1232 lines
No EOL
47 KiB
Lua
1232 lines
No EOL
47 KiB
Lua
--- 占领副本管理器
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XFubenAssignManagerCreator = function()
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local XFubenAssignManager = {}
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-- 协议
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local METHOD_NAME = {
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AssignGetDataRequest = "AssignGetDataRequest",
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AssignSetTeamRequest = "AssignSetTeamRequest",
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AssignSetCharacterRequest = "AssignSetCharacterRequest",
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AssignGetRewardRequest = "AssignGetRewardRequest",
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}
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-- 常量
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XFubenAssignManager.MaxSelectConditionNum = 4
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XFubenAssignManager.SelectConditionColor = {[true] = CS.UnityEngine.Color.black, [false] = CS.UnityEngine.Color.gray }
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XFubenAssignManager.MemberColor = {
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"FF1111FF", -- red
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"4F99FFFF", -- blue
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"F9CB35FF", -- yellow
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}
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XFubenAssignManager.FomationAnimFinishDelay = 400 -- 特效显示时间
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XFubenAssignManager.FormationState = { Effect = 1, Reset = 2 }
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local CHARACTERTYPE_ALL = 0
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local SKILLTYPE_BITS = 1000
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local KeyAccountEnterAssign = "Assign"
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-- ui操作所缓存的数据
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XFubenAssignManager.SelectChapterId = nil
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XFubenAssignManager.SelectGroupId = nil
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XFubenAssignManager.SelectCharacterId = nil
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XFubenAssignManager.OccupyFirstSelectTeamId = nil
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XFubenAssignManager.OccupyFirstSelectOrder = nil
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XFubenAssignManager.OccupySecondSelectTeamId = nil
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XFubenAssignManager.OccupySecondSelectOrder = nil
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XFubenAssignManager.CAPTIAN_MEMBER_INDEX = 1 -- 队长位置
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XFubenAssignManager.FIRSTFIGHT_MEMBER_INDEX = 1 -- 首发位置
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local MEMBER_MAX_COUNT = 3 -- 队伍最大成员数
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local ChapterIdList = nil
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local ChapterDataDict = nil -- 章节
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local GroupDataDict = nil -- 关卡组
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local TeamDataDict = nil -- 队伍
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------ 战斗接口用的数据
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local FinishFightCb = nil
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local CloseLoadingCb = nil
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-- local MEMBER_INDEX_BY_ORDER = {[1] = 2, [2] = 1, [3] = 3} -- 面板上显示的位置(order) = 队伍中实际中的位置(index)
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local MEMBER_ORDER_BY_INDEX = {[1] = 2, [2] = 1, [3] = 3 } -- 队伍中实际中的位置(index) = 面板上显示的位置(order)
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local GroupIdByStageId = nil -- {[stageId] = groupId, ...}
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local FollowGroupDict = nil -- {[前置组id] = {后置组id, ...}, ...}
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function XFubenAssignManager.Init()
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end
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function XFubenAssignManager.ClearData()
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XFubenAssignManager.SelectChapterId = nil
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XFubenAssignManager.SelectGroupId = nil
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XFubenAssignManager.SelectCharacterId = nil
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XFubenAssignManager.OccupyFirstSelectTeamId = nil
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XFubenAssignManager.OccupyFirstSelectOrder = nil
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XFubenAssignManager.OccupySecondSelectTeamId = nil
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XFubenAssignManager.OccupySecondSelectOrder = nil
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ChapterIdList = nil
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ChapterDataDict = nil -- 章节
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GroupDataDict = nil -- 关卡组
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TeamDataDict = nil -- 队伍
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FollowGroupDict = nil
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end
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----------- 章节数据 begin-----------
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local ChapterData = XClass(nil, "ChapterData")
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function ChapterData:Ctor(id)
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self.Id = id
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self.CharacterId = nil -- 驻守角色
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self.Rewarded = false -- 已领奖
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self.IsPassByServer = nil -- 服务器已通关标记
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end
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function ChapterData:GetCfg()
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return XFubenAssignConfigs.GetChapterTemplateById(self.Id)
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end
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function ChapterData:GetId() return self.Id end
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function ChapterData:GetName() return self:GetCfg().ChapterName end
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function ChapterData:GetDesc() return self:GetCfg().ChapterEn end
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function ChapterData:GetOrderId() return self:GetCfg().OrderId end
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function ChapterData:GetIcon() return self:GetCfg().Cover end
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function ChapterData:GetSkillPlusId() return self:GetCfg().SkillPlusId end
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function ChapterData:GetAssignCondition() return self:GetCfg().AssignCondition end
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function ChapterData:GetSelectCharCondition() return self:GetCfg().SelectCharCondition end
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function ChapterData:GetRewardId() return self:GetCfg().RewardId end
