332 lines
11 KiB
Lua
332 lines
11 KiB
Lua
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local XCharacterViewModel = require("XEntity/XCharacter/XCharacterViewModel")
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local XCharacterSkillGroup = require("XEntity/XCharacter/XCharacterSkillGroup")
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local XEnhanceSkillGroup = require("XEntity/XCharacter/XEnhanceSkillGroup")
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local type = type
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---@class XCharacter
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XCharacter = XClass(nil, "XCharacter")
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local Default = {
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Id = 0,
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Level = 1,
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Exp = 0,
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Quality = 1,
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Star = 0,
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Grade = 1, -- 军阶等级
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CreateTime = 0,
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Ability = 0,
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TrustLv = 0,
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TrustExp = 0,
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Type = 0, -- 职业类型
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NpcId = 0,
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Attribs = {},
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__SkillGroupDatas = {},
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__EnhanceSkillGroupPosDic = {},
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__EnhanceSkillGroupDatas = {},
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__EnhanceSkillIdToGroupIdDic = {},
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CharacterHeadInfo = {
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HeadFashionId = 0, --涂装头像Id
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HeadFashionType = XFashionConfigs.HeadPortraitType.Default, --涂装头像类型
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}
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}
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function XCharacter.GetDefaultFields()
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return Default
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end
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function XCharacter:Ctor(data)
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-- XCharacterViewModel
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self.CharacterViewModel = nil
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self.UpdatedData = nil
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for key, value in pairs(Default) do
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if type(value) == "table" then
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self[key] = {}
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else
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self[key] = value
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end
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end
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XEventManager.AddEventListener(XEventId.EVENT_LOGIN_DATA_LOAD_COMPLETE, self.RefreshAttribsByEvent, self)
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XEventManager.AddEventListener(XEventId.EVENT_EQUIP_PUTON_NOTYFY, self.RefreshAttribsByEvent, self)
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XEventManager.AddEventListener(XEventId.EVENT_EQUIPLIST_TAKEOFF_NOTYFY, self.RefreshAttribsByEvent, self)
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XEventManager.AddEventListener(XEventId.EVENT_EQUIP_STRENGTHEN_NOTYFY, self.RefreshAttribsByEvent, self)
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XEventManager.AddEventListener(XEventId.EVENT_EQUIP_BREAKTHROUGH_NOTYFY, self.RefreshAttribsByEvent, self)
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XEventManager.AddEventListener(XEventId.EVENT_EQUIP_RESONANCE_NOTYFY, self.RefreshAttribsByEvent, self)
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XEventManager.AddEventListener(XEventId.EVENT_EQUIP_RESONANCE_ACK_NOTYFY, self.RefreshAttribsByEvent, self)
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XEventManager.AddEventListener(XEventId.EVENT_EQUIP_AWAKE_NOTYFY, self.RefreshAttribsByEvent, self)
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XEventManager.AddEventListener(XEventId.EVENT_BASE_EQUIP_DATA_CHANGE_NOTIFY, self.RefreshAttribsByEvent, self)
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XEventManager.AddEventListener(XEventId.EVENT_REFRESH_CHRACTER_ABLIITY, self.RefreshAbility, self)
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XEventManager.AddEventListener(XEventId.EVENT_PARTNER_ABLITYCHANGE, self.RefreshAbility, self)
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if data then self:Sync(data) end
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end
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function XCharacter:RemoveEventListeners()
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XEventManager.RemoveEventListener(XEventId.EVENT_LOGIN_DATA_LOAD_COMPLETE, self.RefreshAttribsByEvent, self)
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XEventManager.RemoveEventListener(XEventId.EVENT_EQUIP_PUTON_NOTYFY, self.RefreshAttribsByEvent, self)
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XEventManager.RemoveEventListener(XEventId.EVENT_EQUIPLIST_TAKEOFF_NOTYFY, self.RefreshAttribsByEvent, self)
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XEventManager.RemoveEventListener(XEventId.EVENT_EQUIP_STRENGTHEN_NOTYFY, self.RefreshAttribsByEvent, self)
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XEventManager.RemoveEventListener(XEventId.EVENT_EQUIP_BREAKTHROUGH_NOTYFY, self.RefreshAttribsByEvent, self)
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XEventManager.RemoveEventListener(XEventId.EVENT_EQUIP_RESONANCE_NOTYFY, self.RefreshAttribsByEvent, self)
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XEventManager.RemoveEventListener(XEventId.EVENT_EQUIP_RESONANCE_ACK_NOTYFY, self.RefreshAttribsByEvent, self)
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XEventManager.RemoveEventListener(XEventId.EVENT_EQUIP_AWAKE_NOTYFY, self.RefreshAttribsByEvent, self)
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XEventManager.RemoveEventListener(XEventId.EVENT_BASE_EQUIP_DATA_CHANGE_NOTIFY, self.RefreshAttribsByEvent, self)
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XEventManager.RemoveEventListener(XEventId.EVENT_REFRESH_CHRACTER_ABLIITY, self.RefreshAbility, self)
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XEventManager.RemoveEventListener(XEventId.EVENT_PARTNER_ABLITYCHANGE, self.RefreshAbility, self)
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end
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function XCharacter:Sync(data)
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for k, v in pairs(data) do
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self[k] = v
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end
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self.UpdatedData = data
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-- 对视图数据更新
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if self.CharacterViewModel and self.CharacterViewModel:GetUpdatedData() ~= data then
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self.CharacterViewModel:UpdateWithData(data)
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end
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self:ChangeNpcId()
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self:UpdateSkillData(data.SkillList, true)
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self:CreateEnhanceSkillData()
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self:UpdateEnhanceSkillData(data.EnhanceSkillList, true)
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self:RefreshAttribs(true)
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self:RefreshAbility()
