PGRData/Script/matrix/xmanager/XBiancaTheatreManager.lua

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2024-09-01 20:49:41 +00:00
local XExFubenSimulationChallengeManager = require("XEntity/XFuben/XExFubenSimulationChallengeManager")
local XAdventureManager = require("XEntity/XBiancaTheatre/Adventure/XAdventureManager")
local XTheatreTaskManager = require("XEntity/XBiancaTheatre/Task/XTheatreTaskManager")
local XComboList = require("XEntity/XBiancaTheatre/Combo/XTheatreComboList")
local XAdventureEnd = require("XEntity/XBiancaTheatre/Adventure/XAdventureEnd")
local XAdventureDifficulty = require("XEntity/XBiancaTheatre/Adventure/XAdventureDifficulty")
XBiancaTheatreManagerCreator = function()
---@class XBiancaTheatreManager
local XBiancaTheatreManager = XExFubenSimulationChallengeManager.New(XFubenConfigs.ChapterType.BiancaTheatre)
-- 当前冒险管理 XAdventureManager
local CurrentAdventureManager = nil
-- 任务管理
local TaskManager = XTheatreTaskManager.New()
-- 完全经过的章节章节ID
local _PassChapterIdList = {}
-- 已经完成的时间步骤
local _PassEventRecordDic = {}
-- 已完成的结局数据
local _EndingIdRecords = {}
-- 羁绊管理
local ComboList = XComboList.New()
-- 缓存当前等级,用于判断等级是否提升
local CurLevelCache = 0
-- 缓存当前图鉴数目,用于判断图鉴是否增加
local UnlockItemCountCache = 0
-- 对局结束时新增的解锁道具ID用于道具解锁提示
local NewUnlockItemIdDic = {}
-- 正常的队伍人数
local _TeamCount = 3
-- 当前活动Id
local CurActivityId = 0
-- 当前章节Id
local CurChapterId = 0
-- 选择的难度ID
local DifficultyId = 0
-- 当前总经验
local TotalExp = 0
-- 已经领取的奖励
local GetRewardIds = {}
-- 已购买的强化
local StrengthenDbs = {}
-- 已解锁物品ID用于图鉴
local UnlockItemIdDic = {}
-- 已解锁队伍ID
local UnlockTeamId = {}
-- 解锁难度
local UnlockDifficultyId = {}
-- 当前难度数据 XAdventureDifficulty
local CurrentDifficulty = nil
-- 历史分队数据
local TeamRecords = {}
-- 通关章节
local PassChapterIdDict = {}
-- 当局灵视是否开启
local IsOpenVision = false
-- 成就奖励领取记录
local GetAchievementRecords = {}
-- 新的队伍人数
local TeamCountEffect = _TeamCount
-- 累计获得道具总数
local HistoryTotalItemCount = 0
-- 累计通过战斗节点数
local HistoryTotalPassFightNodeCount = 0
-- 累计获得道具品质,数量
local HistoryItemObtainRecords = {}
-- 当前游戏通过战斗节点数
local GamePassNodeCount = 0
-- 经历的事件Id key = eventId, value = eventSetpId[]
local PassedEventRecord = {}
-- 成就是否开启
local AchievementContidion = false
-- 版本更新是否有旧冒险数据进行自动结算
local NewStage = false
function XBiancaTheatreManager.InitWithServerData(data)
CurActivityId = data.CurActivityId
XDataCenter.BiancaTheatreManager.UpdateTotalExp(data.TotalExp)
XDataCenter.BiancaTheatreManager.UpdateCurChapterId(data.CurChapterId)
XDataCenter.BiancaTheatreManager.UpdateGetRewardIds(data.GetRewardIds)
XDataCenter.BiancaTheatreManager.UpdateDifficultyId(data.DifficultyId)
XDataCenter.BiancaTheatreManager.UpdateDifficulty(XAdventureDifficulty.New(data.DifficultyId))
XDataCenter.BiancaTheatreManager.UpdateStrengthenDbs(data.StrengthenDbs)
XDataCenter.BiancaTheatreManager.UpdateUnlockItemId(data.UnlockItemId)
XDataCenter.BiancaTheatreManager.UpdateTeamRecords(data.TeamRecords)
XDataCenter.BiancaTheatreManager.UpdatePassCharacterIdDict(data.PassChapterIds)
XDataCenter.BiancaTheatreManager.UpdateUnlockDifficultyId(data.UnlockDifficultyId)
XDataCenter.BiancaTheatreManager.UpdateUnlockTeamId(data.UnlockTeamId)
XDataCenter.BiancaTheatreManager.UpdateIsOpenVision(data.IsOpenVision)
XDataCenter.BiancaTheatreManager.UpdateGetAchievementRecords(data.GetAchievementRecords)
XDataCenter.BiancaTheatreManager.UpdateAchievemenetContidion(XTool.IsNumberValid(data.AchievementCondition))
XDataCenter.BiancaTheatreManager.UpdateTeamCountEffect(data.TeamCountEffect)
XDataCenter.BiancaTheatreManager.UpdateHistoryTotalItemCount(data.HistoryTotalItemCount)
XDataCenter.BiancaTheatreManager.UpdateHistoryTotalPassFightNodeCount(data.HistoryTotalPassFightNodeCount)
XDataCenter.BiancaTheatreManager.UpdateHistoryItemObtainRecords(data.HistoryItemObtainRecords)
XDataCenter.BiancaTheatreManager.UpdateGamePassNodeCount(data.GamePassNodeCount)
XDataCenter.BiancaTheatreManager.UpdatePassedEventRecord(data.PassedEventRecord)
XDataCenter.BiancaTheatreManager.UpdateNewStage(XTool.IsNumberValid(data.NewStage))
XDataCenter.BiancaTheatreManager.SetCurLevelCache()
XDataCenter.BiancaTheatreManager.SetCacheUnlockItemCount()
-- 初始化数据时清空新增的道具解锁
XDataCenter.BiancaTheatreManager.ClearNewUnlockItemDic()
-- 更新当前冒险数据
if data.CurChapterDb then
XDataCenter.BiancaTheatreManager.UpdateCurrentAdventureManager(XAdventureManager.New())
CurrentAdventureManager:InitWithServerData({
CurChapterDb = data.CurChapterDb, -- 章节数据
DifficultyId = data.DifficultyId, -- 难度
CurTeamId = data.CurTeamId, -- 当前分队ID
CurRoleLv = data.CurRoleLv, -- 冒险等级
Characters = data.Characters, -- 已招募的角色 TheatreRoleAttr表的roleId
SingleTeamData = data.SingleTeamData, -- 单队伍数据
Items = data.Items, --本局拥有道具
})
end
end
function XBiancaTheatreManager.UpdateTotalExp(totalExp)
TotalExp = totalExp
XEventManager.DispatchEvent(XEventId.EVENT_BIANCA_THEATRE_TOTAL_EXP_CHANGE)
end
--更新主界面外的部分背景
function XBiancaTheatreManager.UpdateChapterBg(rawImage)
if XTool.UObjIsNil(rawImage) then
return
end
local chapter = XBiancaTheatreManager.GetCurrentAdventureManager():GetCurrentChapter()
local chapterId = chapter and chapter:GetCurrentChapterId()
rawImage:SetRawImage(XBiancaTheatreConfigs.GetChapterOtherBg(chapterId))
end
-- 检查物品数量是否满足指定数量
function XBiancaTheatreManager.CheckItemCountIsEnough(itemId, count, stepItemType)
if XBiancaTheatreManager.GetItemCount(itemId, stepItemType) < count then
XUiManager.TipError(XUiHelper.GetText("AssetsBuyConsumeNotEnough", XBiancaTheatreConfigs.GetEventStepItemName(itemId, stepItemType)))
return false
end
return true
end
function XBiancaTheatreManager.GetItemCount(itemId, stepItemType)
if stepItemType == XBiancaTheatreConfigs.XEventStepItemType.OutSideItem then
return XDataCenter.ItemManager.GetCount(itemId)
elseif stepItemType == XBiancaTheatreConfigs.XEventStepItemType.ItemBox or stepItemType == XBiancaTheatreConfigs.XEventStepItemType.Ticket then
return 0
else
return XBiancaTheatreManager.GetCurrentAdventureManager():GetTheatreItemCount(itemId)
end
end
------------- 背景音乐相关 begin -----------
--检查背景音乐的播放
function XBiancaTheatreManager.CheckBgmPlay()
local curChapter = XBiancaTheatreManager.GetCurrentAdventureManager():GetCurrentChapter(true)
local bgmCueId = XBiancaTheatreConfigs.GetChapterBgmCueId(curChapter:GetId())
XSoundManager.PlaySoundByType(bgmCueId, XSoundManager.SoundType.BGM)
end
function XBiancaTheatreManager.CheckEndBgmPlay(adventureEnd)
if not adventureEnd or not XTool.IsNumberValid(adventureEnd:GetBgmCueId()) then
return
end
XSoundManager.PlaySoundByType(adventureEnd:GetBgmCueId(), XSoundManager.SoundType.BGM)
end
------------- 背景音乐相关 end -----------
------------- 声效滤镜相关 end -----------
local CurAudioFilterVisionId = nil
function XBiancaTheatreManager.StartAudioFilter()
if CurAudioFilterVisionId then
return
end
local visionValue = XBiancaTheatreManager.GetCurrentAdventureManager():GetVisionValue()