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function ChapterData:GetGroupId() return self:GetCfg().GroupId end
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-- 获得所有加成效果的key
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function ChapterData:GetBuffKeys()
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if not self.BuffKeys then
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self.BuffKeys = {}
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local buffConfigId = self:GetSkillPlusId()
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if buffConfigId and buffConfigId ~= 0 then
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local plusConfig = XCharacterConfigs.GetSkillTypePlusTemplate(buffConfigId)
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if plusConfig then
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local key
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local isAllMember = (#plusConfig.CharacterType == #XCharacterConfigs.GetAllCharacterCareerIds())
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if isAllMember then
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local characterType = CHARACTERTYPE_ALL
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for _, skillType in ipairs(plusConfig.SkillType) do
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key = characterType * SKILLTYPE_BITS + skillType
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table.insert(self.BuffKeys, key)
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end
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else
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for _, characterType in ipairs(plusConfig.CharacterType) do
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for _, skillType in ipairs(plusConfig.SkillType) do
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key = characterType * SKILLTYPE_BITS + skillType
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table.insert(self.BuffKeys, key)
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end
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end
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end
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end
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end
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self.BuffKeys = XFubenAssignManager.SortKeys(self.BuffKeys)
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end
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return self.BuffKeys
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end
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function ChapterData:GetBuffDescList()
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return XFubenAssignManager.GetBuffDescListByKeys(self:GetBuffKeys())
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end
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function ChapterData:IsCharConditionMatch(characterId)
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local isMatch = true
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local conditions = self:GetSelectCharCondition()
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for _, conditionId in ipairs(conditions) do
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if not (XConditionManager.CheckCondition(conditionId, characterId)) then
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isMatch = false
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break
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end
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end
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return isMatch
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end
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function ChapterData:GetProgressStr()
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local groupNum = #self:GetGroupId()
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return math.floor((self:GetPassNum() / groupNum) * 100) .. "%"
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end
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function ChapterData:GetCharacterBodyIcon()
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return XDataCenter.CharacterManager.GetCharHalfBodyImage(self.CharacterId)
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end
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function ChapterData:IsRewarded()
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return self.Rewarded
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end
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function ChapterData:CanReward()
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return (self:IsPass() and not self:IsRewarded())
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end
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function ChapterData:IsUnlock()
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for _, groupId in ipairs(self:GetGroupId()) do
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local groupData = XFubenAssignManager.GetGroupDataById(groupId)
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if groupData and groupData:IsUnlock() 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 ChapterData:CanAssign()
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return self:IsPass() and self:IsMatchAssignCondition()
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end
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-- server api
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function ChapterData:SetRewarded(state)
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self.Rewarded = state
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end
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function ChapterData:GetPassNum()
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local passNum = 0
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for _, groupId in ipairs(self:GetGroupId()) do
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local groupData = XFubenAssignManager.GetGroupDataById(groupId)
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if groupData and groupData:IsPass() then
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passNum = passNum + 1
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end
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end
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return passNum
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end
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function ChapterData:SetIsPassByServer(value)
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self.IsPassByServer = value
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end
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function ChapterData:IsPass()
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if self.IsPassByServer then
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return true
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end
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local groupNum = #self:GetGroupId()
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return (self:GetPassNum() >= groupNum)
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end
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function ChapterData:IsMatchAssignCondition()
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for _, conditionId in ipairs(self:GetAssignCondition()) do
