723 lines
No EOL
25 KiB
Lua
723 lines
No EOL
25 KiB
Lua
---@class XEquipControl : XControl
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---@field _Model XEquipControl
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local XEquipControl = XClass(XControl, "XEquipControl")
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function XEquipControl:OnInit()
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--初始化内部变量
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end
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function XEquipControl:AddAgencyEvent()
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--control在生命周期启动的时候需要对Agency及对外的Agency进行注册
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end
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function XEquipControl:RemoveAgencyEvent()
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end
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function XEquipControl:OnRelease()
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--XLog.Error("这里执行Control的释放")
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end
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-- 装备是否适配角色类型
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function XEquipControl:IsFitCharacterType(equipTemplateId, charType)
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local fitCharType = XMVCA:GetAgency(ModuleId.XEquip):GetEquipCharacterType(equipTemplateId)
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return fitCharType == XEnumConst.EQUIP.USER_TYPE.ALL or fitCharType == charType
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end
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--------------------region 升级、突破 --------------------
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function XEquipControl:GetEquipBreakThroughIcon(breakthroughTimes)
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local key = "EquipBreakThrough" .. breakthroughTimes
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return CS.XGame.ClientConfig:GetString(key)
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end
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-- 检测是否满足强化条件
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function XEquipControl:CheckBreakthroughCondition(templateId, targetBreakthrough)
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local conditionId = self:GetBreakthroughConditionId(templateId, targetBreakthrough)
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if conditionId and conditionId ~= 0 then
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return XConditionManager.CheckCondition(conditionId)
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end
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return true, ""
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end
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--------------------endregion 升级、突破 --------------------
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--------------------region 共鸣 --------------------
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-- 通过配置表Id判断能否共鸣
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function XEquipControl:CanResonanceByTemplateId(templateId)
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local count = 0
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local equipResonanceCfg = self._Model:GetConfigEquipResonance(templateId)
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if not equipResonanceCfg then
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return count
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end
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for pos = 1, XEnumConst.EQUIP.WEAPON_RESONANCE_COUNT do
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if equipResonanceCfg.WeaponSkillPoolId and equipResonanceCfg.WeaponSkillPoolId[pos] and equipResonanceCfg.WeaponSkillPoolId[pos] > 0 then
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count = count + 1
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elseif equipResonanceCfg.AttribPoolId and equipResonanceCfg.AttribPoolId[pos] and equipResonanceCfg.AttribPoolId[pos] > 0 then
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count = count + 1
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elseif equipResonanceCfg.CharacterSkillPoolId and equipResonanceCfg.CharacterSkillPoolId[pos] and equipResonanceCfg.CharacterSkillPoolId[pos] > 0 then
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count = count + 1
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end
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end
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return count
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end
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-- 获取装备共鸣预览技能
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function XEquipControl:GetResonancePreviewSkillInfoList(equipId, characterId, slot)
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local skillInfoList = {}
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local XSkillInfoObj = require("XEntity/XEquip/XSkillInfoObj")
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local equip = self._Model:GetEquip(equipId)
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local resonanceCfg = self._Model:GetConfigEquipResonance(equip.TemplateId)
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if characterId then
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if equip:IsWeapon() then
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local poolId = resonanceCfg.WeaponSkillPoolId[slot]
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local skillIds = XEquipConfig.GetWeaponSkillPoolSkillIds(poolId, characterId)
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for _, skillId in ipairs(skillIds) do
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local skillInfo = XSkillInfoObj.New(XEnumConst.EQUIP.RESONANCE_TYPE.WEAPON_SKILL, skillId)
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table.insert(skillInfoList, skillInfo)
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end
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else
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local skillPoolId = resonanceCfg.CharacterSkillPoolId[slot]
