XTheatreConfigs = XTheatreConfigs or {} -- 配置表 local SHARE_TABLE_PATH = "Share/Theatre/" local CLIENT_TABLE_PATH = "Client/Theatre/" XTheatreConfigs.NodeType = { None = 0, Event = 1, -- 事件 Shop = 2, -- 商店 Battle = 3, -- 战斗 Random = 4, -- 随机 MovieBattle = 5, -- 剧情关 Movie = 6, -- 直接播放剧情 } XTheatreConfigs.EventNodeType = { Talk = 1, -- 对白 Selectable = 2, -- 选项 LocalReward = 3, -- 本局奖励 GlobalReward = 4, -- 全局(永久)奖励 Battle = 5, -- 战斗 Movie = 6, -- 剧情 } XTheatreConfigs.AdventureRewardType = { None = 0, -- 无 SelectSkill = 1, -- 选择技能 LevelUp = 2, -- 升级 Decoration = 3, -- 装修 PowerFavor = 4, -- 势力好感 RewardId = 99, -- 奖励id } XTheatreConfigs.SelectableEventItemType = { ConsumeItem = 1, -- 消耗道具 CheckHasItem = 2, -- 检查拥有道具 IconTrigger = 3, -- 图标触发 IconSkip = 4, -- 图标跳过 } XTheatreConfigs.SkillType = { Core = 1, -- 核心技能 Additional = 2, -- 附属技能 } XTheatreConfigs.SkillOperationType = { AddBuff = 1, -- 增幅 LevelUp = 2, -- 升级 Replace = 3, -- 替换 } XTheatreConfigs.OperationQueueType = { NodeReward = 1, -- 奖励 ChapterSettle = 2, -- 章节结算 AdventureSettle = 3, -- 冒险结算 BattleSettle = 4, -- 战斗结算 } --图鉴页签枚举 XTheatreConfigs.FieldGuideIds = { CurSkill = 1, --当前增益 AllSkill = 2, --增益图鉴 Item = 3, --其他道具 } --道具类型 XTheatreConfigs.ItemType = { Token = 1, --信物 ThisGameItem = 2, --本局道具 LastItem = 3, --永久道具 } --势力好感度奖励类型 XTheatreConfigs.PowerFavorRewardType = { PowerFavorRewardType1 = 1, --获得道具 PowerFavorRewardType2 = 2, --解锁指定势力技能, 该类型可叠加 PowerFavorRewardType3 = 3, --局内出现该势力核心技能时,改变初始品质。该效果只取最高 PowerFavorRewardType4 = 4, --局内出现该势力核心技能升级时,改变每次增加的品质数。该效果只取最高 PowerFavorRewardType5 = 5, --解锁信物 } --功能解锁弹窗显示的布局枚举 XTheatreConfigs.UplockTipsPanel = { Prerogative = 1, --解锁功能 NewTalent = 2, --解锁新装修项 OwnRole = 3, --可使用自己角色 } -- PS:因服务器是代码写死,客户端后期可以考虑配置在总表里 -- 局内商店货币 XTheatreConfigs.TheatreCoin = 96101 -- 装修点 XTheatreConfigs.TheatreDecorationCoin = 96102 -- 好感度道具 XTheatreConfigs.TheatreFavorCoin = 96103 -- 局外活动道具 XTheatreConfigs.TheatreOutsideCoin = 96104 -- 局内商店最大显示数量 XTheatreConfigs.ShopMaxItemCount = 4 -- 绑定事件选项装修点的装修类型 XTheatreConfigs.DecorationEventOptionType = 8 XTheatreConfigs.DecorationReopenOptionType = 9 XTheatreConfigs.DecorationRecruitOptionType = 10 XTheatreConfigs.DecorationRecruitRefreshOptionType = 11 --每幕招募时,刷新次数+N,N=参数1 --"开始冒险"艺术字路径 XTheatreConfigs.TheatreTxtStartPath = CS.XGame.ClientConfig:GetString("TheatreTxtStartPath") --"继续冒险"艺术字路径 XTheatreConfigs.TheatreTxtContinuePath = CS.XGame.ClientConfig:GetString("TheatreTxtContinuePath") -- XTheatreConfigs.BattleType = { -- Single = 1, -- 单队伍 -- Multiple = 2, -- 多队伍 -- } function XTheatreConfigs.Init() XConfigCenter.CreateGetProperties(XTheatreConfigs, { "TheatreChapter", "TheatreConfig", "TheatreDecoration", "TheatreDifficulty", "TheatreFactor", "TheatreItem", "TheatreLv", "TheatreNode", "TheatrePowerCondition", "TheatrePowerFavor", "TheatreRole", "TheatreRoleAttr", "TheatreSkill", "TheatreStage", "TheatreEvent", "TheatreClientConfig", "TheatreEnding", "TheatreNodeShop", "TheatreAutoTeam", "TheatreFieldGuide", "TheatreKeepsake", "TheatreTask", "TheatreTaskGroup", "TheatreSkillPosDefine", "TheatreEventClientConfig", }, { "ReadByIntKey", SHARE_TABLE_PATH .. "TheatreChapter.tab", XTable.XTableTheatreChapter, "Id", "ReadByStringKey", SHARE_TABLE_PATH .. "TheatreConfig.tab", XTable.XTableTheatreConfig, "Key", "ReadByIntKey", SHARE_TABLE_PATH .. "TheatreDecoration.tab", XTable.XTableTheatreDecoration, "Id", "ReadByIntKey", SHARE_TABLE_PATH .. "TheatreDifficulty.tab", XTable.XTableTheatreDifficulty, "Id", "ReadByIntKey", SHARE_TABLE_PATH .. "TheatreFactor.tab", XTable.XTableTheatreFactor, "Id", "ReadByIntKey", SHARE_TABLE_PATH .. "TheatreItem.tab", XTable.XTableTheatreItem, "Id", "ReadByIntKey", SHARE_TABLE_PATH .. "TheatreLv.tab", XTable.XTableTheatreLv, "Id", "ReadByIntKey", SHARE_TABLE_PATH .. "TheatreNode.tab", XTable.XTableTheatreNode, "Id", "ReadByIntKey", SHARE_TABLE_PATH .. "TheatrePowerCondition.tab", XTable.XTableTheatrePowerCondition, "Id", "ReadByIntKey", SHARE_TABLE_PATH .. "TheatrePowerFavor.tab", XTable.XTableTheatrePowerFavor, "Id", "ReadByIntKey", SHARE_TABLE_PATH .. "TheatreRole.tab", XTable.XTableTheatreRole, "Id", "ReadByIntKey", SHARE_TABLE_PATH .. "TheatreRoleAttr.tab", XTable.XTableTheatreRoleAttr, "Id", "ReadByIntKey", SHARE_TABLE_PATH .. "TheatreSkill.tab", XTable.XTableTheatreSkill, "Id", "ReadByIntKey", SHARE_TABLE_PATH .. "TheatreStage.tab", XTable.XTableTheatreStage, "Id", "ReadByIntKey", SHARE_TABLE_PATH .. "TheatreEvent.tab", XTable.XTableTheatreEvent, "Id", "ReadByStringKey", CLIENT_TABLE_PATH .. "TheatreClientConfig.tab", XTable.XTableTheatreClientConfig, "Key", "ReadByIntKey", SHARE_TABLE_PATH .. "TheatreEnding.tab", XTable.XTableTheatreEnding, "Id", "ReadByIntKey", SHARE_TABLE_PATH .. "TheatreNodeShop.tab", XTable.XTableTheatreNodeShop, "Id", "ReadByIntKey", CLIENT_TABLE_PATH .. "TheatreAutoTeam.tab", XTable.XTableTheatreAutoTeam, "StageId", "ReadByIntKey", CLIENT_TABLE_PATH .. "TheatreFieldGuide.tab", XTable.XTableTheatreFieldGuide, "Id", "ReadByIntKey", CLIENT_TABLE_PATH .. "TheatreKeepsake.tab", XTable.XTableTheatreKeepsake, "Id", "ReadByIntKey", CLIENT_TABLE_PATH .. "TheatreTask.tab", XTable.XTableTheatreTask, "Id", "ReadByIntKey", CLIENT_TABLE_PATH .. "TheatreTaskGroup.tab", XTable.XTableTheatreTaskGroup, "Id", "ReadByIntKey", SHARE_TABLE_PATH .. "TheatreSkillPosDefine.tab", XTable.XTableTheatreSkillPosDefine, "Id", "ReadByIntKey", CLIENT_TABLE_PATH .. "TheatreEventClientConfig.tab", XTable.XTableTheatreEventClientConfig, "Id", }) end function XTheatreConfigs.GetRoleRobotConfig(roleId, level) local roleLevel2RobotDic = XTheatreConfigs.__RoleLevel2RobotDic if roleLevel2RobotDic == nil then roleLevel2RobotDic = {} local configs = XTheatreConfigs.GetTheatreRoleAttr() for _, config in ipairs(configs) do roleLevel2RobotDic[config.RoleId] = roleLevel2RobotDic[config.RoleId] or {} table.insert(roleLevel2RobotDic[config.RoleId], config) end XTheatreConfigs.__RoleLevel2RobotDic = roleLevel2RobotDic end local resultConfigs = roleLevel2RobotDic[roleId] if resultConfigs == nil then XLog.Error(string.format( "TheatreRoleAttr找不到id:%s的配置", roleId), level) return end if level == nil then return resultConfigs end for i = #resultConfigs, 1, -1 do if level >= resultConfigs[i].Lv then return resultConfigs[i] end end return resultConfigs[1] end function XTheatreConfigs.GetEventNodeConfig(eventId, stepId) for id, config in pairs(XTheatreConfigs.GetTheatreEvent()) do if config.EventId == eventId and config.StepId == stepId then return config end end end function XTheatreConfigs.GetInitLevel() return XTheatreConfigs.GetTheatreLv()[1].Lv end function XTheatreConfigs.GetLevel2Data(level) local configs = XTheatreConfigs.GetTheatreLv() local config for i = #configs, 1, -1 do config = configs[i] if level >= config.Lv then return config end end return configs[1] end function XTheatreConfigs.GetMaxLevel() local configs = XTheatreConfigs.GetTheatreLv() return configs[#configs].Lv end function XTheatreConfigs.GetNodeTypeName(nodeType) return XTheatreConfigs.GetTheatreClientConfig("NodeTypeName").Values[nodeType] end function XTheatreConfigs.GetNodeTypeIcon(nodeType) return XTheatreConfigs.GetTheatreClientConfig("NodeTypeIcon").Values[nodeType] end