PGRData/Script/matrix/xconfig/XEquipConfig.lua

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local tableInsert = table.insert
XEquipConfig = XEquipConfig or {}
XEquipConfig.MAX_STAR_COUNT = 6 -- 最大星星数
XEquipConfig.MAX_SUIT_SKILL_COUNT = 3 -- 最大套装激活技能个数
XEquipConfig.MAX_RESONANCE_SKILL_COUNT = 3 -- 最大共鸣属性/技能个数
XEquipConfig.MIN_RESONANCE_EQUIP_STAR_COUNT = 5 -- 装备共鸣最低星级
XEquipConfig.MAX_SUIT_COUNT = 6 -- 套装最大数量
XEquipConfig.DEFAULT_SUIT_ID = { -- 用来显示全部套装数量的默认套装Id
Normal = 1, --构造体
Isomer = 2, --感染体
}
XEquipConfig.CAN_NOT_AUTO_EAT_STAR = 5 -- 大于等于该星级的装备不会被当做默认狗粮选中
XEquipConfig.AWAKE_SKILL_COUNT = 2 -- 觉醒技能数量
--武器类型
XEquipConfig.EquipType = {
Universal = 0, -- 通用
Suncha = 1, -- 双枪
Sickle = 2, -- 太刀
Mount = 3, -- 挂载
Arrow = 4, -- 弓箭
Chainsaw = 5, -- 电锯
Sword = 6, -- 大剑
Hcan = 7, -- 巨炮
DoubleSwords = 8, -- 双短刀
sickle = 9, --镰刀
IsomerSword = 10, -- 感染者专用大剑
Food = 99, -- 狗粮
}
XEquipConfig.UserType = {
All = 0, --通用
Normal = 1, --构造体
Isomer = 2, --异构体/感染体
}
XEquipConfig.AddAttrType = {
Numeric = 1, -- 数值
Rate = 2, -- 基础属性的百分比
Promoted = 3, -- 等级加成
}
XEquipConfig.UserType = {
All = 0, --通用
Normal = 1, --构造体
Isomer = 2, --异构体/感染体
}
--要显示的属性排序
XEquipConfig.AttrSortType = {
XNpcAttribType.Life,
XNpcAttribType.AttackNormal,
XNpcAttribType.DefenseNormal,
XNpcAttribType.Crit,
}
XEquipConfig.EquipSite = {
Weapon = 0, -- 武器
Awareness = { -- 意识
One = 1, -- 1号位
Two = 2, -- 2号位
Three = 3, -- 3号位
Four = 4, -- 4号位
Five = 5, -- 5号位
Six = 6, -- 6号位
},
}
XEquipConfig.AwarenessSiteToStr = {
[XEquipConfig.EquipSite.Awareness.One] = CS.XTextManager.GetText("AwarenessSiteOne"),
[XEquipConfig.EquipSite.Awareness.Two] = CS.XTextManager.GetText("AwarenessSiteTwo"),
[XEquipConfig.EquipSite.Awareness.Three] = CS.XTextManager.GetText("AwarenessSiteThree"),
[XEquipConfig.EquipSite.Awareness.Four] = CS.XTextManager.GetText("AwarenessSiteFour"),
[XEquipConfig.EquipSite.Awareness.Five] = CS.XTextManager.GetText("AwarenessSiteFive"),
[XEquipConfig.EquipSite.Awareness.Six] = CS.XTextManager.GetText("AwarenessSiteSix"),
}
XEquipConfig.Classify = {
Weapon = 1, -- 武器
Awareness = 2, -- 意识
}
XEquipConfig.EquipResonanceType = {
Attrib = 1, -- 属性共鸣
CharacterSkill = 2, -- 角色技能共鸣
WeaponSkill = 3, -- 武器技能共鸣
}
--排序优先级选项
XEquipConfig.PriorSortType = {
Star = 0, -- 星级
Breakthrough = 1, -- 突破次数
Level = 2, -- 等级
Proceed = 3, -- 入手顺序
}
-- 武器部位
XEquipConfig.WeaponCase = {
Case1 = 1,
Case2 = 2,
Case3 = 3,
--[[支持继续扩展
Case4 = 4,
...
