = breakthrough
end
end
local CheckEquipBorderConfig = function()
for k, v in pairs(EquipBorderDic) do
local template = EquipBorderDic[k]
template.MinLevel = 1
local equipBreakthroughCfg = XEquipConfig.GetEquipBreakthroughCfg(k, v.MaxBreakthrough)
template.MaxLevel = equipBreakthroughCfg.LevelLimit
template.MinBreakthrough = 0
end
end
local InitEquipBreakthroughConfig = function()
local tab = XTableManager.ReadByIntKey(TABLE_EQUIP_BREAKTHROUGH_PATH, XTable.XTableEquipBreakthrough, "Id")
for _, config in pairs(tab) do
if not EquipBreakthroughTemplate[config.EquipId] then
EquipBreakthroughTemplate[config.EquipId] = {}
end
if config.AttribPromotedId == 0 then
XLog.ErrorTableDataNotFound("InitEquipBreakthroughConfig", "EquipBreakthroughTemplate",
TABLE_EQUIP_BREAKTHROUGH_PATH, "config.EquipId", tostring(config.EquipId))
end
EquipBreakthroughTemplate[config.EquipId][config.Times] = config
CompareBreakthrough(config.EquipId, config.Times)
end
end
local InitEquipLevelConfig = function()
local paths = CS.XTableManager.GetPaths(TABLE_LEVEL_UP_TEMPLATE_PATH)
XTool.LoopCollection(paths, function(path)
local key = tonumber(XTool.GetFileNameWithoutExtension(path))
LevelUpTemplates[key] = XTableManager.ReadByIntKey(path, XTable.XTableEquipLevelUp, "Level")
end)
end
local InitWeaponSkillPoolConfig = function()
local tab = XTableManager.ReadByIntKey(TABLE_WEAPON_SKILL_POOL_PATH, XTable.XTableWeaponSkillPool, "Id")
for _, config in pairs(tab) do
WeaponSkillPoolTemplate[config.PoolId] = WeaponSkillPoolTemplate[config.PoolId] or {}
WeaponSkillPoolTemplate[config.PoolId][config.CharacterId] = WeaponSkillPoolTemplate[config.PoolId][config.CharacterId] or {}
for i, skillId in ipairs(config.SkillId) do
tableInsert(WeaponSkillPoolTemplate[config.PoolId][config.CharacterId], skillId)
end
end
end
local InitEquipModelTransformConfig = function()
local tab = XTableManager.ReadByIntKey(TABLE_EQUIP_MODEL_TRANSFORM_PATH, XTable.XTableEquipModelTransform, "Id")
for id, config in pairs(tab) do
local indexId = config.IndexId
if not indexId then
XLog.ErrorTableDataNotFound("InitEquipModelTransformConfig", "tab", TABLE_EQUIP_MODEL_TRANSFORM_PATH, "id", tostring(id))
end
EquipModelTransformTemplates[indexId] = EquipModelTransformTemplates[indexId] or {}
local uiName = config.UiName
if not uiName then
XLog.ErrorTableDataNotFound("InitEquipModelTransformConfig", "配置表中UiName字段", TABLE_EQUIP_MODEL_TRANSFORM_PATH, "id", tostring(id))
end
EquipModelTransformTemplates[indexId][uiName] = config
end
end
local InitEquipSkipIdConfig = function()
local tab = XTableManager.ReadByIntKey(TABLE_EQUIP_SKIPID_PATH, XTable.XTableEquipSkipId, "Id")
for id, config in pairs(tab) do
local eatType = config.EatType
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EquipEatSkipIdTemplates[eatType] = EquipEatSkipIdTemplates[eatType] or {}
local site = config.Site
if not site then
XLog.ErrorTableDataNotFound("InitEquipSkipIdConfig", "配置表中Site字段", TABLE_EQUIP_SKIPID_PATH, "id", tostring(id))
end
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--装备来源
if XTool.IsNumberValid(config.EquipType) then
EquipSkipIdTemplates[config.EquipType] = config
else --装备升级材料来源
EquipEatSkipIdTemplates[eatType][site] = config
end
end
end
local InitEquipSuitConfig = function()
EquipSuitTemplate = XTableManager.ReadByIntKey(TABLE_EQUIP_SUIT_PATH, XTable.XTableEquipSuit, "Id")
EquipSuitEffectTemplate = XTableManager.ReadByIntKey(TABLE_EQUIP_SUIT_EFFECT_PATH, XTable.XTableEquipSuitEffect, "Id")
end
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local InitWeaponDeregulateConfig = function()
WeaponOverrunTemplate = XTableManager.ReadByIntKey(TABLE_WEAPON_OVERRUN_PATH, XTable.XTableWeaponOverrun, "Id")
for _, cfg in ipairs(WeaponOverrunTemplate) do
local weaponId = cfg.WeaponId
local cfgs = WeaponOverrunDic[weaponId]
if not cfgs then
cfgs = {}
WeaponOverrunDic[weaponId] = cfgs
end
table.insert(cfgs, cfg)
end
end
function XEquipConfig.Init()
MAX_WEAPON_COUNT = CS.XGame.Config:GetInt("EquipWeaponMaxCount")
MAX_AWARENESS_COUNT = CS.XGame.Config:GetInt("EquipChipMaxCount")
EQUIP_EXP_INHERIT_PRECENT = CS.XGame.Config:GetInt("EquipExpInheritPercent")
EQUIP_RECYCLE_ITEM_PERCENT = CS.XGame.Config:GetInt("EquipRecycleItemPercent")
MIN_RESONANCE_BIND_STAR = CS.XGame.Config:GetInt("MinResonanceBindStar")
MIN_AWAKE_STAR = CS.XGame.Config:GetInt("MinEquipAwakeStar")
EquipResTemplates = XTableManager.ReadByIntKey(TABLE_EQUIP_RES_PATH, XTable.XTableEquipRes, "Id")