XBiancaTheatreManager.OpenAudioFilter(XBiancaTheatreConfigs.GetVisionIdByValue(visionValue))
end
-- 开启滤镜
function XBiancaTheatreManager.OpenAudioFilter(audioFilterVisionId)
if not XBiancaTheatreManager.CheckVisionIsOpen() or not XTool.IsNumberValid(audioFilterVisionId) then
return
end
XBiancaTheatreManager.ResetAudioFilter(CurAudioFilterVisionId)
local cueId = XBiancaTheatreConfigs.GetVisionSoundFilterOpenCueId(audioFilterVisionId)
if XTool.IsNumberValid(cueId) then
XSoundManager.PlaySoundByType(cueId, XSoundManager.SoundType.Sound)
CurAudioFilterVisionId = audioFilterVisionId
XScheduleManager.Schedule(function ()
local audioInfo = XSoundManager.CheckHaveCue(cueId)
if audioInfo and audioInfo.Playing then
XSoundManager.ResetSystemAudioVolume()
end
end, 0, 60)
end
end
-- 关闭滤镜
function XBiancaTheatreManager.ResetAudioFilter(audioFilterVisionId)
local visionId = audioFilterVisionId or CurAudioFilterVisionId
if XTool.IsNumberValid(visionId) then
local openCueId = XBiancaTheatreConfigs.GetVisionSoundFilterOpenCueId(visionId)
-- local closeCueId = XBiancaTheatreConfigs.GetVisionSoundFilterCloseCueId(visionId)
-- if XTool.IsNumberValid(closeCueId) then
-- XSoundManager.PlaySoundByType(closeCueId, XSoundManager.SoundType.Sound)
-- XSoundManager.Stop(closeCueId)
-- end
if XTool.IsNumberValid(openCueId) then
XSoundManager.Stop(openCueId)
end
XSoundManager.ResetSystemAudioVolume()
end
CurAudioFilterVisionId = nil
end
---初始化音效滤镜
function XBiancaTheatreManager.InitAudioFilter()
local configs = XBiancaTheatreConfigs.GetBiancaTheatreVision()
-- local closeCueId
for _, config in ipairs(configs) do
-- if closeCueId ~= config.SoundFilterCloseCueId then
-- closeCueId = config.SoundFilterCloseCueId
-- if XTool.IsNumberValid(closeCueId) then
-- XSoundManager.PlaySoundByType(closeCueId, XSoundManager.SoundType.Sound)
-- XSoundManager.Stop(closeCueId)
-- end
-- end
local openCueId = config.SoundFilterOpenCueId
if XTool.IsNumberValid(openCueId) then
XSoundManager.Stop(openCueId)
end
end
XSoundManager.ResetSystemAudioVolume()
end
-- 返回主界面时关闭滤镜
function XBiancaTheatreManager.RunMain()
XBiancaTheatreManager.ResetAudioFilter()
XLuaUiManager.RunMain()
end
---播放奖励音效(1:领取秘藏箱 | 2:领取秘藏品 | 3:领取邀约)
---@param nodeRewardType number XNodeRewardType
---@param index number
function XBiancaTheatreManager.PlayGetRewardSound(nodeRewardType, index)
local targetIndex
if XTool.IsNumberValid(index) then
targetIndex = index
else
if nodeRewardType == XBiancaTheatreConfigs.XNodeRewardType.ItemBox then
targetIndex = 1
elseif nodeRewardType == XBiancaTheatreConfigs.XNodeRewardType.Ticket then
targetIndex = 3
end
end
local cueId = XBiancaTheatreConfigs.GetCueWhenGetReward(targetIndex)
if XTool.IsNumberValid(cueId) then
XSoundManager.PlaySoundByType(cueId, XSoundManager.SoundType.Sound)
end
end
------------- 声效滤镜相关 end -----------
------------- 难度相关 begin -----------
function XBiancaTheatreManager.GetDifficultyId()
return DifficultyId
end
function XBiancaTheatreManager.UpdateDifficultyId(difficultyId)
DifficultyId = difficultyId
end
function XBiancaTheatreManager.UpdateDifficulty(difficulty)
CurrentDifficulty = difficulty
end
function XBiancaTheatreManager:GetCurrentDifficulty()
return CurrentDifficulty
end
function XBiancaTheatreManager.UpdateUnlockDifficultyId(ids)
if XTool.IsTableEmpty(ids) then return end
for _, id in ipairs(ids or {}) do
UnlockDifficultyId[id] = true
end
end
function XBiancaTheatreManager.CheckDifficultyUnlock(difficultyId)
return UnlockDifficultyId[difficultyId] and true or false
end
------------- 难度相关 end -----------
------------- 分队相关 begin -----------
---//历史分队数据
-- public class XBiancaTheatreChapterTeam
-- {
-- //分队ID
-- public int TeamId;
-- //已通关结局
-- public HashSet<int> EndRecords = new HashSet<int>();
-- }
function XBiancaTheatreManager.UpdateTeamRecords(teamRecords)
for _, chapterTeam in ipairs(teamRecords or {}) do
if not TeamRecords[chapterTeam.TeamId] then
TeamRecords[chapterTeam.TeamId] = {}
end
for _, endingId in pairs(chapterTeam.EndRecords) do
TeamRecords[chapterTeam.TeamId][endingId] = true
end
end
end
function XBiancaTheatreManager.GetTeamEndingIsActive(teamId, endingId)
return TeamRecords[teamId] and TeamRecords[teamId][endingId]
end
function XBiancaTheatreManager.UpdateUnlockTeamId(ids)
for _, id in ipairs(ids or {}) do
UnlockTeamId[id] = true
end
end
function XBiancaTheatreManager.CheckTeamUnlock(teamId)
return UnlockTeamId[teamId] and true or false
end
function XBiancaTheatreManager.GetTeamIdList()
local teamIdList = {}
local teamIdListCfg = XBiancaTheatreConfigs.GetTeamIdList()
local timeId
for _, teamId in ipairs(teamIdListCfg) do
timeId = XBiancaTheatreConfigs.GetTeamTimeId(teamId)
if XFunctionManager.CheckInTimeByTimeId(timeId, true) then
table.insert(teamIdList, teamId)
end
end
return teamIdList
end
------------- 分队相关 end -------------
------------- 强化相关 begin -----------
function XBiancaTheatreManager.UpdateStrengthenDbs(strengthenDbs)
for _, strengthenId in ipairs(strengthenDbs or {}) do
StrengthenDbs[strengthenId] = true
end
end
function XBiancaTheatreManager.IsBuyStrengthen(strengthenId)
return StrengthenDbs[strengthenId] or false
end
--是否已购买某个组里的所有强化项目
function XBiancaTheatreManager.IsStrengthenGroupAllBuy(strengthenGroupId)
local strengthenIdList = XTool.IsNumberValid(strengthenGroupId) and XBiancaTheatreConfigs.GetStrengthenIdList(strengthenGroupId) or {}
for _, strengthenId in ipairs(strengthenIdList) do
if not XBiancaTheatreManager.IsBuyStrengthen(strengthenId) then
return false
end
end
return true
end
--检查技能是否解锁
function XBiancaTheatreManager.CheckStrengthenUnlock(strengthenId)
local preIds = XBiancaTheatreConfigs.GetStrengthenPreStrengthenIds(strengthenId)
if XTool.IsTableEmpty(preIds) then
return true
end
for _, id in ipairs(preIds) do
local isActive = XBiancaTheatreManager.IsBuyStrengthen(id)
if not isActive then
return false
end
end
return true
end
------------- 强化相关 end -----------
------------- 奖励等级 begin -----------
function XBiancaTheatreManager.UpdateGetRewardIds(getRewardIds)
for _, theatreRewardId in ipairs(getRewardIds or {}) do
GetRewardIds[theatreRewardId] = true
end
end
function XBiancaTheatreManager.GetTotalExp()
return TotalExp
end
function XBiancaTheatreManager.GetCurExpWithLv(level)
local exp = TotalExp
for i = 1, level do
local unlockScore = XBiancaTheatreConfigs.GetLevelRewardUnlockScore(i)
exp = exp - unlockScore
end
return math.max(0, exp)
end
--获得当前奖励等级配置Id必须从1开始累加
function XBiancaTheatreManager.GetCurRewardLevel()
local configs = XBiancaTheatreConfigs.GetBiancaTheatreLevelReward()
local curLevel = 0
local curScore = 0
for id in pairs(configs) do
curScore = curScore + XBiancaTheatreConfigs.GetLevelRewardUnlockScore(id)
if TotalExp >= curScore then
curLevel = id
else
break
end
end
return curLevel
end
--判断是否提升等级
function XBiancaTheatreManager.CheckCurLevelIsUpdate()
if XBiancaTheatreManager.GetCurRewardLevel() > CurLevelCache then