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if not (XConditionManager.CheckCondition(conditionId)) 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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function ChapterData:SetCharacterId(characterId)
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self.CharacterId = characterId
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end
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function ChapterData:IsOccupy()
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return (self.CharacterId and self.CharacterId ~= 0)
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end
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function ChapterData:GetCharacterId()
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return self.CharacterId
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end
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function ChapterData:GetOccupyCharacterIcon()
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return XDataCenter.CharacterManager.GetCharBigRoundnessNotItemHeadIcon(self:GetCharacterId())
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end
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function ChapterData:GetOccupyCharacterName()
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return XCharacterConfigs.GetCharacterFullNameStr(self:GetCharacterId())
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end
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-- 是否当前进度章节
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function XFubenAssignManager.IsCurrentChapter(chapterId)
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local passNum = XFubenAssignManager.GetAllChapterPassNum()
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local targetIndex = 0
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for i, id in ipairs(XFubenAssignManager.GetChapterIdList()) do
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if chapterId == id then
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targetIndex = i
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break
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end
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end
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if targetIndex == 0 then
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XLog.Debug("XFubenAssignManager.IsCurrentChapter参数传入了无效的chapterId: " .. tostring(chapterId))
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end
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return (targetIndex == passNum + 1)
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end
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function XFubenAssignManager.GetAllChapterPassNum()
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local passNum = 0
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for _, chapterId in ipairs(XFubenAssignManager.GetChapterIdList()) do
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local chapterData = XFubenAssignManager.GetChapterDataById(chapterId)
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if chapterData:IsPass() then
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passNum = passNum + 1
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end
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end
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return passNum
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end
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function XFubenAssignManager.GetCharacterOccupyChapterId(characterId)
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if characterId and characterId ~= 0 then
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for _, chapterId in ipairs(XFubenAssignManager.GetChapterIdList()) do
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local chapterData = XFubenAssignManager.GetChapterDataById(chapterId)
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if chapterData:GetCharacterId() == characterId then
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return chapterId
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end
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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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function XFubenAssignManager.GetChapterIdList()
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if not ChapterIdList then
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ChapterIdList = {}
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for id, _ in pairs(XFubenAssignConfigs.GetChapterTemplates()) do
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table.insert(ChapterIdList, id)
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end
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table.sort(ChapterIdList, function(a, b) return a < b end)
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end
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return ChapterIdList
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end
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function XFubenAssignManager.GetUnlockChapterIdList()
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local idList = {}
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local data
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for _, id in ipairs(XFubenAssignManager.GetChapterIdList()) do
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data = XFubenAssignManager.GetChapterDataById(id)
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if data:IsUnlock() then
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table.insert(idList, id)
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end
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end
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return idList
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end
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-- 角色是否已在占领
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function XFubenAssignManager.CheckCharacterInOccupy(characterId)
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local chapterData
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for _, id in ipairs(XFubenAssignManager.GetChapterIdList()) do
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chapterData = XFubenAssignManager.GetChapterDataById(id)
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if chapterData:GetCharacterId() == characterId 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 XFubenAssignManager.GetChapterDataById(id)
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if not id then
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XLog.Error("XFubenAssignManager.GetChapterDataById函数参数id不能为空" .. tostring(id))
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return
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end
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if not ChapterDataDict then
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ChapterDataDict = {}
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end
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if not ChapterDataDict[id] then
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ChapterDataDict[id] = ChapterData.New(id)
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end
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return ChapterDataDict[id]
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end
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function XFubenAssignManager.GetCurrentChapterData()
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local idList = XFubenAssignManager.GetChapterIdList()
