742 lines
No EOL
24 KiB
Lua
742 lines
No EOL
24 KiB
Lua
--===========================
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--超限乱斗模式对象
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--模块负责:吕天元
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--===========================
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local XSmashBMode = XClass(nil, "XSmashBMode")
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function XSmashBMode:Ctor(modeCfg)
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self.ModeCfg = modeCfg
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self.RewardCfgs = XSuperSmashBrosConfig.GetCfgByIdKey(XSuperSmashBrosConfig.TableKey.Mode2RewardDic, self:GetId(), true)
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self.RewardLevel = 1
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self.IsPlaying = false
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--总怪物数
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self.TotalMonsters = #XSuperSmashBrosConfig.GetCfgByIdKey(XSuperSmashBrosConfig.TableKey.Group2MonsterGroupDic, self:GetMonsterLibraryId(), true)
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end
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--=============
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--模式ID
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--=============
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function XSmashBMode:GetId()
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return self.ModeCfg and self.ModeCfg.Id
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end
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--=============
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--活动ID
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--=============
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function XSmashBMode:GetActivityId()
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return self.ModeCfg and self.ModeCfg.ActivityId
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end
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--=============
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--模式名称
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--=============
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function XSmashBMode:GetName()
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return self.ModeCfg and self.ModeCfg.Name
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end
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--=============
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--模式开放时间(填活动开始后经过的时间)
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--=============
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function XSmashBMode:GetOpenCondition()
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return self.ModeCfg and self.ModeCfg.OpenTime or 0
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end
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--=============
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--怪物库Id
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--=============
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function XSmashBMode:GetMonsterLibraryId()
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return self.ModeCfg and self.ModeCfg.MonsterLibraryId
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end
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--=============
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--地图库Id
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--=============
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function XSmashBMode:GetMapLibraryId()
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return self.ModeCfg and self.ModeCfg.MapLibraryId
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end
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--=============
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--环境库Id
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--=============
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function XSmashBMode:GetEnvLibraryId()
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return self.ModeCfg and self.ModeCfg.EnvLibraryId
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end
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--=============
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--是否是线性模式
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--=============
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function XSmashBMode:GetIsLinearStage()
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return self.ModeCfg and self.ModeCfg.IsLinearStage
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end
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--=============
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--我方队伍角色数量最大值
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--=============
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function XSmashBMode:GetRoleMaxPosition()
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return self.ModeCfg and self.ModeCfg.RoleMaxPosition
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end
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--=============
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--我方队伍角色数量最小值
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--=============
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function XSmashBMode:GetRoleMinPosition()
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return self.ModeCfg and self.ModeCfg.RoleMinPosition
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end
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--=============
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--敌人队伍角色数量最大值
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--=============
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function XSmashBMode:GetMonsterMaxPosition()
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return self.ModeCfg and self.ModeCfg.MonsterMaxPosition
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end
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--=============
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--敌人队伍角色数量最大值