EquipAwakeTemplate = XTableManager.ReadByIntKey(TABLE_EQUIP_AWAKE_PATH, XTable.XTableEquipAwake, "Id")
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local equipTemplates = XEquipConfig.GetEquipTemplates()
XTool.LoopMap(equipTemplates, function(id, equipCfg)
EquipBorderDic[id] = {}
local suitId = equipCfg.SuitId
if suitId and suitId > 0 then
SuitIdToEquipTemplateIdsDic[suitId] = SuitIdToEquipTemplateIdsDic[suitId] or {}
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SuitIdToEquipTemplateIdsDic[suitId][equipCfg.Site] = id
SuitIdToEquipTemplateIdsList[suitId] = SuitIdToEquipTemplateIdsList[suitId] or {}
tableInsert(SuitIdToEquipTemplateIdsList[suitId], id)
SuitSitesDic[suitId] = SuitSitesDic[suitId] or {}
SuitSitesDic[suitId][equipCfg.Site] = true
end
end)
InitEquipSuitConfig()
InitEquipBreakthroughConfig()
InitEquipLevelConfig()
InitWeaponSkillPoolConfig()
InitEquipModelTransformConfig()
InitEquipSkipIdConfig()
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InitWeaponDeregulateConfig()
CheckEquipBorderConfig()
--EquipBorderDic = XReadOnlyTable.Create(EquipBorderDic)
WeaponSkillTemplate = XTableManager.ReadByIntKey(TABLE_WEAPON_SKILL_PATH, XTable.XTableWeaponSkill, "Id")
EquipResonanceTemplate = XTableManager.ReadByIntKey(TABLE_EQUIP_RESONANCE_PATH, XTable.XTableEquipResonance, "Id")
EquipResonanceConsumeItemTemplates = XTableManager.ReadByIntKey(TABLE_EQUIP_RESONANCE_CONSUME_ITEM_PATH, XTable.XTableEquipResonanceUseItem, "Id")
EquipModelTemplates = XTableManager.ReadByIntKey(TABLE_EQUIP_MODEL_PATH, XTable.XTableEquipModel, "Id")
EquipAnimTemplates = XTableManager.ReadByStringKey(TABLE_EQUIP_ANIM_PATH, XTable.XTableEquipAnim, "ModelId")
EquipModelShowTemplate = XTableManager.ReadByStringKey(TABLE_EQUIP_MODEL_SHOW_PATH, XTable.XTableEquipModelShow, "Id")
EquipResByFoolTemplate = XTableManager.ReadByIntKey(TABLE_EQUIP_RES_BY_FOOL_PATH, XTable.XTableEquipResByFool, "Id")
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WeaponDeregulateUITemplate = XTableManager.ReadByIntKey(TABLE_WEAPON_DEREGULATE_UI, XTable.XTableWeaponDeregulateUI, "Lv")
local decomposetab = XTableManager.ReadByIntKey(TABLE_EQUIP_DECOMPOSE_PATH, XTable.XTableEquipDecompose, "Id")
for _, v in pairs(decomposetab) do
EquipDecomposeDic[v.Site .. v.Star .. v.Breakthrough] = v
end
local eatCostTab = XTableManager.ReadByIntKey(TABLE_EAT_EQUIP_COST_PATH, XTable.XTableEatEquipCost, "Id")
for _, v in pairs(eatCostTab) do
EatEquipCostTemplate[v.Site .. v.Star] = v.UseMoney
end
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local animResetTab = XTableManager.ReadByIntKey(TABLE_EQUIP_ANIM_RESET, XTable.XTableEquipAnimReset, "Id")
for _, v in pairs(animResetTab) do
EquipAnimResetDic[v.CharacterModel] = true
end
end
function XEquipConfig.GetMaxWeaponCount()
return MAX_WEAPON_COUNT
end
function XEquipConfig.GetMaxAwarenessCount()
return MAX_AWARENESS_COUNT
end
function XEquipConfig.GetEquipExpInheritPercent()
return EQUIP_EXP_INHERIT_PRECENT
end
function XEquipConfig.GetEquipRecycleItemId()
return XDataCenter.ItemManager.ItemId.EquipRecycleItemId
end
function XEquipConfig.GetEquipRecycleItemPercent()
return EQUIP_RECYCLE_ITEM_PERCENT / 100
end
function XEquipConfig.GetMinResonanceBindStar()
return MIN_RESONANCE_BIND_STAR
end
function XEquipConfig.GetMinAwakeStar()
return MIN_AWAKE_STAR
end
function XEquipConfig.GetEquipCfg(templateId)
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return XMVCA:GetAgency(ModuleId.XEquip):GetConfigEquip(templateId)
end
--todo 道具很多地方没有检查ID类型就调用了临时处理下
function XEquipConfig.CheckTemplateIdIsEquip(templateId)
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if not templateId then
return false
end
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local equipTemplates = XEquipConfig.GetEquipTemplates()
return equipTemplates[templateId] ~= nil
end
function XEquipConfig.GetEatEquipCostMoney(site, star)
if not site then
XLog.Error("XEquipConfig.GetEatEquipCostMoney函数参数错误site不能为空")
return
end
if not star then
XLog.Error("XEquipConfig.GetEatEquipCostMoney函数参数错误star不能为空")
return
end
return EatEquipCostTemplate[site .. star]
end
function XEquipConfig.GetEquipBorderCfg(templateId)
local template = EquipBorderDic[templateId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipBorderCfg", "template", TABLE_EQUIP_PATH, "templateId", tostring(templateId))
return
end
return template
end