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for _, chapterId in ipairs(idList) do
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local chapterData = XFubenAssignManager.GetChapterDataById(chapterId)
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if not chapterData:IsPass() then
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return chapterData
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end
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end
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return XFubenAssignManager.GetChapterDataById(idList[#idList])
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end
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function XFubenAssignManager.GetChapterProgressTxt()
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local chapterData = XFubenAssignManager.GetCurrentChapterData()
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return CS.XTextManager.GetText("AssignChapterProgressTxt", chapterData:GetDesc())
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end
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----------- 章节数据 end-----------
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----------- 关卡组数据 begin-----------
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local GroupData = XClass(nil, "GroupData")
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function GroupData:Ctor(id)
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self.Id = id
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self.FightCount = 0
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self.GroupRebootCount = 0
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self.IsPerfect = false
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end
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function GroupData:GetCfg()
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return XFubenAssignConfigs.GetGroupTemplateById(self.Id)
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end
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function GroupData:GetId() return self.Id end
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function GroupData:GetPreGroupId() return self:GetCfg().PreGroupId end
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-- function GroupData:GetMaxFightCount() return self:GetCfg().ChallengeNum end
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function GroupData:GetTeamInfoId() return self:GetCfg().TeamInfoId end
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function GroupData:GetBaseStageId() return self:GetCfg().BaseStage end
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function GroupData:GetStageId() return self:GetCfg().StageId end
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function GroupData:GetName() return self:GetCfg().Name end
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function GroupData:GetIcon() return self:GetCfg().Icon end
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function GroupData:IsUnlock()
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if self:GetFightCount() > 0 then
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return true
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end
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local preGroupId = self:GetPreGroupId()
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return ((not preGroupId or preGroupId == 0) or XFubenAssignManager.GetGroupDataById(preGroupId):IsPass())
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end
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-- 刷新关卡解锁信息
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function GroupData:SyncStageInfo(isPass)
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local isUnlock = self:IsUnlock()
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for _, stageId in ipairs(self:GetStageId()) do
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local stageInfo = XDataCenter.FubenManager.GetStageInfo(stageId)
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stageInfo.Unlock = isUnlock
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if isPass ~= nil then
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stageInfo.Passed = isPass
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end
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end
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local baseStageId = self:GetBaseStageId()
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local baseStageInfo = XDataCenter.FubenManager.GetStageInfo(baseStageId)
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baseStageInfo.Unlock = isUnlock
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if isPass ~= nil then
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baseStageInfo.Passed = isPass
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end
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if isUnlock then
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XFubenAssignManager.UnlockFollowGroupStage(self:GetId())
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end
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end
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-- server api
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function GroupData:SetFightCount(count)
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count = count or 0
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local oldCount = self.FightCount
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self.FightCount = count
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if (not oldCount or oldCount == 0) and (count > 0) then -- 新解锁
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self:SyncStageInfo(true)
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end
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end
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function GroupData:GetFightCount()
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-- do return 1 end -- for testing
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return self.FightCount
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end
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function GroupData:SetIsPerfect(isPerfect)
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self.IsPerfect = isPerfect
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end
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function GroupData:GetIsPerfect()
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return self.IsPerfect
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end
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function GroupData:SetGroupRebootCountAdd( rebootCount )
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self.GroupRebootCount = self.GroupRebootCount + rebootCount
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end
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function GroupData:GetGroupRebootCount()
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return self.GroupRebootCount
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end
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function GroupData:ResetGroupRebootCount()
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self.GroupRebootCount = 0
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end
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function GroupData:IsPass()
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if self:GetFightCount() > 0 then
