PGRData/Script/matrix/xmodule/xequip/XEquipControl.lua

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2024-09-01 22:49:41 +02:00
---@class XEquipControl : XControl
---@field _Model XEquipControl
local XEquipControl = XClass(XControl, "XEquipControl")
function XEquipControl:OnInit()
--初始化内部变量
end
function XEquipControl:AddAgencyEvent()
--control在生命周期启动的时候需要对Agency及对外的Agency进行注册
end
function XEquipControl:RemoveAgencyEvent()
end
function XEquipControl:OnRelease()
--XLog.Error("这里执行Control的释放")
end
-- 装备是否适配角色类型
function XEquipControl:IsFitCharacterType(equipTemplateId, charType)
local fitCharType = XMVCA:GetAgency(ModuleId.XEquip):GetEquipCharacterType(equipTemplateId)
return fitCharType == XEnumConst.EQUIP.USER_TYPE.ALL or fitCharType == charType
end
--------------------region 升级、突破 --------------------
function XEquipControl:GetEquipBreakThroughIcon(breakthroughTimes)
local key = "EquipBreakThrough" .. breakthroughTimes
return CS.XGame.ClientConfig:GetString(key)
end
-- 检测是否满足强化条件
function XEquipControl:CheckBreakthroughCondition(templateId, targetBreakthrough)
local conditionId = self:GetBreakthroughConditionId(templateId, targetBreakthrough)
if conditionId and conditionId ~= 0 then
return XConditionManager.CheckCondition(conditionId)
end
return true, ""
end
--------------------endregion 升级、突破 --------------------
--------------------region 共鸣 --------------------
-- 通过配置表Id判断能否共鸣
function XEquipControl:CanResonanceByTemplateId(templateId)
local count = 0
local equipResonanceCfg = self._Model:GetConfigEquipResonance(templateId)
if not equipResonanceCfg then
return count
end
for pos = 1, XEnumConst.EQUIP.WEAPON_RESONANCE_COUNT do
if equipResonanceCfg.WeaponSkillPoolId and equipResonanceCfg.WeaponSkillPoolId[pos] and equipResonanceCfg.WeaponSkillPoolId[pos] > 0 then
count = count + 1
elseif equipResonanceCfg.AttribPoolId and equipResonanceCfg.AttribPoolId[pos] and equipResonanceCfg.AttribPoolId[pos] > 0 then
count = count + 1
elseif equipResonanceCfg.CharacterSkillPoolId and equipResonanceCfg.CharacterSkillPoolId[pos] and equipResonanceCfg.CharacterSkillPoolId[pos] > 0 then
count = count + 1
end
end
return count
end
-- 获取装备共鸣预览技能
function XEquipControl:GetResonancePreviewSkillInfoList(equipId, characterId, slot)
local skillInfoList = {}
local XSkillInfoObj = require("XEntity/XEquip/XSkillInfoObj")
local equip = self._Model:GetEquip(equipId)
local resonanceCfg = self._Model:GetConfigEquipResonance(equip.TemplateId)
if characterId then
if equip:IsWeapon() then
local poolId = resonanceCfg.WeaponSkillPoolId[slot]
local skillIds = XEquipConfig.GetWeaponSkillPoolSkillIds(poolId, characterId)
for _, skillId in ipairs(skillIds) do
local skillInfo = XSkillInfoObj.New(XEnumConst.EQUIP.RESONANCE_TYPE.WEAPON_SKILL, skillId)
table.insert(skillInfoList, skillInfo)
end
else
local skillPoolId = resonanceCfg.CharacterSkillPoolId[slot]
local skillInfos = XCharacterConfigs.GetCharacterSkillPoolSkillInfos(skillPoolId, characterId)
for _, v in ipairs(skillInfos) do
local skillInfo = XSkillInfoObj.New(XEnumConst.EQUIP.RESONANCE_TYPE.CHARACTER_SKILL, v.SkillId)
table.insert(skillInfoList, skillInfo)
end
end
end
-- 属性技能
local attrPoolId = resonanceCfg.AttribPoolId[slot]
if attrPoolId then
local attrInfos = XAttribConfigs.GetAttribGroupTemplateByPoolId(attrPoolId)