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local skillInfos = XCharacterConfigs.GetCharacterSkillPoolSkillInfos(skillPoolId, characterId)
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for _, v in ipairs(skillInfos) do
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local skillInfo = XSkillInfoObj.New(XEnumConst.EQUIP.RESONANCE_TYPE.CHARACTER_SKILL, v.SkillId)
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table.insert(skillInfoList, skillInfo)
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end
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end
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end
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-- 属性技能
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local attrPoolId = resonanceCfg.AttribPoolId[slot]
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if attrPoolId then
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local attrInfos = XAttribConfigs.GetAttribGroupTemplateByPoolId(attrPoolId)
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local attribIdDic = {} -- 过滤重复AttribId,五星武器的共鸣技能
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for _, v in ipairs(attrInfos) do
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if not attribIdDic[v.AttribId] then
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local skillInfo = XSkillInfoObj.New(XEnumConst.EQUIP.RESONANCE_TYPE.ATTRIB, v.Id)
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table.insert(skillInfoList, skillInfo)
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attribIdDic[v.AttribId] = true
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end
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end
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end
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return skillInfoList
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end
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-- 获取装备可以共鸣的角色列表
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function XEquipControl:GetCanResonanceCharacterList(equipId)
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local canResonanceCharacterList = {}
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local equip = self._Model:GetEquip(equipId)
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local equipType = XMVCA:GetAgency(ModuleId.XEquip):GetEquipType(equip.TemplateId)
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local characterType = XMVCA:GetAgency(ModuleId.XEquip):GetEquipCharacterType(equip.TemplateId)
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local ownCharacterList = XMVCA:GetAgency(ModuleId.XCharacter):GetOwnCharacterList(characterType)
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for _, character in pairs(ownCharacterList) do
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if character.Id == equip.CharacterId then
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table.insert(canResonanceCharacterList, 1, character)
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else
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local characterEquipType = XCharacterConfigs.GetCharacterEquipType(character.Id)
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if equipType == XEnumConst.EQUIP.EQUIP_TYPE.UNIVERSAL or equipType == characterEquipType then
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table.insert(canResonanceCharacterList, character)
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end
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end
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end
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return canResonanceCharacterList
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end
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--------------------endregion 共鸣 --------------------
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--------------------region 超频 --------------------
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function XEquipControl:IsEquipCanAwake(templateId)
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local star = XMVCA:GetAgency(ModuleId.XEquip):GetEquipStar(templateId)
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local minAwakeStar = XEquipConfig.GetMinAwakeStar()
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return star >= minAwakeStar
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end
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--------------------endregion 超频 --------------------
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--------------------region 超限 --------------------
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-- 获取武器对应所有超限配置
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function XEquipControl:GetWeaponOverrunCfgsByTemplateId(templateId)
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return self._Model:GetWeaponOverrunCfgsByTemplateId(templateId)
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end
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-- 通过配置表Id判断能否超限
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function XEquipControl:CanOverrunByTemplateId(templateId)
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local cfgs = self._Model:GetWeaponOverrunCfgsByTemplateId(templateId)
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local canDeregulate = cfgs and #cfgs > 0
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return canDeregulate
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end
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--------------------endregion 超限 --------------------
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--------------------region 意识 --------------------
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-- 获取意识列表
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function XEquipControl:GetAwarenessList(characterId, site, suitId)
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local awarenessList = {}
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local agency = XMVCA:GetAgency(ModuleId.XEquip)
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local charType = XCharacterConfigs.GetCharacterType(characterId)
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local equipDic = self._Model:GetEquipDic()
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for _, equip in pairs(equipDic) do