function XTheatreConfigs.GetNodeTypeDesc(nodeType) return XTheatreConfigs.GetTheatreClientConfig("NodeTypeDesc").Values[nodeType] end function XTheatreConfigs.GetClientConfig(key, valueIndex) if valueIndex == nil then valueIndex = 1 end return XTheatreConfigs.GetTheatreClientConfig(key).Values[valueIndex] end function XTheatreConfigs.GetRewardTypeIcon(rewardType, powerId) local result = XTheatreConfigs.GetTheatreClientConfig("SpecialRewardIcon").Values[rewardType] if rewardType == XTheatreConfigs.AdventureRewardType.SelectSkill then if powerId <= 0 then XLog.Error("XTheatreConfigs.GetRewardTypeIcon(rewardType, powerId) 错误PowerId", powerId) end result = string.format(result, XTheatreConfigs.GetClientConfig("SpecialRewardSkillIcon", powerId)) end return result end function XTheatreConfigs.GetRewardTypeName(rewardType, powerId) local result = XTheatreConfigs.GetTheatreClientConfig("SpecialRewardName").Values[rewardType] if rewardType == XTheatreConfigs.AdventureRewardType.SelectSkill then result = string.format(result, XTheatreConfigs.GetClientConfig("SpecialRewardSkillName", powerId)) end return result end function XTheatreConfigs.GetShopIds() local shopIds = {} local shopIdByNormal = XTheatreConfigs.GetTheatreConfig("ShopIdByNormal").Value local shopIdBySpeical = XTheatreConfigs.GetTheatreConfig("ShopIdBySpecial").Value table.insert(shopIds, shopIdByNormal) table.insert(shopIds, shopIdBySpeical) return shopIds end function XTheatreConfigs.GetRoleDetailLevelIcon() return XTheatreConfigs.GetTheatreClientConfig("RoleDetailLevelIcon").Values[1] end function XTheatreConfigs.GetRoleDetailLevelDesc() return XTheatreConfigs.GetTheatreClientConfig("RoleDetailLevelDesc").Values end function XTheatreConfigs.GetRoleDetailEquipIcon() return XTheatreConfigs.GetTheatreClientConfig("RoleDetailEquipIcon").Values[1] end function XTheatreConfigs.GetRoleDetailEquiupDesc() return XTheatreConfigs.GetTheatreClientConfig("RoleDetailEquiupDesc").Values end function XTheatreConfigs.GetRoleDetailSkillIcon() return XTheatreConfigs.GetTheatreClientConfig("RoleDetailSkillIcon").Values[1] end function XTheatreConfigs.GetRoleDetailSkillDesc() return XTheatreConfigs.GetTheatreClientConfig("RoleDetailSkillDesc").Values end function XTheatreConfigs.GetUnlockOwnRole() return XTheatreConfigs.GetTheatreClientConfig("UnlockOwnRole").Values end function XTheatreConfigs.GetUnlockFavor() return XTheatreConfigs.GetTheatreClientConfig("UnlockFavor").Values end function XTheatreConfigs.GetUnlockDecoration() return XTheatreConfigs.GetTheatreClientConfig("UnlockDecoration").Values end function XTheatreConfigs.GetUnlockNewDecoration() return XTheatreConfigs.GetTheatreClientConfig("UnlockNewDecoration").Values end function XTheatreConfigs.GetSkillPosIcon(index) return XTheatreConfigs.GetTheatreClientConfig("SkillPosIcon").Values[index] end function XTheatreConfigs.GetFirstStoryId() return XTheatreConfigs.GetTheatreClientConfig("FirstStoryId").Values[1] end function XTheatreConfigs.GetCheckDecorationGroupIndex() local groupIndex = XTheatreConfigs.GetTheatreClientConfig("CheckDecorationGroupIndex").Values[1] return groupIndex and tonumber(groupIndex) end ------------------TheatreAutoTeam 自动编队 begin---------------------- local _AutoTeamDefaultStageId = 0 local GetTheatreAutoTeamConfig = function(stageId) stageId = stageId or _AutoTeamDefaultStageId local config = XTheatreConfigs.GetTheatreAutoTeam(stageId) if not config then config = XTheatreConfigs.GetTheatreAutoTeam(_AutoTeamDefaultStageId) end return config end --获得自动编队的队伍属性优先级 function