local attribIdDic = {} -- 过滤重复AttribId五星武器的共鸣技能
for _, v in ipairs(attrInfos) do
if not attribIdDic[v.AttribId] then
local skillInfo = XSkillInfoObj.New(XEnumConst.EQUIP.RESONANCE_TYPE.ATTRIB, v.Id)
table.insert(skillInfoList, skillInfo)
attribIdDic[v.AttribId] = true
end
end
end
return skillInfoList
end
-- 获取装备可以共鸣的角色列表
function XEquipControl:GetCanResonanceCharacterList(equipId)
local canResonanceCharacterList = {}
local equip = self._Model:GetEquip(equipId)
local equipType = XMVCA:GetAgency(ModuleId.XEquip):GetEquipType(equip.TemplateId)
local characterType = XMVCA:GetAgency(ModuleId.XEquip):GetEquipCharacterType(equip.TemplateId)
local ownCharacterList = XMVCA:GetAgency(ModuleId.XCharacter):GetOwnCharacterList(characterType)
for _, character in pairs(ownCharacterList) do
if character.Id == equip.CharacterId then
table.insert(canResonanceCharacterList, 1, character)
else
local characterEquipType = XCharacterConfigs.GetCharacterEquipType(character.Id)
if equipType == XEnumConst.EQUIP.EQUIP_TYPE.UNIVERSAL or equipType == characterEquipType then
table.insert(canResonanceCharacterList, character)
end
end
end
return canResonanceCharacterList
end
--------------------endregion 共鸣 --------------------
--------------------region 超频 --------------------
function XEquipControl:IsEquipCanAwake(templateId)
local star = XMVCA:GetAgency(ModuleId.XEquip):GetEquipStar(templateId)
local minAwakeStar = XEquipConfig.GetMinAwakeStar()
return star >= minAwakeStar
end
--------------------endregion 超频 --------------------
--------------------region 超限 --------------------
-- 获取武器对应所有超限配置
function XEquipControl:GetWeaponOverrunCfgsByTemplateId(templateId)
return self._Model:GetWeaponOverrunCfgsByTemplateId(templateId)
end
-- 通过配置表Id判断能否超限
function XEquipControl:CanOverrunByTemplateId(templateId)
local cfgs = self._Model:GetWeaponOverrunCfgsByTemplateId(templateId)
local canDeregulate = cfgs and #cfgs > 0
return canDeregulate
end
--------------------endregion 超限 --------------------
--------------------region 意识 --------------------
-- 获取意识列表
function XEquipControl:GetAwarenessList(characterId, site, suitId)
local awarenessList = {}
local agency = XMVCA:GetAgency(ModuleId.XEquip)
local charType = XCharacterConfigs.GetCharacterType(characterId)
local equipDic = self._Model:GetEquipDic()
for _, equip in pairs(equipDic) do
-- 筛选非狗粮、意识类型、适配角色类型、适配套装id
if agency:GetEquipType(equip.TemplateId) ~= XEnumConst.EQUIP.EQUIP_TYPE.FOOD
and equip:IsAwareness(site)
and self:IsFitCharacterType(equip.TemplateId, charType)
and (suitId == 0 or suitId == agency:GetEquipSuitId(equip.TemplateId)) then
table.insert(awarenessList, equip)
end
end
-- 排序
local agency = XMVCA:GetAgency(ModuleId.XEquip)
table.sort(awarenessList, function(a, b)
-- 穿戴在当前角色身上的意识优先
local isCurCharA = a.CharacterId == characterId
local isCurCharB = b.CharacterId == characterId
if isCurCharA ~= isCurCharB then
return isCurCharA
end
-- 无角色穿戴优先
local isNotWearingA = not a:IsWearing()
local isNotWearingB = not b:IsWearing()
if isNotWearingA ~= isNotWearingB then
return isNotWearingA
end
-- 有任一共鸣技能与当前角色绑定优先
local isBindCurCharA = a:IsResonanceBindCharacter(characterId)
local isBindCurCharB = b:IsResonanceBindCharacter(characterId)
if isBindCurCharA ~= isBindCurCharB then