function XEquipConfig.GetEquipBreakthroughCfg(templateId, times)
local template = EquipBreakthroughTemplate[templateId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipBreakthroughCfg", "template",
TABLE_EQUIP_BREAKTHROUGH_PATH, "templateId", tostring(templateId))
return
end
template = template[times]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipBreakthroughCfg", "template",
TABLE_EQUIP_BREAKTHROUGH_PATH, "templateId : times", tostring(templateId) .. " : " .. tostring(times))
return
end
return template
end
function XEquipConfig.GetEquipResCfg(templateId, breakthroughTimes)
breakthroughTimes = breakthroughTimes or 0
local breakthroughCfg = XEquipConfig.GetEquipBreakthroughCfg(templateId, breakthroughTimes)
local resId = breakthroughCfg.ResId
if not resId then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipResCfg", "resId",
TABLE_EQUIP_BREAKTHROUGH_PATH, "templateId : times", tostring(templateId) .. " : " .. tostring(breakthroughTimes))
return
end
local template = EquipResTemplates[resId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipResCfg", "template", TABLE_EQUIP_RES_PATH, "resId", tostring(resId))
return
end
return template
end
--=========== EquipModel接口(begin) ===========
function XEquipConfig.GetEquipModelName(modelTransId, usage)
local template = EquipModelTemplates[modelTransId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipModelName", "template", TABLE_EQUIP_MODEL_PATH, "modelTransId", tostring(modelTransId))
return
end
usage = usage or XEquipConfig.WeaponUsage.Role
return template.ModelName[usage] or template.ModelName[XEquipConfig.WeaponUsage.Role]
end
function XEquipConfig.GetEquipAnimController(modelTransId, usage)
local template = EquipModelTemplates[modelTransId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipAnimController", "template", TABLE_EQUIP_MODEL_PATH, "modelTransId", tostring(modelTransId))
return
end
usage = usage or XEquipConfig.WeaponUsage.Role
local controller = template.AnimController[usage]
if not controller and usage ~= XEquipConfig.WeaponUsage.Show then -- 单独展示不需默认值
controller = template.AnimController[XEquipConfig.WeaponUsage.Role]
end
return controller
end
function XEquipConfig.GetEquipUiAnimStateName(modelTransId, usage)
local template = EquipModelTemplates[modelTransId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipUiAnimStateName", "template", TABLE_EQUIP_MODEL_PATH, "modelTransId", tostring(modelTransId))
return
end
usage = usage or XEquipConfig.WeaponUsage.Role
return template.UiAnimStateName[usage] or template.UiAnimStateName[XEquipConfig.WeaponUsage.Role]
end
function XEquipConfig.GetEquipUiAnimCueId(modelTransId, usage)
local template = EquipModelTemplates[modelTransId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipUiAnimCueId", "template", TABLE_EQUIP_MODEL_PATH, "modelTransId", tostring(modelTransId))
return
end
usage = usage or XEquipConfig.WeaponUsage.Role
return template.UiAnimCueId[usage] or template.UiAnimCueId[XEquipConfig.WeaponUsage.Role]
end
function XEquipConfig.GetEquipUiAnimDelay(modelTransId, usage)
local template = EquipModelTemplates[modelTransId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipUiAnimDelay", "template", TABLE_EQUIP_MODEL_PATH, "modelTransId", tostring(modelTransId))
return
end
usage = usage or XEquipConfig.WeaponUsage.Role
return template.UiAnimDelay[usage] or template.UiAnimDelay[XEquipConfig.WeaponUsage.Role]
end
function XEquipConfig.GetEquipUiAutoRotateDelay(modelTransId, usage)
local template = EquipModelTemplates[modelTransId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipUiAutoRotateDelay", "template", TABLE_EQUIP_MODEL_PATH, "modelTransId", tostring(modelTransId))
return
end
usage = usage or XEquipConfig.WeaponUsage.Show -- 默认ui展示
return template.UiAutoRotateDelay[usage] or template.UiAutoRotateDelay[XEquipConfig.WeaponUsage.Role]
end
function XEquipConfig.GetEquipModelEffectPath(modelTransId, usage)
local template = EquipModelTemplates[modelTransId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipModelEffectPath", "template", TABLE_EQUIP_MODEL_PATH, "modelTransId", tostring(modelTransId))
return
end
usage = usage or XEquipConfig.WeaponUsage.Role
return template.ResonanceEffectPath[usage] or template.ResonanceEffectPath[XEquipConfig.WeaponUsage.Role]
end
--=========== EquipModel接口(end) ===========
function XEquipConfig.GetEquipAnimParams(roleModelId)
local template = EquipAnimTemplates[roleModelId]
