PGRData/Script/matrix/xmanager/XSameColorGameActivityManager.lua

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local XSCRoleSkill = require("XEntity/XSameColorGame/Skill/XSCRoleSkill")
-- 三消游戏活动管理器
XSameColorGameActivityManagerCreator = function()
local XSameColorGameActivityManager = {
DEBUG = false
}
local METHOD_NAME = {
SameColorGameEnterStageRequest = "SameColorGameEnterStageRequest",--进入关卡
SameColorGameSwapItemRequest = "SameColorGameSwapItemRequest",--交换
SameColorGameUseItemRequest = "SameColorGameUseItemRequest",--使用技能
SameColorGameOpenRankRequest = "SameColorGameOpenRankRequest",--打开排行榜
SameColorGameGiveUpRequest = "SameColorGameGiveUpRequest",--中途放弃
SameColorGameCancelUseItemRequest = "SameColorGameCancelUseItemRequest",--放弃使用技能只有多步操作型技能使用进行n次交换直到造成消除且需要使用过一次以上
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SameColorGamePauseResumeRequest = "SameColorGamePauseResumeRequest",--暂停/继续
SameColorGameCountDownRequest = "SameColorGameCountDownRequest",--3 2 1结束后请求服务器开始游戏倒计时
}
local BossManager = nil
local RoleManager = nil
local BattleManager = nil
local RoleShowSkillDic = {}
local Config = nil
local FirstOpenObtainKey = "FirstOpenObtainKey"
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local IsPause = false -- 当前是否暂停
-- 初始化
function XSameColorGameActivityManager.Init()
Config = XSameColorGameConfigs.GetCurrentConfig()
local script = require("XEntity/XSameColorGame/Boss/XSCBossManager")
BossManager = script.New()
script = require("XEntity/XSameColorGame/Role/XSCRoleManager")
RoleManager = script.New()
script = require("XEntity/XSameColorGame/Battle/XSCBattleManager")
BattleManager = script.New()
end
-- data { ActivityId, BossRecords : List<XSameColorGameBossRecord> }
function XSameColorGameActivityManager.InitWithServerData(data)
-- 不相等重新初始化
if Config.Id ~= data.ActivityId then
XSameColorGameActivityManager.Init()
end
BossManager:InitWithServerData(data.BossRecords)
end
function XSameColorGameActivityManager.GetAvailableChapters()
local result = {}
if not XSameColorGameActivityManager.GetIsInTime() then
return result
end
table.insert(result, {
Id = Config.Id,
Type = XDataCenter.FubenManager.ChapterType.SameColor,
Name = XSameColorGameActivityManager.GetName(),
Icon = XSameColorGameActivityManager.GetBannerIcon()
})
return result
end
-- 打开活动主界面
function XSameColorGameActivityManager.OpenMainUi()
if not XSameColorGameActivityManager.GetIsOpen(true) then
return
end
XLuaUiManager.Open("UiSameColorGameBossMain")
end
function XSameColorGameActivityManager.OpenShopUi(callback)
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if XFunctionManager.DetectionFunction(XFunctionManager.FunctionName.ShopCommon)
or XFunctionManager.DetectionFunction(XFunctionManager.FunctionName.ShopActive) then
local shopIds = XSameColorGameConfigs.GetActivityConfigValue("ShopId")
local shopId = tonumber(shopIds[1])
XShopManager.GetShopInfo(shopId, function()
XLuaUiManager.Open("UiSameColorGameShop", shopId)
end)
end
end
function XSameColorGameActivityManager.GetIsFirstOpenRoleObtainUi()
return not XSaveTool.GetData(XSameColorGameActivityManager.GetLocalSaveKey() .. FirstOpenObtainKey)
end
function XSameColorGameActivityManager.SetIsFirstOpenRoleObtainUi()
XSaveTool.SaveData(XSameColorGameActivityManager.GetLocalSaveKey() .. FirstOpenObtainKey, true)
end
-- 获取活动开始时间
function XSameColorGameActivityManager.GetStartTime()
return XFunctionManager.GetStartTimeByTimeId(Config.TimerId)
end
-- 获取活动结束时间
function XSameColorGameActivityManager.GetEndTime()
-- if XSameColorGameActivityManager.DEBUG then
-- if XSameColorGameActivityManager.__DEBUG_END_TIME == nil then
-- XSameColorGameActivityManager.__DEBUG_END_TIME = XTime.GetServerNowTimestamp() + 10
-- end
-- return XSameColorGameActivityManager.__DEBUG_END_TIME