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-- 筛选非狗粮、意识类型、适配角色类型、适配套装id
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if agency:GetEquipType(equip.TemplateId) ~= XEnumConst.EQUIP.EQUIP_TYPE.FOOD
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and equip:IsAwareness(site)
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and self:IsFitCharacterType(equip.TemplateId, charType)
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and (suitId == 0 or suitId == agency:GetEquipSuitId(equip.TemplateId)) then
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table.insert(awarenessList, equip)
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end
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end
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-- 排序
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local agency = XMVCA:GetAgency(ModuleId.XEquip)
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table.sort(awarenessList, function(a, b)
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-- 穿戴在当前角色身上的意识优先
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local isCurCharA = a.CharacterId == characterId
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local isCurCharB = b.CharacterId == characterId
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if isCurCharA ~= isCurCharB then
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return isCurCharA
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end
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-- 无角色穿戴优先
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local isNotWearingA = not a:IsWearing()
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local isNotWearingB = not b:IsWearing()
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if isNotWearingA ~= isNotWearingB then
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return isNotWearingA
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end
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-- 有任一共鸣技能与当前角色绑定优先
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local isBindCurCharA = a:IsResonanceBindCharacter(characterId)
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local isBindCurCharB = b:IsResonanceBindCharacter(characterId)
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if isBindCurCharA ~= isBindCurCharB then
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return isBindCurCharA
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end
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-- 未共鸣过优先
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local isNotResonanceA = not a:IsResonance()
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local isNotResonanceB = not b:IsResonance()
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if isNotResonanceA ~= isNotResonanceB then
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return isNotResonanceA
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end
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-- 意识等级高的优先
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if a.Level ~= b.Level then
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return a.Level > b.Level
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end
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-- 星级高的优先
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local starA = agency:GetEquipStar(a.TemplateId)
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local starB = agency:GetEquipStar(b.TemplateId)
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if starA ~= starB then
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return starA > starB
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end
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-- suitId高的优先
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local suitIdA = agency:GetEquipSuitId(a.TemplateId)
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local suitIdB = agency:GetEquipSuitId(b.TemplateId)
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if suitIdA ~= suitIdB then
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return suitIdA > suitIdB
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end
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-- 最后按照Id从大到小
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return a.Id > b.Id
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end)
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return awarenessList
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end
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-- 获取意识套装列表,筛选适配角色 and 统计已有套装数量
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function XEquipControl:GetSuitInfoList(characterId, site)
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local suitInfoDic = {}
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local suitInfoList = {}
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local agency = XMVCA:GetAgency(ModuleId.XEquip)
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local charType = XCharacterConfigs.GetCharacterType(characterId)
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local equipDic = self._Model:GetEquipDic()
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for _, equip in pairs(equipDic) do
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-- 筛选意识类型、适配角色类型
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if equip:IsAwareness(site) and self:IsFitCharacterType(equip.TemplateId, charType) then
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-- 筛选suitType不为0
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local suitId = agency:GetEquipSuitId(equip.TemplateId)
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local suitType = agency:GetEquipSuitSuitType(suitId)
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if suitType ~= 0 then
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local suitInfo = suitInfoDic[suitId]
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if not suitInfo then
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suitInfo = { SuitId = suitId, Count = 0}
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suitInfoDic[suitId] = suitInfo
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table.insert(suitInfoList, suitInfo)
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end