XBiancaTheatreManager.SetCurLevelCache()
return true
else
return false
end
end
--设置当前等级缓存,用于判断是否提升等级
function XBiancaTheatreManager.SetCurLevelCache()
CurLevelCache = XBiancaTheatreManager.GetCurRewardLevel()
end
--读取缓存等级用作升级显示
function XBiancaTheatreManager.GetCurLevelCache()
return CurLevelCache
end
--是否有未领取的奖励
function XBiancaTheatreManager.IsHaveReward()
local configs = XBiancaTheatreConfigs.GetBiancaTheatreLevelReward()
local curLevel = XBiancaTheatreManager.GetCurRewardLevel()
for id in pairs(configs) do
if not GetRewardIds[id] and id <= curLevel then
return true
end
end
return false
end
--奖励是否已经领取
function XBiancaTheatreManager.CheckRewardReceived(lvRewardId)
return GetRewardIds[lvRewardId] and true or false
end
--奖励是否可以领取
function XBiancaTheatreManager.CheckRewardAbleToReceive(lvRewardId)
local isDraw = XDataCenter.BiancaTheatreManager.CheckRewardReceived(lvRewardId)
local level = XDataCenter.BiancaTheatreManager.GetCurRewardLevel()
return level >= lvRewardId and not isDraw
end
function XBiancaTheatreManager.GetCanReceiveLevelRewardIds()
local configs = XBiancaTheatreConfigs.GetBiancaTheatreLevelReward()
local list = {}
for id, _ in pairs(configs) do
if XBiancaTheatreManager.CheckRewardAbleToReceive(id) then
table.insert(list, id)
end
end
table.sort(list, function(a, b)
return a < b
end)
return list
end
------------- 奖励等级 end -----------
function XBiancaTheatreManager.CheckIsGlobalFinishChapter(chapterId)
for _, v in pairs(_PassChapterIdList) do
if v == chapterId then
return true
end
end
return false
end
function XBiancaTheatreManager.CheckIsGlobalFinishEvent(eventId, stepId)
if not _PassEventRecordDic[eventId] then return false end
if not _PassEventRecordDic[eventId][stepId] then return false end
return true
end
function XBiancaTheatreManager.CheckIsFinishEnding(id)
for _, v in pairs(_EndingIdRecords) do
if v == id then
return true
end
end
return false
end
function XBiancaTheatreManager.UpdateCurChapterId(chapterId)
CurChapterId = chapterId
end
--检查是否开始冒险了
function XBiancaTheatreManager.CheckHasAdventure()
return XTool.IsNumberValid(CurChapterId)
end
function XBiancaTheatreManager.GetCurrentAdventureManager()
if not CurrentAdventureManager then
CurrentAdventureManager = XBiancaTheatreManager.CreateAdventureManager()
end
return CurrentAdventureManager
end
function XBiancaTheatreManager.CreateAdventureManager()
return XAdventureManager.New()
end
function XBiancaTheatreManager.UpdateCurrentAdventureManager(value)
if CurrentAdventureManager then
CurrentAdventureManager:Release()
CurrentAdventureManager = nil
end
CurrentAdventureManager = value
end
function XBiancaTheatreManager.UpdatePassCharacterIdDict(ids)
if XTool.IsTableEmpty(ids) then return end
for _, id in ipairs(ids) do
PassChapterIdDict[id] = true
end
end
function XBiancaTheatreManager.CheckChapterPassed(chapterId)
return PassChapterIdDict[chapterId] and true or false
end
function XBiancaTheatreManager.CheckEndPassed(endId)
for _, records in pairs(TeamRecords) do
for endingId, value in pairs(records) do
if endingId == endId and value then
return true
end
end
end
return false
end
------------------道具图鉴 begin---------------------
function XBiancaTheatreManager.UpdateUnlockItemId(unlockItemId)
-- 清空结算后新增的解锁道具字典
XBiancaTheatreManager.ClearNewUnlockItemDic()
for _, theatreItemId in ipairs(unlockItemId or {}) do
-- 添加结算后新增的解锁道具
if not UnlockItemIdDic[theatreItemId] then
table.insert(NewUnlockItemIdDic, theatreItemId)
end
UnlockItemIdDic[theatreItemId] = true
end
end
function XBiancaTheatreManager.AddUnlockItemIds(unlockItemIds)
for _, theatreItemId in ipairs(unlockItemIds or {}) do
if not UnlockItemIdDic[theatreItemId.ItemId] then
UnlockItemIdDic[theatreItemId.ItemId] = true
end
end
end
function XBiancaTheatreManager.IsUnlockItem(theatreItemId)
-- 没有Condition默认解锁
if not XTool.IsNumberValid(XBiancaTheatreConfigs.GetItemUnlockConditionId(theatreItemId)) then
return true
end
return UnlockItemIdDic[theatreItemId] or false
end
function XBiancaTheatreManager.GetUnlockItemCount()
local count = 0
--遍历解锁的道具
for _, itemId in pairs(XBiancaTheatreConfigs.GetTheatreItemIdList()) do
if XBiancaTheatreManager.IsUnlockItem(itemId) then
count = count + 1
end
end
return count
end
-- 判断图鉴是否增加
function XBiancaTheatreManager.CheckUnlockItemUpdate()
if XBiancaTheatreManager.GetUnlockItemCount() > UnlockItemCountCache then
XBiancaTheatreManager.SetCacheUnlockItemCount()
return true
else
return false
end
end
-- 设置图鉴数量缓存,用于判断结算后图鉴是否增加
function XBiancaTheatreManager.SetCacheUnlockItemCount()
UnlockItemCountCache = XBiancaTheatreManager.GetUnlockItemCount()
end
-- 情况结算后新增的解锁道具字典
function XBiancaTheatreManager.ClearNewUnlockItemDic()
NewUnlockItemIdDic = {}
end
-- 获取结算后新增的解锁道具字典
function XBiancaTheatreManager.GetNewUnlockItemDic()
return NewUnlockItemIdDic
end
------------------道具图鉴 end-----------------------
function XBiancaTheatreManager.GetHelpKey()
return XBiancaTheatreConfigs.GetClientConfig("HelpKey")
end
function XBiancaTheatreManager.GetReopenHelpKey()
return XBiancaTheatreConfigs.GetClientConfig("ReopenHelpKey")
end
-- 局外显示资源
function XBiancaTheatreManager.GetAssetItemIds()
return {XBiancaTheatreConfigs.TheatreOutCoin}
end
-- 局内显示资源
function XBiancaTheatreManager.GetAdventureAssetItemIds()
return {XBiancaTheatreConfigs.TheatreInnerCoin, XBiancaTheatreConfigs.TheatreActionPoint}
end
-- 局内资源点击方法
function XBiancaTheatreManager.AdventureAssetItemOnBtnClick(func, index)
local itemId = XBiancaTheatreManager.GetAdventureAssetItemIds()[index]
XLuaUiManager.Open("UiBiancaTheatreTips", itemId)
end
function XBiancaTheatreManager.GetAllCoinItemDatas()
local result = {}
local itemManager = XDataCenter.ItemManager
local coinCount = itemManager:GetCount(XBiancaTheatreConfigs.TheatreInnerCoin)
if coinCount > 0 then
table.insert(result, {
TemplateId = XBiancaTheatreConfigs.TheatreInnerCoin,
Count = coinCount
})
end
local decorationCoinCount = itemManager:GetCount(XBiancaTheatreConfigs.TheatreOutCoin)
if decorationCoinCount > 0 then
table.insert(result, {
TemplateId = XBiancaTheatreConfigs.TheatreOutCoin,
Count = decorationCoinCount
})
end
local favorCoinCount = itemManager:GetCount(XBiancaTheatreConfigs.TheatreExp)
if favorCoinCount > 0 then
table.insert(result, {
TemplateId = XBiancaTheatreConfigs.TheatreExp,
Count = favorCoinCount
})
end
return result
end
function XBiancaTheatreManager.GetTaskManager()
return TaskManager
end
------------------ 副本相关 begin --------------------
function XBiancaTheatreManager.InitStageInfo()
-- 关卡池的关卡
local configs = XBiancaTheatreConfigs.GetBiancaTheatreFightStageTemplate()
local stageInfo = nil
for _, config in pairs(configs) do
stageInfo = XDataCenter.FubenManager.GetStageInfo(config.StageId)
if stageInfo then
stageInfo.Type = XDataCenter.FubenManager.StageType.BiancaTheatre
else
XLog.Error("肉鸽2.0找不到配置的关卡id", config.StageId)
end
end
end
function XBiancaTheatreManager.CallFinishFight()