]]
}
-- 狗粮类型
XEquipConfig.EatType = {
Equip = 0,
Item = 1,
}
-- 武器模型用途
XEquipConfig.WeaponUsage = {
Role = 1, -- ui角色身上
Battle = 2, -- 战斗
Show = 3, -- ui单独展示
}
-- 装备详情UI页签
XEquipConfig.EquipDetailBtnTabIndex = {
Detail = 1,
Strengthen = 2,
Resonance = 3,
}
--武器超频界面页签状态
XEquipConfig.EquipAwakeTabIndex = {
Material = 1,
CrystalMoney = 2,
}
-- 共鸣后武器显示延时时间
XEquipConfig.WeaponResonanceShowDelay = CS.XGame.ClientConfig:GetInt("WeaponResonanceShowDelay")
-- 分解数量溢出提示文本
XEquipConfig.DecomposeRewardOverLimitTip = {
[XEquipConfig.Classify.Weapon] = CS.XTextManager.GetText("WeaponBoxWillBeFull"),
[XEquipConfig.Classify.Awareness] = CS.XTextManager.GetText("WaferBoxWillBeFull"),
}
local EquipBreakThroughIcon = {
[0] = CS.XGame.ClientConfig:GetString("EquipBreakThrough0"),
[1] = CS.XGame.ClientConfig:GetString("EquipBreakThrough1"),
[2] = CS.XGame.ClientConfig:GetString("EquipBreakThrough2"),
[3] = CS.XGame.ClientConfig:GetString("EquipBreakThrough3"),
[4] = CS.XGame.ClientConfig:GetString("EquipBreakThrough4"),
}
local EquipBreakThroughSmallIcon = {
[1] = CS.XGame.ClientConfig:GetString("EquipBreakThroughSmall1"),
[2] = CS.XGame.ClientConfig:GetString("EquipBreakThroughSmall2"),
[3] = CS.XGame.ClientConfig:GetString("EquipBreakThroughSmall3"),
[4] = CS.XGame.ClientConfig:GetString("EquipBreakThroughSmall4"),
}
local EquipBreakThroughBigIcon = {
[0] = CS.XGame.ClientConfig:GetString("EquipBreakThroughBig0"),
[1] = CS.XGame.ClientConfig:GetString("EquipBreakThroughBig1"),
[2] = CS.XGame.ClientConfig:GetString("EquipBreakThroughBig2"),
[3] = CS.XGame.ClientConfig:GetString("EquipBreakThroughBig3"),
[4] = CS.XGame.ClientConfig:GetString("EquipBreakThroughBig4"),
}
-- 共鸣图标(觉醒后图标变更)
local EquipResonanceIconPath = {
[true] = CS.XGame.ClientConfig:GetString("EquipAwakenIcon"),
[false] = CS.XGame.ClientConfig:GetString("EquipResonanceIcon"),
}
local TABLE_EQUIP_PATH = "Share/Equip/Equip.tab"
local TABLE_EQUIP_BREAKTHROUGH_PATH = "Share/Equip/EquipBreakThrough.tab"
local TABLE_EQUIP_SUIT_PATH = "Share/Equip/EquipSuit.tab"
local TABLE_EQUIP_SUIT_EFFECT_PATH = "Share/Equip/EquipSuitEffect.tab"
local TABLE_LEVEL_UP_TEMPLATE_PATH = "Share/Equip/LevelUpTemplate/"
local TABLE_EQUIP_DECOMPOSE_PATH = "Share/Equip/EquipDecompose.tab"
local TABLE_EAT_EQUIP_COST_PATH = "Share/Equip/EatEquipCost.tab"
local TABLE_EQUIP_RESONANCE_PATH = "Share/Equip/EquipResonance.tab"
local TABLE_EQUIP_RESONANCE_CONSUME_ITEM_PATH = "Share/Equip/EquipResonanceUseItem.tab"
local TABLE_WEAPON_SKILL_PATH = "Share/Equip/WeaponSkill.tab"
local TABLE_WEAPON_SKILL_POOL_PATH = "Share/Equip/WeaponSkillPool.tab"
local TABLE_EQUIP_AWAKE_PATH = "Share/Equip/EquipAwake.tab"
local TABLE_EQUIP_RES_PATH = "Client/Equip/EquipRes.tab"
local TABLE_EQUIP_MODEL_PATH = "Client/Equip/EquipModel.tab"
local TABLE_EQUIP_MODEL_TRANSFORM_PATH = "Client/Equip/EquipModelTransform.tab"
local TABLE_EQUIP_SKIPID_PATH = "Client/Equip/EquipSkipId.tab"
local TABLE_EQUIP_ANIM_PATH = "Client/Equip/EquipAnim.tab"
local TABLE_EQUIP_MODEL_SHOW_PATH = "Client/Equip/EquipModelShow.tab"
local TABLE_EQUIP_RES_BY_FOOL_PATH = "Client/Equip/EquipResByFool.tab"
local MAX_WEAPON_COUNT -- 武器拥有最大数量
local MAX_AWARENESS_COUNT -- 意识拥有最大数量
local EQUIP_EXP_INHERIT_PRECENT -- 强化时的经验继承百分比
local EQUIP_RECYCLE_ITEM_PERCENT -- 回收获得道具数量百分比
local MIN_RESONANCE_BIND_STAR -- 只有6星以上的意识才可以共鸣出绑定角色的技能
local MIN_AWAKE_STAR -- 最低可觉醒星数
local EquipTemplates = {} -- 装备配置
local EquipBreakthroughTemplate = {} -- 突破配置
local EquipResonanceTemplate = {} -- 共鸣配置
local EquipResonanceConsumeItemTemplates = {} -- 共鸣消耗物品配置
local LevelUpTemplates = {} -- 升级模板
local EquipSuitTemplate = {} -- 套装技能表
local EquipSuitEffectTemplate = {} -- 套装效果表
local WeaponSkillTemplate = {} -- 武器技能配置
local WeaponSkillPoolTemplate = {} -- 武器技能池(共鸣用)配置
local EatEquipCostTemplate = {} -- 装备强化消耗配置
local EquipResTemplates = {} -- 装备资源配置
local EquipModelTemplates = {} -- 武器模型配置
local EquipModelTransformTemplates = {} -- 武器模型UI偏移配置
local EquipSkipIdTemplates = {} -- 装备来源跳转ID配置
local EquipAwakeTemplate = {} -- 觉醒配置
local EquipAnimTemplates = {} -- 动画配置
local EquipModelShowTemplate = {} -- 控制武器模型显示