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end
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function XCharacter:GetSkillGroupData(skillGroupId)
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return self.__SkillGroupDatas[skillGroupId]
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end
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function XCharacter:UpdateSkillData(skillList, ignoreChangeAbility)
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XTool.LoopCollection(skillList, function(data)
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local skillId = data.Id
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local skillGroupId = XCharacterConfigs.GetSkillGroupIdAndIndex(skillId)
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if not skillGroupId then
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XLog.Error("XCharacter:UpdateSkillData Error: 角色技能数据同步错误,技能Id未配置在技能组中, skillId: " .. skillId)
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return
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end
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local skillGroupData = self:GetSkillGroupData(skillGroupId)
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if not skillGroupData then
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skillGroupData = XCharacterSkillGroup.New()
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self.__SkillGroupDatas[skillGroupId] = skillGroupData
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end
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skillGroupData:UpdateData(data)
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end)
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if not ignoreChangeAbility then
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self:RefreshAbility()
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end
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end
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function XCharacter:SwithSkill(skillId)
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local skillGroupId = XCharacterConfigs.GetSkillGroupIdAndIndex(skillId)
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local skillGroupData = self:GetSkillGroupData(skillGroupId)
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if not skillGroupData then return end
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skillGroupData:SwitchSkill(skillId)
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end
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function XCharacter:GetSkillLevelBySkillId(skillId)
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local skillGroupId = XCharacterConfigs.GetSkillGroupIdAndIndex(skillId)
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return self:GetSkillLevel(skillGroupId)
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end
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function XCharacter:GetSkillLevel(skillGroupId)
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local skillGroupData = self:GetSkillGroupData(skillGroupId)
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return skillGroupData and skillGroupData:GetLevel() or 0
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end
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function XCharacter:GetGroupCurSkillId(skillGroupId)
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local skillGroupData = self:GetSkillGroupData(skillGroupId)
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if not skillGroupData then
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return XCharacterConfigs.GetGroupDefaultSkillId(skillGroupId)
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end
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return skillGroupData:GetCurSKillId() or 0
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end
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function XCharacter:IsSkillUsing(skillId)
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if not skillId or skillId == 0 then return false end
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local skillGroupId = XCharacterConfigs.GetSkillGroupIdAndIndex(skillId)
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return self:GetGroupCurSkillId(skillGroupId) == skillId
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end
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function XCharacter:RefreshAttribs(ignoreChangeAbility)
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local attribs = XDataCenter.CharacterManager.GetCharacterAttribs(self)
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if attribs then
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self.Attribs = attribs
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end
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if not ignoreChangeAbility then
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self:RefreshAbility()
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end
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end
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function XCharacter:RefreshAttribsByEvent()
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self:RefreshAttribs()
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end
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function XCharacter:GetAttributes()
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return self.Attribs
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end
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function XCharacter:RefreshAbility()
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self.Ability = XDataCenter.CharacterManager.GetCharacterAbility(self)
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end
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function XCharacter:ChangeNpcId()
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local npcId = XCharacterConfigs.GetCharNpcId(self.Id, self.Quality)
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if npcId == nil then
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return
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end
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if self.NpcId and self.NpcId ~= npcId then
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self.NpcId = npcId
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self:ChangeType()
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end
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end
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function XCharacter:ChangeType()
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local npcTemplate = CS.XNpcManager.GetNpcTemplate(self.NpcId)
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if not npcTemplate then
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XLog.Error("XCharacter:ChangeType error: can not found npc template, npcId is " .. self.NpcId)
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return
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end
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self.Type = npcTemplate.Type
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end
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function XCharacter:IsContains(container, item)
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for _, v in pairs(container or {}) do
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if v == item then
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return true
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end
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end
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return false
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end
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function XCharacter:GetCharacterType()
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return self.Type
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end
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-- return : XCharacterViewModel
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function XCharacter:GetCharacterViewModel()
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if self.CharacterViewModel == nil then
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self.CharacterViewModel = XCharacterViewModel.New(self.Id)