local fubenManager = XDataCenter.FubenManager
local res = fubenManager.FubenSettleResult
if not res then
-- 强退
local XFubenManager = XDataCenter.FubenManager
XFubenManager.FubenSettling = false
XFubenManager.FubenSettleResult = nil
--通知战斗结束,关闭战斗设置页面
CS.XGameEventManager.Instance:Notify(XEventId.EVENT_FIGHT_FINISH)
XBiancaTheatreManager.FinishFight({})
return
end
fubenManager.CallFinishFight()
end
function XBiancaTheatreManager.FinishFight(settle)
XBiancaTheatreManager.SetIsAutoOpen(true)
XBiancaTheatreManager.SetIsAutoOpenSettleWin(true)
if settle.IsWin then
XDataCenter.FubenManager.ChallengeWin(settle)
else
XBiancaTheatreManager.OpenBlackView()
XBiancaTheatreManager.RemoveStepView()
XBiancaTheatreManager.CheckOpenSettleWin()
end
end
function XBiancaTheatreManager.ShowReward(winData, playEndStory)
winData.OperationQueueType = XBiancaTheatreConfigs.OperationQueueType.BattleSettle
CurrentAdventureManager:AddNextOperationData(winData, true)
XBiancaTheatreManager.OpenBlackView()
XBiancaTheatreManager.SetIsAutoOpen(true)
if XBiancaTheatreManager.GetIsCatchAdventureEnd() then
XBiancaTheatreManager.CheckOpenSettleWin()
else
XBiancaTheatreManager.CheckOpenView()
XBiancaTheatreManager.RemoveBlackView()
end
end
function XBiancaTheatreManager.PreFight(stage, teamId, isAssist, challengeCount)
XBiancaTheatreManager.SetIsAutoOpen(false)
XBiancaTheatreManager.SetIsAutoOpenSettleWin(false)
local team = CurrentAdventureManager:GetSingleTeam()
local cardIds, robotIds = CurrentAdventureManager:GetCardIdsAndRobotIdsFromTeam(team)
local teamIndex = team and team:GetTeamIndex() or 0
return {
StageId = stage.StageId,
IsHasAssist = isAssist,
ChallengeCount = challengeCount,
CaptainPos = team:GetCaptainPos(),
FirstFightPos = team:GetFirstFightPos(),
CardIds = cardIds,
RobotIds = robotIds,
}
end
function XBiancaTheatreManager.OpenBlackView()
XLuaUiManager.Open("UiBiancaTheatreBlack")
end
function XBiancaTheatreManager.RemoveBlackView()
XLuaUiManager.Remove("UiBiancaTheatreBlack")
end
------------------ 副本相关 end --------------------
function XBiancaTheatreManager.CheckCondition(conditionKey, isShowTip)
local conditionId = XBiancaTheatreConfigs.GetTheatreConfig(conditionKey).Value
conditionId = conditionId and tonumber(conditionId)
local isUnLock, desc
if XTool.IsNumberValid(conditionId) then
isUnLock, desc = XConditionManager.CheckCondition(conditionId)
else
isUnLock, desc = true, ""
end
if not isUnLock then
if isShowTip then
XUiManager.TipError(desc)
end
return isUnLock
end
return isUnLock
end
------------------step 步骤相关 begin-------------------
local IsAutoOpen = true --是否检查自动打开界面
local IsSkipCheckLoading = false --是否跳过过渡界面的检查
--根据当前步骤打开相应界面
function XBiancaTheatreManager.CheckOpenView(isCheckNode, isShowLoading)
if not IsAutoOpen then
return
end
local adventureManager = XBiancaTheatreManager.GetCurrentAdventureManager()
local curStep = adventureManager:GetCurrentChapter():GetCurStep()
local stepType = curStep and curStep:GetStepType()
if not stepType then
return
end
local uiName
if isShowLoading then
--打开过渡界面
uiName = "UiBiancaTheatreLoading"
elseif stepType == XBiancaTheatreConfigs.XStepType.Node then
local nodeSlotType = isCheckNode and curStep:GetSelectNodeType() or "Default"
uiName = XBiancaTheatreConfigs.StepTypeToUiName[stepType][nodeSlotType]
else
uiName = XBiancaTheatreConfigs.StepTypeToUiName[stepType]
end
if not uiName then
return
end
XDataCenter.BiancaTheatreManager.CheckTipOpenList(function ()
XBiancaTheatreManager.RemoveStepView()
XLuaUiManager.Open(uiName)
local isVisionOpen = XBiancaTheatreManager.CheckVisionIsOpen()
if isVisionOpen then
XBiancaTheatreManager.StartAudioFilter()
end
end)
end
--移除所有由步骤通知打开的界面
function XBiancaTheatreManager.RemoveStepView()
XLuaUiManager.Remove("UiBiancaTheatreChoice")
XLuaUiManager.Remove("UiBiancaTheatreRecruit")
XLuaUiManager.Remove("UiBiancaTheatrePlayMain")
XLuaUiManager.Remove("UiBiancaTheatreOutpost")
end
function XBiancaTheatreManager.SetIsAutoOpen(isAutoOpen)
IsAutoOpen = isAutoOpen
end
function XBiancaTheatreManager.SetIsSkipCheckLoading(isSkipCheckLoading)
IsSkipCheckLoading = isSkipCheckLoading
end
------------------step 步骤相关 end-------------------
------------------灵视系统相关 begin-------------------
function XBiancaTheatreManager.UpdateIsOpenVision(isOpenVision)
IsOpenVision = XTool.IsNumberValid(isOpenVision)
end
function XBiancaTheatreManager.CheckVisionIsOpen()
return IsOpenVision
end
function XBiancaTheatreManager.OpenVision()
local visionValue = XBiancaTheatreManager.GetCurrentAdventureManager():GetVisionValue()
XBiancaTheatreManager.OpenAudioFilter(XBiancaTheatreConfigs.GetVisionIdByValue(visionValue))
XEventManager.DispatchEvent(XEventId.EVENT_BIANCA_THEATRE_VISION_OPEN)
end
function XBiancaTheatreManager.UpdateVisionSystemIsOpen()
local localSavedKey = string.format("BiancaTheatreData_%s_VisionSystemIsOpen", XPlayer.Id)
XSaveTool.SaveData(localSavedKey, true)
end
-- 灵视系统是否开启
function XBiancaTheatreManager.CheckVisionSystemIsOpen(isTips)
local cacheVisionSystemIsOpen = XSaveTool.GetData(string.format("BiancaTheatreData_%s_VisionSystemIsOpen", XPlayer.Id))
if cacheVisionSystemIsOpen then return cacheVisionSystemIsOpen end
local conditionId = tonumber(XBiancaTheatreConfigs.GetTheatreConfig("VisionConditionId").Value)
if XTool.IsNumberValid(conditionId) then
local unlock, desc = XConditionManager.CheckCondition(conditionId)
if not unlock and isTips then
XUiManager.TipMsg(desc)
end
return unlock, desc
end
return true
end
function XBiancaTheatreManager.ChangeVision(visionChangeId)
if not XBiancaTheatreManager.CheckVisionIsOpen() then
XBiancaTheatreManager.UpdateIsOpenVision(true)
XBiancaTheatreManager.OpenVision()
end
-- 添加提示弹窗数据
local visionValue = XBiancaTheatreManager.GetCurrentAdventureManager():GetVisionValue()
XBiancaTheatreManager.AddTipOpenData("UiBiancaTheatrePsionicVision", nil, false, visionChangeId, visionValue)
end
-- 灵视开启本地缓存记录
function XBiancaTheatreManager.GetVisionOpenTipCache()
local key = string.format("BiancaTheatreData_%s_VisionOpenTip", XPlayer.Id)
return XSaveTool.GetData(key)
end
function XBiancaTheatreManager.SetVisionOpenTipCache()
local key = string.format("BiancaTheatreData_%s_VisionOpenTip", XPlayer.Id)
return XSaveTool.SaveData(key, true)
end
------------------灵视系统相关 end---------------------
------------------队伍人数相关 begin-------------------
function XBiancaTheatreManager.UpdateTeamCountEffect(teamCountEffect)
if teamCountEffect then
TeamCountEffect = teamCountEffect
else
TeamCountEffect = _TeamCount
end
end
function XBiancaTheatreManager.GetTeamCountEffect()
return TeamCountEffect
end
-- 冒险结束重置
function XBiancaTheatreManager.ResetTeamCountEffect()
TeamCountEffect = _TeamCount
end
------------------队伍人数相关 end---------------------
------------------成就系统相关 begin-------------------
-- 数据处理部分详见XEntity/XBiancaTheatre/Task/XTheatreTaskManager