return isBindCurCharA
end
-- 未共鸣过优先
local isNotResonanceA = not a:IsResonance()
local isNotResonanceB = not b:IsResonance()
if isNotResonanceA ~= isNotResonanceB then
return isNotResonanceA
end
-- 意识等级高的优先
if a.Level ~= b.Level then
return a.Level > b.Level
end
-- 星级高的优先
local starA = agency:GetEquipStar(a.TemplateId)
local starB = agency:GetEquipStar(b.TemplateId)
if starA ~= starB then
return starA > starB
end
-- suitId高的优先
local suitIdA = agency:GetEquipSuitId(a.TemplateId)
local suitIdB = agency:GetEquipSuitId(b.TemplateId)
if suitIdA ~= suitIdB then
return suitIdA > suitIdB
end
-- 最后按照Id从大到小
return a.Id > b.Id
end)
return awarenessList
end
-- 获取意识套装列表,筛选适配角色 and 统计已有套装数量
function XEquipControl:GetSuitInfoList(characterId, site)
local suitInfoDic = {}
local suitInfoList = {}
local agency = XMVCA:GetAgency(ModuleId.XEquip)
local charType = XCharacterConfigs.GetCharacterType(characterId)
local equipDic = self._Model:GetEquipDic()
for _, equip in pairs(equipDic) do
-- 筛选意识类型、适配角色类型
if equip:IsAwareness(site) and self:IsFitCharacterType(equip.TemplateId, charType) then
-- 筛选suitType不为0
local suitId = agency:GetEquipSuitId(equip.TemplateId)
local suitType = agency:GetEquipSuitSuitType(suitId)
if suitType ~= 0 then
local suitInfo = suitInfoDic[suitId]
if not suitInfo then
suitInfo = { SuitId = suitId, Count = 0}
suitInfoDic[suitId] = suitInfo
table.insert(suitInfoList, suitInfo)
end
suitInfo.Count = suitInfo.Count + 1
end
end
end
return suitInfoList
end
--------------------endregion 意识 --------------------
-- 获取装备匹配角色
function XEquipControl:GetEquipMatchRole(templateId)
local equipCfg = self._Model:GetConfigEquip(templateId)
local charCfgs = XCharacterConfigs.GetCharacterTemplates()
local charInfoList = {}
for _, charCfg in pairs(charCfgs) do
if charCfg.EquipType == equipCfg.Type then
local isRecommend = charCfg.Id == equipCfg.RecommendCharacterId
local charInfo = { Id = charCfg.Id, Name = charCfg.LogName, IsRecommend = isRecommend }
table.insert(charInfoList, charInfo)
end
end
return charInfoList
end
--------------------------------------------------------------------config start---------------------------------------
--------------------region EquipBreakThrough --------------------
-- 获取装备的最大突破次数
function XEquipControl:GetEquipMaxBreakthrough(templateId)
local cfgs = self._Model:GetEquipBreakthroughCfgs(templateId)
if not cfgs then
return 0
end
local times = 0
for _, config in pairs(cfgs) do
if config.Times > times then
times = config.Times
end
end
return times
end
--获取指定突破次数下最大等级限制
function XEquipControl:GetBreakthroughLevelLimit(templateId, times)
local equipBreakthroughCfg = self._Model:GetEquipBreakthroughCfg(templateId, times)
return equipBreakthroughCfg.LevelLimit
end
--检查指定突破次数下的突破条件
function XEquipControl:GetBreakthroughConditionId(templateId, breakthrough)
local cfgs = self._Model:GetEquipBreakthroughCfgs(templateId)
for _, config in pairs(cfgs) do
if config.Times == breakthrough - 1 then
return config.ConditionId
end
end
return
end
--------------------endregion EquipBreakThrough --------------------
--------------------region EquipSuitEffect --------------------
function XEquipControl:GetEquipSuitEffectBornMagic(id)
return self._Model:GetConfigEquipSuitEffect(id).BornMagic
end
