189 lines
No EOL
6.2 KiB
Lua
189 lines
No EOL
6.2 KiB
Lua
local XCoupleCombatStageData = require("XEntity/XCoupleCombat/XCoupleCombatStageData")
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local type = type
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local pairs = pairs
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local ipairs = ipairs
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local Default = {
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_ActivityId = 0, --活动id
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_Stages = {}, --关卡数据列表
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_UsedSkillIds = {}, --正在使用的职业技能id集合
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_UnlockChapterIds = {}, --已解锁的章节id字典
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}
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--基础数据
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local XCoupleCombatBaseData = XClass(nil, "XCoupleCombatBaseData")
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local SetCharacterRecordDic = function(characterRecordDic, stageId, characterIds)
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local chapterId = XFubenCoupleCombatConfig.GetChapterIdByStageId(stageId)
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if not chapterId then
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return
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end
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if not characterRecordDic[chapterId] then
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characterRecordDic[chapterId] = {}
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end
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for _, characterId in ipairs(characterIds) do
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characterId = XRobotManager.GetCharacterId(characterId)
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characterRecordDic[chapterId][characterId] = true
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end
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end
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function XCoupleCombatBaseData:Ctor()
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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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self.CharacterRecordDic = {} --已使用的角色字典
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self.AleardyActiveCharacterCareerSkillIdDic = {} --已激活的职业技能Id字典
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self.UsedSkillTypeToSkillIdDic = {} --使用中的技能类型对应的技能Id
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end
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function XCoupleCombatBaseData:SetActiveCharacterCareerSkill(skillId)
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self.AleardyActiveCharacterCareerSkillIdDic[skillId] = true
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end
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--检查是否有已激活的职业技能没保存到字典中
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function XCoupleCombatBaseData:CheckCharacterCareerSkillInDic()
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local activeSkillList = {}
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local skillGroupTypeToSkillIdsMap = XFubenCoupleCombatConfig.GetSkillGroupTypeToSkillIdsMap()
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local condition
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local isFinish
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for _, skillIds in pairs(skillGroupTypeToSkillIdsMap) do
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for _, skillId in ipairs(skillIds) do
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condition = XFubenCoupleCombatConfig.GetCharacterCareerSkillCondition(skillId)
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isFinish = not XTool.IsNumberValid(condition) and true or XConditionManager.CheckCondition(condition)
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if isFinish and not self:IsActiveCharacterCareerSkill(skillId) then
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table.insert(activeSkillList, skillId)
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self:SetActiveCharacterCareerSkill(skillId)
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end
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end
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end
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return activeSkillList
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end
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function XCoupleCombatBaseData:IsActiveCharacterCareerSkill(skillId)
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return self.AleardyActiveCharacterCareerSkillIdDic[skillId] or false
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end
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function XCoupleCombatBaseData:UpdateData(data)
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self.CharacterRecordDic = {}
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self._ActivityId = data.ActivityId
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self:UpdateUsedSkillIds(data.UsedSkillIds)
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self:UpdateUnlockChapterIds(data.UnlockChapterIds)
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for _, v in pairs(data.Stages) do
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local stageData = self:GetStageData(v.StageId)
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if not stageData then
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stageData = XCoupleCombatStageData.New()
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self._Stages[v.StageId] = stageData
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end
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stageData:UpdateData(v)
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SetCharacterRecordDic(self.CharacterRecordDic, v.StageId, v.CharacterIds)
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end
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end
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function XCoupleCombatBaseData:UpdateUnlockChapterIds(unlockChapterIds)
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for _, chapterId in ipairs(unlockChapterIds or {}) do
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self._UnlockChapterIds[chapterId] = true
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end
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end
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function XCoupleCombatBaseData:UpdateStageData(data)
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local stageId = data.StageId
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local stageData = self:GetStageData(stageId)
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if not stageData then
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stageData = XCoupleCombatStageData.New()
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self._Stages[stageId] = stageData
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end
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stageData:UpdateData(data)
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SetCharacterRecordDic(self.CharacterRecordDic, stageId, data.CharacterIds)
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end
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function XCoupleCombatBaseData:UpdateUsedSkillIds(usedSkillIds)
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self._UsedSkillIds = usedSkillIds
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self.UsedSkillTypeToSkillIdDic = {}
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local skillType
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for _, skillId in ipairs(usedSkillIds) do
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skillType = XFubenCoupleCombatConfig.GetCharacterCareerSkillType(skillId)
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for _, type in ipairs(skillType) do
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self.UsedSkillTypeToSkillIdDic[type] = skillId
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end
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end
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end
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function XCoupleCombatBaseData:ResetStage(stageId)
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local characterIds = XTool.Clone(self:GetCharacterIds(stageId))
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local stageData = self:GetStageData(stageId)
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if not stageData then
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stageData = XCoupleCombatStageData.New()
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self._Stages[stageId] = stageData
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end
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stageData:ResetMember()
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local chapterId = XFubenCoupleCombatConfig.GetChapterIdByStageId(stageId)
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if not self.CharacterRecordDic[chapterId] then
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return
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end
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for _, characterId in ipairs(characterIds) do
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characterId = XRobotManager.GetCharacterId(characterId)
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if self.CharacterRecordDic[chapterId][characterId] then
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self.CharacterRecordDic[chapterId][characterId] = nil
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end
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end
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end
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function XCoupleCombatBaseData:GetStageData(stageId)
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return self._Stages[stageId]
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end
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function XCoupleCombatBaseData:GetCharacterIds(stageId)
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local stageData = self:GetStageData(stageId)
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return stageData and stageData:GetCharacterIds() or {}
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end
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function XCoupleCombatBaseData:IsCharacterUsed(stageId, charId)
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local chapterId = XFubenCoupleCombatConfig.GetChapterIdByStageId(stageId)
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if not self.CharacterRecordDic[chapterId] then
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return false
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end
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charId = XRobotManager.GetCharacterId(charId)
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return self.CharacterRecordDic[chapterId][charId] or false
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end
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function XCoupleCombatBaseData:GetUsedSkillIds()
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return self._UsedSkillIds
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end
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function XCoupleCombatBaseData:GetUsedSkillIdBySkillType(skillType)
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return self.UsedSkillTypeToSkillIdDic[skillType]
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end
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--关卡是否已使用角色上阵
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function XCoupleCombatBaseData:IsStageUsedCharacter(stageId)
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local characterIds = self:GetCharacterIds(stageId)
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return not XTool.IsTableEmpty(characterIds)
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end
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function XCoupleCombatBaseData:IsUnlockChapter(chapterId)
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local unlockChapterId = XFubenCoupleCombatConfig.GetChapterUnlockChapterId(chapterId)
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local stageCount = XFubenCoupleCombatConfig.GetChapterUnlockOccupyStageCount(chapterId)
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if not XTool.IsNumberValid(unlockChapterId) or not XTool.IsNumberValid(stageCount) then
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return true
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end
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return self._UnlockChapterIds[chapterId] or false
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end
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return XCoupleCombatBaseData |