function XBiancaTheatreManager.UpdateGetAchievementRecords(getAchievementRecords)
for _, achievementRecord in ipairs(getAchievementRecords or {}) do
GetAchievementRecords[achievementRecord.NeedCountId] = true
end
end
function XBiancaTheatreManager.UpdateAchievemenetContidion(isOpen)
AchievementContidion = isOpen or false
end
function XBiancaTheatreManager.GetAchievemenetContidion()
return AchievementContidion
end
-- 该成就组任务奖励
function XBiancaTheatreManager.GetAchievementRewardIds(needCountId)
local config = XBiancaTheatreConfigs.GetBiancaTheatreActivity(CurActivityId)
if XTool.IsNumberValid(needCountId) then
if not XTool.IsTableEmpty(config.RewardIds) then
return config.RewardIds[needCountId]
end
else
return config.RewardIds
end
end
-- 该成就组任务解锁条件
function XBiancaTheatreManager.GetAchievementNeedCounts(needCountId)
local config = XBiancaTheatreConfigs.GetBiancaTheatreActivity(CurActivityId)
if XTool.IsNumberValid(needCountId) then
if not XTool.IsTableEmpty(config.NeedCounts) then
return config.NeedCounts[needCountId]
end
else
return config.NeedCounts
end
end
function XBiancaTheatreManager.CheckAchievementIsOpen(isTips)
local conditionId = XBiancaTheatreConfigs.GetTheatreConfig("AchievementConditionId").Value
conditionId = tonumber(conditionId)
if not XTool.IsNumberValid(conditionId) then
return true
end
local unlock, desc
local config = XConditionManager.GetConditionTemplate(conditionId)
-- 17111是单局内有效的condition成就开启是外部的condition判断
-- 为符合策划需求后端利用17111这个conditionType进行特殊处理因此该类型的condition判断由服务端下发的数据进行判断
if config.Type == 17111 then
unlock = AchievementContidion
desc = config.Desc
else
unlock, desc = XConditionManager.CheckCondition(conditionId)
end
if not unlock and isTips then
XUiManager.TipMsg(desc)
end
return unlock, desc
end
function XBiancaTheatreManager.CheckAchievementRecordIsGet(needCountId)
return GetAchievementRecords[needCountId]
end
function XBiancaTheatreManager.SetAchievementGetRecord(needCountId)
GetAchievementRecords[needCountId] = true
end
-- 成就开启本地缓存
function XBiancaTheatreManager.GetAchievementOpenTipCache()
local key = string.format("BiancaTheatreData_%s_AchievementOpenTip", XPlayer.Id)
return XSaveTool.GetData(key)
end
function XBiancaTheatreManager.SetAchievementOpenTipCache()
local key = string.format("BiancaTheatreData_%s_AchievementOpenTip", XPlayer.Id)
return XSaveTool.SaveData(key, true)
end
------------------成就系统相关 end---------------------
------------------进度数据相关 begin-------------------
function XBiancaTheatreManager.UpdateHistoryTotalItemCount(historyTotalItemCount)
HistoryTotalItemCount = historyTotalItemCount or 0
end
function XBiancaTheatreManager.GetHistoryTotalItemCount()
return HistoryTotalItemCount
end
function XBiancaTheatreManager.UpdateHistoryTotalPassFightNodeCount(historyTotalPassFightNodeCount)
HistoryTotalPassFightNodeCount = historyTotalPassFightNodeCount or 0
end
function XBiancaTheatreManager.GetHistoryTotalPassFightNodeCount()
return HistoryTotalPassFightNodeCount
end
function XBiancaTheatreManager.UpdateHistoryItemObtainRecords(historyItemObtainRecords)
if historyItemObtainRecords then
HistoryItemObtainRecords = historyItemObtainRecords
end
end
function XBiancaTheatreManager.GetHistoryItemObtainRecords(quality)
return HistoryItemObtainRecords[quality] or 0
end
function XBiancaTheatreManager.GetConditionProcess(conditionId)
if not conditionId then return end
local conditionConfig = XConditionManager.GetConditionTemplate(conditionId)
if XTool.IsTableEmpty(conditionConfig) then return end
local allProcess = 0
local curProcess = 0
if conditionConfig.Type == 17101 then
allProcess = conditionConfig.Params[1]
curProcess = XBiancaTheatreManager.GetHistoryTotalPassFightNodeCount()
elseif conditionConfig.Type == 17106 then
allProcess = conditionConfig.Params[1]
elseif conditionConfig.Type == 17113 then
local quality = conditionConfig.Params[2]
allProcess = conditionConfig.Params[1]
curProcess = quality == 0 and XBiancaTheatreManager.GetHistoryTotalItemCount() or XBiancaTheatreManager.GetHistoryItemObtainRecords(quality)
end
return curProcess, allProcess
end
------------------进度数据相关 end---------------------
------------------通过的事件步骤相关 begin-------------------
function XBiancaTheatreManager.UpdatePassedEventRecord(passedEventRecord)
PassedEventRecord = passedEventRecord or {}
end
-- 添加事件
function XBiancaTheatreManager.AddPassedEventRecord(eventId, stepId)
if not PassedEventRecord[eventId] then
PassedEventRecord[eventId] = {}
end
for _, eventStepId in ipairs(PassedEventRecord[eventId]) do
if stepId == eventStepId then
return
end
end
table.insert(PassedEventRecord[eventId], stepId)
end
-- 检查是否存在事件
function XBiancaTheatreManager.CheckPassedEventRecord(eventStepId)
for _, eventStepIds in pairs(PassedEventRecord) do
for _, stepId in ipairs(eventStepIds) do
if stepId == eventStepId then
return true
end
end
end
return false
end
------------------通过的事件步骤相关 end---------------------
------------------冒险通过战斗节点相关 end---------------------
function XBiancaTheatreManager.UpdateGamePassNodeCount(gamePassNodeCount)
GamePassNodeCount = gamePassNodeCount or 0
end
function XBiancaTheatreManager.GetGamePassNodeCount()
return GamePassNodeCount
end
------------------冒险通过战斗节点相关 begin-------------------
------------------自动播放剧情 begin-------------------
local GetLocalSavedKey = function(key)
return string.format("%s%d", key, XPlayer.Id)
end
function XBiancaTheatreManager.CheckAutoPlayStory()
local localSavedKey = GetLocalSavedKey("BiancaTheatreAutoStory")
local storyId = XBiancaTheatreConfigs.GetFirstStoryId()
if XSaveTool.GetData(localSavedKey) or not storyId then
XLuaUiManager.OpenWithCallback("UiBiancaTheatreMain", function ()
XBiancaTheatreManager.CheckVersionUpdateOldPlaySettleTip()
end)
return
end
XDataCenter.MovieManager.PlayMovie(storyId, function()
XLuaUiManager.OpenWithCallback("UiBiancaTheatreMain", function ()
XBiancaTheatreManager.CheckVersionUpdateOldPlaySettleTip()
end)
end, nil, nil, false)
XSaveTool.SaveData(localSavedKey, true)
end
function XBiancaTheatreManager.UpdateNewStage(newStage)
NewStage = newStage
end
-- 检查是否有版本更新旧冒险数据自动结算
function XBiancaTheatreManager.CheckVersionUpdateOldPlaySettleTip()
if NewStage then
XDataCenter.BiancaTheatreManager.RequestNewVersionAutoSettleTip(function ()
local tipTxt = XBiancaTheatreConfigs.GetVersionUpdateOldPlaySettleTip()
if not string.IsNilOrEmpty(tipTxt) then
XUiManager.TipError(tipTxt)
end
end)
XDataCenter.BiancaTheatreManager.UpdateNewStage(false)
end
end
------------------自动播放剧情 end---------------------
------------------自动弹窗 begin-----------------------
local TipOpenListIndex = 1
local TipOpenList = nil
local IsTipOpening = false
-- 添加提示弹窗数据
--【注】弹窗Ui第一个参数需要是方法类型
function XBiancaTheatreManager.AddTipOpenData(uiTipName, closeCb, openData1, openData2, openData3, openData4, openData5)
-- if IsTipOpening then
-- XLog.Error("It is not allowed to add tipOpenData when tip is Opening, please check the code!")