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suitInfo.Count = suitInfo.Count + 1
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end
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end
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end
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return suitInfoList
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end
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--------------------endregion 意识 --------------------
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-- 获取装备匹配角色
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function XEquipControl:GetEquipMatchRole(templateId)
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local equipCfg = self._Model:GetConfigEquip(templateId)
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local charCfgs = XCharacterConfigs.GetCharacterTemplates()
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local charInfoList = {}
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for _, charCfg in pairs(charCfgs) do
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if charCfg.EquipType == equipCfg.Type then
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local isRecommend = charCfg.Id == equipCfg.RecommendCharacterId
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local charInfo = { Id = charCfg.Id, Name = charCfg.LogName, IsRecommend = isRecommend }
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table.insert(charInfoList, charInfo)
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end
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end
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return charInfoList
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end
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--------------------------------------------------------------------config start---------------------------------------
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--------------------region EquipBreakThrough --------------------
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-- 获取装备的最大突破次数
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function XEquipControl:GetEquipMaxBreakthrough(templateId)
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local cfgs = self._Model:GetEquipBreakthroughCfgs(templateId)
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if not cfgs then
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return 0
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end
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local times = 0
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for _, config in pairs(cfgs) do
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if config.Times > times then
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times = config.Times
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end
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end
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return times
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end
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--获取指定突破次数下最大等级限制
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function XEquipControl:GetBreakthroughLevelLimit(templateId, times)
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local equipBreakthroughCfg = self._Model:GetEquipBreakthroughCfg(templateId, times)
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return equipBreakthroughCfg.LevelLimit
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end
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--检查指定突破次数下的突破条件
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function XEquipControl:GetBreakthroughConditionId(templateId, breakthrough)
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local cfgs = self._Model:GetEquipBreakthroughCfgs(templateId)
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for _, config in pairs(cfgs) do
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if config.Times == breakthrough - 1 then
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return config.ConditionId
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end
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end
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return
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end
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--------------------endregion EquipBreakThrough --------------------
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--------------------region EquipSuitEffect --------------------
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function XEquipControl:GetEquipSuitEffectBornMagic(id)
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return self._Model:GetConfigEquipSuitEffect(id).BornMagic
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end
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function XEquipControl:GetEquipSuitEffectSkillId(id)
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return self._Model:GetConfigEquipSuitEffect(id).SkillId
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end
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function XEquipControl:GetEquipSuitEffectAbility(id)
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return self._Model:GetConfigEquipSuitEffect(id).Ability
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end
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--endregion EquipSuitEffect
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--------------------region EquipDecompose --------------------
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function XEquipControl:GetEquipDecomposeSite(id)
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return self._Model:GetConfigEquipDecompose(id).Site
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end
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function XEquipControl:GetEquipDecomposeStar(id)
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return self._Model:GetConfigEquipDecompose(id).Star
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end
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function XEquipControl:GetEquipDecomposeBreakthrough(id)
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return self._Model:GetConfigEquipDecompose(id).Breakthrough
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end
