PGRData/Script/matrix/xguide/node/XGuideCharacterEquipQualityCompareNode.lua

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local XGuideCharacterEquipQualityCompareNode = XLuaBehaviorManager.RegisterNode(XLuaBehaviorNode, "CharacterEquipQualityCompare", CsBehaviorNodeType.Action, true, false)
--索引动态列表
function XGuideCharacterEquipQualityCompareNode:OnAwake()
if self.Fields == nil then
self.Node.Status = CsNodeStatus.ERROR
return
end
if self.Fields["CharacterId"] == nil or self.Fields["CompareEquipId"] == nil then
self.Node.Status = CsNodeStatus.ERROR
return
end
self.CharacterId = self.Fields["CharacterId"]
self.CompareEquipId = self.Fields["CompareEquipId"]
end
function XGuideCharacterEquipQualityCompareNode:OnEnter()
if not XDataCenter.CharacterManager.IsOwnCharacter(self.CharacterId) then
self.Node.Status = CsNodeStatus.FAILED
return
end
local temp = XEquipConfig.GetEquipCfg(self.CompareEquipId)
if not temp then
self.Node.Status = CsNodeStatus.FAILED
return
end
local equipId = XDataCenter.EquipManager.GetCharacterWearingWeaponId(self.CharacterId) --初始为角色身上的装备
local equip = XDataCenter.EquipManager.GetEquip(equipId)
if not equipId or not equip then
self.Node.Status = CsNodeStatus.FAILED
return
end
local wearEquip = XEquipConfig.GetEquipCfg(equip.TemplateId)
if wearEquip.Star <= temp.Star then
self.Node.Status = CsNodeStatus.FAILED
return
end
self.Node.Status = CsNodeStatus.SUCCESS
end