-- return
-- end
if string.IsNilOrEmpty(uiTipName) then
XLog.Error("Error:XBiancaTheatreManager.AddTipOpenData, uiTipName is null!")
return
end
if closeCb and type(closeCb) ~= "function" then
XLog.Error("Error:XBiancaTheatreManager.AddTipOpenData, closeCb is not a function!")
return
end
local data = {
UiName = uiTipName,
CloseCb = closeCb,
OpenData1 = openData1,
OpenData2 = openData2,
OpenData3 = openData3,
OpenData4 = openData4,
OpenData5 = openData5,
}
if XTool.IsTableEmpty(TipOpenList) then
TipOpenList = {}
end
table.insert(TipOpenList, data)
-- 排序优先级(小而优先,弹窗中不进行排序)
if not IsTipOpening then
table.sort(TipOpenList, function(itemDataA, itemDataB)
local orderA = XBiancaTheatreConfigs.TipOrder[itemDataA.UiName]
local orderB = XBiancaTheatreConfigs.TipOrder[itemDataB.UiName]
if not orderA then orderA = 0 end
if not orderB then orderB = 0 end
return orderA < orderB
end)
end
end
function XBiancaTheatreManager.GetTipOpenList()
return TipOpenList
end
function XBiancaTheatreManager.ClearTipOpenList()
TipOpenList = nil
end
function XBiancaTheatreManager.SetTipOpenList(tipOpenList)
TipOpenList = tipOpenList
TipOpenListIndex = 1
IsTipOpening = false
end
-- 弹窗执行
function XBiancaTheatreManager.CheckTipOpenList(cb, isCheckCb)
if IsTipOpening and not isCheckCb then
return
end
if not XTool.IsTableEmpty(TipOpenList) then
local tipOpenData = TipOpenList[TipOpenListIndex]
if not XTool.IsTableEmpty(tipOpenData) then
IsTipOpening = true
TipOpenListIndex = TipOpenListIndex + 1
XLuaUiManager.Open(tipOpenData.UiName, function ()
if tipOpenData.CloseCb then
tipOpenData.CloseCb()
end
if TipOpenList and XTool.IsTableEmpty(TipOpenList[TipOpenListIndex]) then
if cb then cb() end
end
XBiancaTheatreManager.CheckTipOpenList(cb, true)
end, tipOpenData.OpenData1, tipOpenData.OpenData2, tipOpenData.OpenData3, tipOpenData.OpenData4, tipOpenData.OpenData5)
else
XBiancaTheatreManager.SetTipOpenList(nil)
end
else
if cb then cb() end
end
end
function XBiancaTheatreManager.CheckIsCookie(key, isNotSave)
local localSavedKey = GetLocalSavedKey(key)
if XSaveTool.GetData(localSavedKey) then
return false
end
if not isNotSave then
XSaveTool.SaveData(localSavedKey, true)
end
return true
end
local TheatreUnlockOwnRoleAutoWindowKey = "TheatreUnlockOwnRoleAutoWindow"
-- 检查是否打开解锁自用角色弹窗
function XBiancaTheatreManager.CheckUnlockOwnRole()
local adventureManager = XBiancaTheatreManager.GetCurrentAdventureManager()
if not adventureManager then
return
end
local useOwnCharacterFa = XBiancaTheatreConfigs.GetTheatreConfig("UseOwnCharacterFa").Value
useOwnCharacterFa = useOwnCharacterFa and tonumber(useOwnCharacterFa)
if not useOwnCharacterFa then
return
end
local power = adventureManager:GeRoleAveragePower()
if power >= useOwnCharacterFa and XBiancaTheatreManager.CheckIsCookie(TheatreUnlockOwnRoleAutoWindowKey) then
XLuaUiManager.Open("UiTheatreUnlockTips", {ShowTipsPanel = XBiancaTheatreConfigs.UplockTipsPanel.OwnRole})
end
end
function XBiancaTheatreManager.RemoveOwnRoleCookie()
XSaveTool.RemoveData(TheatreUnlockOwnRoleAutoWindowKey)
end
------------------自动弹窗 end-----------------------
------------------红点相关 begin-----------------------
--检查是否有任务奖励可领取
function XBiancaTheatreManager.CheckTaskCanReward()
local theatreTask = XBiancaTheatreConfigs.GetBiancaTheatreTask()
for id in pairs(theatreTask) do
if XBiancaTheatreManager.CheckTaskCanRewardByTheatreTaskId(id) then
return true
end
end
return false
end
function XBiancaTheatreManager.CheckAchievementTaskCanAchieved()
if not XDataCenter.BiancaTheatreManager.CheckAchievementIsOpen() then
return false
end
local achievementIdList = XBiancaTheatreConfigs.GetAchievementIdList()
if XTool.IsTableEmpty(achievementIdList) then
return false
end
for _, achievementId in ipairs(achievementIdList) do
for _, taskId in pairs(XBiancaTheatreConfigs.GetAchievementTaskIds(achievementId)) do
if XDataCenter.TaskManager.CheckTaskAchieved(taskId) then
return true
end
end
end
return false
end
function XBiancaTheatreManager.CheckAchievementTaskIsFinish()
if not XDataCenter.BiancaTheatreManager.CheckAchievementIsOpen() then
return false
end
local achievementIdList = XBiancaTheatreConfigs.GetAchievementIdList()
if XTool.IsTableEmpty(achievementIdList) then
return true
end
local achievementFinishCount = 0
for _, achievementId in ipairs(achievementIdList) do
for _, taskId in pairs(XBiancaTheatreConfigs.GetAchievementTaskIds(achievementId)) do
if XDataCenter.TaskManager.CheckTaskFinished(taskId) then
achievementFinishCount = achievementFinishCount + 1
end
end
end
local needCounts = XBiancaTheatreManager.GetAchievementNeedCounts()
for _, needCount in ipairs(needCounts) do
if needCount > achievementFinishCount then
return false
end
end
return true
end
function XBiancaTheatreManager.CheckTaskCanRewardByTheatreTaskId(theatreTaskId)
local taskIdList = XBiancaTheatreConfigs.GetTaskIdList(theatreTaskId)
for _, taskId in ipairs(taskIdList) do
if XDataCenter.TaskManager.CheckTaskAchieved(taskId) then
return true
end
end
return false
end
local _TaskStartTimeOpenCookieKey = "TheatreTaskStartTimeOpen_"
--检查是否有任务过了开启时间
function XBiancaTheatreManager.CheckTaskStartTimeOpen()
local taskIdList = XBiancaTheatreConfigs.GetTheatreTaskHaveStartTimeIdList()
for _, taskId in ipairs(taskIdList) do
if XBiancaTheatreManager.CheckTaskStartTimeOpenByTaskId(taskId) then
return true
end
end
return false
end
function XBiancaTheatreManager.CheckTaskStartTimeOpenByTaskId(taskId)
local template = XTaskConfig.GetTaskTemplate()[taskId]
if not template then
return false
end
local startTime = XTime.ParseToTimestamp(template.StartTime)
local now = XTime.GetServerNowTimestamp()
if startTime and startTime <= now and not XBiancaTheatreManager.CheckIsCookie(_TaskStartTimeOpenCookieKey .. taskId, true) then
return true
end
return false
end
function XBiancaTheatreManager.CheckTaskStartTimeOpenByTheatreTaskId(theatreTaskId)
local taskIdList = XBiancaTheatreConfigs.GetTaskIdList(theatreTaskId)
for _, taskId in ipairs(taskIdList) do
if XBiancaTheatreManager.CheckTaskStartTimeOpenByTaskId(taskId) then
return true
end
end
return false
end
function XBiancaTheatreManager.SaveTaskStartTimeOpenCookie(theatreTaskId)
local taskIdList = XBiancaTheatreConfigs.GetTaskIdList(theatreTaskId)
for _, taskId in ipairs(taskIdList) do
if XBiancaTheatreManager.CheckTaskStartTimeOpenByTaskId(taskId) then
XSaveTool.SaveData(GetLocalSavedKey(_TaskStartTimeOpenCookieKey .. taskId), true)
end
end
end
--检查是否显示图鉴红点
function XBiancaTheatreManager.CheckFieldGuideRedPoint()
for itemId, _ in pairs(UnlockItemIdDic) do
if XBiancaTheatreManager.CheckFieldGuideGridRedPoint(itemId) then
return true
end
end
return false
end
-- 图鉴单个道具红点
function XBiancaTheatreManager.CheckFieldGuideGridRedPoint(itemId)
-- 默认解锁无需红点
