115 lines
3.8 KiB
Lua
115 lines
3.8 KiB
Lua
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---行星环游记天赋配置
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XPlanetTalentConfigs = XPlanetTalentConfigs or {}
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local XPlanetTalentConfigs = XPlanetTalentConfigs
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XPlanetTalentConfigs.TalentCardFilter = {
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All = 1, -- 全部
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Build = 2, -- 建筑型
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Floor = 3, -- 地板型
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}
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---@type XConfig
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local _ConfigTalentBuilding
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function XPlanetTalentConfigs.Init()
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_ConfigTalentBuilding = XConfig.New("Share/PlanetRunning/PlanetRunningTalentBuilding.tab", XTable.XTablePlanetRunningTalentBuilding)
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end
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function XPlanetTalentConfigs.GetFilterName(talentCardFilter)
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if talentCardFilter == XPlanetTalentConfigs.TalentCardFilter.All then
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return "All"
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elseif talentCardFilter == XPlanetTalentConfigs.TalentCardFilter.Build then
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return "Building"
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elseif talentCardFilter == XPlanetTalentConfigs.TalentCardFilter.Floor then
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return "Tile"
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end
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end
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--#region _ConfigTalentBuilding 天赋建筑
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function XPlanetTalentConfigs.GetTalentBuildingConfigs()
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return _ConfigTalentBuilding:GetConfigs()
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end
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---@return string
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function XPlanetTalentConfigs.GetTalentBuildingName(talentBuildingId)
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return _ConfigTalentBuilding:GetProperty(talentBuildingId, "Name")
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end
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---天赋建筑描述
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---@return number
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function XPlanetTalentConfigs.GetTalentBuildingDesc(talentBuildingId)
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return _ConfigTalentBuilding:GetProperty(talentBuildingId, "Desc")
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end
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---天赋建筑排序优先级
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---@return number
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function XPlanetTalentConfigs.GetTalentBuildingSorting(talentBuildingId)
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return _ConfigTalentBuilding:GetProperty(talentBuildingId, "Sorting")
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end
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---天赋建筑解锁前置关卡Id
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---@return number
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function XPlanetTalentConfigs.GetTalentBuildingUnlockStageId(talentBuildingId)
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return _ConfigTalentBuilding:GetProperty(talentBuildingId, "UnlockStageId")
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end
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---天赋建筑消耗货币数量
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---@return number
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function XPlanetTalentConfigs.GetTalentBuildingBuyPrices(talentBuildingId)
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return _ConfigTalentBuilding:GetProperty(talentBuildingId, "BuyPrices")
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end
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---天赋建筑默认最大持有数量
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---@return number
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function XPlanetTalentConfigs.GetTalentBuildingHoldingCount(talentBuildingId)
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return _ConfigTalentBuilding:GetProperty(talentBuildingId, "HoldingCount")
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end
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---天赋建筑触发事件
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---@return number[]
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function XPlanetTalentConfigs.GetTalentBuildingEventList(talentBuildingId)
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return _ConfigTalentBuilding:GetProperty(talentBuildingId, "Events")
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end
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---天赋建筑默认地板材质id
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---@return number
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function XPlanetTalentConfigs.GetTalentBuildingDefaultFloorId(talentBuildingId)
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local floorIdList = _ConfigTalentBuilding:GetProperty(talentBuildingId, "CanUseFloorId")
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return floorIdList[1] or 1
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end
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---天赋建筑可用地板材质是否包含id
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---@return number
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function XPlanetTalentConfigs.CheckTalentBuildingCanUseFloor(talentBuildingId, tagetFloorId)
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local floorIdList = XPlanetTalentConfigs.GetTalentBuildingCanUseFloorId(talentBuildingId)
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for _, floorId in ipairs(floorIdList) do
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if floorId == tagetFloorId then
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return true
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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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---@return number
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function XPlanetTalentConfigs.GetTalentBuildingCanUseFloorId(talentBuildingId)
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return _ConfigTalentBuilding:GetProperty(talentBuildingId, "CanUseFloorId")
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end
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---天赋建筑解锁最大持有数量的关卡序列
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---@return number
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function XPlanetTalentConfigs.GetTalentBuildingUnlockCountStageIds(talentBuildingId)
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return _ConfigTalentBuilding:GetProperty(talentBuildingId, "UnlockCountStageIds")
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end
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---@return number
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function XPlanetTalentConfigs.GetTalentBuildingUnlockCounts(talentBuildingId)
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return _ConfigTalentBuilding:GetProperty(talentBuildingId, "UnlockCounts")
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end
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---是否以卡片形式在家园模式展示
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---@return boolean
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function XPlanetTalentConfigs.GetTalentBuildingIsCard(talentBuildingId)
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return XTool.IsNumberValid(_ConfigTalentBuilding:GetProperty(talentBuildingId, "IsCard"))
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end
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--#endregion
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