XTheatreConfigs.GetTheatreAutoTeamElementSortOrder(stageId, elementId, isomer) local config = GetTheatreAutoTeamConfig(stageId) if isomer then return config.IsomerSortOrder end return config.ElementSortOrder[elementId] or 0 end --获得自动编队的职业优先级 function XTheatreConfigs.GetTheatreAutoTeamCareerSortOrder(stageId, careerType) local config = GetTheatreAutoTeamConfig(stageId) return config.CareerSortOrder[careerType] or 0 end function XTheatreConfigs.GetTheatreAutoTeamIsOnlyOneElement(stageId, elementId) local config = GetTheatreAutoTeamConfig(stageId) return config.IsOnlyOneElement[elementId] end ------------------TheatreAutoTeam 自动编队 end------------------------ ------------------TheatreStage 关卡 begin---------------------- function XTheatreConfigs.GetTheatreStageCount(id) local config = XTheatreConfigs.GetTheatreStage(id) return config and config.StageCount or 0 end function XTheatreConfigs.GetTheatreStageSuggestAbility(id) local config = XTheatreConfigs.GetTheatreStage(id) return config and config.SuggestAbility or 0 end function XTheatreConfigs.GetTheatreStageIdList(id) local config = XTheatreConfigs.GetTheatreStage(id) return config.StageId end ------------------TheatreStage 关卡 begin---------------------- ------------------TheatreDecoration 装修改造 begin---------------------- local IsInitTheatreDecorationDic = false local TheatreGroupIndexToDecorationIds = {} --组下标对应的装修项Id列表 local TheatreDecorationIdToGridIndex = {} --装修项Id对应的格子下标 local TheatreDecorationIdAndLvToId = {} --装修项Id和等级对应的Id local TheatreDecorationMaxLv = {} --装修项最大等级 local TheatreCheckWindowsDecorationIdList = {} --需要检查装修项解锁弹窗的Id列表 local TheatreDecorationIdToIds = {} --装修项Id对应的TheatreDecoration表的Id local InitTheatreDecorationDic = function() if IsInitTheatreDecorationDic then return end local configs = XTheatreConfigs.GetTheatreDecoration() for id, config in pairs(configs) do if not TheatreGroupIndexToDecorationIds[config.GroupIndex] then TheatreGroupIndexToDecorationIds[config.GroupIndex] = {} end if not TheatreDecorationIdToGridIndex[config.DecorationId] then table.insert(TheatreGroupIndexToDecorationIds[config.GroupIndex], config.DecorationId) TheatreDecorationIdToGridIndex[config.DecorationId] = config.GridIndex end if not TheatreDecorationIdAndLvToId[config.DecorationId] then TheatreDecorationIdAndLvToId[config.DecorationId] = {} end TheatreDecorationIdAndLvToId[config.DecorationId][config.Lv] = id if not TheatreDecorationMaxLv[config.DecorationId] or TheatreDecorationMaxLv[config.DecorationId] < config.Lv then TheatreDecorationMaxLv[config.DecorationId] = config.Lv end if config.Lv == 0 and config.IsWindow then table.insert(TheatreCheckWindowsDecorationIdList, id) end if not TheatreDecorationIdToIds[config.DecorationId] then TheatreDecorationIdToIds[config.DecorationId] = {} end table.insert(TheatreDecorationIdToIds[config.DecorationId], id) end IsInitTheatreDecorationDic = true end function XTheatreConfigs.GetTheatreDecorationIdToIds(decorationId) InitTheatreDecorationDic() return TheatreDecorationIdToIds[decorationId] or {} end function XTheatreConfigs.GetTheatreGroupIndexToDecorationIds() InitTheatreDecorationDic() return TheatreGroupIndexToDecorationIds end function XTheatreConfigs.GetDecorationIdsByGroupIndex(groupIndex) InitTheatreDecorationDic() return TheatreGroupIndexToDecorationIds[groupIndex] end function XTheatreConfigs.GetTheatreDecorationIds() InitTheatreDecorationDic() return TheatreDecorationIdToGridIndex end function XTheatreConfigs.GetTheatreDecorationIdToGridIndex(decorationId) InitTheatreDecorationDic() return TheatreDecorationIdToGridIndex[decorationId] or {} end function XTheatreConfigs.GetTheatreDecorationIdAndLvToId(decorationId, lv) InitTheatreDecorationDic() return TheatreDecorationIdAndLvToId[decorationId] and TheatreDecorationIdAndLvToId[decorationId][lv] end function XTheatreConfigs.GetTheatreDecorationMaxLv(decorationId) InitTheatreDecorationDic() return TheatreDecorationMaxLv[decorationId] or 0 end function XTheatreConfigs.GetDecorationId(id) local config = XTheatreConfigs.GetTheatreDecoration(id) return config.DecorationId end function XTheatreConfigs.GetDecorationLv(id) local config = XTheatreConfigs.GetTheatreDecoration(id) return config.Lv end function XTheatreConfigs.GetDecorationConditionId(id) local config = XTheatreConfigs.GetTheatreDecoration(id) return config.ConditionId end function XTheatreConfigs.GetDecorationUpgradeCost(id) local config = XTheatreConfigs.GetTheatreDecoration(id) return config.UpgradeCostCount end function XTheatreConfigs.GetDecorationGroupIndex(id) local config = XTheatreConfigs.GetTheatreDecoration(id) return config.GroupIndex end function XTheatreConfigs.GetDecorationGridIndex(id) local config = XTheatreConfigs.GetTheatreDecoration(id) return config.GridIndex end function XTheatreConfigs.GetDecorationIcon(id) local config = XTheatreConfigs.GetTheatreDecoration(id) return config.Icon end function XTheatreConfigs.GetDecorationName(id) local config = XTheatreConfigs.GetTheatreDecoration(id) return config.Name end function XTheatreConfigs.GetDecorationDesc(id) local config = XTheatreConfigs.GetTheatreDecoration(id) return config.Desc end function XTheatreConfigs.GetDecorationConditionDesc(id) local config = XTheatreConfigs.GetTheatreDecoration(id) return config.ConditionDesc end function XTheatreConfigs.GetDecorationIsWindow(id) local config = XTheatreConfigs.GetTheatreDecoration(id) return config.IsWindow end function XTheatreConfigs.GetDecorationUpgradeCostItemId(id) local config = XTheatreConfigs.GetTheatreDecoration(id) return config.UpgradeCostItemId end -- 获得需要检查装修项解锁弹窗的Id列表 function XTheatreConfigs.GetCheckWindowDecorationIdList() InitTheatreDecorationDic() return TheatreCheckWindowsDecorationIdList end ------------------TheatreDecoration 装修改造 end------------------------ ------------------TheatrePowerCondition 势力 begin-------------------- function XTheatreConfigs.GetPowerConditionIdList() local powerConditionIdList = {} local configs = XTheatreConfigs.GetTheatrePowerCondition() for id in pairs(configs) do table.insert(powerConditionIdList, id) end table.sort(powerConditionIdList, function(a, b) return a < b end) return powerConditionIdList end function XTheatreConfigs.GetPowerConditionId(id) local config = XTheatreConfigs.GetTheatrePowerCondition(id) return config.ConditionId end function XTheatreConfigs.GetPowerConditionName(id) local config = XTheatreConfigs.GetTheatrePowerCondition(id) return config.Name end function XTheatreConfigs.GetPowerConditionIcon(id) local config = XTheatreConfigs.GetTheatrePowerCondition(id) return config.Icon end function XTheatreConfigs.GetPowerConditionSmallIcon(id) local config = XTheatreConfigs.GetTheatrePowerCondition(id) return config.SmallIcon end ------------------TheatrePowerCondition 势力 end---------------------- ------------------TheatrePowerFavor 势力好感度 begin-------------------- local TheatrePowerIdAndLvToId = {} --装修项Id和等级对应的Id local TheatrePowerMaxLv = {} --装修项最大等级 local TheatrePowerIdToPowerFavorIdList = {} --装修项Id对应的所有好感度Id列表 local InitTheatrePowerDic = function() local configs = XTheatreConfigs.GetTheatrePowerFavor() for id, config in pairs(configs) do if not TheatrePowerIdToPowerFavorIdList[config.PowerId] then