if not XTool.IsNumberValid(XBiancaTheatreConfigs.GetItemUnlockConditionId(itemId)) then
return false
end
if not XBiancaTheatreManager.GetFieldGuideGridRedPointIsClear(itemId) and XBiancaTheatreManager.IsUnlockItem(itemId) then
return true
else
return false
end
end
-- 道具红点缓存键值
function XBiancaTheatreManager.GetFieldGuideGridRedPointKey(itemId)
return string.format("BiancaTheatreData_%s_%s_ItemRedDotIsClear", XPlayer.Id, itemId)
end
-- 缓存道具红点点击状态
function XBiancaTheatreManager.SetFieldGuideGridRedPointClear(itemId)
-- 已解锁未点击、未解锁状态、默认解锁则无需点击
if XBiancaTheatreManager.GetFieldGuideGridRedPointIsClear(itemId) or not XBiancaTheatreManager.IsUnlockItem(itemId) then
return
end
XSaveTool.SaveData(XBiancaTheatreManager.GetFieldGuideGridRedPointKey(itemId), true)
end
-- 读取道具红点点击状态缓存
function XBiancaTheatreManager.GetFieldGuideGridRedPointIsClear(itemId)
return XSaveTool.GetData(XBiancaTheatreManager.GetFieldGuideGridRedPointKey(itemId))
end
-- 外循环强化解锁缓存键值
function XBiancaTheatreManager.GetStrengthenUnlockCacheKey()
return string.format("BiancaTheatreData_%s_StrengthenUnlock", XPlayer.Id)
end
-- 读取外循环强化解锁状态缓存
function XBiancaTheatreManager.GetStrengthenUnlockCache()
return XSaveTool.GetData(XBiancaTheatreManager.GetStrengthenUnlockCacheKey())
end
-- 保存外循环强化解锁状态缓存
function XBiancaTheatreManager.SetStrengthenUnlockCache()
return XSaveTool.SaveData(XBiancaTheatreManager.GetStrengthenUnlockCacheKey(), true)
end
-- 读取外循环强化解锁提示缓存
function XBiancaTheatreManager.GetStrengthenUnlockTipsCache()
local key = string.format("BiancaTheatreData_%s_StrengthenUnlockTip", XPlayer.Id)
return XSaveTool.GetData(key)
end
-- 保存外循环强化解锁提示缓存
function XBiancaTheatreManager.SetStrengthenUnlockTipsCache()
local key = string.format("BiancaTheatreData_%s_StrengthenUnlockTip", XPlayer.Id)
return XSaveTool.SaveData(key, true)
end
-- 是否有新等级
function XBiancaTheatreManager.GetIsReadNewRewardLevel()
local lastLevelKey = string.format("BiancaTheatreData_%s_LastLevelCount", XPlayer.Id)
local lastLevelCount = XSaveTool.GetData(lastLevelKey) or 0
return XBiancaTheatreConfigs.GetMaxRewardLevel() > lastLevelCount
end
function XBiancaTheatreManager.SetIsReadNewRewardLevel()
local lastLevelKey = string.format("BiancaTheatreData_%s_LastLevelCount", XPlayer.Id)
return XSaveTool.SaveData(lastLevelKey, XBiancaTheatreConfigs.GetMaxRewardLevel())
end
------------------红点相关 end-------------------------
------------------羁绊相关 begin-----------------------
function XBiancaTheatreManager.GetComboList()
return ComboList
end
------------------羁绊相关 end-------------------------
------------------结算相关 begin-----------------------
---@type XBiancaTheatreAdventureEnd
local CatchAdventureEnd --缓存的结局类
local IsAutoOpenSettleWin = false --是否收到通知自动打开结算界面
local IsInMovie = false --是否在结局剧情
function XBiancaTheatreManager.SetAdventureEnd(settleData)
CatchAdventureEnd = XAdventureEnd.New(settleData.EndId)
CatchAdventureEnd:InitWithServerData(settleData)
XBiancaTheatreManager.UpdatePassCharacterIdDict(settleData.PassChapterIds)
XBiancaTheatreManager.UpdateUnlockDifficultyId(settleData.UnlockDifficultyId)
-- 更新道具解锁数据
XBiancaTheatreManager.UpdateUnlockItemId(settleData.UnlockItemId)
XBiancaTheatreManager.UpdateUnlockTeamId(settleData.UnlockTeamId)
XBiancaTheatreManager.UpdateTeamRecords(settleData.TeamRecords)
-- 更新历史数据:用以调查团进度
XBiancaTheatreManager.UpdateHistoryTotalItemCount(settleData.HistoryTotalItemCount)
XBiancaTheatreManager.UpdateHistoryTotalPassFightNodeCount(settleData.HistoryTotalPassFightNodeCount)
XBiancaTheatreManager.UpdateHistoryItemObtainRecords(settleData.HistoryItemObtainRecords)
end
function XBiancaTheatreManager.CheckOpenSettleWin()
if not CatchAdventureEnd then
return false
end
XBiancaTheatreManager.RemoveStepView()
local adventureEnd = XTool.Clone(CatchAdventureEnd)
local storyId = adventureEnd:GetStoryId()
if XTool.IsNumberValid(storyId) then
--结局剧情
XDataCenter.MovieManager.PlayMovie(storyId, function()
XBiancaTheatreManager.RemoveBlackView()
XLuaUiManager.Open("UiBiancaTheatreEndLoading", adventureEnd)
end, nil, nil, false)
XBiancaTheatreManager.SetInMovieState(true)
else
XBiancaTheatreManager.RemoveBlackView()
XLuaUiManager.Open("UiBiancaTheatreEndLoading", adventureEnd)
end
CatchAdventureEnd = nil
return true
end
-- 主界面判断是否剧情结算完用
function XBiancaTheatreManager.CheckIsInMovie()
local state = IsInMovie
if state then
-- 能进主界面判断代表结束剧情直接设为false
XBiancaTheatreManager.SetInMovieState(false)
end
return state
end
function XBiancaTheatreManager.SetInMovieState(state)
IsInMovie = state
end
--结算初始化数据
function XBiancaTheatreManager.SettleInitData()
-- 还原滤镜
XBiancaTheatreManager.ResetAudioFilter()
-- 重置队伍人数限制
XBiancaTheatreManager.UpdateTeamCountEffect(0)
-- 更新灵视开启
XBiancaTheatreManager.UpdateIsOpenVision(0)
-- 清空已通过的事件
XBiancaTheatreManager.UpdatePassedEventRecord()
-- 清空局内通过战斗节点
XBiancaTheatreManager.UpdateGamePassNodeCount(0)
-- 更新全局通过的章节和事件数据
XBiancaTheatreManager.UpdateCurChapterId(0)
XBiancaTheatreManager.UpdateDifficultyId(0)
-- 清除队伍数据
XBiancaTheatreManager.GetCurrentAdventureManager():ClearTeam()
end
function XBiancaTheatreManager.SetIsAutoOpenSettleWin(isAcitve)
IsAutoOpenSettleWin = isAcitve
end
function XBiancaTheatreManager.GetIsAutoOpenSettleWin()
return IsAutoOpenSettleWin
end
function XBiancaTheatreManager.GetIsCatchAdventureEnd()
return CatchAdventureEnd ~= nil
end
------------------结算相关 end-----------------------
------------------协议 begin--------------------
--选择分队
function XBiancaTheatreManager.RequestSelectTeam(teamId, callback)
local requestBody = {
TeamId = teamId, --肉鸽分队Id
}
XNetwork.CallWithAutoHandleErrorCode("BiancaTheatreSelectTeamRequest", requestBody, function(res)
XBiancaTheatreManager.GetCurrentAdventureManager():UpdateCurTeamId(requestBody.TeamId)
if callback then callback() end
end)
end
--强化技能
function XBiancaTheatreManager.RequestStrengthen(id, callback)
local requestBody = {
Id = id,
}
XNetwork.CallWithAutoHandleErrorCode("BiancaTheatreStrengthenRequest", requestBody, function(res)
StrengthenDbs[id] = true
XEventManager.DispatchEvent(XEventId.EVENT_BIANCA_THEATRE_STRENGTHEN_ACTIVE, id)
local groupId = XBiancaTheatreConfigs.GetStrengthenGroupId(id)
if XBiancaTheatreManager.IsStrengthenGroupAllBuy(groupId) then
XEventManager.DispatchEvent(XEventId.EVENT_BIANCA_THEATRE_GROUP_STRENGTHEN_ACTIVE, groupId)
end
if callback then callback() end
end)
end
--单独领取
function XBiancaTheatreManager.RequestGetReward(id, callback)
--local isAdventure = XDataCenter.BiancaTheatreManager.CheckHasAdventure()
--if isAdventure then
-- XUiManager.TipMsg(XBiancaTheatreConfigs.GetRewardTips(2))
-- return
--end
local requestBody = {
Id = id, --领奖id
}
XNetwork.CallWithAutoHandleErrorCode("BiancaTheatreGetRewardRequest", requestBody, function(res)