local EquipResByFoolTemplate = {} -- 愚人节装备资源替换配置
local EquipBorderDic = {} -- 装备边界属性构造字典
local EquipDecomposeDic = {}
local SuitIdToEquipTemplateIdsDic = {} -- 套装Id索引的装备Id字典
local SuitSitesDic = {} -- 套装产出部位字典
--记录超频界面的页签状态
local EquipAwakeTabIndex = XEquipConfig.EquipAwakeTabIndex.Material
local CompareBreakthrough = function(templateId, breakthrough)
local template = EquipBorderDic[templateId]
if not template then
return
end
if not template.MaxBreakthrough or template.MaxBreakthrough < breakthrough then
template.MaxBreakthrough = breakthrough
end
end
local CheckEquipBorderConfig = function()
for k, v in pairs(EquipBorderDic) do
local template = EquipBorderDic[k]
template.MinLevel = 1
local equipBreakthroughCfg = XEquipConfig.GetEquipBreakthroughCfg(k, v.MaxBreakthrough)
template.MaxLevel = equipBreakthroughCfg.LevelLimit
template.MinBreakthrough = 0
end
end
local InitEquipBreakthroughConfig = function()
local tab = XTableManager.ReadByIntKey(TABLE_EQUIP_BREAKTHROUGH_PATH, XTable.XTableEquipBreakthrough, "Id")
for _, config in pairs(tab) do
if not EquipBreakthroughTemplate[config.EquipId] then
EquipBreakthroughTemplate[config.EquipId] = {}
end
if config.AttribPromotedId == 0 then
XLog.ErrorTableDataNotFound("InitEquipBreakthroughConfig", "EquipBreakthroughTemplate",
TABLE_EQUIP_BREAKTHROUGH_PATH, "config.EquipId", tostring(config.EquipId))
end
EquipBreakthroughTemplate[config.EquipId][config.Times] = config
CompareBreakthrough(config.EquipId, config.Times)
end
end
local InitEquipLevelConfig = function()
local paths = CS.XTableManager.GetPaths(TABLE_LEVEL_UP_TEMPLATE_PATH)
XTool.LoopCollection(paths, function(path)
local key = tonumber(XTool.GetFileNameWithoutExtension(path))
LevelUpTemplates[key] = XTableManager.ReadByIntKey(path, XTable.XTableEquipLevelUp, "Level")
end)
end
local InitWeaponSkillPoolConfig = function()
local tab = XTableManager.ReadByIntKey(TABLE_WEAPON_SKILL_POOL_PATH, XTable.XTableWeaponSkillPool, "Id")
for _, config in pairs(tab) do
WeaponSkillPoolTemplate[config.PoolId] = WeaponSkillPoolTemplate[config.PoolId] or {}
WeaponSkillPoolTemplate[config.PoolId][config.CharacterId] = WeaponSkillPoolTemplate[config.PoolId][config.CharacterId] or {}
for i, skillId in ipairs(config.SkillId) do
tableInsert(WeaponSkillPoolTemplate[config.PoolId][config.CharacterId], skillId)
end
end
end
local InitEquipModelTransformConfig = function()
local tab = XTableManager.ReadByIntKey(TABLE_EQUIP_MODEL_TRANSFORM_PATH, XTable.XTableEquipModelTransform, "Id")
for id, config in pairs(tab) do
local indexId = config.IndexId
if not indexId then
XLog.ErrorTableDataNotFound("InitEquipModelTransformConfig", "tab", TABLE_EQUIP_MODEL_TRANSFORM_PATH, "id", tostring(id))
end
EquipModelTransformTemplates[indexId] = EquipModelTransformTemplates[indexId] or {}
local uiName = config.UiName
if not uiName then
XLog.ErrorTableDataNotFound("InitEquipModelTransformConfig", "配置表中UiName字段", TABLE_EQUIP_MODEL_TRANSFORM_PATH, "id", tostring(id))
end
EquipModelTransformTemplates[indexId][uiName] = config
end
end
local InitEquipSkipIdConfig = function()
local tab = XTableManager.ReadByIntKey(TABLE_EQUIP_SKIPID_PATH, XTable.XTableEquipSkipId, "Id")
for id, config in pairs(tab) do
local eatType = config.EatType
EquipSkipIdTemplates[eatType] = EquipSkipIdTemplates[eatType] or {}
local site = config.Site
if not site then
XLog.ErrorTableDataNotFound("InitEquipSkipIdConfig", "配置表中Site字段", TABLE_EQUIP_SKIPID_PATH, "id", tostring(id))
end
EquipSkipIdTemplates[eatType][site] = config
end
end
local InitEquipSuitConfig = function()
EquipSuitTemplate = XTableManager.ReadByIntKey(TABLE_EQUIP_SUIT_PATH, XTable.XTableEquipSuit, "Id")
EquipSuitEffectTemplate = XTableManager.ReadByIntKey(TABLE_EQUIP_SUIT_EFFECT_PATH, XTable.XTableEquipSuitEffect, "Id")
end
function XEquipConfig.Init()
MAX_WEAPON_COUNT = CS.XGame.Config:GetInt("EquipWeaponMaxCount")
MAX_AWARENESS_COUNT = CS.XGame.Config:GetInt("EquipChipMaxCount")
EQUIP_EXP_INHERIT_PRECENT = CS.XGame.Config:GetInt("EquipExpInheritPercent")
EQUIP_RECYCLE_ITEM_PERCENT = CS.XGame.Config:GetInt("EquipRecycleItemPercent")
