PGRData/Script/matrix/xentity/xnier/XNieRCharacter.lua

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local XNieRCharacter = XClass(nil, "XNieRCharacter")
function XNieRCharacter:Ctor(data)
self:UpdateNieRCharacter(data)
end
function XNieRCharacter:UpdateNieRCharacter(data)
self.Id = data.CharacterId
self.Level = data.Level
self.Exp = data.Exp
self.FashionId = data.FashionId
self.Config = XNieRConfigs.GetCharacterConfigById(data.CharacterId)
self.ClientConfig = XNieRConfigs.GetCharacterClientConfigById(data.CharacterId)
if not self.LastLevel or self.LastLevel ~= self.Level then
self.LevelConfig = XNieRConfigs.GetCharacterLevelConfig(data.CharacterId, data.Level)
end
self.LastLevel = data.Level
self.NeedUpdateNieRCharAbility = true
end
function XNieRCharacter:ResetNeedUpdateNieRCharAbility()
self.NeedUpdateNieRCharAbility = true
end
function XNieRCharacter:GetAllNieRAbilityConfigList()
return XNieRConfigs.GetAbilityGroupConfigByGroupId(self.Config.AbilityGroupId) or {}
end
function XNieRCharacter:UpdateCharacterAbility()
if not self.NeedUpdateNieRCharAbility then return end
self.NeedUpdateNieRCharAbility = false
local configList = XNieRConfigs.GetAbilityGroupConfigByGroupId(self.Config.AbilityGroupId)
table.sort(configList, function(a, b)
return a.Id > b.Id
end)
local tmpConfig = {}
local configCount = #configList
--tmpConfig.Skills = {}
tmpConfig.SkillsData = {}
tmpConfig.FashionIds = {}
for index = 1, configCount, 1 do
local config = configList[index]
if config.Condition == 0 or XConditionManager.CheckCondition(config.Condition) then
if config.SkillId ~= 0 and config.SkillLevel ~= 0 and (not tmpConfig.SkillsData[config.SkillId] or (tmpConfig.SkillsData[config.SkillId] and tmpConfig.SkillsData[config.SkillId]) < config.SkillLevel) then
--tmpConfig.Skills[config.SkillId] = config.Id
tmpConfig.SkillsData[config.SkillId] = config.SkillLevel
elseif config.FashionId ~= 0 then
tmpConfig.FashionIds[config.FashionId] = config.Id
elseif not tmpConfig.WeaponConfigId and config.WeaponId ~= 0 then
tmpConfig.WeaponConfigId = config.Id
tmpConfig.WeaponId = config.WeaponId
elseif not tmpConfig.FourWafer and #(config.WaferId) == 4 then
tmpConfig.FourWafer = config.Id
elseif not tmpConfig.TwoWafer and #(config.WaferId) == 2 then
tmpConfig.TwoWafer = config.Id
end
end
end
tmpConfig.Wafers = {}
if tmpConfig.FourWafer and tmpConfig.FourWafer ~= 0 then
local config = XNieRConfigs.GetAbilityGroupConfigById(tmpConfig.FourWafer)
for key, waferId in pairs(config.WaferId) do
tmpConfig.Wafers[waferId] = config.WaferBreakThrough[key]
end
end
if tmpConfig.TwoWafer and tmpConfig.TwoWafer ~= 0 then
local config = XNieRConfigs.GetAbilityGroupConfigById(tmpConfig.TwoWafer)
for key, waferId in pairs(config.WaferId) do
tmpConfig.Wafers[waferId] = config.WaferBreakThrough[key]
end
end
self.AbilityConfig = tmpConfig
end
function XNieRCharacter:GetNieRCharacterId()
return self.Id
end
function XNieRCharacter:GetNieRCharacterLevel()
return self.Level or 0
end
function XNieRCharacter:GetNieRCharacterExp()
return self.Exp or 0
end
function XNieRCharacter:GetNieRCharacterCfgEasterEggFightTag()
return self.Config.EasterEggFightTag
end
function XNieRCharacter:ChangeNieRFashionId(fashionId)
self.FashionId = fashionId
end
function XNieRCharacter:CheckNieRCharacterMaxLevel()
local maxLevel = XNieRConfigs.GetCharacterMaxLevelById(self:GetNieRCharacterId())
return self:GetNieRCharacterLevel() >= maxLevel
end
function XNieRCharacter:CheckNieRCharacterCondition()
local check, desc = true, ""
