174 lines
4.9 KiB
Lua
174 lines
4.9 KiB
Lua
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--===========================
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--超限乱斗怪物组对象
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--模块负责:吕天元
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--===========================
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local XSmashBMonsterGroup = XClass(nil, "XSmashBMonsterGroup")
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function XSmashBMonsterGroup:Ctor(cfg)
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self:Reset()
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self.MonsterGroupCfg = cfg
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end
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function XSmashBMonsterGroup:Reset()
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self.IsClear = false
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self.HpLeft = 100
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end
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function XSmashBMonsterGroup:GetId()
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return self.MonsterGroupCfg and self.MonsterGroupCfg.Id
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end
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function XSmashBMonsterGroup:GetMonsterIdList()
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return self.MonsterGroupCfg and self.MonsterGroupCfg.MonsterIdList
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end
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function XSmashBMonsterGroup:GetAbility()
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return self.MonsterGroupCfg and self.MonsterGroupCfg.Ability
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end
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function XSmashBMonsterGroup:GetMonsterType()
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return self:GetMainMonster():GetMonsterType()
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end
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function XSmashBMonsterGroup:GetMonsterTypeName()
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return self:GetMainMonster():GetMonsterTypeName()
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end
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function XSmashBMonsterGroup:GetBuffList()
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local monsters = XDataCenter.SuperSmashBrosManager.GetMonstersByIdList(self:GetMonsterIdList())
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local buffList = {}
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local checkDic = {}
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for _, monster in pairs(monsters or {}) do
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local fightEventList = monster:GetFightEventList()
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for _, fightEventId in pairs(fightEventList or {}) do
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if not checkDic[fightEventId] then
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checkDic[fightEventId] = true
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table.insert(buffList, fightEventId)
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end
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end
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end
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return buffList
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end
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function XSmashBMonsterGroup:GetLimitStageId()
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local monsters = XDataCenter.SuperSmashBrosManager.GetMonstersByIdList(self:GetMonsterIdList())
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for _, monster in pairs(monsters or {}) do
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local limitStage = monster:GetLimitStageId()
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if limitStage > 0 then return limitStage end
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end
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return 0
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end
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--=============
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--检查怪物组是否限制在给定关卡Id的关卡中出战
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--true 表示受限制不能出战 false 表示可以出战
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--=============
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function XSmashBMonsterGroup:CheckLimitStage(stageId)
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local limit = self:GetLimitStageId()
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if not limit or limit == 0 then return false end
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return stageId ~= limit
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end
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function XSmashBMonsterGroup:GetRewardId()
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return self.MonsterGroupCfg and self.MonsterGroupCfg.RewardId
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end
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function XSmashBMonsterGroup:GetPoint()
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return self.MonsterGroupCfg and self.MonsterGroupCfg.FirstScore
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end
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function XSmashBMonsterGroup:GetDropEnergy()
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return self.MonsterGroupCfg and self.MonsterGroupCfg.FramEnergy
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end
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function XSmashBMonsterGroup:GetDropLevelItem()
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return self.MonsterGroupCfg and self.MonsterGroupCfg.LevelItem
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end
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function XSmashBMonsterGroup:GetIcon()
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return self:GetMainMonster():GetIcon()
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end
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function XSmashBMonsterGroup:GetHalfBodyIcon()
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return self.MonsterGroupCfg and self.MonsterGroupCfg.HalfBodyIcon
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end
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function XSmashBMonsterGroup:GetOpenTime()
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return self.MonsterGroupCfg and self.MonsterGroupCfg.OpenTime
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end
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function XSmashBMonsterGroup:GetMainMonsterId()
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local ids = self:GetMonsterIdList()
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return ids and ids[1]
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end
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function XSmashBMonsterGroup:GetMainMonster()
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local mainId = self:GetMainMonsterId()
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local monster = XDataCenter.SuperSmashBrosManager.GetMonsterById(mainId)
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return monster
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end
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function XSmashBMonsterGroup:GetMainMonsterModelName()
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local mainId = self:GetMainMonsterId()
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local monster = XDataCenter.SuperSmashBrosManager.GetMonsterById(mainId)
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local modelName = monster:GetMonsterModelName()
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return modelName
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end
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function XSmashBMonsterGroup:GetMainMonsterModelScale()
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local mainId = self:GetMainMonsterId()
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local monster = XDataCenter.SuperSmashBrosManager.GetMonsterById(mainId)
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return monster:GetModelScale()
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end
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function XSmashBMonsterGroup:GetSubMonsterIds()
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local ids = self:GetMonsterIdList()
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local subIds = {}
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for i = 2, #ids do
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table.insert(subIds, ids[i])
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end
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return subIds
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end
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function XSmashBMonsterGroup:CheckIsClear()
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return self.IsClear
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end
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function XSmashBMonsterGroup:SetIsClear(value)
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self.IsClear = value
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end
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--==================
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--获取剩余的生命值百分比
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--==================
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function XSmashBMonsterGroup:GetHpLeft()
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return self.HpLeft
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end
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--==================
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--设置剩余的生命值百分比
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--==================
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function XSmashBMonsterGroup:SetHpLeft(value)
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self.HpLeft = value
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end
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--==================
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--获取怪物组被挑战胜利的次数
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--==================
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function XSmashBMonsterGroup:GetWinCount()
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return self.WinCount or 0
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end
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--==================
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--设置怪物组被挑战胜利的次数
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--==================
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function XSmashBMonsterGroup:SetWinCount(value)
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self.WinCount = value
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if value and value > 0 then
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self:SetIsClear(true)
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else
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self:SetIsClear(false)
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end
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end
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function XSmashBMonsterGroup:GetName()
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local mainMonster = self:GetMainMonster()
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return mainMonster and mainMonster:GetName() or "UnNamed"
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end
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return XSmashBMonsterGroup
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