TheatrePowerIdToPowerFavorIdList[config.PowerId] = {} end table.insert(TheatrePowerIdToPowerFavorIdList[config.PowerId], id) if not TheatrePowerIdAndLvToId[config.PowerId] then TheatrePowerIdAndLvToId[config.PowerId] = {} end TheatrePowerIdAndLvToId[config.PowerId][config.Lv] = id if not TheatrePowerMaxLv[config.PowerId] or TheatrePowerMaxLv[config.PowerId] < config.Lv then TheatrePowerMaxLv[config.PowerId] = config.Lv end end for _, idList in pairs(TheatrePowerIdToPowerFavorIdList) do table.sort(idList, function(a, b) local lvA = XTheatreConfigs.GetPowerFavorLv(a) local lvB = XTheatreConfigs.GetPowerFavorLv(b) if lvA ~= lvB then return lvA < lvB end return a < b end) end end function XTheatreConfigs.GetPowerFavorIdListByPowerId(powerId, isRemoveLvZero) if XTool.IsTableEmpty(TheatrePowerIdToPowerFavorIdList) then InitTheatrePowerDic() end local powerFavorIdList = XTool.Clone(TheatrePowerIdToPowerFavorIdList[powerId] or {}) --移除等级0的装修Id if isRemoveLvZero then local powerFavorId = powerFavorIdList[1] local lv = XTheatreConfigs.GetPowerFavorLv(powerFavorId) if not XTool.IsNumberValid(lv) then table.remove(powerFavorIdList, 1) end end return powerFavorIdList end function XTheatreConfigs.GetTheatrePowerIdAndLvToId(powerId, lv) if XTool.IsTableEmpty(TheatrePowerIdAndLvToId) then InitTheatrePowerDic() end return TheatrePowerIdAndLvToId[powerId] and TheatrePowerIdAndLvToId[powerId][lv] end function XTheatreConfigs.GetTheatrePowerMaxLv(powerId) if XTool.IsTableEmpty(TheatrePowerMaxLv) then InitTheatrePowerDic() end return TheatrePowerMaxLv[powerId] or 0 end function XTheatreConfigs.GetPowerFavorPowerId(id) local config = XTheatreConfigs.GetTheatrePowerFavor(id) return config.PowerId end function XTheatreConfigs.GetPowerFavorLv(id) local config = XTheatreConfigs.GetTheatrePowerFavor(id) return config.Lv end function XTheatreConfigs.GetPowerFavorUpgradeCost(id) local config = XTheatreConfigs.GetTheatrePowerFavor(id) return config.UpgradeCost end function XTheatreConfigs.GetPowerFavorRewardDesc(id) local config = XTheatreConfigs.GetTheatrePowerFavor(id) return config.RewardDesc end function XTheatreConfigs.GetPowerFavorRewardTypes(id) local config = XTheatreConfigs.GetTheatrePowerFavor(id) return config.RewardType end function XTheatreConfigs.GetPowerFavorRewardParams(id) local config = XTheatreConfigs.GetTheatrePowerFavor(id) return config.RewardParam end ------------------TheatrePowerFavor 势力好感度 end---------------------- ------------------TheatreTask 任务 begin-------------------- local IsInitTheatreTaskDic = false local TheatreTaskGroupToIdList = {} --任务组下的Id列表 local TheatreTaskMainShowIdList = {} --参与主界面任务显示逻辑的Id列表 local TheatreTaskHaveStartTimeIdList = {} --有开启时间的任务Id列表 local InitTheatreTask = function() if IsInitTheatreTaskDic then return end local configs = XTheatreConfigs.GetTheatreTask() for id, config in pairs(configs) do local groupId = config.GroupId if not TheatreTaskGroupToIdList[groupId] then TheatreTaskGroupToIdList[groupId] = {} end table.insert(TheatreTaskGroupToIdList[groupId], id) local mainShowOrder = config.MainShowOrder if XTool.IsNumberValid(mainShowOrder) then table.insert(TheatreTaskMainShowIdList, id) end local taskIdList = config.TaskId for _, taskId in ipairs(taskIdList) do if XTaskConfig.GetTaskStartTime(taskId) then table.insert(TheatreTaskHaveStartTimeIdList, taskId) end end end for _, idList in pairs(TheatreTaskGroupToIdList) do table.sort(idList, function(a, b) return a < b end) end table.sort(TheatreTaskMainShowIdList, function(a, b) local orderA = XTheatreConfigs.GetTaskMainShowOrder(a) local