if self.Config.Condition ~= 0 then
check, desc = XConditionManager.CheckCondition(self.Config.Condition)
end
return check, desc
end
function XNieRCharacter:GetNieRFashionId()
local fashionId = self.FashionId
if not fashionId or fashionId == 0 then
local robotCfg = XRobotManager.TryGetRobotTemplate(self:GetNieRCharacterRobotId())
fashionId = robotCfg.FashionId
end
return fashionId
end
function XNieRCharacter:GetNieRFashionList()
self:UpdateCharacterAbility()
local fashionList = {}
for fId, confId in pairs(self.AbilityConfig.FashionIds) do
table.insert(fashionList, fId)
end
local dressFashionId = self:GetNieRFashionId()
if #fashionList > 1 then
table.sort(fashionList, function(a, b)
local status1, status2 = a == dressFashionId and 1 or 0, b == dressFashionId and 1 or 0
if status1 ~= status2 then
return status1 > status2
end
return XDataCenter.FashionManager.GetFashionPriority(a) > XDataCenter.FashionManager.GetFashionPriority(b)
end)
end
return fashionList
end
function XNieRCharacter:GetNieRCharacterMaxExp()
return self.LevelConfig.MaxExp
end
function XNieRCharacter:GetNieRCharacterRobotId()
return self.LevelConfig.RobotId
end
function XNieRCharacter:GetNieRWeaponId()
self:UpdateCharacterAbility()
local weaponId = self.AbilityConfig.WeaponId
if not weaponId or weaponId == 0 then
local robotCfg = XRobotManager.TryGetRobotTemplate(self:GetNieRCharacterRobotId())
weaponId = robotCfg.WeaponId
end
return weaponId
end
function XNieRCharacter:GetNieRWeaponLevel()
self:UpdateCharacterAbility()
local weaponLevel = self.LevelConfig.WeaponLevel
local limitLevel = 0
if self.AbilityConfig.WeaponId then
limitLevel = XDataCenter.EquipManager.GetBreakthroughLevelLimitByTemplateId(self.AbilityConfig.WeaponId, self:GetNieRWeaponBreakThrough())
weaponLevel = weaponLevel > limitLevel and limitLevel or weaponLevel
else
weaponLevel = 1
end
return weaponLevel
end
function XNieRCharacter:GetNieRWeaponBreakThrough()
self:UpdateCharacterAbility()
if not self.AbilityConfig.WeaponConfigId then
return 0
end
return XNieRConfigs.GetAbilityGroupConfigById(self.AbilityConfig.WeaponConfigId).WeaponBreakThrough
end
function XNieRCharacter:GetNieRWaferLevel(waferId)
self:UpdateCharacterAbility()
local waferLevel = self.LevelConfig.WaferLevel
local limitLevel = 0
if self.AbilityConfig.Wafers[waferId] then
limitLevel = XDataCenter.EquipManager.GetBreakthroughLevelLimitByTemplateId(waferId, self:GetNieRWaferBreakThroughById(waferId))
waferLevel = waferLevel > limitLevel and limitLevel or waferLevel
else
waferLevel = 1
end
return waferLevel
end
function XNieRCharacter:GetNieRWaferBreakThroughById(id)
self:UpdateCharacterAbility()
return self.AbilityConfig.Wafers[id] or 0
end
function XNieRCharacter:GetAbilityList()
local configList = XNieRConfigs.GetAbilityGroupConfigByGroupId(self.Config.AbilityGroupId)
local abilityList = {}
local tmpAbility = {}
for _, cfg in pairs(configList) do
if cfg.Condition ~= 0 then
if cfg.SkillId ~= 0 then
tmpAbility = {}
tmpAbility.ConfigId = cfg.Id
tmpAbility.Type = XNieRConfigs.AbilityType.Skill
elseif cfg.FashionId ~= 0 then
tmpAbility = {}
tmpAbility.ConfigId = cfg.Id
tmpAbility.Type = XNieRConfigs.AbilityType.Fashion
elseif cfg.WeaponId ~= 0 then
tmpAbility = {}
tmpAbility.ConfigId = cfg.Id
tmpAbility.Type = XNieRConfigs.AbilityType.Weapon
elseif #(cfg.WaferId) == 4 then
tmpAbility = {}
tmpAbility.ConfigId = cfg.Id
tmpAbility.Type = XNieRConfigs.AbilityType.FourWafer
elseif #(cfg.WaferId) == 2 then
tmpAbility = {}
tmpAbility.ConfigId = cfg.Id