function XEquipControl:GetEquipSuitEffectSkillId(id)
return self._Model:GetConfigEquipSuitEffect(id).SkillId
end
function XEquipControl:GetEquipSuitEffectAbility(id)
return self._Model:GetConfigEquipSuitEffect(id).Ability
end
--endregion EquipSuitEffect
--------------------region EquipDecompose --------------------
function XEquipControl:GetEquipDecomposeSite(id)
return self._Model:GetConfigEquipDecompose(id).Site
end
function XEquipControl:GetEquipDecomposeStar(id)
return self._Model:GetConfigEquipDecompose(id).Star
end
function XEquipControl:GetEquipDecomposeBreakthrough(id)
return self._Model:GetConfigEquipDecompose(id).Breakthrough
end
function XEquipControl:GetEquipDecomposeExpToOneCoin(id)
return self._Model:GetConfigEquipDecompose(id).ExpToOneCoin
end
function XEquipControl:GetEquipDecomposeExpToItemId(id)
return self._Model:GetConfigEquipDecompose(id).ExpToItemId
end
function XEquipControl:GetEquipDecomposeRewardId(id)
return self._Model:GetConfigEquipDecompose(id).RewardId
end
--------------------endregion EquipDecompose --------------------
--------------------region EatEquipCost --------------------
function XEquipControl:GetEatEquipCostSite(id)
return self._Model:GetConfigEatEquipCost(id).Site
end
function XEquipControl:GetEatEquipCostStar(id)
return self._Model:GetConfigEatEquipCost(id).Star
end
function XEquipControl:GetEatEquipCostUseMoney(id)
return self._Model:GetConfigEatEquipCost(id).UseMoney
end
--------------------endregion EatEquipCost --------------------
--------------------region EquipResonance --------------------
function XEquipControl:GetEquipResonanceAttribPoolId(id)
return self._Model:GetConfigEquipResonance(id).AttribPoolId
end
function XEquipControl:GetEquipResonanceAttribPoolWeight(id)
return self._Model:GetConfigEquipResonance(id).AttribPoolWeight
end
function XEquipControl:GetEquipResonanceCharacterSkillPoolId(id)
return self._Model:GetConfigEquipResonance(id).CharacterSkillPoolId
end
function XEquipControl:GetEquipResonanceCharacterSkillPoolWeight(id)
return self._Model:GetConfigEquipResonance(id).CharacterSkillPoolWeight
end
function XEquipControl:GetEquipResonanceWeaponSkillPoolId(id)
return self._Model:GetConfigEquipResonance(id).WeaponSkillPoolId
end
function XEquipControl:GetEquipResonanceWeaponSkillPoolWeight(id)
return self._Model:GetConfigEquipResonance(id).WeaponSkillPoolWeight
end
--------------------endregion EquipResonance --------------------
--------------------region EquipResonanceUseItem --------------------
function XEquipControl:GetEquipResonanceUseItemItemId(id)
return self._Model:GetConfigEquipResonanceUseItem(id).ItemId
end
function XEquipControl:GetEquipResonanceUseItemItemCount(id)
return self._Model:GetConfigEquipResonanceUseItem(id).ItemCount
end
function XEquipControl:GetEquipResonanceUseItemSelectSkillItemId(id)
return self._Model:GetConfigEquipResonanceUseItem(id).SelectSkillItemId
end
function XEquipControl:GetEquipResonanceUseItemSelectSkillItemCount(id)
return self._Model:GetConfigEquipResonanceUseItem(id).SelectSkillItemCount
end
--------------------endregion EquipResonanceUseItem --------------------
--------------------region WeaponSkill --------------------
function XEquipControl:GetWeaponSkillBornMagic(id)
return self._Model:GetConfigWeaponSkill(id).BornMagic