MIN_RESONANCE_BIND_STAR = CS.XGame.Config:GetInt("MinResonanceBindStar")
MIN_AWAKE_STAR = CS.XGame.Config:GetInt("MinEquipAwakeStar")
EquipTemplates = CS.XNpcManager.EquipTemplateTable
EquipResTemplates = XTableManager.ReadByIntKey(TABLE_EQUIP_RES_PATH, XTable.XTableEquipRes, "Id")
EquipAwakeTemplate = XTableManager.ReadByIntKey(TABLE_EQUIP_AWAKE_PATH, XTable.XTableEquipAwake, "Id")
XTool.LoopMap(EquipTemplates, function(id, equipCfg)
EquipBorderDic[id] = {}
local suitId = equipCfg.SuitId
if suitId and suitId > 0 then
SuitIdToEquipTemplateIdsDic[suitId] = SuitIdToEquipTemplateIdsDic[suitId] or {}
tableInsert(SuitIdToEquipTemplateIdsDic[suitId], id)
SuitSitesDic[suitId] = SuitSitesDic[suitId] or {}
SuitSitesDic[suitId][equipCfg.Site] = true
end
end)
InitEquipSuitConfig()
InitEquipBreakthroughConfig()
InitEquipLevelConfig()
InitWeaponSkillPoolConfig()
InitEquipModelTransformConfig()
InitEquipSkipIdConfig()
CheckEquipBorderConfig()
--EquipBorderDic = XReadOnlyTable.Create(EquipBorderDic)
WeaponSkillTemplate = XTableManager.ReadByIntKey(TABLE_WEAPON_SKILL_PATH, XTable.XTableWeaponSkill, "Id")
EquipResonanceTemplate = XTableManager.ReadByIntKey(TABLE_EQUIP_RESONANCE_PATH, XTable.XTableEquipResonance, "Id")
EquipResonanceConsumeItemTemplates = XTableManager.ReadByIntKey(TABLE_EQUIP_RESONANCE_CONSUME_ITEM_PATH, XTable.XTableEquipResonanceUseItem, "Id")
EquipModelTemplates = XTableManager.ReadByIntKey(TABLE_EQUIP_MODEL_PATH, XTable.XTableEquipModel, "Id")
EquipAnimTemplates = XTableManager.ReadByStringKey(TABLE_EQUIP_ANIM_PATH, XTable.XTableEquipAnim, "ModelId")
EquipModelShowTemplate = XTableManager.ReadByStringKey(TABLE_EQUIP_MODEL_SHOW_PATH, XTable.XTableEquipModelShow, "Id")
EquipResByFoolTemplate = XTableManager.ReadByIntKey(TABLE_EQUIP_RES_BY_FOOL_PATH, XTable.XTableEquipResByFool, "Id")
local decomposetab = XTableManager.ReadByIntKey(TABLE_EQUIP_DECOMPOSE_PATH, XTable.XTableEquipDecompose, "Id")
for _, v in pairs(decomposetab) do
EquipDecomposeDic[v.Site .. v.Star .. v.Breakthrough] = v
end
local eatCostTab = XTableManager.ReadByIntKey(TABLE_EAT_EQUIP_COST_PATH, XTable.XTableEatEquipCost, "Id")
for _, v in pairs(eatCostTab) do
EatEquipCostTemplate[v.Site .. v.Star] = v.UseMoney
end
end
function XEquipConfig.GetMaxWeaponCount()
return MAX_WEAPON_COUNT
end
function XEquipConfig.GetMaxAwarenessCount()
return MAX_AWARENESS_COUNT
end
function XEquipConfig.GetEquipExpInheritPercent()
return EQUIP_EXP_INHERIT_PRECENT
end
function XEquipConfig.GetEquipRecycleItemId()
return XDataCenter.ItemManager.ItemId.EquipRecycleItemId
end
function XEquipConfig.GetEquipRecycleItemPercent()
return EQUIP_RECYCLE_ITEM_PERCENT / 100
end
function XEquipConfig.GetMinResonanceBindStar()
return MIN_RESONANCE_BIND_STAR
end
function XEquipConfig.GetMinAwakeStar()
return MIN_AWAKE_STAR
end
function XEquipConfig.GetEquipCfg(templateId)
local equipCfg = nil
if EquipTemplates:ContainsKey(templateId) then
equipCfg = EquipTemplates[templateId]
end
if not equipCfg then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipCfg", "equipCfg", TABLE_EQUIP_PATH, "templateId", tostring(templateId))
return
end
return equipCfg
end
--todo 道具很多地方没有检查ID类型就调用了临时处理下
function XEquipConfig.CheckTemplateIdIsEquip(templateId)
local equipCfg = nil
if EquipTemplates:ContainsKey(templateId) then
equipCfg = EquipTemplates[templateId]
end
return templateId and equipCfg
end
function XEquipConfig.GetEatEquipCostMoney(site, star)
if not site then
XLog.Error("XEquipConfig.GetEatEquipCostMoney函数参数错误site不能为空")
return
end
if not star then
XLog.Error("XEquipConfig.GetEatEquipCostMoney函数参数错误star不能为空")
return
end
return EatEquipCostTemplate[site .. star]
end
function XEquipConfig.GetEquipBorderCfg(templateId)
local template = EquipBorderDic[templateId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipBorderCfg", "template", TABLE_EQUIP_PATH, "templateId", tostring(templateId))
return
end
return template
end
function XEquipConfig.GetEquipBreakthroughCfg(templateId, times)
local template = EquipBreakthroughTemplate[templateId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipBreakthroughCfg", "template",