if not template then
return 0
end
return template.Params or 0
end
function XEquipConfig.GetWeaponResonanceModelId(case, templateId, resonanceCount)
local modelId
local template = EquipResTemplates[templateId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetWeaponResonanceModelId", "template", TABLE_EQUIP_RES_PATH, "templateId", tostring(templateId))
return
end
if resonanceCount == 1 then
modelId = template.ResonanceModelTransId1[case]
elseif resonanceCount == 2 then
modelId = template.ResonanceModelTransId2[case]
elseif resonanceCount == 3 then
modelId = template.ResonanceModelTransId3[case]
end
return modelId or template.ModelTransId[case]
end
function XEquipConfig.GetWeaponResonanceEffectDelay(modelTransId)
local template = EquipModelTemplates[modelTransId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetWeaponResonanceEffectDelay",
"template", TABLE_EQUIP_MODEL_PATH, "modelTransId", tostring(modelTransId))
return
end
return template.ResonanceEffectShowDelay[XEquipConfig.WeaponUsage.Show] or 0
end
--返回武器模型和位置配置(双枪只返回一把)
function XEquipConfig.GetEquipModelTransformCfg(templateId, uiName, resonanceCount, modelTransId, equipType)
local modelCfg, template
--尝试用ModelTransId索引
if not modelTransId then
modelTransId = XEquipConfig.GetWeaponResonanceModelId(XEquipConfig.WeaponCase.Case1, templateId, resonanceCount)
if not modelTransId then
XLog.ErrorTableDataNotFound("XEquipConfig.GetWeaponResonanceModelId",
"template", TABLE_EQUIP_RES_PATH, "templateId", tostring(templateId))
return
end
end
template = EquipModelTransformTemplates[modelTransId]
if template then
modelCfg = template[uiName]
end
--读不到配置时用equipType索引
if not modelCfg then
if not equipType then
local equipCfg = XEquipConfig.GetEquipCfg(templateId)
equipType = equipCfg.Type
end
template = EquipModelTransformTemplates[equipType]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipModelTransformCfg",
"template", TABLE_EQUIP_MODEL_TRANSFORM_PATH, "equipType", tostring(equipType))
return
end
modelCfg = template[uiName]
if not modelCfg then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipModelTransformCfg",
"uiName", TABLE_EQUIP_MODEL_TRANSFORM_PATH, "equipType", tostring(equipType))
return
end
end
return modelCfg
end
-- 获取一个武器所有的不同的模型列表
function XEquipConfig.GetWeaponModelCfgList(templateId, uiName, breakthroughTimes)
local modelCfgList = {}
if not templateId then
XLog.Error("XEquipManager.GetWeaponModelCfgList函数参数错误, templateId不能为空")
return modelCfgList
end
local template = XEquipConfig.GetEquipResCfg(templateId, breakthroughTimes)
-- 目前只有共鸣改变形态有可能有相同的模型所以需要区别是否有相同的id以左手id为准
local resonanceCountList = {}
local resonanceDic = {}
local modelId
for i = 0, XEquipConfig.MAX_RESONANCE_SKILL_COUNT do
modelId = XEquipConfig.GetWeaponResonanceModelId(XEquipConfig.WeaponCase.Case1, template.Id, i)
if modelId and not resonanceDic[modelId] then
resonanceDic[modelId] = true
table.insert(resonanceCountList, i)
end
end
local modelCfg
for _, resonanceCount in ipairs(resonanceCountList) do
modelCfg = {}
modelCfg.ModelId = XEquipConfig.GetWeaponResonanceModelId(XEquipConfig.WeaponCase.Case1, template.Id, resonanceCount)
modelCfg.TransformConfig = XEquipConfig.GetEquipModelTransformCfg(templateId, uiName, resonanceCount)
table.insert(modelCfgList, modelCfg)
end
return modelCfgList
end
function XEquipConfig.GetLevelUpCfg(templateId, times, level)
local breakthroughCfg = XEquipConfig.GetEquipBreakthroughCfg(templateId, times)
if not breakthroughCfg then
return
end
templateId = breakthroughCfg.LevelUpTemplateId
local template = LevelUpTemplates[templateId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetLevelUpCfg", "template", TABLE_LEVEL_UP_TEMPLATE_PATH, "templateId", tostring(templateId))
return
end
template = template[level]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetLevelUpCfg", "level", TABLE_LEVEL_UP_TEMPLATE_PATH, "templateId", tostring(templateId))
return
end
return template
end
function XEquipConfig.GetEquipSuitCfg(templateId)
local template = EquipSuitTemplate[templateId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipSuitCfg", "template", TABLE_EQUIP_SUIT_PATH, "templateId", tostring(templateId))
return
end
return template
end
function XEquipConfig.GetEquipSuitEffectCfg(templateId)
local template = EquipSuitEffectTemplate[templateId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipSuitEffectCfg", "template",