-- end
return XFunctionManager.GetEndTimeByTimeId(Config.TimerId)
end
-- 获取活动名称
function XSameColorGameActivityManager.GetName()
return XSameColorGameConfigs.GetActivityConfigValue("Name")[1]
end
function XSameColorGameActivityManager.GetBannerIcon()
return XSameColorGameConfigs.GetActivityConfigValue("BannerIcon")[1]
end
-- 获取活动剩余时间描述
function XSameColorGameActivityManager.GetLeaveTimeStr()
local endTime = XSameColorGameActivityManager.GetEndTime()
return XUiHelper.GetTime(endTime - XTime.GetServerNowTimestamp()
, XUiHelper.TimeFormatType.ACTIVITY)
end
-- 获取活动是否在开启时间内
function XSameColorGameActivityManager.GetIsInTime()
if XSameColorGameActivityManager.DEBUG then
return true
end
return XFunctionManager.CheckInTimeByTimeId(Config.TimerId)
end
function XSameColorGameActivityManager.GetIsOpen(showTip)
-- 未满足功能条件
if not XFunctionManager.DetectionFunction(XFunctionManager.FunctionName.SameColor, nil, not showTip) then
return
end
-- 未满足开放时间
if not XSameColorGameActivityManager.GetIsInTime() then
if showTip then
XUiManager.TipError(CS.XTextManager.GetText("FunctionNotDuringOpening"))
end
return
end
return true
end
function XSameColorGameActivityManager.GetRoleShowSkill(skillGroupId)
local result = RoleShowSkillDic[skillGroupId]
if result == nil then
result = XSCRoleSkill.New(skillGroupId)
RoleShowSkillDic[skillGroupId] = result
end
return result
end
-- 获取活动帮助id
function XSameColorGameActivityManager.GetHelpId()
local helpId = tonumber(XSameColorGameConfigs.GetActivityConfigValue("HelpId")[1])
return XHelpCourseConfig.GetHelpCourseTemplateById(helpId).Function
end
-- 获取活动资源id数组
function XSameColorGameActivityManager.GetAssetItemIds()
local result = {}
for _, v in ipairs(XSameColorGameConfigs.GetActivityConfigValue("AssetItemIds")) do
table.insert(result, tonumber(v))
end
return result
end
function XSameColorGameActivityManager.GetShopId()
return XSameColorGameConfigs.GetActivityConfigValue("ShopId")[1]
end
function XSameColorGameActivityManager.GetRankIcons()
return XSameColorGameConfigs.GetActivityConfigValue("RankIcons")
end
-- taskType : XSameColorGameConfigs.TaskType
function XSameColorGameActivityManager.GetTaskDatas(taskType, isSort)
taskType = taskType or XSameColorGameConfigs.TaskType
local groupId = nil
if taskType == XSameColorGameConfigs.TaskType.Day then
groupId = tonumber(XSameColorGameConfigs.GetActivityConfigValue("TaskGroupId")[1])
elseif taskType == XSameColorGameConfigs.TaskType.Reward then
groupId = tonumber(XSameColorGameConfigs.GetActivityConfigValue("TaskGroupId")[2])
end
return XDataCenter.TaskManager.GetTimeLimitTaskListByGroupId(groupId, isSort)
end
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function XSameColorGameActivityManager.GetIsPause()
return IsPause
end
-- 活动界面是否显示 可挑战 页签
function XSameColorGameActivityManager.IsShowChallengable()
local bosses = BossManager:GetBosses()
for _, boss in ipairs(bosses) do
local isOpen, desc = boss:GetIsOpen()
local maxScore = boss:GetMaxScore()
if isOpen and maxScore == 0 then
return true
end
end
return false
end
-- 获取boss管理器
function XSameColorGameActivityManager.GetBossManager()
return BossManager
end
-- 获取角色管理器
function XSameColorGameActivityManager.GetRoleManager()
return RoleManager
end
-- 获取战斗管理器
function XSameColorGameActivityManager.GetBattleManager()
return BattleManager
end
function XSameColorGameActivityManager.GetLocalSaveKey()
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return Config.Id .. "_" .. XPlayer.Id .. "XSameColorGameActivityManager"
end
-- 获取当前能够使用的技能数据
function XSameColorGameActivityManager.GetAllUsableSkillGroupIds()
local result = {}
local itemManager = XDataCenter.ItemManager
local configDic = XSameColorGameConfigs.GetSkillGroupConfigDic()
for _, config in pairs(configDic) do
