PGRData/Script/matrix/xconfig/xconfigplanet/XPlanetTalentConfigs.lua

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2024-09-01 20:49:41 +00:00
---行星环游记天赋配置
XPlanetTalentConfigs = XPlanetTalentConfigs or {}
local XPlanetTalentConfigs = XPlanetTalentConfigs
XPlanetTalentConfigs.TalentCardFilter = {
All = 1, -- 全部
Build = 2, -- 建筑型
Floor = 3, -- 地板型
}
---@type XConfig
local _ConfigTalentBuilding
function XPlanetTalentConfigs.Init()
_ConfigTalentBuilding = XConfig.New("Share/PlanetRunning/PlanetRunningTalentBuilding.tab", XTable.XTablePlanetRunningTalentBuilding)
end
function XPlanetTalentConfigs.GetFilterName(talentCardFilter)
if talentCardFilter == XPlanetTalentConfigs.TalentCardFilter.All then
return "All"
elseif talentCardFilter == XPlanetTalentConfigs.TalentCardFilter.Build then
return "Building"
elseif talentCardFilter == XPlanetTalentConfigs.TalentCardFilter.Floor then
return "Tile"
end
end
--#region _ConfigTalentBuilding 天赋建筑
function XPlanetTalentConfigs.GetTalentBuildingConfigs()
return _ConfigTalentBuilding:GetConfigs()
end
---@return string
function XPlanetTalentConfigs.GetTalentBuildingName(talentBuildingId)
return _ConfigTalentBuilding:GetProperty(talentBuildingId, "Name")
end
---天赋建筑描述
---@return number
function XPlanetTalentConfigs.GetTalentBuildingDesc(talentBuildingId)
return _ConfigTalentBuilding:GetProperty(talentBuildingId, "Desc")
end
---天赋建筑排序优先级
---@return number
function XPlanetTalentConfigs.GetTalentBuildingSorting(talentBuildingId)
return _ConfigTalentBuilding:GetProperty(talentBuildingId, "Sorting")
end
---天赋建筑解锁前置关卡Id
---@return number
function XPlanetTalentConfigs.GetTalentBuildingUnlockStageId(talentBuildingId)
return _ConfigTalentBuilding:GetProperty(talentBuildingId, "UnlockStageId")
end
---天赋建筑消耗货币数量
---@return number
function XPlanetTalentConfigs.GetTalentBuildingBuyPrices(talentBuildingId)
return _ConfigTalentBuilding:GetProperty(talentBuildingId, "BuyPrices")
end
---天赋建筑默认最大持有数量
---@return number
function XPlanetTalentConfigs.GetTalentBuildingHoldingCount(talentBuildingId)
return _ConfigTalentBuilding:GetProperty(talentBuildingId, "HoldingCount")
end
---天赋建筑触发事件
---@return number[]
function XPlanetTalentConfigs.GetTalentBuildingEventList(talentBuildingId)
return _ConfigTalentBuilding:GetProperty(talentBuildingId, "Events")
end
---天赋建筑默认地板材质id
---@return number
function XPlanetTalentConfigs.GetTalentBuildingDefaultFloorId(talentBuildingId)
local floorIdList = _ConfigTalentBuilding:GetProperty(talentBuildingId, "CanUseFloorId")
return floorIdList[1] or 1
end
---天赋建筑可用地板材质是否包含id
---@return number
function XPlanetTalentConfigs.CheckTalentBuildingCanUseFloor(talentBuildingId, tagetFloorId)
local floorIdList = XPlanetTalentConfigs.GetTalentBuildingCanUseFloorId(talentBuildingId)
for _, floorId in ipairs(floorIdList) do
if floorId == tagetFloorId then
return true
end
end
return false
end
---@return number
function XPlanetTalentConfigs.GetTalentBuildingCanUseFloorId(talentBuildingId)
return _ConfigTalentBuilding:GetProperty(talentBuildingId, "CanUseFloorId")
end
---天赋建筑解锁最大持有数量的关卡序列
---@return number
function XPlanetTalentConfigs.GetTalentBuildingUnlockCountStageIds(talentBuildingId)
return _ConfigTalentBuilding:GetProperty(talentBuildingId, "UnlockCountStageIds")
end
---@return number
function XPlanetTalentConfigs.GetTalentBuildingUnlockCounts(talentBuildingId)
return _ConfigTalentBuilding:GetProperty(talentBuildingId, "UnlockCounts")
end
---是否以卡片形式在家园模式展示
---@return boolean
function XPlanetTalentConfigs.GetTalentBuildingIsCard(talentBuildingId)
return XTool.IsNumberValid(_ConfigTalentBuilding:GetProperty(talentBuildingId, "IsCard"))
end
--#endregion