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function XEquipControl:GetEquipDecomposeExpToOneCoin(id)
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return self._Model:GetConfigEquipDecompose(id).ExpToOneCoin
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end
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function XEquipControl:GetEquipDecomposeExpToItemId(id)
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return self._Model:GetConfigEquipDecompose(id).ExpToItemId
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end
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function XEquipControl:GetEquipDecomposeRewardId(id)
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return self._Model:GetConfigEquipDecompose(id).RewardId
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end
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--------------------endregion EquipDecompose --------------------
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--------------------region EatEquipCost --------------------
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function XEquipControl:GetEatEquipCostSite(id)
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return self._Model:GetConfigEatEquipCost(id).Site
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end
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function XEquipControl:GetEatEquipCostStar(id)
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return self._Model:GetConfigEatEquipCost(id).Star
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end
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function XEquipControl:GetEatEquipCostUseMoney(id)
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return self._Model:GetConfigEatEquipCost(id).UseMoney
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end
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--------------------endregion EatEquipCost --------------------
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--------------------region EquipResonance --------------------
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function XEquipControl:GetEquipResonanceAttribPoolId(id)
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return self._Model:GetConfigEquipResonance(id).AttribPoolId
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end
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function XEquipControl:GetEquipResonanceAttribPoolWeight(id)
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return self._Model:GetConfigEquipResonance(id).AttribPoolWeight
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end
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function XEquipControl:GetEquipResonanceCharacterSkillPoolId(id)
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return self._Model:GetConfigEquipResonance(id).CharacterSkillPoolId
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end
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function XEquipControl:GetEquipResonanceCharacterSkillPoolWeight(id)
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return self._Model:GetConfigEquipResonance(id).CharacterSkillPoolWeight
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end
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function XEquipControl:GetEquipResonanceWeaponSkillPoolId(id)
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return self._Model:GetConfigEquipResonance(id).WeaponSkillPoolId
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end
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function XEquipControl:GetEquipResonanceWeaponSkillPoolWeight(id)
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return self._Model:GetConfigEquipResonance(id).WeaponSkillPoolWeight
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end
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--------------------endregion EquipResonance --------------------
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--------------------region EquipResonanceUseItem --------------------
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function XEquipControl:GetEquipResonanceUseItemItemId(id)
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return self._Model:GetConfigEquipResonanceUseItem(id).ItemId
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end
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function XEquipControl:GetEquipResonanceUseItemItemCount(id)
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return self._Model:GetConfigEquipResonanceUseItem(id).ItemCount
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end
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function XEquipControl:GetEquipResonanceUseItemSelectSkillItemId(id)
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return self._Model:GetConfigEquipResonanceUseItem(id).SelectSkillItemId
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end
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function XEquipControl:GetEquipResonanceUseItemSelectSkillItemCount(id)
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return self._Model:GetConfigEquipResonanceUseItem(id).SelectSkillItemCount
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end
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--------------------endregion EquipResonanceUseItem --------------------
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--------------------region WeaponSkill --------------------
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function XEquipControl:GetWeaponSkillBornMagic(id)
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return self._Model:GetConfigWeaponSkill(id).BornMagic
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end
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function XEquipControl:GetWeaponSkillSubSkillId(id)
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return self._Model:GetConfigWeaponSkill(id).SubSkillId
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end
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function XEquipControl:GetWeaponSkillAbility(id)
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return self._Model:GetConfigWeaponSkill(id).Ability
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end
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function XEquipControl:GetWeaponSkillIcon(id)