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self.CharacterViewModel:UpdateWithData(self.UpdatedData)
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self.CharacterViewModel:UpdateCharacter(self)
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self.CharacterViewModel:UpdateIsBelongPlayer(true)
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end
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return self.CharacterViewModel
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end
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function XCharacter:GetId()
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return self.Id
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end
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-------------------------补强技能相关---------------------------------
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function XCharacter:GetEnhanceSkillCfg()
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return XCharacterConfigs.GetEnhanceSkillConfig(self:GetId()) or {}
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end
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function XCharacter:GetEnhanceSkillPosCfg()
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return XCharacterConfigs.GetEnhanceSkillPosConfig(self:GetId()) or {}
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end
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function XCharacter:GetEnhanceSkillGroupIdList()
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return self:GetEnhanceSkillCfg().SkillGroupId
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end
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function XCharacter:GetEnhanceSkillPosList()
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return self:GetEnhanceSkillCfg().Pos
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end
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function XCharacter:GetEnhanceSkillPosName(index)
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return self:GetEnhanceSkillPosCfg().MainSkillName and self:GetEnhanceSkillPosCfg().MainSkillName[index] or ""
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end
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function XCharacter:GetIsHasEnhanceSkill()
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if not self:GetEnhanceSkillGroupIdList() or not next(self:GetEnhanceSkillGroupIdList()) then
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return false
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else
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return true
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end
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end
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function XCharacter:GetEnhanceSkillGroupByPos(pos)
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return self.__EnhanceSkillGroupPosDic[pos]
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end
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function XCharacter:GetEnhanceSkillGroupDataDic()
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return self.__EnhanceSkillGroupDatas
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end
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function XCharacter:GetEnhanceSkillGroupData(skillGroupId)
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return self.__EnhanceSkillGroupDatas[skillGroupId]
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end
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function XCharacter:EnhanceSkillIdToGroupId(skillId)
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if not self.__EnhanceSkillIdToGroupIdDic[skillId] then
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XLog.Error("XCharacter:EnhanceSkillIdToGroupId Error: 角色补强技能Id未配置在技能组中, skillId: " .. skillId)
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end
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return self.__EnhanceSkillIdToGroupIdDic[skillId]
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end
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function XCharacter:CreateEnhanceSkillData()
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if not next(self.__EnhanceSkillGroupDatas) then
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local skillGroupIdList = self:GetEnhanceSkillGroupIdList()
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local skillPosList = self:GetEnhanceSkillPosList()
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for index,skillGroupId in pairs(skillGroupIdList or {}) do
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local pos = skillPosList[index]
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local skillGroup = XEnhanceSkillGroup.New(skillGroupId, pos)
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self.__EnhanceSkillGroupDatas[skillGroupId] = skillGroup
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self.__EnhanceSkillGroupPosDic[pos] = skillGroup
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self:CreateSkillIdToGroupIdDic(skillGroup)
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end
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end
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end
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function XCharacter:CreateSkillIdToGroupIdDic(skillGroup)
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local skillIdList = skillGroup:GetSkillIdList()
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for _,skillId in pairs(skillIdList or {}) do
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self.__EnhanceSkillIdToGroupIdDic[skillId] = skillGroup:GetSkillGroupId()
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end
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end
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function XCharacter:UpdateEnhanceSkillData(skillList, ignoreChangeAbility)
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XTool.LoopCollection(skillList, function(data)
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local skillId = data.Id
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local skillGroupId = self:EnhanceSkillIdToGroupId(skillId)
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if not skillGroupId then
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return
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end
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local skillGroupData = self:GetEnhanceSkillGroupData(skillGroupId)
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if not skillGroupData then
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return
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end
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local tagData = {
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Level = data.Level,
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IsUnLock = true,
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ActiveSkillId = data.Id,
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}
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skillGroupData:UpdateData(tagData)
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end)
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if not ignoreChangeAbility then
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self:RefreshAbility()
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end
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end
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function XCharacter:GetEnhanceSkillAbility()
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local skillAbility = 0
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for _, groupEntity in pairs(self.__EnhanceSkillGroupDatas or {}) do
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if groupEntity:GetIsUnLock() then
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skillAbility = skillAbility + groupEntity:GetAbility()
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end
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end
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return skillAbility
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end
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