TABLE_EQUIP_SUIT_EFFECT_PATH, "templateId", tostring(templateId))
return
end
return template
end
function XEquipConfig.GetEquipTemplateIdsBySuitId(suitId)
return SuitIdToEquipTemplateIdsDic[suitId] or {}
end
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--这个是获取数组的
function XEquipConfig.GetEquipTemplateIdsListBySuitId(suitId)
return SuitIdToEquipTemplateIdsList[suitId] or {}
end
function XEquipConfig.GetSuitSites(suitId)
return SuitSitesDic[suitId] or {}
end
function XEquipConfig.GetMaxSuitCount()
return XTool.GetTableCount(SuitSitesDic)
end
function XEquipConfig.GetEquipBgPath(templateId)
if not XEquipConfig.CheckTemplateIdIsEquip(templateId) then return end
local template = XEquipConfig.GetEquipCfg(templateId)
local quality = template.Quality
return XArrangeConfigs.GeQualityBgPath(quality)
end
function XEquipConfig.GetEquipQualityPath(templateId)
local template = XEquipConfig.GetEquipCfg(templateId)
local quality = template.Quality
if not quality then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipQualityPath", "Quality", TABLE_EQUIP_PATH, "templateId", tostring(templateId))
return
end
return XArrangeConfigs.GeQualityPath(quality)
end
function XEquipConfig.GetEquipResoanceIconPath(isAwaken)
return EquipResonanceIconPath[isAwaken]
end
function XEquipConfig.GetEquipDecomposeCfg(templateId, breakthroughTimes)
if not XEquipConfig.CheckTemplateIdIsEquip(templateId) then return end
breakthroughTimes = breakthroughTimes or 0
local template = XEquipConfig.GetEquipCfg(templateId)
local site = template.Site
if not site then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipDecomposeCfg", "Site", TABLE_EQUIP_PATH, "templateId", tostring(templateId))
return
end
local star = template.Star
if not star then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipDecomposeCfg", "Star", TABLE_EQUIP_PATH, "templateId", tostring(templateId))
return
end
return EquipDecomposeDic[site .. star .. breakthroughTimes]
end
function XEquipConfig.GetWeaponTypeIconPath(templateId)
return XGoodsCommonManager.GetGoodsShowParamsByTemplateId(templateId).Icon
end
function XEquipConfig.GetEquipBreakThroughIcon(breakthroughTimes)
local icon = EquipBreakThroughIcon[breakthroughTimes]
if not icon then
XLog.Error("XEquipConfig.EquipBreakThroughIcon调用错误得到的icon为空原因检查breakthroughTimes" .. breakthroughTimes .. "和EquipBreakThroughIcon")
return
end
return icon
end
function XEquipConfig.GetEquipBreakThroughSmallIcon(breakthroughTimes)
local icon = EquipBreakThroughSmallIcon[breakthroughTimes]
if not icon then
XLog.Error("XEquipConfig.GetEquipBreakThroughSmallIcon调用错误得到的icon为空原因检查breakthroughTimes" .. breakthroughTimes .. "和EquipBreakThroughSmallIcon")
return
end
return icon
end
function XEquipConfig.GetEquipBreakThroughBigIcon(breakthroughTimes)
local icon = EquipBreakThroughBigIcon[breakthroughTimes]
if not icon then
XLog.Error("XEquipConfig.GetEquipBreakThroughBigIcon调用错误得到的icon为空原因检查breakthroughTimes" .. breakthroughTimes .. "和EquipBreakThroughBigIcon")
return
end
return icon
end
function XEquipConfig.GetWeaponSkillTemplate(templateId)
local template = WeaponSkillTemplate[templateId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetWeaponSkillTemplate", "template", TABLE_WEAPON_SKILL_PATH, "templateId", tostring(templateId))
return
end
return template
end
function XEquipConfig.GetWeaponSkillInfo(weaponSkillId)
local template = WeaponSkillTemplate[weaponSkillId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetWeaponSkillInfo", "template", TABLE_WEAPON_SKILL_PATH, "weaponSkillId", tostring(weaponSkillId))
return
end
return template
end
function XEquipConfig.GetWeaponSkillAbility(weaponSkillId)
local template = WeaponSkillTemplate[weaponSkillId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetWeaponSkillAbility", "template",
TABLE_WEAPON_SKILL_PATH, "weaponSkillId", tostring(weaponSkillId))
return
end
return template.Ability
end
function XEquipConfig.GetWeaponSkillPoolSkillIds(poolId, characterId)
local template = WeaponSkillPoolTemplate[poolId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetWeaponSkillPoolSkillIds", "template", TABLE_WEAPON_SKILL_POOL_PATH, "poolId", tostring(poolId))
return
end
local skillIds = template[characterId]
if not skillIds then
XLog.ErrorTableDataNotFound("XEquipConfig.GetWeaponSkillPoolSkillIds",
"characterId", TABLE_WEAPON_SKILL_POOL_PATH, "poolId", tostring(poolId))
return
end
return skillIds
end