end
function XEquipControl:GetWeaponSkillSubSkillId(id)
return self._Model:GetConfigWeaponSkill(id).SubSkillId
end
function XEquipControl:GetWeaponSkillAbility(id)
return self._Model:GetConfigWeaponSkill(id).Ability
end
function XEquipControl:GetWeaponSkillIcon(id)
return self._Model:GetConfigWeaponSkill(id).Icon
end
function XEquipControl:GetWeaponSkillName(id)
return self._Model:GetConfigWeaponSkill(id).Name
end
function XEquipControl:GetWeaponSkillDescription(id)
return self._Model:GetConfigWeaponSkill(id).Description
end
function XEquipControl:GetWeaponSkillDesLinkCharacterSkillId(id)
return self._Model:GetConfigWeaponSkill(id).DesLinkCharacterSkillId
end
function XEquipControl:GetWeaponSkillAccount(id)
return self._Model:GetConfigWeaponSkill(id).Account
end
--------------------endregion WeaponSkill --------------------
--------------------region WeaponSkillPool --------------------
function XEquipControl:GetWeaponSkillPoolPoolId(id)
return self._Model:GetConfigWeaponSkillPool(id).PoolId
end
function XEquipControl:GetWeaponSkillPoolWeight(id)
return self._Model:GetConfigWeaponSkillPool(id).Weight
end
function XEquipControl:GetWeaponSkillPoolCharacterId(id)
return self._Model:GetConfigWeaponSkillPool(id).CharacterId
end
function XEquipControl:GetWeaponSkillPoolSkillId(id)
return self._Model:GetConfigWeaponSkillPool(id).SkillId
end
--------------------endregion WeaponSkillPool --------------------
--------------------region EquipAwake --------------------
function XEquipControl:GetEquipAwakeAttribId(id)
return self._Model:GetConfigEquipAwake(id).AttribId
end
function XEquipControl:GetEquipAwakeAttribDes1(id)
return self._Model:GetConfigEquipAwake(id).AttribDes1
end
function XEquipControl:GetEquipAwakeAttribDes2(id)
return self._Model:GetConfigEquipAwake(id).AttribDes2
end
function XEquipControl:GetEquipAwakeItemId(id)
return self._Model:GetConfigEquipAwake(id).ItemId
end
function XEquipControl:GetEquipAwakeItemCount(id)
return self._Model:GetConfigEquipAwake(id).ItemCount
end
function XEquipControl:GetEquipAwakeItemCrystalId(id)
return self._Model:GetConfigEquipAwake(id).ItemCrystalId
end
function XEquipControl:GetEquipAwakeItemCrystalCount(id)
return self._Model:GetConfigEquipAwake(id).ItemCrystalCount
end
function XEquipControl:GetEquipAwakeAwarenessAttrDesc(id)
return self._Model:GetConfigEquipAwake(id).AwarenessAttrDesc
end
function XEquipControl:GetEquipAwakeAwarenessAttrValue(id)
return self._Model:GetConfigEquipAwake(id).AwarenessAttrValue
end
--------------------endregion EquipAwake --------------------
--------------------region CharacterSuitPriority --------------------
function XEquipControl:GetConfigCharacterSuitPriority(id)
return self._Model:GetConfigCharacterSuitPriority(id)
end
--------------------endregion CharacterSuitPriority --------------------
--------------------region EquipRes --------------------
function XEquipControl:GetEquipResBigIconPath(id)
return self._Model:GetConfigEquipRes(id).BigIconPath
end
function XEquipControl:GetEquipResIconPath(id)
return self._Model:GetConfigEquipRes(id).IconPath
end
function XEquipControl:GetEquipResLiHuiPath(id)
return self._Model:GetConfigEquipRes(id).LiHuiPath
end
function XEquipControl:GetEquipResModelTransId(id)
return self._Model:GetConfigEquipRes(id).ModelTransId