XLuaUiManager.Open("UiBiancaTheatreTipReward", nil, res.RewardGoodsList)
GetRewardIds[id] = true
if callback then callback() end
end)
end
--一键领取
function XBiancaTheatreManager.RequestGetAllReward(callback)
XNetwork.CallWithAutoHandleErrorCode("BiancaTheatreGetAllRewardRequest", nil, function(res)
XLuaUiManager.Open("UiBiancaTheatreTipReward", nil, res.RewardGoodsList)
XBiancaTheatreManager.UpdateGetRewardIds(res.GetRewardIds)
if callback then callback() end
end)
end
-- 领取成就奖励
function XBiancaTheatreManager.RequestAchievementReward(needCountId, callback)
local requestBody = {
NeedCountId = needCountId, --成就完成数id
}
XNetwork.CallWithAutoHandleErrorCode("BiancaTheatreGetAchievementRewardRequest", requestBody, function(res)
if table.nums(res.RewardGoodsList) > 0 then
XLuaUiManager.Open("UiBiancaTheatreTipReward", callback, res.RewardGoodsList)
XBiancaTheatreManager.SetAchievementGetRecord(needCountId)
else
if callback then callback() end
end
end)
end
-- 检查是否有版本更新旧冒险数据自动结算
function XBiancaTheatreManager.RequestNewVersionAutoSettleTip(callback)
XNetwork.CallWithAutoHandleErrorCode("BiancaTheatreNewStageRequest", nil, function(res)
XDataCenter.BiancaTheatreManager.UpdateNewStage(false)
if callback then callback() end
end)
end
------------------协议 end----------------------
------------------副本入口扩展 start-------------------------
function XBiancaTheatreManager:ExOpenMainUi()
if XFunctionManager.DetectionFunction(XFunctionManager.FunctionName.BiancaTheatre) then
XBiancaTheatreManager.CheckAutoPlayStory()
end
end
-- 检查是否展示红点
function XBiancaTheatreManager:ExCheckIsShowRedPoint()
if not XFunctionManager.JudgeCanOpen(XFunctionManager.FunctionName.BiancaTheatre) then
return false
end
return XBiancaTheatreManager.IsHaveReward() or XBiancaTheatreManager.GetIsReadNewRewardLevel()
end
function XBiancaTheatreManager:ExGetProgressTip()
local curLevel = XBiancaTheatreManager.GetCurRewardLevel()
local maxLevel = curLevel
local configs = XBiancaTheatreConfigs.GetBiancaTheatreLevelReward()
for id, _ in pairs(configs or {}) do
maxLevel = math.max(id, maxLevel)
end
local desc = XBiancaTheatreConfigs.GetTheatreClientConfig("BannerProgress").Values[1]
return string.format(desc, curLevel, maxLevel)
end
function XBiancaTheatreManager:ExCheckInTime()
local config = XBiancaTheatreConfigs.GetBiancaTheatreActivity()
for i, v in pairs(config) do
if XFunctionManager.CheckInTimeByTimeId(v.TimeId) then
return true
end
end
return false
end
function XBiancaTheatreManager:ExCheckIsFinished(cb)
if not XFunctionManager.DetectionFunction(XFunctionManager.FunctionName.BiancaTheatre, nil, true) then
if cb then cb(false) end
return false
end
local curLevel = XBiancaTheatreManager.GetCurRewardLevel()
local maxLevel = XBiancaTheatreConfigs.GetMaxRewardLevel()
local isGetAllLvReward = curLevel == maxLevel and XTool.IsTableEmpty(XBiancaTheatreManager.GetCanReceiveLevelRewardIds())
--等级奖励全领取 & 成就奖励全领取
if isGetAllLvReward and XBiancaTheatreManager.CheckAchievementTaskIsFinish() then
self.IsClear = true
if cb then cb(true) end
return true
end
self.IsClear = false
if cb then cb(false) end
return false
end
------------------副本入口扩展 end-------------------------
XBiancaTheatreManager.InitAudioFilter()
return XBiancaTheatreManager
end
--登陆下发
XRpc.NotifyBiancaTheatreActivityData = function(data)
XDataCenter.BiancaTheatreManager.InitWithServerData(data)
end
-- 新的步骤
XRpc.NotifyBiancaTheatreAddStep = function(data)
local adventureManager = XDataCenter.BiancaTheatreManager.GetCurrentAdventureManager()
local currentChapter = adventureManager:GetCurrentChapter(false)
local chapterId = data.ChapterId
local isNewChapter = currentChapter and currentChapter:GetCurrentChapterId() ~= chapterId
if currentChapter == nil or isNewChapter then
currentChapter = adventureManager:CreatreChapterById(chapterId)
end
if #currentChapter:GetCurrentNodes() > 0
and not currentChapter:CheckHasMovieNode()
and data.Step.StepType == XBiancaTheatreConfigs.XStepType.Node then
currentChapter:AddPassNodeCount(1)
end
if #currentChapter:GetCurrentNodes() > 0 then
for _, node in ipairs(currentChapter:GetCurrentNodes()) do
-- 选中且是事件节点
if node:GetIsSelected() and node.EventConfig then
XDataCenter.BiancaTheatreManager.AddPassedEventRecord(node.EventConfig.EventId, node.EventConfig.StepId)
end
end
end
currentChapter:AddStep(data.Step)
--步骤是招募角色或腐化,刷新角色字典
if data.Step.StepType == XBiancaTheatreConfigs.XStepType.RecruitCharacter or
data.Step.StepType == XBiancaTheatreConfigs.XStepType.DecayRecruitCharacter then
currentChapter:UpdateRecruitRoleDic()
end
XDataCenter.BiancaTheatreManager.CheckOpenView(nil, isNewChapter)
if isNewChapter then
XDataCenter.BiancaTheatreManager.SetIsAutoOpen(false)
end
end
--战斗结束,事件进行到下一步
XRpc.NotifyBiancaTheatreNodeNextStep = function(data)
if data.NextStepId <= 0 then -- 事件战斗结束后没有下一步了
return
end
local chapter = XDataCenter.BiancaTheatreManager.GetCurrentAdventureManager():GetCurrentChapter()
local curStep = chapter:GetCurStep()
local eventNode = chapter:GetEventNode(data.EventId)
if not eventNode then
XLog.Error("NotifyBiancaTheatreNodeNextStep找不到事件节点, data", data, curStep)
return
end
eventNode:UpdateNextStepEvent(data.NextStepId, nil, curStep)
end
--获得物品,加入到已获得道具列表
XRpc.NotifyBiancaTheatreAddItem = function(data)
local adventureManager = XDataCenter.BiancaTheatreManager.GetCurrentAdventureManager()
if adventureManager then
for _, itemData in pairs(data.BiancaTheatreItems) do
adventureManager:UpdateItemData(itemData)
end
end
end
--通知结算,可能会登录下发
XRpc.NotifyBiancaTheatreAdventureSettle = function(data)
local manager = XDataCenter.BiancaTheatreManager
manager.SettleInitData()
manager.SetAdventureEnd(data.SettleData)
manager.ResetTeamCountEffect()
if XDataCenter.BiancaTheatreManager.GetIsAutoOpenSettleWin() then
manager.RemoveStepView()
manager.CheckOpenSettleWin()
end
end
XRpc.NotifyBiancaTheatreTotalExp = function(data)
XDataCenter.BiancaTheatreManager.UpdateTotalExp(data.TotalExp)
end
XRpc.NotifyBiancaTheatreAbnormalExit = function()
end
-- 灵视系统开启
XRpc.NotifyBiancaTheatreVisionCondition = function()
XDataCenter.BiancaTheatreManager.UpdateVisionSystemIsOpen()
end
-- 灵视变化(选择奖励、获得某些道具、腐化事件下发)
XRpc.NotifyBiancaTheatreVisionChange = function(data)
XDataCenter.BiancaTheatreManager.ChangeVision(data.VisionId)
end
-- 通知获得队伍人数改变效果(获得时效果时、登录下发)(中止冒险重置)
XRpc.NotifyBiancaTheatreFightTeamEffect = function(data)
XDataCenter.BiancaTheatreManager.UpdateTeamCountEffect(data.TeamCountEffect)
end
-- 通知成就解锁
XRpc.NotifyBiancaTheatreAchievementCondition = function()
XDataCenter.BiancaTheatreManager.UpdateAchievemenetContidion(true)
end
-- 通知战斗节点次数改变(结算,登陆,改变时下发)
XRpc.NotifyBiancaTheatreFightNodeCountChange = function(data)
XDataCenter.BiancaTheatreManager.UpdateGamePassNodeCount(data.FightNodeCount)
end