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return self._Model:GetConfigWeaponSkill(id).Icon
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end
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function XEquipControl:GetWeaponSkillName(id)
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return self._Model:GetConfigWeaponSkill(id).Name
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end
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function XEquipControl:GetWeaponSkillDescription(id)
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return self._Model:GetConfigWeaponSkill(id).Description
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end
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function XEquipControl:GetWeaponSkillDesLinkCharacterSkillId(id)
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return self._Model:GetConfigWeaponSkill(id).DesLinkCharacterSkillId
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end
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function XEquipControl:GetWeaponSkillAccount(id)
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return self._Model:GetConfigWeaponSkill(id).Account
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end
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--------------------endregion WeaponSkill --------------------
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--------------------region WeaponSkillPool --------------------
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function XEquipControl:GetWeaponSkillPoolPoolId(id)
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return self._Model:GetConfigWeaponSkillPool(id).PoolId
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end
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function XEquipControl:GetWeaponSkillPoolWeight(id)
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return self._Model:GetConfigWeaponSkillPool(id).Weight
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end
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function XEquipControl:GetWeaponSkillPoolCharacterId(id)
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return self._Model:GetConfigWeaponSkillPool(id).CharacterId
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end
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function XEquipControl:GetWeaponSkillPoolSkillId(id)
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return self._Model:GetConfigWeaponSkillPool(id).SkillId
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end
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--------------------endregion WeaponSkillPool --------------------
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--------------------region EquipAwake --------------------
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function XEquipControl:GetEquipAwakeAttribId(id)
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return self._Model:GetConfigEquipAwake(id).AttribId
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end
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function XEquipControl:GetEquipAwakeAttribDes1(id)
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return self._Model:GetConfigEquipAwake(id).AttribDes1
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end
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|
||
function XEquipControl:GetEquipAwakeAttribDes2(id)
|
||
return self._Model:GetConfigEquipAwake(id).AttribDes2
|
||
end
|
||
|
||
function XEquipControl:GetEquipAwakeItemId(id)
|
||
return self._Model:GetConfigEquipAwake(id).ItemId
|
||
end
|
||
|
||
function XEquipControl:GetEquipAwakeItemCount(id)
|
||
return self._Model:GetConfigEquipAwake(id).ItemCount
|
||
end
|
||
|
||
function XEquipControl:GetEquipAwakeItemCrystalId(id)
|
||
return self._Model:GetConfigEquipAwake(id).ItemCrystalId
|
||
end
|
||
|
||
function XEquipControl:GetEquipAwakeItemCrystalCount(id)
|
||
return self._Model:GetConfigEquipAwake(id).ItemCrystalCount
|
||
end
|
||
|
||
function XEquipControl:GetEquipAwakeAwarenessAttrDesc(id)
|
||
return self._Model:GetConfigEquipAwake(id).AwarenessAttrDesc
|
||
end
|
||
|
||
function XEquipControl:GetEquipAwakeAwarenessAttrValue(id)
|
||
return self._Model:GetConfigEquipAwake(id).AwarenessAttrValue
|
||
end
|
||
--------------------endregion EquipAwake --------------------
|
||
|
||
|
||
--------------------region CharacterSuitPriority --------------------
|
||
function XEquipControl:GetConfigCharacterSuitPriority(id)
|
||
return self._Model:GetConfigCharacterSuitPriority(id)
|
||
end
|
||
--------------------endregion CharacterSuitPriority --------------------
|
||
|
||
|
||
--------------------region EquipRes --------------------
|
||
function XEquipControl:GetEquipResBigIconPath(id)
|
||
return self._Model:GetConfigEquipRes(id).BigIconPath
|
||
end
|
||
|
||
function XEquipControl:GetEquipResIconPath(id)
|
||
return self._Model:GetConfigEquipRes(id).IconPath
|
||
end
|
||
|
||
function XEquipControl:GetEquipResLiHuiPath(id)
|
||
return self._Model:GetConfigEquipRes(id).LiHuiPath
|
||
end
|
||
|
||
function XEquipControl:GetEquipResModelTransId(id)
|
||
return self._Model:GetConfigEquipRes(id).ModelTransId
|
||
end
|
||
|
||
function XEquipControl:GetEquipResResonanceModelTransId1(id)
|
||
return self._Model:GetConfigEquipRes(id).ResonanceModelTransId1
|
||
end
|
||
|
||
function XEquipControl:GetEquipResResonanceModelTransId2(id)
|
||
return self._Model:GetConfigEquipRes(id).ResonanceModelTransId2
|
||
end
|
||
|
||
function XEquipControl:GetEquipResResonanceModelTransId3(id)
|
||
return self._Model:GetConfigEquipRes(id).ResonanceModelTransId3
|
||
end
|
||
|
||
function XEquipControl:GetEquipResPainterName(id)
|
||
return self._Model:GetConfigEquipRes(id).PainterName
|
||
end
|
||
--------------------endregion EquipRes --------------------
|
||
|
||
--------------------region EquipModel --------------------
|
||
function XEquipControl:GetEquipModelModelName(id)
|
||
return self._Model:GetConfigEquipModel(id).ModelName
|
||
end
|
||
|
||
function XEquipControl:GetEquipModelResonanceEffectPath(id)
|
||
return self._Model:GetConfigEquipModel(id).ResonanceEffectPath
|
||
end
|
||
|
||
function XEquipControl:GetEquipModelResonanceEffectShowDelay(id)
|
||
return self._Model:GetConfigEquipModel(id).ResonanceEffectShowDelay
|
||