end
function XEquipControl:GetEquipResResonanceModelTransId1(id)
return self._Model:GetConfigEquipRes(id).ResonanceModelTransId1
end
function XEquipControl:GetEquipResResonanceModelTransId2(id)
return self._Model:GetConfigEquipRes(id).ResonanceModelTransId2
end
function XEquipControl:GetEquipResResonanceModelTransId3(id)
return self._Model:GetConfigEquipRes(id).ResonanceModelTransId3
end
function XEquipControl:GetEquipResPainterName(id)
return self._Model:GetConfigEquipRes(id).PainterName
end
--------------------endregion EquipRes --------------------
--------------------region EquipModel --------------------
function XEquipControl:GetEquipModelModelName(id)
return self._Model:GetConfigEquipModel(id).ModelName
end
function XEquipControl:GetEquipModelResonanceEffectPath(id)
return self._Model:GetConfigEquipModel(id).ResonanceEffectPath
end
function XEquipControl:GetEquipModelResonanceEffectShowDelay(id)
return self._Model:GetConfigEquipModel(id).ResonanceEffectShowDelay
end
function XEquipControl:GetEquipModelAnimController(id)
return self._Model:GetConfigEquipModel(id).AnimController
end
function XEquipControl:GetEquipModelUiAnimStateName(id)
return self._Model:GetConfigEquipModel(id).UiAnimStateName
end
function XEquipControl:GetEquipModelUiAnimCueId(id)
return self._Model:GetConfigEquipModel(id).UiAnimCueId
end
function XEquipControl:GetEquipModelUiAnimDelay(id)
return self._Model:GetConfigEquipModel(id).UiAnimDelay
end
function XEquipControl:GetEquipModelUiAutoRotateDelay(id)
return self._Model:GetConfigEquipModel(id).UiAutoRotateDelay
end
--------------------endregion EquipModel --------------------
--------------------region EquipModelTransform --------------------
function XEquipControl:GetEquipModelTransformIndexId(id)
return self._Model:GetConfigEquipModelTransform(id).IndexId
end
function XEquipControl:GetEquipModelTransformUiName(id)
return self._Model:GetConfigEquipModelTransform(id).UiName
end
function XEquipControl:GetEquipModelTransformPositionX(id)
return self._Model:GetConfigEquipModelTransform(id).PositionX
end
function XEquipControl:GetEquipModelTransformPositionY(id)
return self._Model:GetConfigEquipModelTransform(id).PositionY
end
function XEquipControl:GetEquipModelTransformPositionZ(id)
return self._Model:GetConfigEquipModelTransform(id).PositionZ
end
function XEquipControl:GetEquipModelTransformRotationX(id)
return self._Model:GetConfigEquipModelTransform(id).RotationX
end
function XEquipControl:GetEquipModelTransformRotationY(id)
return self._Model:GetConfigEquipModelTransform(id).RotationY
end
function XEquipControl:GetEquipModelTransformRotationZ(id)
return self._Model:GetConfigEquipModelTransform(id).RotationZ
end
function XEquipControl:GetEquipModelTransformScaleX(id)
return self._Model:GetConfigEquipModelTransform(id).ScaleX
end
function XEquipControl:GetEquipModelTransformScaleY(id)
return self._Model:GetConfigEquipModelTransform(id).ScaleY
end
function XEquipControl:GetEquipModelTransformScaleZ(id)
return self._Model:GetConfigEquipModelTransform(id).ScaleZ
end
--------------------endregion EquipModelTransform --------------------
--------------------region EquipSkipId --------------------
function XEquipControl:GetEquipSkipIdSite(id)