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function XEquipConfig.GetEquipEatSkipIdTemplate(eatType, site)
local template = EquipEatSkipIdTemplates[eatType][site]
if not template then
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XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipEatSkipIdTemplate", "site", TABLE_WEAPON_SKILL_POOL_PATH, "eatType", tostring(eatType))
return
end
return template
end
function XEquipConfig.GetEquipSkipIdTemplate(equipType)
local template = EquipSkipIdTemplates[equipType]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipSkipIdTemplate", "Config", TABLE_WEAPON_SKILL_POOL_PATH, "eatType", tostring(equipType))
return
end
return template
end
function XEquipConfig.GetEquipResonanceCfg(templateId)
local equipResonanceCfg = EquipResonanceTemplate[templateId]
if not equipResonanceCfg then
return
end
return equipResonanceCfg
end
function XEquipConfig.GetEquipCharacterType(templateId)
local config = XEquipConfig.GetEquipCfg(templateId)
return config.CharacterType
end
function XEquipConfig.GetEquipResonanceConsumeItemCfg(templateId)
local equipResonanceItemCfg = EquipResonanceConsumeItemTemplates[templateId]
if not equipResonanceItemCfg then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipResonanceConsumeItemCfg",
"equipResonanceItemCfg", TABLE_EQUIP_RESONANCE_CONSUME_ITEM_PATH, "templateId", tostring(templateId))
return
end
return equipResonanceItemCfg
end
function XEquipConfig.GetNeedFirstShow(templateId)
local template = XEquipConfig.GetEquipCfg(templateId)
return template.NeedFirstShow
end
function XEquipConfig.GetEquipTemplates()
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return XMVCA:GetAgency(ModuleId.XEquip):GetConfigEquip()
end
function XEquipConfig.GetEquipAwakeCfg(templateId)
local equipAwakeCfg = EquipAwakeTemplate[templateId]
if not equipAwakeCfg then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipAwakeCfg", "equipAwakeCfg", TABLE_EQUIP_AWAKE_PATH, "templateId", tostring(templateId))
return
end
return equipAwakeCfg
end
function XEquipConfig.GetEquipAwakeCfgs()
return EquipAwakeTemplate
end
function XEquipConfig.GetEquipAwakeSkillDesList(templateId, pos)
local equipAwakeCfg = XEquipConfig.GetEquipAwakeCfg(templateId)
local desList = equipAwakeCfg["AttribDes" .. pos]
if not desList then
local tempStr = "AttribDes" .. pos
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipAwakeSkillDesList", tempStr, TABLE_EQUIP_AWAKE_PATH, "templateId", tostring(templateId))
return
end
return desList
end
function XEquipConfig.GetEquipSuitPath()
return TABLE_EQUIP_SUIT_PATH
end
function XEquipConfig.GetEquipPath()
return TABLE_EQUIP_PATH
end
function XEquipConfig.GetWeaponSkillPath()
return TABLE_WEAPON_SKILL_PATH
end
function XEquipConfig.IsDefaultSuitId(suitId)
return suitId == XEquipConfig.DEFAULT_SUIT_ID.Normal or suitId == XEquipConfig.DEFAULT_SUIT_ID.Isomer
end
function XEquipConfig.GetDefaultSuitIdCount()
local count = 0
for _, _ in pairs(XEquipConfig.DEFAULT_SUIT_ID) do
count = count + 1
end
return count
end
function XEquipConfig.GetEquipAwakeTabIndex()
return EquipAwakeTabIndex
end
function XEquipConfig.GetEquipModelShowHideNodeName(modelId, UiName)
for _, cfg in pairs(EquipModelShowTemplate) do
if cfg.ModelId == modelId and cfg.UiName == UiName then
return cfg.HideNodeName or {}
end
end
return {}
end
------------愚人节装备替换相关 begin----------------
function XEquipConfig.GetFoolEquipResCfg(templateId)
return EquipResByFoolTemplate[templateId]
end
function XEquipConfig.GetFoolWeaponResonanceModelId(case, templateId, resonanceCount)
local modelId
local template = XEquipConfig.GetFoolEquipResCfg(templateId)
if not template then
return
end
if resonanceCount == 1 then
modelId = template.ResonanceModelTransId1[case]
elseif resonanceCount == 2 then
modelId = template.ResonanceModelTransId2[case]
elseif resonanceCount == 3 then
modelId = template.ResonanceModelTransId3[case]
end
return modelId or template.ModelTransId[case]
end
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------------愚人节装备替换相关 end----------------
--region-------------------------武器指定状态机相关-----------------------------------
---@class _EquipSignboardActiveEnum
---@field Character number
---@field Fashion number
local _EquipSignboardAllActiveEnum = enum({
Character = 1,
Fashion = 1,
})
local function GetEquipSignboardCfgs()
if EquipSignboardCfg == nil then
EquipSignboardCfg = XTableManager.ReadByIntKey(TABLE_EQUIP_SIGNBOARD_PATH, XTable.XTableEquipSignboard, "Id")