TABLE_EQUIP_BREAKTHROUGH_PATH, "templateId", tostring(templateId))
return
end
template = template[times]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipBreakthroughCfg", "template",
TABLE_EQUIP_BREAKTHROUGH_PATH, "templateId : times", tostring(templateId) .. " : " .. tostring(times))
return
end
return template
end
function XEquipConfig.GetEquipResCfg(templateId, breakthroughTimes)
breakthroughTimes = breakthroughTimes or 0
local breakthroughCfg = XEquipConfig.GetEquipBreakthroughCfg(templateId, breakthroughTimes)
local resId = breakthroughCfg.ResId
if not resId then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipResCfg", "resId",
TABLE_EQUIP_BREAKTHROUGH_PATH, "templateId : times", tostring(templateId) .. " : " .. tostring(breakthroughTimes))
return
end
local template = EquipResTemplates[resId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipResCfg", "template", TABLE_EQUIP_RES_PATH, "resId", tostring(resId))
return
end
return template
end
--=========== EquipModel接口(begin) ===========
function XEquipConfig.GetEquipModelName(modelTransId, usage)
local template = EquipModelTemplates[modelTransId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipModelName", "template", TABLE_EQUIP_MODEL_PATH, "modelTransId", tostring(modelTransId))
return
end
usage = usage or XEquipConfig.WeaponUsage.Role
return template.ModelName[usage] or template.ModelName[XEquipConfig.WeaponUsage.Role]
end
function XEquipConfig.GetEquipAnimController(modelTransId, usage)
local template = EquipModelTemplates[modelTransId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipAnimController", "template", TABLE_EQUIP_MODEL_PATH, "modelTransId", tostring(modelTransId))
return
end
usage = usage or XEquipConfig.WeaponUsage.Role
local controller = template.AnimController[usage]
if not controller and usage ~= XEquipConfig.WeaponUsage.Show then -- 单独展示不需默认值
controller = template.AnimController[XEquipConfig.WeaponUsage.Role]
end
return controller
end
function XEquipConfig.GetEquipUiAnimStateName(modelTransId, usage)
local template = EquipModelTemplates[modelTransId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipUiAnimStateName", "template", TABLE_EQUIP_MODEL_PATH, "modelTransId", tostring(modelTransId))
return
end
usage = usage or XEquipConfig.WeaponUsage.Role
return template.UiAnimStateName[usage] or template.UiAnimStateName[XEquipConfig.WeaponUsage.Role]
end
function XEquipConfig.GetEquipUiAnimCueId(modelTransId, usage)
local template = EquipModelTemplates[modelTransId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipUiAnimCueId", "template", TABLE_EQUIP_MODEL_PATH, "modelTransId", tostring(modelTransId))
return
end
usage = usage or XEquipConfig.WeaponUsage.Role
return template.UiAnimCueId[usage] or template.UiAnimCueId[XEquipConfig.WeaponUsage.Role]
end
function XEquipConfig.GetEquipUiAnimDelay(modelTransId, usage)
local template = EquipModelTemplates[modelTransId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipUiAnimDelay", "template", TABLE_EQUIP_MODEL_PATH, "modelTransId", tostring(modelTransId))
return
end
usage = usage or XEquipConfig.WeaponUsage.Role
return template.UiAnimDelay[usage] or template.UiAnimDelay[XEquipConfig.WeaponUsage.Role]
end
function XEquipConfig.GetEquipUiAutoRotateDelay(modelTransId, usage)
local template = EquipModelTemplates[modelTransId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipUiAutoRotateDelay", "template", TABLE_EQUIP_MODEL_PATH, "modelTransId", tostring(modelTransId))
return
end
usage = usage or XEquipConfig.WeaponUsage.Show -- 默认ui展示
return template.UiAutoRotateDelay[usage] or template.UiAutoRotateDelay[XEquipConfig.WeaponUsage.Role]
end
function XEquipConfig.GetEquipModelEffectPath(modelTransId, usage)
local template = EquipModelTemplates[modelTransId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipModelEffectPath", "template", TABLE_EQUIP_MODEL_PATH, "modelTransId", tostring(modelTransId))
return
end
usage = usage or XEquipConfig.WeaponUsage.Role
return template.ResonanceEffectPath[usage] or template.ResonanceEffectPath[XEquipConfig.WeaponUsage.Role]
end
--=========== EquipModel接口(end) ===========