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return true
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end
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return false
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-- -- 根据StageInfo来 来源于XFubenManager.InitFubenData
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-- local stageInfo = XDataCenter.FubenManager.GetStageInfo(self:GetBaseStageId())
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-- return (stageInfo and stageInfo.Passed)
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end
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function XFubenAssignManager.GetGroupDataById(id)
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if not GroupDataDict then
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GroupDataDict = {}
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end
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if not GroupDataDict[id] then
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GroupDataDict[id] = GroupData.New(id)
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end
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return GroupDataDict[id]
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end
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----------- 关卡组数据 end-----------
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----------- 队伍数据 begin-----------
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------- 队员数据
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local MemberData = XClass(nil, "MemberData")
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function MemberData:Ctor(index)
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self.Index = index -- 队伍位置
|
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self.CharacterId = nil
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end
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function MemberData:GetIndex() return self.Index end
|
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function MemberData:GetCharacterId() return self.CharacterId or 0 end
|
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function MemberData:HasCharacter() return (self.CharacterId and self.CharacterId ~= 0) end
|
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function MemberData:SetCharacterId(characterId)
|
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self.CharacterId = characterId
|
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end
|
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function MemberData:GetCharacterAbility()
|
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return self:HasCharacter() and XDataCenter.CharacterManager.GetCharacterAbilityById(self.CharacterId) or 0
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end
|
||
|
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function MemberData:GetCharacterSkillInfo()
|
||
return self:HasCharacter() and XDataCenter.CharacterManager.GetCaptainSkillInfo(self.CharacterId) or nil
|
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end
|
||
|
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function MemberData:GetCharacterType()
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return self:HasCharacter() and XCharacterConfigs.GetCharacterType(self.CharacterId)
|
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end
|
||
|
||
-------队伍数据
|
||
local TeamData = XClass(nil, "TeamData")
|
||
function TeamData:Ctor(id)
|
||
self.Id = id
|
||
self.MemberList = nil
|
||
self.LeaderIndex = nil
|
||
self.FirstFightIndex = nil
|
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end
|
||
function TeamData:GetCfg()
|
||
return XFubenAssignConfigs.GetTeamInfoTemplateById(self.Id)
|
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end
|
||
function TeamData:GetId() return self.Id end
|
||
function TeamData:GetBuffId() return self:GetCfg().BuffId end
|
||
function TeamData:GetNeedCharacter() return self:GetCfg().NeedCharacter end
|
||
function TeamData:GetRequireAbility() return self:GetCfg().RequireAbility end
|
||
function TeamData:GetCondition() return self:GetCfg().Condition end
|
||
function TeamData:GetDesc() return self:GetCfg().Desc end
|
||
|
||
function TeamData:CheckIsInTeam(characterId)
|
||
for _, member in ipairs(self:GetMemberList() or {}) do
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local id = member:GetCharacterId()
|
||
if id > 0 and id == characterId then
|
||
return true
|
||
end
|
||
end
|
||
return false
|
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end
|
||
|
||
function TeamData:GetMemberList()
|
||
if not self.MemberList then
|
||
self.MemberList = {}
|
||
local count = self:GetNeedCharacter()
|
||
for i = 1, count do
|
||
self.MemberList[i] = MemberData.New(i) -- 队伍位置
|
||
end
|
||
if count > 1 then -- 若是多人队伍则队长居中, 即队员索引为{2, 1, 3}
|
||
self.MemberList[1], self.MemberList[2] = self.MemberList[2], self.MemberList[1]
|
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end
|
||
end
|
||
return self.MemberList
|
||
end
|
||
|
||
function TeamData:ClearMemberList()
|
||
if not self.MemberList then return end
|
||
for _, memberData in pairs(self.MemberList) do
|
||
memberData:SetCharacterId(0)
|
||
end
|
||
end
|
||
|
||
function TeamData:GetCharacterType()
|
||
if not self.MemberList then return end
|
||
for _, memberData in pairs(self.MemberList) do
|
||
if memberData:HasCharacter() then
|
||
return memberData:GetCharacterType()
|
||
end
|
||
end
|
||
end
|
||
|
||
function TeamData:GetMember(index)
|
||
for _, member in ipairs(self:GetMemberList()) do
|
||
if member:GetIndex() == index then
|
||
return member
|
||
end
|
||
end
|
||
XLog.Error("TeamData:GetMember函数无效参数index: " .. tostring(index))
|
||
return nil
|
||
end
|
||
|
||
function TeamData:SetLeaderIndex(index)
|
||
self.LeaderIndex = index
|
||
end
|
||
|
||
function TeamData:GetLeaderIndex()
|
||
return self.LeaderIndex or XFubenAssignManager.CAPTIAN_MEMBER_INDEX
|
||
end
|
||
|
||
function TeamData:SetFirstFightIndex(index)
|
||
self.FirstFightIndex = index
|
||
end
|
||
|
||
---==========================================
|
||
--- 得到队伍首发位
|
||
--- 当首发位不为空时,直接返回首发位
|
||
--- 不然查看队长位是否为空,不为空则返回队长位
|
||
---(因为服务器在之前只有队长位,后面区分了队长位与首发位,存在有队长位数据,没有首发位数据的情况)
|
||
--- 如果队长位也为空,则返回默认首发位
|
||
---@return number
|
||
---==========================================
|
||
function TeamData:GetFirstFightIndex()
|
||
return self.FirstFightIndex or self.LeaderIndex or XFubenAssignManager.FIRSTFIGHT_MEMBER_INDEX
|
||
end
|
||
|
||
function TeamData:GetLeaderSkillDesc()
|
||
local memberData = self:GetMember(self:GetLeaderIndex())
|
||
if memberData then
|
||
local captianSkillInfo = memberData:GetCharacterSkillInfo()
|
||
if captianSkillInfo then
|
||
return captianSkillInfo.Level > 0 and captianSkillInfo.Intro or string.format("%s%s", captianSkillInfo.Intro, CS.XTextManager.GetText("CaptainSkillLock"))
|
||
end
|
||
end
|
||
return ""
|
||
end
|
||
|
||
function TeamData:IsEnoughAbility()
|
||
local memberList = self:GetMemberList()
|
||
local need = self:GetRequireAbility()
|
||
for _, member in pairs(memberList) do
|
||
if member:GetCharacterAbility() > need then
|
||
return true
|
||
end
|
||
end
|
||
return false
|
||
end
|
||
|
||
function TeamData:SetMember(order, characterId)
|
||
self:GetMemberList()[order]:SetCharacterId(characterId)
|
||
end
|
||
|
||
-- 获得角色在队伍中的排序
|
||
function TeamData:GetCharacterOrder(characterId)
|
||
for order, v in pairs(self:GetMemberList()) do
|
||
if v:GetCharacterId() == characterId then
|
||
return order
|
||
end
|
||
end
|
||
return nil
|
||