orderB = XTheatreConfigs.GetTaskMainShowOrder(b) if orderA ~= orderB then return orderA < orderB end return a < b end) IsInitTheatreTaskDic = true end function XTheatreConfigs.GetTheatreTaskIdList(groupId) InitTheatreTask() return TheatreTaskGroupToIdList[groupId] or {} end function XTheatreConfigs.GetTheatreTaskMainShowIdList() InitTheatreTask() return TheatreTaskMainShowIdList end function XTheatreConfigs.GetTheatreTaskHaveStartTimeIdList() InitTheatreTask() return TheatreTaskMainShowIdList end function XTheatreConfigs.GetTaskIdList(id) local config = XTheatreConfigs.GetTheatreTask(id) return config.TaskId end function XTheatreConfigs.GetTaskName(id) local config = XTheatreConfigs.GetTheatreTask(id) return config.Name end function XTheatreConfigs.GetTaskMainShowOrder(id) local config = XTheatreConfigs.GetTheatreTask(id) return config.MainShowOrder end function XTheatreConfigs.GetTaskGroupId(id) local config = XTheatreConfigs.GetTheatreTask(id) return config.GroupId end ------------------TheatreTask 任务 end---------------------- ------------------TheatreChapter 章节 begin-------------------- local GetDefaultChapterConfig = function() local configs = XTheatreConfigs.GetTheatreChapter() for _, config in pairs(configs) do return config end end function XTheatreConfigs.GetDefaultChapterId() return GetDefaultChapterConfig().Id end function XTheatreConfigs.GetChapterIsRecruit(id) local config = XTheatreConfigs.GetTheatreChapter(id) return config.IsRecruit end function XTheatreConfigs.GetCurChapterRecruitMaxCount(id) local config = XTheatreConfigs.GetTheatreChapter(id) return config.RecruitRefreshCount end function XTheatreConfigs.GetChapterSceneUrl(id) if not id then return GetDefaultChapterConfig().SceneUrl end local config = XTheatreConfigs.GetTheatreChapter(id) return config.SceneUrl end function XTheatreConfigs.GetChapterBgA(id) if not id then return GetDefaultChapterConfig().BgA end local config = XTheatreConfigs.GetTheatreChapter(id) return config.BgA end function XTheatreConfigs.GetChapterBgB(id) if not id then return GetDefaultChapterConfig().BgB end local config = XTheatreConfigs.GetTheatreChapter(id) return config.BgB end function XTheatreConfigs.GetChapterModelUrl(id) if not id then return GetDefaultChapterConfig().ModelUrl end local config = XTheatreConfigs.GetTheatreChapter(id) return config.ModelUrl end function XTheatreConfigs.GetChapterRecruitGrid(id) local config = XTheatreConfigs.GetTheatreChapter(id) return config.RecruitGrid end function XTheatreConfigs.GetChapterMultiFightLoadingBg(id) local config = XTheatreConfigs.GetTheatreChapter(id) return config.MultiFightLoadingBg end function XTheatreConfigs.GetChapterTitle(id) local config = XTheatreConfigs.GetTheatreChapter(id) return config.Title end ------------------TheatreChapter 章节 end---------------------- ------------------TheatreRole 角色总表 begin-------------------- function XTheatreConfigs.GetRolePoolId(id) local config = XTheatreConfigs.GetTheatreRole(id) return config.PoolId end ------------------TheatreRole 角色总表 end---------------------- ------------------TheatreFieldGuide 图鉴表 begin--------------------- function XTheatreConfigs.GetTheatreFieldGuideIdList(showFieldGuideIds) local config = XTheatreConfigs.GetTheatreFieldGuide() local idList = {} if showFieldGuideIds then idList = XTool.Clone(showFieldGuideIds) else for id in ipairs(config) do table.insert(idList, id) end end table.sort(idList, function(a, b) local orderA = XTheatreConfigs.GetTheatreFieldGuide(a).Order local orderB = XTheatreConfigs.GetTheatreFieldGuide(b).Order if orderA ~= orderB