function XEquipConfig.GetEquipAnimParams(roleModelId)
local template = EquipAnimTemplates[roleModelId]
if not template then
return 0
end
return template.Params or 0
end
function XEquipConfig.GetWeaponResonanceModelId(case, templateId, resonanceCount)
local modelId
local template = EquipResTemplates[templateId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetWeaponResonanceModelId", "template", TABLE_EQUIP_RES_PATH, "templateId", tostring(templateId))
return
end
if resonanceCount == 1 then
modelId = template.ResonanceModelTransId1[case]
elseif resonanceCount == 2 then
modelId = template.ResonanceModelTransId2[case]
elseif resonanceCount == 3 then
modelId = template.ResonanceModelTransId3[case]
end
return modelId or template.ModelTransId[case]
end
function XEquipConfig.GetWeaponResonanceEffectDelay(modelTransId)
local template = EquipModelTemplates[modelTransId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetWeaponResonanceEffectDelay",
"template", TABLE_EQUIP_MODEL_PATH, "modelTransId", tostring(modelTransId))
return
end
return template.ResonanceEffectShowDelay[XEquipConfig.WeaponUsage.Show] or 0
end
--返回武器模型和位置配置(双枪只返回一把)
function XEquipConfig.GetEquipModelTransformCfg(templateId, uiName, resonanceCount, modelTransId, equipType)
local modelCfg, template
--尝试用ModelTransId索引
if not modelTransId then
modelTransId = XEquipConfig.GetWeaponResonanceModelId(XEquipConfig.WeaponCase.Case1, templateId, resonanceCount)
if not modelTransId then
XLog.ErrorTableDataNotFound("XEquipConfig.GetWeaponResonanceModelId",
"template", TABLE_EQUIP_RES_PATH, "templateId", tostring(templateId))
return
end
end
template = EquipModelTransformTemplates[modelTransId]
if template then
modelCfg = template[uiName]
end
--读不到配置时用equipType索引
if not modelCfg then
if not equipType then
local equipCfg = XEquipConfig.GetEquipCfg(templateId)
equipType = equipCfg.Type
end
template = EquipModelTransformTemplates[equipType]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipModelTransformCfg",
"template", TABLE_EQUIP_MODEL_TRANSFORM_PATH, "equipType", tostring(equipType))
return
end
modelCfg = template[uiName]
if not modelCfg then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipModelTransformCfg",
"uiName", TABLE_EQUIP_MODEL_TRANSFORM_PATH, "equipType", tostring(equipType))
return
end
end
return modelCfg
end
-- 获取一个武器所有的不同的模型列表
function XEquipConfig.GetWeaponModelCfgList(templateId, uiName, breakthroughTimes)
local modelCfgList = {}
if not templateId then
XLog.Error("XEquipManager.GetWeaponModelCfgList函数参数错误, templateId不能为空")
return modelCfgList
end
local template = XEquipConfig.GetEquipResCfg(templateId, breakthroughTimes)
-- 目前只有共鸣改变形态有可能有相同的模型所以需要区别是否有相同的id以左手id为准
local resonanceCountList = {}
local resonanceDic = {}
local modelId
for i = 0, XEquipConfig.MAX_RESONANCE_SKILL_COUNT do
modelId = XEquipConfig.GetWeaponResonanceModelId(XEquipConfig.WeaponCase.Case1, template.Id, i)
if modelId and not resonanceDic[modelId] then
resonanceDic[modelId] = true
table.insert(resonanceCountList, i)
end
end
local modelCfg
for _, resonanceCount in ipairs(resonanceCountList) do
modelCfg = {}
modelCfg.ModelId = XEquipConfig.GetWeaponResonanceModelId(XEquipConfig.WeaponCase.Case1, template.Id, resonanceCount)
modelCfg.TransformConfig = XEquipConfig.GetEquipModelTransformCfg(templateId, uiName, resonanceCount)
table.insert(modelCfgList, modelCfg)
end
return modelCfgList
end
function XEquipConfig.GetLevelUpCfg(templateId, times, level)
local breakthroughCfg = XEquipConfig.GetEquipBreakthroughCfg(templateId, times)
if not breakthroughCfg then
return
end
templateId = breakthroughCfg.LevelUpTemplateId
local template = LevelUpTemplates[templateId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetLevelUpCfg", "template", TABLE_LEVEL_UP_TEMPLATE_PATH, "templateId", tostring(templateId))
return
end
template = template[level]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetLevelUpCfg", "level", TABLE_LEVEL_UP_TEMPLATE_PATH, "templateId", tostring(templateId))
return
end
return template
end
function XEquipConfig.GetEquipSuitCfg(templateId)