if itemManager.GetCount(config.ShopItemId) > 0 then
table.insert(result, config.Id)
end
end
table.sort(result, function(a, b)
return a < b
end)
return result
end
function XSameColorGameActivityManager.HandleActivityEndTime()
if XSameColorGameActivityManager.DEBUG then
return
end
XLuaUiManager.RunMain()
XUiManager.TipMsg(XUiHelper.GetText("SCBossActivityTimeOut"))
end
function XSameColorGameActivityManager.SetMainUiModelInfo(UiModel, UiModelGo, UiSceneInfo)
XSameColorGameActivityManager.UiModel = UiModel
XSameColorGameActivityManager.UiModelGo = UiModelGo
XSameColorGameActivityManager.UiSceneInfo = UiSceneInfo
end
function XSameColorGameActivityManager.GetMainUiModelInfo()
return XSameColorGameActivityManager.UiModel
, XSameColorGameActivityManager.UiModelGo
, XSameColorGameActivityManager.UiSceneInfo
end
function XSameColorGameActivityManager.ClearMainUiModelInfo()
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if XSameColorGameActivityManager.UiSceneInfo and XSameColorGameActivityManager.UiSceneInfo.GameObject then
XSameColorGameActivityManager.UiSceneInfo.GameObject:SetActiveEx(false)
end
XSameColorGameActivityManager.UiModel = nil
XSameColorGameActivityManager.UiModelGo = nil
XSameColorGameActivityManager.UiSceneInfo = nil
end
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-- v1.31 处理模型隐藏节点
function XSameColorGameActivityManager.HandleModelHideNode(ModelInfo, BattleShowModelId)
local model = ModelInfo.Model
if XTool.UObjIsNil(model) then
return
end
local hideNodeNameData = XSameColorGameConfigs.GetBattleShowRoleConfig(BattleShowModelId).HideNodeName or {}
for _, nodeName in ipairs(hideNodeNameData) do
local parts = model.gameObject:FindTransform(nodeName)
if not XTool.UObjIsNil(parts) then
parts.gameObject:SetActiveEx(false)
end
end
end
-- v1.31 清除特效池,避免因加载模型时销毁原有模型及战斗动作特效导致特效池残留战斗动作池特效的材质丢失
function XSameColorGameActivityManager.ClearFightAniEffect()
if CS.XEffectFullPlayManager.Instance then
CS.XEffectFullPlayManager.Instance:ClearEffects()
end
end
--######################## 请求 ########################
-- bossId : 为0时是总榜的数据
function XSameColorGameActivityManager.RequestRankData(bossId, callback)
XNetwork.Call(METHOD_NAME.SameColorGameOpenRankRequest, { BossId = bossId }, function(res)
if res.Code ~= XCode.Success then
XUiManager.TipCode(res.Code)
return
end
-- XSameColorGameRankInfo
local myRankInfo = res.MyRankInfo
-- List<XSameColorGameRankInfo>
local rankList = res.RankList
-- for i = #rankList, 1, -1 do
-- if rankList[i].RoleId <= 0 then
-- table.remove(rankList, i)
-- end
-- end
if callback then
callback(rankList, myRankInfo)
end
end)
end
function XSameColorGameActivityManager.RequestEnterStage(roleId, bossId, skillGroupIds, callback)
local requestBody = {
BossId = bossId,
RoleId = roleId,
SkillIds = skillGroupIds
}
-- res : { List<XSameColorGameAction> Actions }
XNetwork.Call(METHOD_NAME.SameColorGameEnterStageRequest, requestBody, function(res)
if res.Code ~= XCode.Success then
XUiManager.TipCode(res.Code)
return
end
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IsPause = false
BossManager:SetCurrentChallengeBoss(BossManager:GetBoss(bossId))
BattleManager:SetActionList(res.Actions)
if callback then
callback()
end
end)
end
function XSameColorGameActivityManager.RequestSwapBall(startPos, endPos, callback)
-- res : { List<XSameColorGameAction> Actions }
local serverStartPos = {PositionX = startPos.PositionX - 1, PositionY = startPos.PositionY - 1}
local serverEndPos = {PositionX = endPos.PositionX - 1, PositionY = endPos.PositionY - 1}
XNetwork.Call(METHOD_NAME.SameColorGameSwapItemRequest, {Source = serverStartPos,Destination = serverEndPos}, function(res)
if res.Code ~= XCode.Success then
XUiManager.TipCode(res.Code)
return
end
BattleManager:SetActionList(res.Actions)