then return orderA < orderB end return a < b end) return idList end function XTheatreConfigs.GetTheatreFieldGuideName(id) local config = XTheatreConfigs.GetTheatreFieldGuide(id) return config.Name end ------------------TheatreFieldGuide 图鉴表 end----------------------- ------------------TheatreItem 道具表 begin--------------------------- local IsInitTheatreItemDic = false local TheatreMinLvKeepsakeDic = {} --等级最低的信物对应的TheatreItem表的Id local InitTheatreTask = function() if IsInitTheatreItemDic then return end local configs = XTheatreConfigs.GetTheatreItem() for id, config in pairs(configs) do if XTool.IsNumberValid(config.KeepsakeId) then local minLvId = TheatreMinLvKeepsakeDic[config.KeepsakeId] local lv = minLvId and XTheatreConfigs.GetTheatreItemLv(minLvId) if not lv or config.Lv < lv then TheatreMinLvKeepsakeDic[config.KeepsakeId] = id end end end IsInitTheatreItemDic = true end function XTheatreConfigs.GetTheatreMinLvTheatreItemId(keepsakeId) InitTheatreTask() return TheatreMinLvKeepsakeDic[keepsakeId] or 0 end function XTheatreConfigs.GetTheatreItemKeepsakeId(id) local config = XTheatreConfigs.GetTheatreItem(id) return config.KeepsakeId end function XTheatreConfigs.GetTheatreItemType(id) local config = XTheatreConfigs.GetTheatreItem(id) return config.Type end function XTheatreConfigs.GetTheatreItemId(id) local config = XTheatreConfigs.GetTheatreItem(id) return config.ItemId end function XTheatreConfigs.GetTheatreItemLv(id) local config = XTheatreConfigs.GetTheatreItem(id) return config.Lv end function XTheatreConfigs.GetTheatreItemExplain(id) local config = XTheatreConfigs.GetTheatreItem(id) return config.Explain end function XTheatreConfigs.GetTheatreItemFightCount(id) local config = XTheatreConfigs.GetTheatreItem(id) return config.FightCount end function XTheatreConfigs.GetTheatreItemQuality(id) local config = XTheatreConfigs.GetTheatreItem(id) return config.Quality end ------------------TheatreItem 道具表 end----------------------------- ------------------TheatreKeepsake 信物表 begin----------------------- function XTheatreConfigs.GetTheatreKeepsakeName(id) local config = XTheatreConfigs.GetTheatreKeepsake(id) return config.Name end function XTheatreConfigs.GetTheatreKeepsakeIcon(id) local config = XTheatreConfigs.GetTheatreKeepsake(id) return config.Icon end function XTheatreConfigs.GetTheatreKeepsakeDescription(id) local config = XTheatreConfigs.GetTheatreKeepsake(id) return config.Description end ------------------TheatreKeepsake 信物表 end------------------------- ------------------TheatreLv 等级表 begin----------------------------- function XTheatreConfigs.GetTheatreLvEquipmentShowLevel(id) local config = XTheatreConfigs.GetTheatreLv(id) return config.EquipmentShowLevel end ------------------TheatreLv 等级表 end------------------------------- ------------------TheatreSkillPosDefine 技能位置表 begin------------- function XTheatreConfigs.GetTheatreSkillPosDefineSkillType(id) local config = XTheatreConfigs.GetTheatreSkillPosDefine(id) return config and config.SkillType or {} end ------------------TheatreSkillPosDefine 技能位置表 end--------------- ------------------TheatreSkill 技能表 begin-------------------------- function XTheatreConfigs.GetTheatreSkillPowerId(id) local config = XTheatreConfigs.GetTheatreSkill(id) return config.PowerId end function XTheatreConfigs.GetTheatreSkillPos(id) local config = XTheatreConfigs.GetTheatreSkill(id) return config.Pos end function XTheatreConfigs.GetTheatreSkillLv(id) local config = XTheatreConfigs.GetTheatreSkill(id) return config.Lv end ------------------TheatreSkill 技能表 end----------------------------