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--=============
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function XSmashBMode:GetMonsterMinPosition()
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return self.ModeCfg and self.ModeCfg.MonsterMinPosition
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end
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--=============
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--我方每次出战人数
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--=============
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function XSmashBMode:GetRoleBattleNum()
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return self.ModeCfg and self.ModeCfg.RoleBattleNum
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end
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--=============
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--我方强制随机开始位置,和monster的固定随机不同,强随机需设为UnKnown状态,在进入ready界面也不能揭开角色信息,直到该角色上场
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--=============
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function XSmashBMode:GetRoleRandomStartIndex()
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local num = self.ModeCfg.RoleForceRandomIndex
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if num and num <= 0 then
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num = nil
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end
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return num
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end
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--=============
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--敌方每次出战人数
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--=============
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function XSmashBMode:GetMonsterBattleNum()
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return self.ModeCfg and self.ModeCfg.MonsterBattleNum
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end
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--=============
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--敌方随机位置
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--=============
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function XSmashBMode:GetMonsterRandomNum()
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return self.ModeCfg and self.ModeCfg.MonsterRandomNum
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end
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--=============
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--获取一次游戏中敌方Boss限制数量
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--若没配置,则默认为敌方最大出战数目
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--=============
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function XSmashBMode:GetBossLimit()
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local bossLimit = self.ModeCfg and self.ModeCfg.BossLimit
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return bossLimit and bossLimit > 0 and bossLimit or self:GetMonsterMaxPosition()
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end
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--=============
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--模式描述
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--=============
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function XSmashBMode:GetDescription()
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return self.ModeCfg and self.ModeCfg.Description
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end
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--=============
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--背景图
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--=============
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function XSmashBMode:GetBgPath()
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return self.ModeCfg and self.ModeCfg.BgPath
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end
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--=============
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--图标
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--=============
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function XSmashBMode:GetIcon()
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return self.ModeCfg and self.ModeCfg.Icon
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end
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--=============
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--序号图标
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--=============
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function XSmashBMode:GetOrderIcon()
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return self.ModeCfg and self.ModeCfg.OrderIcon
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end
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--=============
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--背景影子图
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--=============
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function XSmashBMode:GetShadowBgPath()
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return self.ModeCfg and self.ModeCfg.ShadowBgPath
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end
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--=============
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--入口底色
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--=============
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function XSmashBMode:GetNamePlateColor()
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local color = CS.UnityEngine.Color(self.ModeCfg.NamePlateColorR / 255, self.ModeCfg.NamePlateColorG / 255, self.ModeCfg.NamePlateColorB / 255)
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return color
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end
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--=============
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--模式优先级
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--=============
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function XSmashBMode:GetPriority()