local template = EquipSuitTemplate[templateId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipSuitCfg", "template", TABLE_EQUIP_SUIT_PATH, "templateId", tostring(templateId))
return
end
return template
end
function XEquipConfig.GetEquipSuitEffectCfg(templateId)
local template = EquipSuitEffectTemplate[templateId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipSuitEffectCfg", "template",
TABLE_EQUIP_SUIT_EFFECT_PATH, "templateId", tostring(templateId))
return
end
return template
end
function XEquipConfig.GetEquipTemplateIdsBySuitId(suitId)
return SuitIdToEquipTemplateIdsDic[suitId] or {}
end
function XEquipConfig.GetSuitSites(suitId)
return SuitSitesDic[suitId] or {}
end
function XEquipConfig.GetMaxSuitCount()
return XTool.GetTableCount(SuitSitesDic)
end
function XEquipConfig.GetEquipBgPath(templateId)
if not XEquipConfig.CheckTemplateIdIsEquip(templateId) then return end
local template = XEquipConfig.GetEquipCfg(templateId)
local quality = template.Quality
return XArrangeConfigs.GeQualityBgPath(quality)
end
function XEquipConfig.GetEquipQualityPath(templateId)
local template = XEquipConfig.GetEquipCfg(templateId)
local quality = template.Quality
if not quality then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipQualityPath", "Quality", TABLE_EQUIP_PATH, "templateId", tostring(templateId))
return
end
return XArrangeConfigs.GeQualityPath(quality)
end
function XEquipConfig.GetEquipResoanceIconPath(isAwaken)
return EquipResonanceIconPath[isAwaken]
end
function XEquipConfig.GetEquipDecomposeCfg(templateId, breakthroughTimes)
if not XEquipConfig.CheckTemplateIdIsEquip(templateId) then return end
breakthroughTimes = breakthroughTimes or 0
local template = XEquipConfig.GetEquipCfg(templateId)
local site = template.Site
if not site then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipDecomposeCfg", "Site", TABLE_EQUIP_PATH, "templateId", tostring(templateId))
return
end
local star = template.Star
if not star then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipDecomposeCfg", "Star", TABLE_EQUIP_PATH, "templateId", tostring(templateId))
return
end
return EquipDecomposeDic[site .. star .. breakthroughTimes]
end
function XEquipConfig.GetWeaponTypeIconPath(templateId)
return XGoodsCommonManager.GetGoodsShowParamsByTemplateId(templateId).Icon
end
function XEquipConfig.GetEquipBreakThroughIcon(breakthroughTimes)
local icon = EquipBreakThroughIcon[breakthroughTimes]
if not icon then
XLog.Error("XEquipConfig.EquipBreakThroughIcon调用错误得到的icon为空原因检查breakthroughTimes" .. breakthroughTimes .. "和EquipBreakThroughIcon")
return
end
return icon
end
function XEquipConfig.GetEquipBreakThroughSmallIcon(breakthroughTimes)
local icon = EquipBreakThroughSmallIcon[breakthroughTimes]
if not icon then
XLog.Error("XEquipConfig.GetEquipBreakThroughSmallIcon调用错误得到的icon为空原因检查breakthroughTimes" .. breakthroughTimes .. "和EquipBreakThroughSmallIcon")
return
end
return icon
end
function XEquipConfig.GetEquipBreakThroughBigIcon(breakthroughTimes)
local icon = EquipBreakThroughBigIcon[breakthroughTimes]
if not icon then
XLog.Error("XEquipConfig.GetEquipBreakThroughBigIcon调用错误得到的icon为空原因检查breakthroughTimes" .. breakthroughTimes .. "和EquipBreakThroughBigIcon")
return
end
return icon
end
function XEquipConfig.GetWeaponSkillTemplate(templateId)
local template = WeaponSkillTemplate[templateId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetWeaponSkillTemplate", "template", TABLE_WEAPON_SKILL_PATH, "templateId", tostring(templateId))
return
end
return template
end
function XEquipConfig.GetWeaponSkillInfo(weaponSkillId)
local template = WeaponSkillTemplate[weaponSkillId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetWeaponSkillInfo", "template", TABLE_WEAPON_SKILL_PATH, "weaponSkillId", tostring(weaponSkillId))
return
end
return template
end
function XEquipConfig.GetWeaponSkillAbility(weaponSkillId)
local template = WeaponSkillTemplate[weaponSkillId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetWeaponSkillAbility", "template",
TABLE_WEAPON_SKILL_PATH, "weaponSkillId", tostring(weaponSkillId))
return
end
return template.Ability
end