end
|
||
|
||
-- server api
|
||
function TeamData:SetMemberList(characterIdList)
|
||
if characterIdList then
|
||
local memberList = self:GetMemberList()
|
||
local memberCount = #memberList
|
||
for index, v in pairs(memberList) do
|
||
local order = XFubenAssignManager.GetMemberOrderByIndex(index, memberCount)
|
||
v:SetCharacterId(characterIdList[order])
|
||
end
|
||
else
|
||
for _, v in pairs(self:GetMemberList()) do
|
||
v:SetCharacterId(nil)
|
||
end
|
||
end
|
||
end
|
||
|
||
-- 角色是否已在队伍中
|
||
function XFubenAssignManager.CheckCharacterInTeam(characterId)
|
||
for _, teamData in pairs(TeamDataDict) do
|
||
if teamData:GetCharacterOrder(characterId) ~= nil then
|
||
return true
|
||
end
|
||
end
|
||
return false
|
||
end
|
||
|
||
-- 获取其他队伍的角色
|
||
function XFubenAssignManager.GetOtherTeamCharacters(groupId, srcTeamId)
|
||
local otherTeamCharacters = {}
|
||
for _, teamId in pairs(GroupDataDict[groupId]:GetTeamInfoId()) do
|
||
if teamId ~= srcTeamId and TeamDataDict[teamId] then
|
||
for i, member in ipairs(TeamDataDict[teamId]:GetMemberList()) do
|
||
local characterId = member:GetCharacterId()
|
||
if characterId and characterId ~= 0 then
|
||
table.insert(otherTeamCharacters, { teamId, i, characterId })
|
||
end
|
||
end
|
||
end
|
||
end
|
||
return otherTeamCharacters
|
||
end
|
||
|
||
-- 获取某组里 角色对应的队伍编号
|
||
function XFubenAssignManager.GetCharacterTeamOderMapByGroup(groupId)
|
||
local teamOrderMap = {}
|
||
local teamIdMap = {}
|
||
for i, teamId in pairs(GroupDataDict[groupId]:GetTeamInfoId()) do
|
||
local teamData = XFubenAssignManager.GetTeamDataById(teamId)
|
||
for _, memberData in ipairs(teamData:GetMemberList()) do
|
||
if memberData:HasCharacter() then
|
||
teamIdMap[memberData:GetCharacterId()] = teamId
|
||
teamOrderMap[memberData:GetCharacterId()] = i
|
||
end
|
||
end
|
||
end
|
||
return teamIdMap, teamOrderMap
|
||
end
|
||
|
||
|
||
function XFubenAssignManager.SetTeamMember(teamId, targetOrder, characterId)
|
||
local targetTeamData = XFubenAssignManager.GetTeamDataById(teamId)
|
||
-- -- 检查所有队伍并清除该characterId
|
||
-- local order = nil
|
||
-- for k, teamData in pairs(TeamDataDict) do
|
||
-- order = teamData:GetCharacterOrder(characterId)
|
||
-- if order ~= nil then
|
||
-- teamData:SetMember(order, nil)
|
||
-- break
|
||
-- end
|
||
-- end
|
||
targetTeamData:SetMember(targetOrder, characterId)
|
||
end
|
||
|
||
function XFubenAssignManager.GetTeamDataById(id)
|
||
if not TeamDataDict then
|
||
TeamDataDict = {}
|
||
end
|
||
if not TeamDataDict[id] then
|
||
TeamDataDict[id] = TeamData.New(id)
|
||
end
|
||
return TeamDataDict[id]
|
||
end
|
||
|
||
function XFubenAssignManager.GetTeamCharacterType(teamId)
|
||
local teamData = XFubenAssignManager.GetTeamDataById(teamId)
|
||
return teamData:GetCharacterType()
|
||
end
|
||
|
||
function XFubenAssignManager.IsCharacterInTeamById(teamId, characterId)
|
||
local teamData = XFubenAssignManager.GetTeamDataById(teamId)
|
||
return teamData:GetCharacterOrder(characterId) ~= nil
|
||
end
|
||
|
||
function XFubenAssignManager.GetGroupMemberCount(groupId)
|
||
local count = 0
|
||
for _, teamId in pairs(GroupDataDict[groupId]:GetTeamInfoId()) do
|
||
for _, member in ipairs(XFubenAssignManager.GetTeamDataById(teamId):GetMemberList()) do
|
||
if member:HasCharacter() then
|
||
count = count + 1
|
||
end
|
||
end
|
||
end
|
||
return count
|
||
end
|
||
|
||
-- 一键上阵
|
||
function XFubenAssignManager.AutoTeam(groupId)
|
||
local ownCharacters = XDataCenter.CharacterManager.GetOwnCharacterList()
|
||
table.sort(ownCharacters, function(a, b)
|
||
return a.Ability > b.Ability
|
||
end)
|
||
-- 保留当前角色
|
||
-- local curCharacters = XFubenAssignManager.GetOtherTeamCharacters(groupId, nil)
|
||
local count = 1
|
||
local maxCount = #ownCharacters
|
||
for _, teamId in pairs(GroupDataDict[groupId]:GetTeamInfoId()) do
|
||
if count > maxCount then
|
||
break
|
||
end
|
||
local teamData = XFubenAssignManager.GetTeamDataById(teamId)
|
||
local needCount = teamData:GetNeedCharacter()
|
||
for index = 1, needCount do
|
||
local order = XFubenAssignManager.GetMemberOrderByIndex(index, needCount)
|
||
local targetTeamData = XFubenAssignManager.GetTeamDataById(teamId)
|
||
|
||
local stageId = teamId
|
||
local characterLimitType = XFubenConfigs.GetStageCharacterLimitType(teamId)
|
||
local defaultCharacterType = XDataCenter.FubenManager.GetDefaultCharacterTypeByCharacterLimitType(characterLimitType)
|
||
|
||
local i
|
||
for charIndex, char in ipairs(ownCharacters) do
|
||
local charType = XCharacterConfigs.GetCharacterType(char.Id)
|
||
if defaultCharacterType ~= XFubenConfigs.CharacterLimitType.All and defaultCharacterType ~= charType then
|
||
goto CONTINUE
|
||
end
|
||
XFubenAssignManager.SetTeamMember(teamId, order, char.Id)
|
||
i = charIndex
|
||
break
|
||
:: CONTINUE ::
|
||
end
|
||
if i then
|
||
table.remove(ownCharacters, i)
|
||
end
|
||
end
|
||
end
|
||
end
|
||
|
||
-- 是否满足关卡所需战力
|
||
function XFubenAssignManager.IsAbilityMatch(targetStageId, charIdList)
|
||
local groupId = XFubenAssignManager.GetGroupIdByStageId(targetStageId)
|
||
local groupData = XFubenAssignManager.GetGroupDataById(groupId)
|
||
local isMatch = false
|
||
local teamIdList = groupData:GetTeamInfoId()
|
||
for i, stageId in pairs(groupData:GetStageId()) do
|
||
if stageId == targetStageId then
|
||
isMatch = true
|
||
local teamId = teamIdList[i]
|
||
local teamData = XFubenAssignManager.GetTeamDataById(teamId)
|
||
for order = 1, teamData:GetNeedCharacter() do
|
||
local characterId = charIdList[order]
|
||
local character = XDataCenter.CharacterManager.GetCharacter(characterId)
|
||
if character.Ability < teamData:GetRequireAbility() then
|
||
isMatch = false
|
||
break
|
||
end
|
||
end
|
||
break
|
||
end
|
||
end
|
||
return isMatch
|
||
end
|
||
----------- 队伍数据 end-----------
|
||
----------- 战斗接口 begin-----------
|
||
function XFubenAssignManager.SetCloseLoadingCb(cb)
|
||
CloseLoadingCb = cb
|
||
end
|
||
|
||
function XFubenAssignManager.SetFinishFightCb(cb)
|
||
FinishFightCb = cb
|
||
end
|
||
|
||
-- function XFubenAssignManager.GetMemberIndexByOrder(order)
|
||
-- return MEMBER_INDEX_BY_ORDER[order]
|
||
-- end
|
||
function XFubenAssignManager.GetMemberOrderByIndex(index, maxCount)
|
||
return maxCount > 1 and MEMBER_ORDER_BY_INDEX[index] or index
|
||
end
|
||
|
||
function XFubenAssignManager.GetGroupIdByStageId(stageId)
|
||
if not GroupIdByStageId then
|
||
GroupIdByStageId = {}
|
||
local GroupTemplates = XFubenAssignConfigs.GetGroupTemplates()
|
||
local groupData
|
||
for groupId, _ in pairs(GroupTemplates) do
|
||
groupData = XFubenAssignManager.GetGroupDataById(groupId)
|
||
for _, id in ipairs(groupData:GetStageId()) do
|
||
GroupIdByStageId[id] = groupId
|
||
end
|
||
end
|
||
end
|
||
return GroupIdByStageId[stageId]
|
||
end
|
||
|
||
function XFubenAssignManager.CheckIsGroupLastStage(stageId)
|
||
local groupId = XFubenAssignManager.GetGroupIdByStageId(stageId)
|
||
local groupData = XFubenAssignManager.GetGroupDataById(groupId)
|
||
local stageIdList = groupData:GetStageId()
|
||
return (stageIdList[#stageIdList] == stageId)
|
||
end
|
||
|
||
------ 以下是在FubenManager注册的函数
|
||
function XFubenAssignManager.InitStageInfo()
|
||
local stageType = XDataCenter.FubenManager.StageType.Assign
|
||
local chapterData
|
||
local groupData
|
||
for _, chapterid in pairs(XFubenAssignManager.GetChapterIdList()) do
|
||
chapterData = XFubenAssignManager.GetChapterDataById(chapterid)
|
||
for _, groupId in pairs(chapterData:GetGroupId()) do
|
||
groupData = XFubenAssignManager.GetGroupDataById(groupId)