end
return EquipSignboardCfg
end
--[[
=======================================================================================
EquipSignboar表ChaIsAllActive字段为1时
EquipSignboardDic = {
[characterId] = {
ChaIsAllActive = true,
EquipModelIndex = config.EquipModelIndex
},
}
EquipSignboar表FashionId字段为空时
EquipSignboar表FashIsAllActive为1时
EquipSignboardDic = {
[characterId] = {
ChaIsAllActive = false,
AllFashion = true,
FashIsAllActive = true,
EquipModelIndex = config.EquipModelIndex
},
}
EquipSignboar表ActionId字段为空时
EquipSignboardDic = {
[characterId] = {
ChaIsAllActive = false,
AllFashion = true,
FashIsAllActive = false,
AllAction = true,
EquipModelIndex = config.EquipModelIndex
},
}
EquipSignboardDic = {
[characterId] = {
ChaIsAllActive = false,
AllFashion = true,
FashIsAllActive = false,
AllAction = false,
ActionIdDic = {
[actionId] = config.EquipModelIndex,
}
},
}
EquipSignboar表FashIsAllActive为1时
EquipSignboardDic = {
[characterId] = {
ChaIsAllActive = false,
AllFashion = false,
FashionIdDic = {
[fashionId] = {
FashIsAllActive = true,
EquipModelIndex = config.EquipModelIndex
},
}
},
}
EquipSignboar表ActionId字段为空时
EquipSignboardDic = {
[characterId] = {
ChaIsAllActive = false,
AllFashion = false,
FashionIdDic = {
[fashionId] = {
FashIsAllActive = false,
AllAction = true,
EquipModelIndex = config.EquipModelIndex
},
}
}
}
EquipSignboardDic = {
[characterId] = {
ChaIsAllActive = false,
AllFashion = false,
FashionIdDic = {
[fashionId] = {
FashIsAllActive = false,
AllAction = false,
ActionIdDic = {
[actionId] = config.EquipModelIndex,
}
},
}
}
}
=======================================================================================
]]
local function GetEquipSignboardDic()
if EquipSignboardDic == nil then
local configs = GetEquipSignboardCfgs()
EquipSignboardDic = {}
for id, config in Pairs(configs) do
local equipModelIndex = config.EquipModelIndex
local characterId = config.CharacterId
local fashionId = config.FashionId
local actionId = config.ActionId
if not equipModelIndex then
XLog.Error(StringFormat("EquipSignboard表的EquipModelIndex字段为空Id:%d, 路径:%s", id, TABLE_EQUIP_SIGNBOARD_PATH))
EquipSignboardDic = {}
return EquipSignboardDic
end
EquipSignboardDic[characterId] = EquipSignboardDic[characterId] or {}
if config.ChaIsAllActive and config.ChaIsAllActive == _EquipSignboardAllActiveEnum.Character then
if not characterId then
XLog.Error(StringFormat("EquipSignboard表CharacterId为空Id:%d, 路径:%s", id, TABLE_EQUIP_SIGNBOARD_PATH))
EquipSignboardDic = {}
return EquipSignboardDic
end
EquipSignboardDic[characterId].ChaIsAllActive = true
EquipSignboardDic[characterId].EquipModelIndex = equipModelIndex
else
EquipSignboardDic[characterId].ChaIsAllActive = false
if not fashionId or fashionId == 0 then
EquipSignboardDic[characterId].AllFashion = true
if EquipSignboardDic[characterId].FashionIdDic then
EquipSignboardDic[characterId].FashionIdDic = nil
XLog.Error(StringFormat("EquipSignboard表CharacterId(%d)配置全部涂装开启武器会覆盖当前CharacterId的其它涂装配置Id:%d, 路径:%s", characterId, id, TABLE_EQUIP_SIGNBOARD_PATH))
end
if config.FashIsAllActive and config.FashIsAllActive == _EquipSignboardAllActiveEnum.Fashion then
EquipSignboardDic[characterId].FashIsAllActive = true
EquipSignboardDic[characterId].EquipModelIndex = equipModelIndex
else
EquipSignboardDic[characterId].FashIsAllActive = false
if not actionId or actionId == 0 then
EquipSignboardDic[characterId].AllAction = true
EquipSignboardDic[characterId].EquipModelIndex = equipModelIndex
else
EquipSignboardDic[characterId].ActionIdDic = EquipSignboardDic[characterId].ActionIdDic or {}
EquipSignboardDic[characterId].ActionIdDic[actionId] = equipModelIndex
end
end
else
EquipSignboardDic[characterId].AllFashion = false
EquipSignboardDic[characterId].FashionIdDic = EquipSignboardDic[characterId].FashionIdDic or {}
EquipSignboardDic[characterId].FashionIdDic[fashionId] = EquipSignboardDic[characterId].FashionIdDic[fashionId] or {}
if config.FashIsAllActive and config.FashIsAllActive == _EquipSignboardAllActiveEnum.Fashion then
EquipSignboardDic[characterId].FashionIdDic[fashionId].FashIsAllActive = true
EquipSignboardDic[characterId].FashionIdDic[fashionId].EquipModelIndex = equipModelIndex
else
EquipSignboardDic[characterId].FashionIdDic[fashionId].FashIsAllActive = false
if not actionId or actionId == 0 then
EquipSignboardDic[characterId].FashionIdDic[fashionId].AllAction = true