function XEquipConfig.GetWeaponSkillPoolSkillIds(poolId, characterId)
local template = WeaponSkillPoolTemplate[poolId]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetWeaponSkillPoolSkillIds", "template", TABLE_WEAPON_SKILL_POOL_PATH, "poolId", tostring(poolId))
return
end
local skillIds = template[characterId]
if not skillIds then
XLog.ErrorTableDataNotFound("XEquipConfig.GetWeaponSkillPoolSkillIds",
"characterId", TABLE_WEAPON_SKILL_POOL_PATH, "poolId", tostring(poolId))
return
end
return skillIds
end
function XEquipConfig.GetEquipSkipIdTemplate(eatType, site)
local template = EquipSkipIdTemplates[eatType][site]
if not template then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipSkipIdTemplate", "site", TABLE_WEAPON_SKILL_POOL_PATH, "eatType", tostring(eatType))
return
end
return template
end
function XEquipConfig.GetEquipResonanceCfg(templateId)
local equipResonanceCfg = EquipResonanceTemplate[templateId]
if not equipResonanceCfg then
return
end
return equipResonanceCfg
end
function XEquipConfig.GetEquipCharacterType(templateId)
local config = XEquipConfig.GetEquipCfg(templateId)
return config.CharacterType
end
function XEquipConfig.GetEquipResonanceConsumeItemCfg(templateId)
local equipResonanceItemCfg = EquipResonanceConsumeItemTemplates[templateId]
if not equipResonanceItemCfg then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipResonanceConsumeItemCfg",
"equipResonanceItemCfg", TABLE_EQUIP_RESONANCE_CONSUME_ITEM_PATH, "templateId", tostring(templateId))
return
end
return equipResonanceItemCfg
end
function XEquipConfig.GetNeedFirstShow(templateId)
local template = XEquipConfig.GetEquipCfg(templateId)
return template.NeedFirstShow
end
function XEquipConfig.GetEquipTemplates()
return EquipTemplates
end
function XEquipConfig.GetEquipAwakeCfg(templateId)
local equipAwakeCfg = EquipAwakeTemplate[templateId]
if not equipAwakeCfg then
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipAwakeCfg", "equipAwakeCfg", TABLE_EQUIP_AWAKE_PATH, "templateId", tostring(templateId))
return
end
return equipAwakeCfg
end
function XEquipConfig.GetEquipAwakeCfgs()
return EquipAwakeTemplate
end
function XEquipConfig.GetEquipAwakeSkillDesList(templateId, pos)
local equipAwakeCfg = XEquipConfig.GetEquipAwakeCfg(templateId)
local desList = equipAwakeCfg["AttribDes" .. pos]
if not desList then
local tempStr = "AttribDes" .. pos
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipAwakeSkillDesList", tempStr, TABLE_EQUIP_AWAKE_PATH, "templateId", tostring(templateId))
return
end
return desList
end
function XEquipConfig.GetEquipSuitPath()
return TABLE_EQUIP_SUIT_PATH
end
function XEquipConfig.GetEquipPath()
return TABLE_EQUIP_PATH
end
function XEquipConfig.GetWeaponSkillPath()
return TABLE_WEAPON_SKILL_PATH
end
function XEquipConfig.IsDefaultSuitId(suitId)
return suitId == XEquipConfig.DEFAULT_SUIT_ID.Normal or suitId == XEquipConfig.DEFAULT_SUIT_ID.Isomer
end
function XEquipConfig.GetDefaultSuitIdCount()
local count = 0
for _, _ in pairs(XEquipConfig.DEFAULT_SUIT_ID) do
count = count + 1
end
return count
end
function XEquipConfig.GetEquipAwakeTabIndex()
return EquipAwakeTabIndex
end
function XEquipConfig.SetEquipAwakeTabIndex(equipAwakeTabIndex)
EquipAwakeTabIndex = equipAwakeTabIndex
end
function XEquipConfig.GetEquipModelShowHideNodeName(modelId, UiName)
for _, cfg in pairs(EquipModelShowTemplate) do
if cfg.ModelId == modelId and cfg.UiName == UiName then
return cfg.HideNodeName or {}
end
end
return {}
end
------------愚人节装备替换相关 begin----------------
function XEquipConfig.GetFoolEquipResCfg(templateId)
return EquipResByFoolTemplate[templateId]
end
function XEquipConfig.GetFoolWeaponResonanceModelId(case, templateId, resonanceCount)
local modelId
local template = XEquipConfig.GetFoolEquipResCfg(templateId)
if not template then
return
end
if resonanceCount == 1 then
modelId = template.ResonanceModelTransId1[case]
elseif resonanceCount == 2 then
modelId = template.ResonanceModelTransId2[case]
elseif resonanceCount == 3 then
modelId = template.ResonanceModelTransId3[case]
end
return modelId or template.ModelTransId[case]
end
------------愚人节装备替换相关 end----------------