|
||
|
||
local isUnlock = groupData:IsUnlock()
|
||
for _, stageId in ipairs(groupData:GetStageId()) do
|
||
local stageInfo = XDataCenter.FubenManager.GetStageInfo(stageId)
|
||
stageInfo.IsOpen = true
|
||
stageInfo.Type = stageType
|
||
stageInfo.Unlock = isUnlock
|
||
stageInfo.ChapterId = chapterid
|
||
end
|
||
|
||
local baseStageInfo = XDataCenter.FubenManager.GetStageInfo(groupData:GetBaseStageId())
|
||
baseStageInfo.IsOpen = true
|
||
baseStageInfo.Type = stageType
|
||
baseStageInfo.Unlock = isUnlock
|
||
baseStageInfo.ChapterId = chapterid
|
||
end
|
||
end
|
||
end
|
||
|
||
function XFubenAssignManager.FinishFight(settle)
|
||
|
||
local groupId = XFubenAssignManager.GetGroupIdByStageId(settle.StageId)
|
||
local groupData = XFubenAssignManager.GetGroupDataById(groupId)
|
||
if not groupData:GetIsPerfect() then
|
||
if settle.IsWin then
|
||
groupData:SetGroupRebootCountAdd(CS.XFight.Instance.FightReboot.RebootCount)
|
||
else
|
||
groupData:ResetGroupRebootCount()
|
||
end
|
||
end
|
||
|
||
XDataCenter.FubenManager.FinishFight(settle)
|
||
|
||
if FinishFightCb then
|
||
FinishFightCb(settle.IsWin)
|
||
end
|
||
end
|
||
|
||
function XFubenAssignManager.OpenFightLoading()
|
||
return
|
||
end
|
||
|
||
function XFubenAssignManager.CloseFightLoading()
|
||
if CloseLoadingCb then
|
||
CloseLoadingCb()
|
||
end
|
||
end
|
||
|
||
function XFubenAssignManager.ShowReward(winData)
|
||
if XFubenAssignManager.CheckIsGroupLastStage(winData.StageId) then
|
||
-- 本地挑战次数自增
|
||
local groupId = XFubenAssignManager.GetGroupIdByStageId(winData.StageId)
|
||
local groupData = XFubenAssignManager.GetGroupDataById(groupId)
|
||
groupData:SetFightCount(groupData:GetFightCount() + 1)
|
||
if not groupData:GetIsPerfect() then
|
||
if groupData:GetGroupRebootCount() <= 0 then
|
||
groupData:SetIsPerfect(true)
|
||
end
|
||
groupData:ResetGroupRebootCount()
|
||
end
|
||
XEventManager.DispatchEvent(XEventId.EVENET_ASSIGN_CAN_REWARD) -- 刷新红点
|
||
XLuaUiManager.Open("UiAssignPostWarCount", winData)
|
||
end
|
||
end
|
||
----------- 战斗接口 end-----------
|
||
-- 某角色某技能加成
|
||
function XFubenAssignManager.GetSkillLevel(characterId, skillId)
|
||
local character = XDataCenter.CharacterManager.GetCharacter(characterId)
|
||
if not character then return 0 end
|
||
|
||
local keys, levels = XFubenAssignManager.GetBuffKeysAndLevels()
|
||
local npcTemplate = XCharacterConfigs.GetNpcTemplate(character.NpcId)
|
||
local tragetCharacterType = npcTemplate.Type
|
||
local targetSkilType = XCharacterConfigs.GetSkillType(skillId)
|
||
local level = nil
|
||
for _, key in pairs(keys) do
|
||
local skillType = key % SKILLTYPE_BITS
|
||
local characterType = (key - skillType) / SKILLTYPE_BITS
|
||
if (characterType == tragetCharacterType or characterType == CHARACTERTYPE_ALL) and skillType == targetSkilType then
|
||
level = levels[key]
|
||
end
|
||
end
|
||
return level or 0
|
||
end
|
||
|
||
function XFubenAssignManager.GetSkillLevelByCharacterData(character, skillId, assignChapterRecords)
|
||
local keys = {}
|
||
local levels = {}
|
||
for _, v in ipairs(assignChapterRecords) do
|
||
local chapterData = ChapterData.New(v.ChapterId)
|
||
chapterData:SetCharacterId(v.CharacterId)
|
||
|
||
if chapterData:IsOccupy() then
|
||
for _, key in ipairs(chapterData:GetBuffKeys()) do
|
||
if not levels[key] then
|
||
levels[key] = 1
|
||
table.insert(keys, key)
|
||
else
|
||
levels[key] = levels[key] + 1
|
||
end
|
||
end
|
||
end
|
||
end
|
||
local npcTemplate = XCharacterConfigs.GetNpcTemplate(character.NpcId)
|
||
local tragetCharacterType = npcTemplate.Type
|
||
local targetSkilType = XCharacterConfigs.GetSkillType(skillId)
|
||
local level = nil
|
||
for _, key in pairs(keys) do
|
||
local skillType = key % SKILLTYPE_BITS
|
||
local characterType = (key - skillType) / SKILLTYPE_BITS
|
||
if (characterType == tragetCharacterType or characterType == CHARACTERTYPE_ALL) and skillType == targetSkilType then
|
||
level = levels[key]
|
||
end
|
||
end
|
||
return level or 0
|
||
end
|
||
|
||
-- 参数keys: {角色类型*1000+技能类型, ...}
|
||
-- 参数levels: {[key] = level, ...}
|
||
function XFubenAssignManager.GetBuffDescListByKeys(keys, levels)
|
||
local descList = {}
|
||
local GetCareerName = XCharacterConfigs.GetCareerName
|
||
local GetSkillTypeName = XCharacterConfigs.GetSkillTypeName
|
||
local GetText = CS.XTextManager.GetText
|
||
for _, key in ipairs(keys) do
|
||
local skillType = key % SKILLTYPE_BITS
|
||
local characterType = (key - skillType) / SKILLTYPE_BITS
|
||
local level = levels and levels[key] or 1
|
||
local memberTypeName = characterType == CHARACTERTYPE_ALL and "" or GetCareerName(characterType)
|
||
local str = GetText("AssignSkillPlus", memberTypeName, GetSkillTypeName(skillType), level) -- 全体{0}成员{1}等级+{2}
|
||
table.insert(descList, str)
|
||
end
|
||
return descList
|
||
end
|
||
|
||
function XFubenAssignManager.GetBuffKeysAndLevels()
|
||
local keys = {}
|
||
local levels = {}
|
||
for _, id in ipairs(XFubenAssignManager.GetChapterIdList()) do
|
||
local chapterData = XFubenAssignManager.GetChapterDataById(id)
|
||
if chapterData:IsOccupy() then
|
||
for _, key in ipairs(chapterData:GetBuffKeys()) do
|
||
if not levels[key] then
|
||
levels[key] = 1
|
||
table.insert(keys, key)
|
||
else
|
||
levels[key] = levels[key] + 1
|
||
end
|
||
end
|
||
end
|
||
end
|
||
return keys, levels
|
||
end
|
||
|
||
function XFubenAssignManager.SortKeys(keys)
|
||
table.sort(keys, function(a, b)
|
||
local skillTypeA = a % SKILLTYPE_BITS
|
||
local characterTypeA = (a - skillTypeA) / SKILLTYPE_BITS
|
||
local skillTypeB = b % SKILLTYPE_BITS
|
||
local characterTypeB = (b - skillTypeB) / SKILLTYPE_BITS
|
||
if skillTypeA ~= skillTypeB then
|
||
return skillTypeA < skillTypeB
|
||
end
|
||
return characterTypeA < characterTypeB
|
||
end)
|
||
return keys
|
||
end
|
||
|
||
function XFubenAssignManager.GetAllBuffList()
|
||
local keys, levels = XFubenAssignManager.GetBuffKeysAndLevels()
|
||
keys = XFubenAssignManager.SortKeys(keys)
|
||
return XFubenAssignManager.GetBuffDescListByKeys(keys, levels)
|
||
end
|
||
|
||
function XFubenAssignManager.TryGetFightTeamCharList(groupId)
|
||
local groupData = XFubenAssignManager.GetGroupDataById(groupId)
|
||
local teamList = {}
|
||
local captainPosList = {}
|
||
local firstFightPosList = {}
|
||
local teamIdList = groupData:GetTeamInfoId()
|
||
local allTeamHasMember = (#teamIdList > 0)
|
||
for i, teamId in ipairs(teamIdList) do
|
||
teamList[i] = {}
|
||
local count = 0
|
||
local teamData = XFubenAssignManager.GetTeamDataById(teamId)
|
||
captainPosList[i] = teamData:GetLeaderIndex()
|
||
firstFightPosList[i] = teamData:GetFirstFightIndex()
|
||
local memberList = teamData:GetMemberList()
|
||
for _, memberData in ipairs(memberList) do
|
||
local characterId = memberData:GetCharacterId() or 0
|
||
teamList[i][memberData:GetIndex()] = characterId
|
||
if characterId ~= 0 then
|
||
count = count + 1
|
||
end
|
||
end
|
||
if count < #memberList then
|
||
allTeamHasMember = false
|
||
end
|
||
end
|
||
return allTeamHasMember, teamList, captainPosList, firstFightPosList
|
||
end
|
||
|
||
-- 刷新后面关卡的解锁信息
|
||
function XFubenAssignManager.UnlockFollowGroupStage(preGroupId)
|
||
local followGroupIdList = XFubenAssignManager.GetFollowGroupIdList(preGroupId)
|
||
if not followGroupIdList then
|
||
-- XLog.Debug(" 没有后置关卡id列表:" .. tostring(preGroupId))
|
||
return
|
||
end
|
||
for _, followGroupId in ipairs(followGroupIdList) do
|
||
local followGroupData = XFubenAssignManager.GetGroupDataById(followGroupId)
|
||
followGroupData:SyncStageInfo()
|