tmpAbility.Type = XNieRConfigs.AbilityType.TwoWafer
end
table.insert(abilityList, tmpAbility)
end
end
table.sort(abilityList, function(a, b)
local aPriority, bPriority = XNieRConfigs.GetAbilityGroupConfigById(a.ConfigId).Priority or 0, XNieRConfigs.GetAbilityGroupConfigById(b.ConfigId).Priority or 0
return aPriority < bPriority
end)
return abilityList
end
function XNieRCharacter:UpdateAttribs()
self:UpdateCharacterAbility()
local robotId = self:GetNieRCharacterRobotId()
local robotCfg = XRobotManager.TryGetRobotTemplate(robotId)
local robotTemp = XRobotManager.GetRobotTemp(robotId)
local equips = {}
if self.AbilityConfig.WeaponId and self.AbilityConfig.WeaponId ~= 0 then
local weapon = {
AwakeSlotList = {},
TemplateId = self.AbilityConfig.WeaponId,
Level = self:GetNieRWeaponLevel(),
ResonanceInfo = {},
Breakthrough = self:GetNieRWeaponBreakThrough()
}
table.insert(equips, weapon)
else
local weapon = {
AwakeSlotList = {},
TemplateId = robotCfg.WeaponId,
Level = robotCfg.WeaponLevel,
ResonanceInfo = {},
Breakthrough = robotCfg.WeaponBeakThrough
}
table.insert(equips, weapon)
end
if self.AbilityConfig.Wafers and next(self.AbilityConfig.Wafers) ~= nil then
for waferId, breakthrough in pairs(self.AbilityConfig.Wafers) do
local newAware = {
AwakeSlotList = {},
TemplateId = waferId,
Level = self:GetNieRWaferLevel(waferId),
ResonanceInfo = {},
Breakthrough = breakthrough
}
table.insert(equips, newAware)
end
else
for index, waferId in ipairs(robotCfg.WaferId) do
local newAware = {
AwakeSlotList = {},
TemplateId = waferId,
Level = robotCfg.WaferLevel[index],
ResonanceInfo = {},
Breakthrough = robotCfg.WaferBreakThrough[index]
}
table.insert(equips, newAware)
end
end
robotTemp:SetEquips(equips)
self.Attribs = robotTemp:GetAtrributes()
end
function XNieRCharacter:GetAttribs()
self:UpdateAttribs()
return self.Attribs
end
function XNieRCharacter:UpdateAbility()
self:UpdateCharacterAbility()
local attribs = self:GetAttribs()
local attribAbility = XAttribManager.GetAttribAbility(attribs)
local skillData = XRobotManager.GetRobotSkillLevelDic(self:GetNieRCharacterRobotId())
if next(self.AbilityConfig.SkillsData) ~= nil then
for skillId, skillLevel in pairs(self.AbilityConfig.SkillsData) do
skillData[skillId] = skillLevel
end
end
local skillAbility = XDataCenter.CharacterManager.GetSkillAbility(skillData)
self.AbilityNum = attribAbility + skillAbility
end
function XNieRCharacter:GetAbilityNum()
self:UpdateAbility()
return self.AbilityNum
end
function XNieRCharacter:GetTeachingStageIds()
return self.Config.TeachingStageIds
end
function XNieRCharacter:GetRobotCharacterId()
return XRobotManager.GetCharacterId(self:GetNieRCharacterRobotId())
end
function XNieRCharacter:GetRobotCharacterCareerType()
local characterDetailCfg = XCharacterConfigs.GetCharDetailTemplate(self:GetRobotCharacterId())
return characterDetailCfg.Career
end
function XNieRCharacter:GetNieRCharacterUpLevelItemId()
return self.ClientConfig.UpLevelItem or 0
end
function XNieRCharacter:GetNieRCharacterIcon()
return self.ClientConfig.Icon
end
function XNieRCharacter:GetNieRClientPos()
return self.ClientConfig.Pos
end
function XNieRCharacter:GetNieRClientSkipId()
return self.ClientConfig.SkipId
end
function XNieRCharacter:GetNieRCharName()
local characterId = self:GetRobotCharacterId()
local charConfig = XCharacterConfigs.GetCharacterTemplate(characterId)
local nameStr = charConfig.Name
-- if charConfig.TradeName ~= "" then
-- nameStr = nameStr .. "·" .. charConfig.TradeName
-- end
return nameStr
end
return XNieRCharacter