153 lines
4.6 KiB
Lua
153 lines
4.6 KiB
Lua
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local type = type
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local pairs = pairs
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--[[
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[MessagePackObject(true)]
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public class XMultiDimPrefabCharacter
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{
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public int CareerId;
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public List<int> CharacterIds = new List<int>();
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}
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]]
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local Default = {
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_CareerId = 0, -- 职业Id
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_CharacterIds = {}, -- 预选角色Id
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}
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---@class XMultiDimPresetRoleData
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local XMultiDimPresetRoleData = XClass(nil, "XMultiDimPresetRoleData")
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function XMultiDimPresetRoleData:Ctor(careerId)
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for key, value in pairs(Default) do
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if type(value) == "table" then
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self[key] = {}
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else
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self[key] = value
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end
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end
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self._CareerId = careerId
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self._CharacterIds = XDataCenter.TeamManager.CreateTeam(careerId)
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self._CharacterIds:UpdateAutoSave(false)
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self._CharacterIds:Clear()
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-- 克隆一个对象 用于保存临时数据
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self.DefaultCharacterIds = XTool.Clone(self._CharacterIds)
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self:UpdateDefaultCharacterIds()
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end
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function XMultiDimPresetRoleData:UpdateCharacterData(characterIds)
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if not XTool.IsTableEmpty(characterIds) then
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for index, charId in pairs(characterIds) do
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self._CharacterIds:UpdateEntityTeamPos(charId, index, true)
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end
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self:UpdateDefaultCharacterIds()
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end
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end
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function XMultiDimPresetRoleData:UpdateDefaultCharacterIds()
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self.DefaultEntityIds = {}
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local entityIds = self._CharacterIds:GetEntityIds()
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for _, charId in pairs(entityIds) do
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if XTool.IsNumberValid(charId) then
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table.insert(self.DefaultEntityIds, charId)
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end
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end
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for index, charId in pairs(entityIds) do
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local defaultCharId = charId
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if not XTool.IsNumberValid(charId) then
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defaultCharId = self:GetDefaultCharId()
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if XTool.IsNumberValid(defaultCharId) then
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table.insert(self.DefaultEntityIds, defaultCharId)
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end
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end
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self.DefaultCharacterIds:UpdateEntityTeamPos(defaultCharId, index, true)
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end
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end
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function XMultiDimPresetRoleData:GetDefaultCharId()
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local tempCharacterList = self:GetCharacterAbilityTopThree()
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local defaultCharId = 0
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for i = 1, #tempCharacterList do
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local entity = tempCharacterList[i]
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if entity and entity.GetCharacterViewModel then
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local characterViewModel = entity:GetCharacterViewModel()
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local charId = characterViewModel:GetId()
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if not table.contains(self.DefaultEntityIds, charId) then
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defaultCharId = charId
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break
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end
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end
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end
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return defaultCharId
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end
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function XMultiDimPresetRoleData:GetEntityIds()
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return self.DefaultCharacterIds:GetEntityIds()
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end
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function XMultiDimPresetRoleData:GetTeam()
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return self.DefaultCharacterIds
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end
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-- 返回当前职业预选角色最大的战力
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function XMultiDimPresetRoleData:GetHighAbility()
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local entityIds = self.DefaultCharacterIds:GetEntityIds()
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local maxAbility = 0
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for _, entityId in pairs(entityIds) do
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local entity = XDataCenter.CharacterManager.GetCharacter(entityId)
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if not entity or not entity.GetCharacterViewModel then
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goto CONTINUE
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end
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local characterViewModel = entity:GetCharacterViewModel()
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local ability = characterViewModel:GetAbility()
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if ability > maxAbility then
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maxAbility = ability
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end
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:: CONTINUE ::
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end
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return maxAbility
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end
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function XMultiDimPresetRoleData:GetCharacterAbilityTopThree()
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local tempCharacterList = self:GetOwnCharacterListByFilterCareer()
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-- 通过战力排序
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table.sort(tempCharacterList, function(a, b)
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return a.Ability > b.Ability
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end)
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return tempCharacterList
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end
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function XMultiDimPresetRoleData:GetOwnCharacterListByFilterCareer(characterType)
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local tempCharacterList = {}
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-- 获取已拥有的角色
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local ownCharacterList = XDataCenter.CharacterManager.GetOwnCharacterList(characterType)
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-- 通过角色职业过滤
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for _, character in pairs(ownCharacterList) do
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if self:CheckFilterJudge(character) then
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table.insert(tempCharacterList, character)
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end
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end
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return tempCharacterList
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end
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function XMultiDimPresetRoleData:CheckFilterJudge(entity)
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if not entity.GetCharacterViewModel then
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return false
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end
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local characterViewModel = entity:GetCharacterViewModel()
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local filterCareer = XMultiDimConfig.GetMultiDimCareerFilterCareer(self._CareerId)
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for _, career in pairs(filterCareer) do
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if career == characterViewModel:GetCareer() 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 XMultiDimPresetRoleData
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