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if callback then
callback()
end
end)
end
function XSameColorGameActivityManager.RequestUseItem(skillGroupId, skillId, useItemParam, callback)
-- res : { List<XSameColorGameAction> Actions }
local serverUseItemParam = {}
for key,item in pairs(useItemParam or {}) do
local serverItem = {}
if next(item) then
serverItem = {ItemId = item.ItemId, PositionX = item.PositionX - 1, PositionY = item.PositionY - 1}
end
serverUseItemParam[key] = serverItem
end
XNetwork.Call(METHOD_NAME.SameColorGameUseItemRequest, {GroupId = skillGroupId, ItemId = skillId,UseItemParam = serverUseItemParam}, function(res)
if res.Code ~= XCode.Success then
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-- 过滤20143032技能已经结束提示存在服务器收到使用技能协议时刚好技能时间结束
if res.Code == 20143032 then return end
XUiManager.TipCode(res.Code)
return
end
BattleManager:SetActionList(res.Actions)
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BattleManager:ShowEnergyChange(XSameColorGameConfigs.EnergyChangeFrom.UseSkill, XSameColorGameConfigs.UseSkillMaskTime)--技能耗能
if callback then
callback()
end
local IsInCD = false
for _,action in pairs(res.Actions or {}) do
if action.ActionType == XSameColorGameConfigs.ActionType.ActionCdChange and action.SkillId == skillGroupId then
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--[[ v4.0统一在action里处理
-- 提前刷新CD避免刷新问题
BattleManager:ClearPrepSkill()
local param = {SkillGroupId = skillGroupId, LeftCd = action.LeftCd, ActionType = XSameColorGameConfigs.ActionType.ActionCdChange}
XEventManager.DispatchEvent(XEventId.EVENT_SC_ACTION_CDCHANGE, param)
]]
IsInCD = true
break
end
end
local skill = BattleManager:GetBattleRoleSkill(skillGroupId)
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if not IsInCD then
skill:AddUsedCount()
end
BattleManager:CheckActionList()
end)
end
function XSameColorGameActivityManager.RequestCancelUseItem(skillGroupId, skillId, callback)
XNetwork.Call(METHOD_NAME.SameColorGameCancelUseItemRequest, {GroupId = skillGroupId, ItemId = skillId}, function(res)
if res.Code ~= XCode.Success then
XUiManager.TipCode(res.Code)
return
end
BattleManager:SetActionList(res.Actions)
if callback then
callback()
end
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BattleManager:ClearPrepSkill()
XEventManager.DispatchEvent(XEventId.EVENT_SC_SKILL_USED)
BattleManager:CheckActionList()
end)
end
function XSameColorGameActivityManager.RequestGiveUp(bossId, callback)
XNetwork.Call(METHOD_NAME.SameColorGameGiveUpRequest, {BossId = bossId}, function(res)
if res.Code ~= XCode.Success then
XUiManager.TipCode(res.Code)
return
end
if callback then
callback()
end
end)
end
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-- 限时模式请求暂停/继续
function XSameColorGameActivityManager.RequestPauseResume(isPause, sendProto, callback)
if isPause == IsPause or not sendProto then
IsPause = isPause
if callback then
callback()
end
return
end
XNetwork.Call(METHOD_NAME.SameColorGamePauseResumeRequest, {}, function(res)
if res.Code ~= XCode.Success then
XUiManager.TipCode(res.Code)
return
end
IsPause = not IsPause
if callback then
callback()
end
end)
end
function XSameColorGameActivityManager.RequestCountDown()
XNetwork.Call(METHOD_NAME.SameColorGameCountDownRequest, {}, function(res)
if res.Code ~= XCode.Success then
XUiManager.TipCode(res.Code)
return
end
end)
end
-- 初始化
XSameColorGameActivityManager.Init()
return XSameColorGameActivityManager
end
XRpc.NotifySameColorGameData = function(data)
XDataCenter.SameColorActivityManager.InitWithServerData(data)
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end
XRpc.NotifySameColorGameUpdate = function(data)
local battleManager = XDataCenter.SameColorActivityManager.GetBattleManager()
battleManager:DoUpdateActionList(data.Actions)
end