||
end
|
||
end
|
||
|
||
-- 获得后置关卡组
|
||
function XFubenAssignManager.GetFollowGroupIdList(preGroupId)
|
||
if not FollowGroupDict then
|
||
XFubenAssignManager.InitFollowGroupDict()
|
||
end
|
||
local ids = FollowGroupDict[preGroupId]
|
||
-- if not ids then
|
||
-- XLog.Debug("前置关卡id无效:" .. tostring(preGroupId))
|
||
-- end
|
||
return ids
|
||
end
|
||
|
||
-- 初始化关卡组后置数据
|
||
function XFubenAssignManager.InitFollowGroupDict()
|
||
if not FollowGroupDict then
|
||
FollowGroupDict = {}
|
||
local GroupTemplates = XFubenAssignConfigs.GetGroupTemplates()
|
||
local groupData
|
||
for groupId, _ in pairs(GroupTemplates) do
|
||
groupData = XFubenAssignManager.GetGroupDataById(groupId)
|
||
local preGroupId = groupData:GetPreGroupId()
|
||
if not FollowGroupDict[preGroupId] then
|
||
FollowGroupDict[preGroupId] = {}
|
||
end
|
||
table.insert(FollowGroupDict[preGroupId], groupId)
|
||
end
|
||
end
|
||
end
|
||
|
||
-- Login登录后端初始化数据接口
|
||
function XFubenAssignManager.InitServerData(chapterRecords)
|
||
XFubenAssignManager.UpdateChapterRecords(chapterRecords)
|
||
XFubenAssignManager.InitFollowGroupDict()
|
||
|
||
-- 有数据代表已经通关
|
||
local chapterData
|
||
for _, v in pairs(chapterRecords) do
|
||
chapterData = XFubenAssignManager.GetChapterDataById(v.ChapterId)
|
||
chapterData:SetIsPassByServer(true)
|
||
end
|
||
XEventManager.DispatchEvent(XEventId.EVENET_ASSIGN_CAN_REWARD) -- 刷新红点
|
||
end
|
||
|
||
function XFubenAssignManager.UpdateChapterRecords(chapterRecords)
|
||
if not chapterRecords then
|
||
return
|
||
end
|
||
for _, v in pairs(chapterRecords) do
|
||
local chapterData = XFubenAssignManager.GetChapterDataById(v.ChapterId)
|
||
chapterData:SetCharacterId(v.CharacterId)
|
||
chapterData:SetRewarded(v.IsGetReward)
|
||
end
|
||
end
|
||
|
||
function XFubenAssignManager.IsRedPoint()
|
||
for _, chapterId in ipairs(XFubenAssignManager.GetChapterIdList()) do
|
||
local chapterData = XFubenAssignManager.GetChapterDataById(chapterId)
|
||
if chapterData:CanReward() then
|
||
return true
|
||
end
|
||
end
|
||
return false
|
||
end
|
||
|
||
function XFubenAssignManager.GetCharacterListInTeam(inTeamIdMap, charType)
|
||
local ownCharacters = XDataCenter.CharacterManager.GetOwnCharacterList(charType)
|
||
-- 排序 未编队>已编队 等级>品质>优先级
|
||
local weights = {} -- 编队[1位] + 等级[3位] + 品质[1位] + 优先级[5位]
|
||
local GetCharacterPriority = XCharacterConfigs.GetCharacterPriority
|
||
for _, character in ipairs(ownCharacters) do
|
||
local teamOrder = inTeamIdMap[character.Id]
|
||
local stateOrder = teamOrder and (9 - teamOrder) or 9
|
||
local priority = GetCharacterPriority(character.Id)
|
||
local weightOrder = stateOrder * 1000000000
|
||
local weightLevel = character.Level * 1000000
|
||
local weightQuality = character.Quality * 100000
|
||
local weightPriority = priority
|
||
weights[character.Id] = weightOrder + weightLevel + weightQuality + weightPriority
|
||
end
|
||
table.sort(ownCharacters, function(a, b)
|
||
return weights[a.Id] > weights[b.Id]
|
||
end)
|
||
return ownCharacters
|
||
end
|
||
|
||
-- 是否满足关卡所需战力
|
||
function XFubenAssignManager.IsStagePass(stageId)
|
||
local groupId = XFubenAssignManager.GetGroupIdByStageId(stageId)
|
||
local groupData = XFubenAssignManager.GetGroupDataById(groupId)
|
||
return groupData:IsPass()
|
||
end
|
||
|
||
function XFubenAssignManager.GetAccountEnterKey()
|
||
return KeyAccountEnterAssign .. XPlayer.Id
|
||
end
|
||
|
||
|
||
-----------------协议----------
|
||
function XFubenAssignManager.AssignGetDataRequest(cb)
|
||
-- if cb then cb() return end -- for testing
|
||
XNetwork.Call(METHOD_NAME.AssignGetDataRequest, nil, function(res)
|
||
local info = res.AssignInfo
|
||
local chapterRecords = info.ChapterRecords -- 章节占领角色
|
||
XFubenAssignManager.UpdateChapterRecords(chapterRecords)
|
||
|
||
local groupRecords = info.GroupRecords -- 关卡组挑战次数
|
||
for _, v in ipairs(groupRecords) do
|
||
local groupData = XFubenAssignManager.GetGroupDataById(v.GroupId)
|
||
groupData:SetFightCount(v.Count)
|
||
groupData:SetIsPerfect(v.IsPerfect)
|
||
end
|
||
XEventManager.DispatchEvent(XEventId.EVENET_ASSIGN_CAN_REWARD) -- 刷新红点
|
||
|
||
local groupTeamRecords = info.GroupTeamRecords -- 编队记录
|
||
for _, v in ipairs(groupTeamRecords) do
|
||
local groupData = XFubenAssignManager.GetGroupDataById(v.GroupId)
|
||
local teamCount = #v.TeamInfoList
|
||
local posCount = v.CaptainPosList and #v.CaptainPosList or 0
|
||
local firstFightCount = v.FirstFightPosList and #v.FirstFightPosList or 0
|
||
|
||
for i, teamId in ipairs(groupData:GetTeamInfoId()) do
|
||
local teamData = XFubenAssignManager.GetTeamDataById(teamId)
|
||
local charaterIds = (i <= teamCount) and v.TeamInfoList[i] or nil
|
||
local captainPos = (i <= posCount) and v.CaptainPosList[i] or XFubenAssignManager.CAPTIAN_MEMBER_INDEX
|
||
local firstFightPos = (i <= firstFightCount) and v.FirstFightPosList[i] or XFubenAssignManager.FIRSTFIGHT_MEMBER_INDEX
|
||
teamData:SetMemberList(charaterIds)
|
||
teamData:SetLeaderIndex(captainPos)
|
||
teamData:SetFirstFightIndex(firstFightPos)
|
||
end
|
||
end
|
||
|
||
if cb then
|
||
cb()
|
||
end
|
||
end)
|
||
end
|
||
|
||
function XFubenAssignManager.AssignSetTeamRequest(GroupId, TeamList, captainPosList, firstFightPosList, cb)
|
||
-- if cb then cb() return end -- for testing
|
||
XNetwork.Call(METHOD_NAME.AssignSetTeamRequest, { GroupId = GroupId, TeamList = TeamList, CaptainPosList = captainPosList, FirstFightPosList = firstFightPosList }, function(res)
|
||
if res.Code ~= XCode.Success then
|
||
XUiManager.TipCode(res.Code)
|
||
return
|
||
end
|
||
if cb then
|
||
cb()
|
||
end
|
||
end)
|
||
end
|
||
|
||
function XFubenAssignManager.AssignSetCharacterRequest(ChapterId, CharacterId, cb)
|
||
-- if cb then cb() return end -- for testing
|
||
XNetwork.Call(METHOD_NAME.AssignSetCharacterRequest, { ChapterId = ChapterId, CharacterId = CharacterId }, function(res)
|
||
if res.Code ~= XCode.Success then
|
||
XUiManager.TipCode(res.Code)
|
||
return
|
||
end
|
||
XEventManager.DispatchEvent(XEventId.EVENT_REFRESH_CHRACTER_ABLIITY) -- 重新计算角色战力
|
||
if cb then
|
||
cb()
|
||
end
|
||
end)
|
||
end
|
||
function XFubenAssignManager.AssignGetRewardRequest(ChapterId, cb)
|
||
-- if cb then cb() return end -- for testing
|
||
XNetwork.Call(METHOD_NAME.AssignGetRewardRequest, { ChapterId = ChapterId }, function(res)
|
||
if res.Code ~= XCode.Success then
|
||
XUiManager.TipCode(res.Code)
|
||
return
|
||
end
|
||
local chapterData = XFubenAssignManager.GetChapterDataById(ChapterId)
|
||
chapterData:SetRewarded(true)
|
||
XUiManager.OpenUiObtain(res.RewardList or {})
|
||
if cb then
|
||
cb()
|
||
end
|
||
end)
|
||
end
|
||
|
||
function XFubenAssignManager.GetSkillPlusIdList()
|
||
local list = {}
|
||
for _, chapterId in ipairs(XFubenAssignManager.GetChapterIdList()) do
|
||
local chapterData = XFubenAssignManager.GetChapterDataById(chapterId)
|
||
if chapterData:IsOccupy() then
|
||
table.insert(list, chapterData:GetSkillPlusId())
|
||
end
|
||
end
|
||
return list
|
||
end
|
||
|
||
function XFubenAssignManager.GetSkillPlusIdListOther(assignChapterRecords)
|
||
local list = {}
|
||
if assignChapterRecords == nil then
|
||
return list
|
||
end
|
||
for _, v in ipairs(assignChapterRecords) do
|
||
local chapterData = ChapterData.New(v.ChapterId)
|
||
chapterData:SetCharacterId(v.CharacterId)
|
||
|
||
if chapterData:IsOccupy() then
|
||
table.insert(list, chapterData:GetSkillPlusId())
|
||
end
|
||
end
|
||
return list
|
||
end
|
||
|
||
-------------------------------
|
||
XFubenAssignManager.Init()
|
||
return XFubenAssignManager
|
||
end |