end
|
||
|
||
function XEquipControl:GetEquipModelAnimController(id)
|
||
return self._Model:GetConfigEquipModel(id).AnimController
|
||
end
|
||
|
||
function XEquipControl:GetEquipModelUiAnimStateName(id)
|
||
return self._Model:GetConfigEquipModel(id).UiAnimStateName
|
||
end
|
||
|
||
function XEquipControl:GetEquipModelUiAnimCueId(id)
|
||
return self._Model:GetConfigEquipModel(id).UiAnimCueId
|
||
end
|
||
|
||
function XEquipControl:GetEquipModelUiAnimDelay(id)
|
||
return self._Model:GetConfigEquipModel(id).UiAnimDelay
|
||
end
|
||
|
||
function XEquipControl:GetEquipModelUiAutoRotateDelay(id)
|
||
return self._Model:GetConfigEquipModel(id).UiAutoRotateDelay
|
||
end
|
||
--------------------endregion EquipModel --------------------
|
||
|
||
--------------------region EquipModelTransform --------------------
|
||
function XEquipControl:GetEquipModelTransformIndexId(id)
|
||
return self._Model:GetConfigEquipModelTransform(id).IndexId
|
||
end
|
||
|
||
function XEquipControl:GetEquipModelTransformUiName(id)
|
||
return self._Model:GetConfigEquipModelTransform(id).UiName
|
||
end
|
||
|
||
function XEquipControl:GetEquipModelTransformPositionX(id)
|
||
return self._Model:GetConfigEquipModelTransform(id).PositionX
|
||
end
|
||
|
||
function XEquipControl:GetEquipModelTransformPositionY(id)
|
||
return self._Model:GetConfigEquipModelTransform(id).PositionY
|
||
end
|
||
|
||
function XEquipControl:GetEquipModelTransformPositionZ(id)
|
||
return self._Model:GetConfigEquipModelTransform(id).PositionZ
|
||
end
|
||
|
||
function XEquipControl:GetEquipModelTransformRotationX(id)
|
||
return self._Model:GetConfigEquipModelTransform(id).RotationX
|
||
end
|
||
|
||
function XEquipControl:GetEquipModelTransformRotationY(id)
|
||
return self._Model:GetConfigEquipModelTransform(id).RotationY
|
||
end
|
||
|
||
function XEquipControl:GetEquipModelTransformRotationZ(id)
|
||
return self._Model:GetConfigEquipModelTransform(id).RotationZ
|
||
end
|
||
|
||
function XEquipControl:GetEquipModelTransformScaleX(id)
|
||
return self._Model:GetConfigEquipModelTransform(id).ScaleX
|
||
end
|
||
|
||
function XEquipControl:GetEquipModelTransformScaleY(id)
|
||
return self._Model:GetConfigEquipModelTransform(id).ScaleY
|
||
end
|
||
|
||
function XEquipControl:GetEquipModelTransformScaleZ(id)
|
||
return self._Model:GetConfigEquipModelTransform(id).ScaleZ
|
||
end
|
||
--------------------endregion EquipModelTransform --------------------
|
||
|
||
--------------------region EquipSkipId --------------------
|
||
function XEquipControl:GetEquipSkipIdSite(id)
|
||
return self._Model:GetConfigEquipSkipId(id).Site
|
||
end
|
||
|
||
function XEquipControl:GetEquipSkipIdEquipType(id)
|
||
return self._Model:GetConfigEquipSkipId(id).EquipType
|
||
end
|
||
|
||
function XEquipControl:GetEquipSkipIdEatType(id)
|
||
return self._Model:GetConfigEquipSkipId(id).EatType
|
||
end
|
||
|
||
function XEquipControl:GetEquipSkipIdSkipIdParams(id)
|
||
return self._Model:GetConfigEquipSkipId(id).SkipIdParams
|
||
end
|
||
--------------------endregion EquipSkipId --------------------
|
||
|
||
--------------------region EquipAnim --------------------
|
||
function XEquipControl:GetEquipAnimParams(id)
|
||
return self._Model:GetConfigEquipAnim(id).Params
|
||
end
|
||
--------------------endregion EquipAnim --------------------
|
||
|
||
--------------------region EquipModelShow --------------------
|
||
function XEquipControl:GetEquipModelShowModelId(id)
|
||
return self._Model:GetConfigEquipModelShow(id).ModelId
|
||
end
|
||
|
||
function XEquipControl:GetEquipModelShowUiName(id)
|
||
return self._Model:GetConfigEquipModelShow(id).UiName
|
||
end
|
||
|
||
function XEquipControl:GetEquipModelShowHideNodeName(id)
|
||
return self._Model:GetConfigEquipModelShow(id).HideNodeName
|
||
end
|
||
--------------------endregion EquipModelShow --------------------
|
||
|
||
--------------------region EquipResByFool --------------------
|
||
function XEquipControl:GetEquipResByFoolModelTransId(id)
|
||
return self._Model:GetConfigEquipResByFool(id).ModelTransId
|
||
end
|
||
|
||
function XEquipControl:GetEquipResByFoolResonanceModelTransId1(id)
|
||
return self._Model:GetConfigEquipResByFool(id).ResonanceModelTransId1
|
||
end
|
||
|
||
function XEquipControl:GetEquipResByFoolResonanceModelTransId2(id)
|
||
return self._Model:GetConfigEquipResByFool(id).ResonanceModelTransId2
|
||
end
|
||
|
||
function XEquipControl:GetEquipResByFoolResonanceModelTransId3(id)
|
||
return self._Model:GetConfigEquipResByFool(id).ResonanceModelTransId3
|
||
end
|
||
--------------------endregion EquipResByFool --------------------
|
||
|
||
--------------------region WeaponDeregulateUI --------------------
|
||
function XEquipControl:GetWeaponDeregulateUIName(id)
|
||
return self._Model:GetConfigWeaponDeregulateUI(id).Name
|
||
end
|
||
|
||
function XEquipControl:GetWeaponDeregulateUILvUpTips(id)
|
||
return self._Model:GetConfigWeaponDeregulateUI(id).LvUpTips
|
||
end
|
||
|
||
function XEquipControl:GetWeaponDeregulateUIIconQuality(id)
|
||
return self._Model:GetConfigWeaponDeregulateUI(id).IconQuality
|
||
end
|
||
|
||
function XEquipControl:GetWeaponDeregulateUIItemsQuality(id)
|
||
return self._Model:GetConfigWeaponDeregulateUI(id).ItemsQuality
|
||
end
|
||
|
||
function XEquipControl:GetWeaponDeregulateUIUIEffect(id)
|
||
return self._Model:GetConfigWeaponDeregulateUI(id).UIEffect
|
||
end
|
||
|
||
function XEquipControl:GetWeaponDeregulateUILvUPAnimation(id)
|
||
return self._Model:GetConfigWeaponDeregulateUI(id).LvUPAnimation
|
||
end
|
||
|
||
function XEquipControl:GetWeaponDeregulateUISceneStartEffectPath(id)
|
||
return self._Model:GetConfigWeaponDeregulateUI(id).SceneStartEffectPath
|
||
end
|
||
|
||
function XEquipControl:GetWeaponDeregulateUISceneStartEffectTime(id)
|
||
return self._Model:GetConfigWeaponDeregulateUI(id).SceneStartEffectTime
|
||
end
|
||
|
||
function XEquipControl:GetWeaponDeregulateUISceneLoopEffectPath(id)
|
||
return self._Model:GetConfigWeaponDeregulateUI(id).SceneLoopEffectPath
|
||
end
|
||
|
||
--------------------endregion WeaponDeregulateUI --------------------
|
||
|
||
function XEquipControl:GetLevelUpCfg(templateId, times, level)
|
||
return self._Model:GetLevelUpCfg(templateId, times, level)
|
||
end
|
||
|
||
----------config end----------
|
||
|
||
return XEquipControl |