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return self.ModeCfg and self.ModeCfg.Priority
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end
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--===============
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--获取队伍格最大数
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--===============
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function XSmashBMode:GetTeamMaxPosition()
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return self.ModeCfg and self.ModeCfg.TeamMaxPosition
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end
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--===============
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--获取是否显示排行榜
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--===============
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function XSmashBMode:GetIsRanking()
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return self.ModeCfg and self.ModeCfg.IsRanking
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end
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--===============
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--获取正常选角替换彩蛋概率
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--===============
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function XSmashBMode:GetEggRateNormal()
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return self.ModeCfg and self.ModeCfg.EggRateNormal
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end
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--获取随机选角替换彩蛋概率
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--===============
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function XSmashBMode:GetEggRateRandom()
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return self.ModeCfg and self.ModeCfg.EggRateRandom
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end
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--获取彩蛋开始替换的下标
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--===============
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function XSmashBMode:GetEggStartEndIndex()
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if self.ModeCfg then
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return self.ModeCfg.EggStartIndex, self.ModeCfg.EggEndIndex
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end
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return nil
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end
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--获取该模式的彩蛋机器人列表
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--===============
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function XSmashBMode:GetEggRobots()
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return self.ModeCfg and self.ModeCfg.EggRobots
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end
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--获取该模式的任务
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--===============
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function XSmashBMode:GetTaskGroupId()
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return self.ModeCfg and self.ModeCfg.TaskGroupId
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end
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--=============
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--模式主页面的预制件地址
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--=============
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function XSmashBMode:GetPickUiPrefab()
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local isLine = self:GetIsLinearStage()
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if isLine then
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return CS.XGame.ClientConfig:GetString("SmashBrosPickPrefabLine")
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else
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return CS.XGame.ClientConfig:GetString("SmashBrosPickPrefabNormal")
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end
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end
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--=============
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--模式准备对战页面的预制件地址
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--=============
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function XSmashBMode:GetReadyUiPrefab()
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local is1v1 = self:GetRoleBattleNum() == 1
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if is1v1 then
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return CS.XGame.ClientConfig:GetString("SmashBrosReadyPrefabLine")
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else
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return CS.XGame.ClientConfig:GetString("SmashBrosReadyPrefabNormal")
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end
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end
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--=============
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--获取所有该模式的关卡
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--=============
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function XSmashBMode:GetAllStages()
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return XSuperSmashBrosConfig.GetCfgByIdKey(XSuperSmashBrosConfig.TableKey.Group2SceneDic, self:GetMapLibraryId())
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end
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--=============
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--检查是否已完成所有积分奖励
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--=============
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function XSmashBMode:CheckComplete()
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local rewards = self:GetAllRewardCfgs()
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for _, reward in pairs(rewards) do
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if not (self.ReceivedReward and self.ReceivedReward[reward.Id]) then
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return false
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end