return self._Model:GetConfigEquipSkipId(id).Site
end
function XEquipControl:GetEquipSkipIdEquipType(id)
return self._Model:GetConfigEquipSkipId(id).EquipType
end
function XEquipControl:GetEquipSkipIdEatType(id)
return self._Model:GetConfigEquipSkipId(id).EatType
end
function XEquipControl:GetEquipSkipIdSkipIdParams(id)
return self._Model:GetConfigEquipSkipId(id).SkipIdParams
end
--------------------endregion EquipSkipId --------------------
--------------------region EquipAnim --------------------
function XEquipControl:GetEquipAnimParams(id)
return self._Model:GetConfigEquipAnim(id).Params
end
--------------------endregion EquipAnim --------------------
--------------------region EquipModelShow --------------------
function XEquipControl:GetEquipModelShowModelId(id)
return self._Model:GetConfigEquipModelShow(id).ModelId
end
function XEquipControl:GetEquipModelShowUiName(id)
return self._Model:GetConfigEquipModelShow(id).UiName
end
function XEquipControl:GetEquipModelShowHideNodeName(id)
return self._Model:GetConfigEquipModelShow(id).HideNodeName
end
--------------------endregion EquipModelShow --------------------
--------------------region EquipResByFool --------------------
function XEquipControl:GetEquipResByFoolModelTransId(id)
return self._Model:GetConfigEquipResByFool(id).ModelTransId
end
function XEquipControl:GetEquipResByFoolResonanceModelTransId1(id)
return self._Model:GetConfigEquipResByFool(id).ResonanceModelTransId1
end
function XEquipControl:GetEquipResByFoolResonanceModelTransId2(id)
return self._Model:GetConfigEquipResByFool(id).ResonanceModelTransId2
end
function XEquipControl:GetEquipResByFoolResonanceModelTransId3(id)
return self._Model:GetConfigEquipResByFool(id).ResonanceModelTransId3
end
--------------------endregion EquipResByFool --------------------
--------------------region WeaponDeregulateUI --------------------
function XEquipControl:GetWeaponDeregulateUIName(id)
return self._Model:GetConfigWeaponDeregulateUI(id).Name
end
function XEquipControl:GetWeaponDeregulateUILvUpTips(id)
return self._Model:GetConfigWeaponDeregulateUI(id).LvUpTips
end
function XEquipControl:GetWeaponDeregulateUIIconQuality(id)
return self._Model:GetConfigWeaponDeregulateUI(id).IconQuality
end
function XEquipControl:GetWeaponDeregulateUIItemsQuality(id)
return self._Model:GetConfigWeaponDeregulateUI(id).ItemsQuality
end
function XEquipControl:GetWeaponDeregulateUIUIEffect(id)
return self._Model:GetConfigWeaponDeregulateUI(id).UIEffect
end
function XEquipControl:GetWeaponDeregulateUILvUPAnimation(id)
return self._Model:GetConfigWeaponDeregulateUI(id).LvUPAnimation
end
function XEquipControl:GetWeaponDeregulateUISceneStartEffectPath(id)
return self._Model:GetConfigWeaponDeregulateUI(id).SceneStartEffectPath
end
function XEquipControl:GetWeaponDeregulateUISceneStartEffectTime(id)
return self._Model:GetConfigWeaponDeregulateUI(id).SceneStartEffectTime
end
function XEquipControl:GetWeaponDeregulateUISceneLoopEffectPath(id)
return self._Model:GetConfigWeaponDeregulateUI(id).SceneLoopEffectPath
end
--------------------endregion WeaponDeregulateUI --------------------
function XEquipControl:GetLevelUpCfg(templateId, times, level)
return self._Model:GetLevelUpCfg(templateId, times, level)
end
----------config end----------
return XEquipControl