EquipSignboardDic[characterId].FashionIdDic[fashionId].EquipModelIndex = equipModelIndex
if EquipSignboardDic[characterId].FashionIdDic[fashionId].ActionIdDic then
EquipSignboardDic[characterId].FashionIdDic[fashionId].ActionIdDic = nil
XLog.Error(StringFormat("EquipSignboard表CharacterId(%d)配置全部动作开启武器会覆盖当前CharacterId的其它动作配置Id:%d, 路径:%s", characterId, id, TABLE_EQUIP_SIGNBOARD_PATH))
end
else
EquipSignboardDic[characterId].FashionIdDic[fashionId].AllAction = false
EquipSignboardDic[characterId].FashionIdDic[fashionId].ActionIdDic = EquipSignboardDic[characterId].FashionIdDic[fashionId].ActionIdDic or {}
EquipSignboardDic[characterId].FashionIdDic[fashionId].ActionIdDic[actionId] = equipModelIndex
end
end
end
end
end
end
return EquipSignboardDic
end
function XEquipConfig.GetEquipAnimControllerBySignboard(characterId, fashionId, actionId)
if not characterId then
return
end
local equipSignboardDic = GetEquipSignboardDic()
local equipCharacterSignboard = equipSignboardDic[characterId]
if not equipCharacterSignboard then
return
end
if equipCharacterSignboard.ChaIsAllActive then
return equipCharacterSignboard.EquipModelIndex
end
if equipCharacterSignboard.AllFashion then
if equipCharacterSignboard.FashIsAllActive then
return EquipSignboardDic[characterId].EquipModelIndex
else
if equipCharacterSignboard.AllAction then
return EquipSignboardDic[characterId].EquipModelIndex
else
if not actionId then
return
end
return EquipSignboardDic[characterId].ActionIdDic[actionId]
end
end
end
if not fashionId then
return
end
local equipFashionSignboard = equipCharacterSignboard.FashionIdDic[fashionId]
if not equipFashionSignboard then
return
end
if equipFashionSignboard.FashIsAllActive then
return equipFashionSignboard.EquipModelIndex
end
if equipFashionSignboard.AllAction then
return equipFashionSignboard.EquipModelIndex
end
if not actionId then
return
end
local equipActionSignboard = equipFashionSignboard.ActionIdDic[actionId]
if not equipActionSignboard then
return
end
return equipActionSignboard
end
function XEquipConfig.CheckHasLoadEquipBySignboard(characterId, fashionId, actionId)
return XEquipConfig.GetEquipAnimControllerBySignboard(characterId, fashionId, actionId) ~= nil
end
--endregion
------------武器超限相关 begin----------------
-- 获取武器的超限配置
function XEquipConfig.GetWeaponOverrunCfgsByTemplateId(templateId)
local cfgs = WeaponOverrunDic[templateId]
return cfgs
end
-- 获取武器超限ui配置
function XEquipConfig.GetWeaponDeregulateUICfg(templateId)
return WeaponDeregulateUITemplate[templateId]
end
-- 获取武器超限意识绑定的配置表
function XEquipConfig.GetWeaponOverrunSuitCfgByTemplateId(templateId)
for _, cfg in ipairs(WeaponOverrunDic[templateId] or {}) do
if cfg.OverrunType == XEquipConfig.WeaponOverrunUnlockType.Suit then
return cfg
end
end
return nil
end
-- 装备是否可超限
function XEquipConfig.CanOverrunByTemplateId(templateId)
local cfgs = WeaponOverrunDic[templateId]
local canDeregulate = cfgs and #cfgs > 0
return canDeregulate
end
-- 获取意识套装列表
-- isType0 = true 时只获装备类型为0的意识套装即不包括意识强化素材
function XEquipConfig.GetSuitIdListByCharacterType(charType, minQuality, isFilterType0, isOverrun)
minQuality = minQuality or 0
local suitIdList = {}
for _, suit in pairs(EquipSuitTemplate) do
local equipIds = SuitIdToEquipTemplateIdsDic[suit.Id]
if equipIds and #equipIds > 0 then
local equipId = equipIds[1]
local equipCfg = XEquipConfig.GetEquipCfg(equipId)
local isShow = equipCfg.Quality >= minQuality
and (charType == XEquipConfig.UserType.All or XEquipConfig.GetEquipCharacterType(equipId) == charType)
and ((isFilterType0 and equipCfg.Type == 0) or not isFilterType0)
and ((isOverrun and equipCfg.OverrunNoShow ~= 1) or not isOverrun)
if isShow then
table.insert(suitIdList, suit.Id)
end
end
end
return suitIdList
end
-- 获取意识套装的品质
function XEquipConfig.GetSuitQuality(suitId)
local equipIds = XEquipConfig.GetEquipTemplateIdsBySuitId(suitId)
if equipIds and #equipIds > 0 then
local equipCfg = XEquipConfig.GetEquipCfg(equipIds[1])
return equipCfg.Quality
end
return 0
end
-- 获取意识套装的适配角色类型
function XEquipConfig.GetSuitCharacterType(suitId)
local equipIds = XEquipConfig.GetEquipTemplateIdsBySuitId(suitId)
if equipIds and #equipIds > 0 then
local equipCfg = XEquipConfig.GetEquipCfg(equipIds[1])
return equipCfg.CharacterType
end
return 0
end
------------武器超限相关 end----------------
function XEquipConfig.GetEquipAnimIsReset(modelId)
if XTool.IsTableEmpty(EquipAnimResetDic) then
return false
end
return EquipAnimResetDic[modelId] or false
end