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end
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return true
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end
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--=============
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--获取当前积分档位
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--=============
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function XSmashBMode:GetRewardLevel()
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local rewards = self:GetAllRewardCfgs()
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for level, rewardCfg in pairs(rewards) do
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if (self.RewardCfgs[level].NeedScore > self:GetScore()) and (not self.ReceivedReward or not self.ReceivedReward[rewardCfg.Id]) then
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return level
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end
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end
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return #rewards
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end
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--=============
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--获取首个可以获取奖励的奖励等级
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--=============
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function XSmashBMode:GetFirstCanGetRewardLevel()
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local rewards = self:GetAllRewardCfgs()
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for level, rewardCfg in pairs(rewards) do
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if (self.RewardCfgs[level].NeedScore <= self:GetScore()) and (self.ReceivedReward and not self.ReceivedReward[rewardCfg.Id]) then
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return level
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end
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end
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return self:GetRewardLevel()
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end
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--=============
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--获取当前积分已完成的档位数
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--=============
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function XSmashBMode:GetScoreArriveNum()
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local total = 0
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for level, rewardCfg in pairs(self:GetAllRewardCfgs()) do
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if self.RewardCfgs[level].NeedScore <= (self:GetScore()) then
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total = total + 1
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end
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end
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return total
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end
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--=============
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--获取当前已领取的奖励数
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--=============
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function XSmashBMode:GetRewardReceivedNum()
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local result = 0
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for _, _ in pairs(self.ReceivedReward or {}) do
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result = result + 1
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end
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return result
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end
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--=============
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--获取当前奖励配置(下一档奖励)
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--=============
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function XSmashBMode:GetCurrentRewardCfg()
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local level = self:GetRewardLevel()
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if level > #self:GetAllRewardCfgs() then level = #self:GetAllRewardCfgs() end
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return self.RewardCfgs[level] or {}
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end
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--=============
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--根据给定奖励等级获取奖励配置
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--=============
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function XSmashBMode:GetRewardCfgByLevel(level)
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return self.RewardCfgs and self.RewardCfgs[level] or {}
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end
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--=============
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--获取所有奖励配置
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--=============
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function XSmashBMode:GetAllRewardCfgs()
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return self.RewardCfgs or {}
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end
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--=============
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--获取当前奖励的目标分数
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--=============
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function XSmashBMode:GetTargetScore()
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local cfg = self:GetRewardCfgByLevel(self:GetFirstCanGetRewardLevel())
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if cfg and next(cfg) then
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return cfg.NeedScore
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end
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return 0
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end
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--=============
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--获取当前奖励的奖励Id
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--=============
