167 lines
No EOL
4.7 KiB
Lua
167 lines
No EOL
4.7 KiB
Lua
local type = type
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local pairs = pairs
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local XMonsterCombatStage = require("XEntity/XMonsterCombat/XMonsterCombatStage")
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local XMonsterCombatFormation = require("XEntity/XMonsterCombat/XMonsterCombatFormation")
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--[[
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public class NotifyMonsterCombatData
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{
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// 活动id
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public int ActivityId;
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// 已通关关卡
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public List<XMonsterCombatStage> PassStages = new List<XMonsterCombatStage>();
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// 已通关章节
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public HashSet<int> PassChapters = new HashSet<int>();
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// 已解锁怪物
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public HashSet<int> UnlockMonsters = new HashSet<int>();
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// 章节阵容
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public List<XMonsterCombatFormation> ChapterFormations = new List<XMonsterCombatFormation>();
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}
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]]
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local Default = {
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_ActivityId = 0, -- 活动Id
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_PassStages = {}, -- 已通关关卡
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_PassChapters = {}, -- 已通关章节
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_UnlockMonsters = {}, -- 已解锁怪物
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_ChapterFormations = {}, -- 章节阵容
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}
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---@class XMonsterCombat
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---@field _ActivityId number 活动Id
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---@field _PassStages table<number, XMonsterCombatStage> 已通关关卡
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---@field _PassChapters table<number, number> 已通关章节
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---@field _UnlockMonsters table<number, number> 已解锁怪物
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---@field _ChapterFormations table<number, XMonsterCombatFormation> 章节阵容
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local XMonsterCombat = XClass(nil, "XMonsterCombat")
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function XMonsterCombat:Ctor(data)
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for key, value in pairs(Default) do
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if type(value) == "table" then
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self[key] = {}
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else
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self[key] = value
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end
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end
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if data then
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self:UpdateData(data)
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end
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end
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function XMonsterCombat:UpdateData(data)
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self._ActivityId = data.ActivityId
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self._PassStages = {}
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for _, passStage in pairs(data.PassStages) do
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self:UpdatePassStage(passStage)
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end
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self._PassChapters = {}
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for _, chapterId in pairs(data.PassChapters) do
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self:UpdatePassChapter(chapterId)
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end
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self._UnlockMonsters = {}
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for _, monsterId in pairs(data.UnlockMonsters) do
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self:UpdateUnlockMonster(monsterId)
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end
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self._ChapterFormations = {}
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for _, chapterFormation in pairs(data.ChapterFormations) do
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self:UpdateChapterFormation(chapterFormation)
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end
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end
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function XMonsterCombat:UpdatePassStage(data)
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local stageId = data.StageId
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local passStage = self._PassStages[stageId]
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if not passStage then
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passStage = XMonsterCombatStage.New()
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self._PassStages[stageId] = passStage
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end
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passStage:UpdateData(data)
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end
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function XMonsterCombat:UpdatePassChapter(chapterId)
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if not XTool.IsNumberValid(chapterId) then
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return
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end
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self._PassChapters[chapterId] = chapterId
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end
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function XMonsterCombat:UpdateUnlockMonster(monsterId)
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if not XTool.IsNumberValid(monsterId) then
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return
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end
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self._UnlockMonsters[monsterId] = monsterId
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end
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function XMonsterCombat:UpdateChapterFormation(data)
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local chapterId = data.ChapterId
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local chapterFormation = self._ChapterFormations[chapterId]
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if not chapterFormation then
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chapterFormation = XMonsterCombatFormation.New()
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self._ChapterFormations[chapterId] = chapterFormation
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end
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chapterFormation:UpdateData(data)
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end
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function XMonsterCombat:GetActivityId()
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return self._ActivityId
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end
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-- 获取关卡最大分数
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function XMonsterCombat:GetStageMaxScore(stageId)
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local passStage = self._PassStages[stageId]
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if passStage then
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return passStage:GetMaxScore()
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end
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return 0
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end
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-- 获取编队角色Id
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function XMonsterCombat:GetFormationEntityId(chapterId)
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local chapterFormation = self._ChapterFormations[chapterId]
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if not chapterFormation then
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return 0
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end
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local entityId = 0
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local characterId = chapterFormation:GetCharacterId()
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if XTool.IsNumberValid(characterId) then
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entityId = characterId
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end
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local robotId = chapterFormation:GetRobotId()
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if XTool.IsNumberValid(robotId) then
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entityId = robotId
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end
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return entityId
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end
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-- 获取编队怪物
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function XMonsterCombat:GetFormationMonsters(chapterId)
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local chapterFormation = self._ChapterFormations[chapterId]
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if not chapterFormation then
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return {}
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end
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return chapterFormation:GetMonsterIds()
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end
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-- 获取所有解锁怪物
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function XMonsterCombat:GetAllUnlockMonsters()
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return self._UnlockMonsters
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end
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-- 检查章节是否通关
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function XMonsterCombat:CheckChapterPass(chapterId)
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return self._PassChapters[chapterId] and true or false
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end
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-- 检查关卡是否通关
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function XMonsterCombat:CheckStagePass(stageId)
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return self._PassStages[stageId] and true or false
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end
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-- 检查怪物是否解锁
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function XMonsterCombat:CheckMonsterUnlock(monsterId)
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return self._UnlockMonsters[monsterId] and true or false
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end
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return XMonsterCombat |