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function XSmashBMode:GetRewardId()
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local rewards = self:GetAllRewardCfgs()
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for _, cfg in pairs(rewards) do
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if not (self.ReceivedReward and self.ReceivedReward[cfg.Id]) then
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return cfg.RewardId
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end
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end
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return rewards[#rewards] and rewards[#rewards].RewardId or 0
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end
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function XSmashBMode:CheckRewardReceiveStateByLevel(level)
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local cfg = self:GetRewardCfgByLevel(level)
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if not cfg or (not next(cfg)) then return false, false end
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local isGet = self.ReceivedReward and self.ReceivedReward[cfg.Id]
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local canGet = (not isGet) and (cfg.NeedScore <= self:GetScore())
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return canGet, isGet
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end
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function XSmashBMode:SetReceiveStateByRewardId(rewardId)
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if not self.ReceivedReward then self.ReceivedReward = {} end
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self.ReceivedReward[rewardId] = true
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end
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--=============
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--获取最前面未领取且是可领取的奖励配置
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--若没有,则返回空
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--=============
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function XSmashBMode:GetFirstRewardCfgNotGet()
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local rewards = self:GetAllRewardCfgs()
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local score = self:GetScore()
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for _, cfg in pairs(rewards) do
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if (cfg.NeedScore <= score) and not (self.ReceivedReward and self.ReceivedReward[cfg.Id]) then
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return cfg
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end
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end
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return nil
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end
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--=============
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--获取已通过的怪物数
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--=============
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function XSmashBMode:GetPassMonsters()
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return XDataCenter.SuperSmashBrosManager.GetPassMonstersNumByModeId(self:GetId())
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end
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--=============
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--获取所有怪物总数
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--=============
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function XSmashBMode:GetTotalMonsters()
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return self.TotalMonsters or 1 --缺省1能正常被除
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end
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--=============
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--获取剩余未首通怪物数量
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--=============
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function XSmashBMode:GetMonstersNotPass()
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return self:GetTotalMonsters() - self:GetPassMonsters()
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end
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--=============
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--获取通关模式解锁的核心对象
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--=============
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function XSmashBMode:GetCore()
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return XDataCenter.SuperSmashBrosManager.GetCoreByPriority(self:GetPriority())
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end
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--=============
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--检查是否解锁
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--=============
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function XSmashBMode:CheckUnlock()
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local startTime = XDataCenter.SuperSmashBrosManager.GetActivityStartTime()
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local now = XTime.GetServerNowTimestamp()
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return (now - startTime) > self:GetOpenCondition()
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end
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--=============
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--获取模式现在积分
|
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--=============
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function XSmashBMode:GetScore()
|
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return self.Score or 0
|
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end
|
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--=============
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--检查是否正在进行
|
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--=============
|
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function XSmashBMode:CheckIsPlaying()
|
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return self.IsPlaying
|
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end
|
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--=============
|
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--设置是否正在进行
|
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--=============
|
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function XSmashBMode:SetIsPlaying(value)
|
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self.IsPlaying = value
|
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end
|
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--=============
|
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--获取我方的模式参战队伍所有成员
|
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--=============
|
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function XSmashBMode:GetBattleTeam()
|
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return XDataCenter.SuperSmashBrosManager.GetRoleIdsByModeId(self:GetId())
|
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end
|
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--=============
|
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--获取我方的下一场战斗出战的成员
|
||
--=============
|
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function XSmashBMode:GetBattleMember()
|
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local team = {}
|
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local ownTeam = self:GetBattleTeam()
|
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local battleNum = self:GetRoleBattleNum()
|
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if self.CharacterProgressIndex and self.CharacterProgressIndex > 0 then
|
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for i = 1, self.CharacterProgressIndex + battleNum - 1 do
|
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local id = ownTeam[i]
|
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local chara
|
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if id then
|
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chara = XDataCenter.SuperSmashBrosManager.GetRoleById(id)
|
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end
|
||
table.insert(team, id)
|
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end
|
||
end
|
||
return team
|
||
end
|
||
--=============
|
||
--获取出战下标
|
||
--=============
|
||
function XSmashBMode:GetBattleCharaIndex()
|
||
return self.CharacterProgressIndex or 1
|
||
end
|
||
--=============
|
||
--获取敌人出战队伍
|
||
--=============
|
||
function XSmashBMode:GetEnemyTeam()
|
||
return self.EnemyTeam
|
||
end
|
||
--=============
|
||
--获取敌人出战下标
|
||
--=============
|
||
function XSmashBMode:GetBattleEnemyIndex()
|
||
return self.MonsterGroupProgressIndex
|
||
end
|
||
--=============
|
||
--获取累计消耗时间(整轮模式累计)
|
||
--=============
|
||
function XSmashBMode:GetSpendTime()
|
||
return self.LastSpendTime or 0
|
||
end
|
||
--=============
|
||
--获取历史最佳消耗时间
|
||
--=============
|
||
function XSmashBMode:GetBestTime()
|
||
return self.BestSpendTime or 0
|
||
end
|
||
--=============
|
||
--(连战模式)获取当前正在进行的连胜数值
|
||
--这里在确认前后端发来的数值不会+1,若要在确认前展示暂时的连胜次数,需在数值上手动+1
|
||
--=============
|
||
function XSmashBMode:GetWinCount()
|
||
return self.WinCount or 0
|
||
end
|
||
--=============
|
||
--(连战模式)获取连胜最高数值
|
||
--这里在确认前后端发来的数值不会+1,若要在确认前展示暂时的连胜次数,需在数值上手动+1
|
||
--=============
|
||
function XSmashBMode:GetCurrentWinCount()
|
||
return (self.StageProgressIndex - 1) or 0
|
||
end
|
||
--=============
|
||
--获取最新一轮的连战时间挑战数据
|
||
--=============
|
||
function XSmashBMode:GetLastTimeAttackData()
|
||
return self.LastTimeAttackList or {}
|
||
end
|
||
--=============
|
||
--获取历史最佳连战时间挑战数据
|
||
--=============
|
||
function XSmashBMode:GetBestTimeAttackData()
|
||
return self.BestTimeAttackList or {}
|
||
end
|
||
--=============
|
||
--获取历史最佳连战时间挑战数据的数量
|
||
--=============
|
||
function XSmashBMode:GetBestStageAttackNum()
|
||
return #self:GetBestTimeAttackData()
|
||
end
|
||
--=============
|
||
--获取上一关通关时间
|
||
--=============
|
||
function XSmashBMode:GetLastStagePassTime()
|
||
return self.StageSpendTime or 0
|
||
end
|
||
--=============
|
||
--获取下一关StageId
|
||
--=============
|
||
function XSmashBMode:GetNextStageId()
|
||
if self.StageProgressIndex > #self.AllStageId then
|
||
return -1 --表示已全部通关
|
||
end
|
||
return self.AllStageId[self.StageProgressIndex]
|
||
end
|
||
--=============
|
||
--获取连战模式下的进度字符串
|
||
--=============
|
||
function XSmashBMode:GetLineProgress()
|
||
return XUiHelper.GetText("SSBMainPointGetText", self.StageProgressIndex, #self.AllStageId)
|
||
end
|
||
--=============
|
||
--获取连战模式下一个敌人信息
|
||
--这里关卡进度下标也表示与模式的按ID排序的敌人的顺位
|
||
--=============
|
||
function XSmashBMode:GetNextEnemy()
|
||
local monsterGroups = XDataCenter.SuperSmashBrosManager.GetMonsterGroupListByModeId(self:GetId())
|
||
if not monsterGroups then return nil end
|
||
local monsterGroup = monsterGroups[self.StageProgressIndex + 1]
|
||
return monsterGroup
|
||
end
|
||
--=============
|
||
--获取模式结果状态
|
||
--=============
|
||
function XSmashBMode:GetModeResult()
|
||
local isStart = self:GetBattleCharaIndex() == 1 and self:GetBattleEnemyIndex() == 1
|
||
local isWin = self:GetBattleEnemyIndex() > #self:GetEnemyTeam()
|
||
local isEnd = (self:GetBattleCharaIndex() > self:GetRoleMaxPosition()) or (self:GetBattleEnemyIndex() > #self:GetEnemyTeam())
|
||
return isStart, isEnd, isWin
|
||
end
|
||
--=============
|
||
--获取确认标识
|
||
--=============
|
||
function XSmashBMode:GetConfirmFlag()
|
||
return self.ConfirmFlag
|
||
end
|
||
--=============
|
||
--检查是否开始
|
||
--=============
|
||
function XSmashBMode:CheckIsStart()
|
||
return self:GetBattleCharaIndex() == 1 and self:GetBattleEnemyIndex() == 1
|
||
end
|
||
--=============
|
||
--检查是否结束
|
||
--=============
|
||
function XSmashBMode:CheckIsEnd()
|
||
return (not self:GetBattleTeam()[self:GetBattleCharaIndex()] or self:GetBattleTeam()[self:GetBattleCharaIndex()] == 0)
|
||
or (self:CheckIsWin())
|
||
end
|
||
--=============
|
||
--检查是否胜利
|
||
--=============
|
||
function XSmashBMode:CheckIsWin()
|
||
return (self:GetBattleEnemyIndex() > #self:GetEnemyTeam()) and (self.StageProgressIndex >= #self.AllStageId)
|
||
end
|
||
--=============
|
||
--检查上一场的胜利方
|
||
--=============
|
||
function XSmashBMode:GetLastWin()
|
||
if self.LastWin == nil then
|
||
return 0
|
||
else
|
||
return self.LastWin
|
||
end
|
||
end
|
||
--=============
|
||
--存储result 用于重新挑战寻找再上一次对战的角色数据
|
||
--=============
|
||
function XSmashBMode:RecordResult(result)
|
||
self.Result = result
|
||
end
|
||
--=============
|
||
--获取result
|
||
--=============
|
||
function XSmashBMode:GetResult()
|
||
return self.Result
|
||
end
|
||
--=============
|
||
--刷新后台推送活动数据
|
||
--@param data:
|
||
--List<SuperSmashBrosModeDb>
|
||
--SuperSmashBrosModeDb:
|
||
--int ModeId
|
||
--List<int> CurFightMonsterGroupId
|
||
--Dictionary<int, int> MonsterGroupWinCount
|
||
--int Score
|
||
--List<int> TakedRewardList
|
||
--SuperSmashBrosBattleDb BattleDb
|
||
--int LastRankScore
|
||
--=============
|
||
function XSmashBMode:RefreshNotifyModeData(modeDb)
|
||
self.Score = modeDb.Score --当前分数
|
||
--累计战斗耗时
|
||
self.LastSpendTime = modeDb.CurSpendTime
|
||
--本模式最佳耗时时间
|
||
self.BestSpendTime = modeDb.BestSpendTime
|
||
|
||
self.ReceivedReward = {}
|
||
for _, rewardId in pairs(modeDb.TakedRewardList or {}) do
|
||
self.ReceivedReward[rewardId] = true
|
||
end
|
||
self.HistoryWinCount = modeDb.WinCountMax
|
||
self.LastTimeAttackList = {}
|
||
for index, timeAttackInfo in pairs(modeDb.CurStageList) do
|
||
self.LastTimeAttackList[index] = {
|
||
StageId = timeAttackInfo.Id,
|
||
Time = timeAttackInfo.Time
|
||
}
|
||
end
|
||
self.BestTimeAttackList = {}
|
||
for index, timeAttackInfo in pairs(modeDb.StageHistory) do
|
||
self.BestTimeAttackList[index] = {
|
||
StageId = timeAttackInfo.Id,
|
||
Time = timeAttackInfo.Time
|
||
}
|
||
end
|
||
self.BestStageAttackNum = #self.BestTimeAttackList
|
||
--用于连胜模式表示当前胜利次数
|
||
self.WinCount = #modeDb.CurStageList
|
||
local manager = XDataCenter.SuperSmashBrosManager
|
||
manager.RefreshMonsterGroupWinCount(modeDb.MonsterGroupWinCountList)
|
||
self:RefreshNotifyBattleData(modeDb.BattleDb)
|
||
end
|
||
--=============
|
||
--刷新后台推送模式战斗数据
|
||
--@param data:
|
||
--SuperSmashBrosBattleDb:
|
||
--List<int> CharacterIdList
|
||
--Dictionary<int,int> CharacterIdResult
|
||
--List<int> CharacterPosList
|
||
--int LastBattleCharacterIndex
|
||
--List<int> MonsterGroupIdList
|
||
--List<XNpcHpInfo> LeftMonster
|
||
--int LastBattleMonsterIndex
|
||
--int StageId
|
||
--int EnvId
|
||
--int StageProgressIndex
|
||
--long SpendTime
|
||
--long StartTime
|
||
--int WinCount
|
||
--=============
|
||
function XSmashBMode:RefreshNotifyBattleData(battleDb)
|
||
self.EnemyTeam = {}
|
||
if not battleDb or not next(battleDb) then
|
||
return
|
||
end
|
||
for index, enemyId in pairs(battleDb.MonsterGroupIdList or {}) do
|
||
table.insert(self.EnemyTeam, enemyId)
|
||
end
|
||
XDataCenter.SuperSmashBrosManager.SetTeamByModeId(
|
||
battleDb.CaptainPos,
|
||
battleDb.FirstFightPos,
|
||
battleDb.CharacterIdList,
|
||
battleDb.CharacterPosList,
|
||
self:GetId()
|
||
)
|
||
--所有关卡Id,非连战模式只有一项,连战模式会是整个关卡链的数组
|
||
self.AllStageId = battleDb.StageId
|
||
--下一个关卡的下标
|
||
self.StageProgressIndex = battleDb.StageProgressIndex + 1
|
||
--上一个战斗胜利的关卡,在关卡结束未确认结果前就会刷新
|
||
self.LastWinStageId = battleDb.LastWinStageId
|
||
--环境Id
|
||
self.CurrentEvironment = battleDb.EnvId
|
||
|
||
if battleDb.LastResult then
|
||
--ConfirmFlag是后端用于确认重登,掉线等情况再连上时,有没保留未确认数据的标识
|
||
--LastResult有值时,先使用这个值展示,但是不能被确认,详细请跟后端确认
|
||
self.ConfirmFlag = true
|
||
self:RefreshBattleResultDb(battleDb.LastResult)
|
||
self.LastWin = (self.AllStageId[self.StageProgressIndex] == battleDb.LastResult.LastWinStageId) or not (battleDb.LastResult.LastWinStageId == 0)
|
||
else
|
||
self.ConfirmFlag = false
|
||
self:RefreshBattleResultDb(battleDb.Result)
|
||
self.LastWin = (self.AllStageId[self.StageProgressIndex] == battleDb.Result.LastWinStageId) or not (battleDb.Result.LastWinStageId == 0)
|
||
end
|
||
|
||
-- 重新挑战时必现要用到 Result, 纯记录一遍Result
|
||
if battleDb.Result then
|
||
self:RecordResult(battleDb.Result)
|
||
end
|
||
end
|
||
--================
|
||
--刷新登陆时接收的缓存战斗数据
|
||
--================
|
||
function XSmashBMode:RefreshBattleResultDb(data)
|
||
local manager = XDataCenter.SuperSmashBrosManager
|
||
--下个角色出战下标(+1对齐Lua从1开始的下标),注意,若一次上阵多个角色,此下标表示第一个上阵角色的下标
|
||
self.CharacterProgressIndex = (data.CharacterProgressIndex or 0) + 1
|
||
manager.SetBattleRoleLeftHp(self:GetBattleTeam(), self.CharacterProgressIndex, data.CharacterResultList)
|
||
--下个怪物出战下标(+1对齐Lua从1开始的下标),注意,若一次上阵多个角色,此下标表示第一个上阵角色的下标
|
||
self.MonsterGroupProgressIndex = (data.MonsterGroupProgressIndex or 0) + 1
|
||
manager.SetMonsterTeamLeftHp(self:GetEnemyTeam(), self.MonsterGroupProgressIndex, data.LeftMonster, self:GetMonsterBattleNum())
|
||
end
|
||
--================
|
||
--刷新战斗后接收的缓存战斗数据
|
||
--================
|
||
function XSmashBMode:RefreshBattleResult(data, isWin)
|
||
if not data then return end
|
||
local manager = XDataCenter.SuperSmashBrosManager
|
||
self.LastWin = (self.AllStageId[self.StageProgressIndex] == data.LastWinStageId) or not (data.LastWinStageId == 0)
|
||
self.ConfirmFlag = true --当正常战斗结算后检测确认Flag
|
||
--下个角色出战下标(+1对齐Lua从1开始的下标),注意,若一次上阵多个角色,此下标表示第一个上阵角色的下标
|
||
self.CharacterProgressIndex = (data.CharacterProgressIndex or 0) + 1
|
||
--下个怪物出战下标(+1对齐Lua从1开始的下标),注意,若一次上阵多个角色,此下标表示第一个上阵角色的下标
|
||
self.MonsterGroupProgressIndex = (data.MonsterGroupProgressIndex or 0) + 1
|
||
if isWin then
|
||
manager.SetBattleRoleLeftHp(self:GetBattleTeam(), self.CharacterProgressIndex, data.CharacterResultList)
|
||
manager.SetMonsterTeamLeftHp(self:GetEnemyTeam(), self.MonsterGroupProgressIndex)
|
||
else
|
||
manager.SetBattleRoleLeftHp(self:GetBattleTeam(), self.CharacterProgressIndex, data.CharacterResultList)
|
||
manager.SetMonsterTeamLeftHp(self:GetEnemyTeam(), self.MonsterGroupProgressIndex, data.LeftMonster, self:GetMonsterBattleNum())
|
||
end
|
||
--上一个战斗的时间
|
||
self.StageSpendTime = data.StageSpendTime
|
||
end
|
||
--================
|
||
--重置模式正在进行的状态
|
||
--================
|
||
function XSmashBMode:ResetPlaying()
|
||
self:SetIsPlaying(false)
|
||
XDataCenter.SuperSmashBrosManager.ResetTeamByModeId(self:GetId())
|
||
XDataCenter.SuperSmashBrosManager.ResetMonsterGroupHpLeftByIdList(self:GetEnemyTeam())
|
||
self.EnemyTeam = {}
|
||
self.CharacterProgressIndex = 1
|
||
self.MonsterGroupProgressIndex = 1
|
||
self.StageProgressIndex = 1
|
||
self.StageSpendTime = 0
|
||
self.LastWinStageId = 0
|
||
self.LastWin = nil
|
||
self.Result = nil
|
||
end
|
||
|
||
return XSmashBMode |