PGRData/Script/matrix/xentity/xtheatre/power/XTheatrePowerManager.lua

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Lua
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-- 势力和好感度管理
local XTheatrePowerManager = XClass(nil, "XTheatrePowerManager")
function XTheatrePowerManager:Ctor()
self._UnlockPowerIds = {} --已解锁的势力Id存的是TheatrePowerCondition表的Id
self._UnlockPowerFavorIds = {} --已解锁的势力好感度存的是TheatrePowerFavor表的Id升级成功即解锁
self._EffectPowerFavorIds = {} --已生效的势力好感度存的是TheatrePowerFavor表的Id领取奖励成功即生效
self._PowerIdToCurLvDic = {} --已解锁的势力好感度对应的当前等级字典解锁等级从0开始计算满级或显示上需+1
end
function XTheatrePowerManager:UpdateData(data)
local unlockPowerIds = data.UnlockPowerIds
local unlockPowerFavorIds = data.UnlockPowerFavorIds
local effectPowerFavorIds = data.EffectPowerFavorIds
for _, unlockPowerId in ipairs(unlockPowerIds) do
self._UnlockPowerIds[unlockPowerId] = true
end
self:UpdateUnlockPowerFavorIds(unlockPowerFavorIds)
for _, effectPowerFavorId in ipairs(effectPowerFavorIds) do
self._EffectPowerFavorIds[effectPowerFavorId] = true
end
end
function XTheatrePowerManager:UpdateUnlockPowerFavorIds(unlockPowerFavorIds)
local theatrePowerConditionId
local lv
for _, unlockPowerFavorId in ipairs(unlockPowerFavorIds or {}) do
self._UnlockPowerFavorIds[unlockPowerFavorId] = true
theatrePowerConditionId = XTheatreConfigs.GetPowerFavorPowerId(unlockPowerFavorId)
lv = XTheatreConfigs.GetPowerFavorLv(unlockPowerFavorId)
if not self._PowerIdToCurLvDic[theatrePowerConditionId] or self._PowerIdToCurLvDic[theatrePowerConditionId] < lv then
self._PowerIdToCurLvDic[theatrePowerConditionId] = lv
end
end
end
function XTheatrePowerManager:IsUnlockPower(powerId)
local conditionId = XTheatreConfigs.GetPowerConditionId(powerId)
if not XTool.IsNumberValid(conditionId) then
return true, ""
end
return XConditionManager.CheckCondition(conditionId)
end
function XTheatrePowerManager:IsUnlockPowerFavor(powerFavorId)
return self._UnlockPowerFavorIds[powerFavorId] or false
end
function XTheatrePowerManager:IsEffectPowerFavor(powerFavorId)
return self._EffectPowerFavorIds[powerFavorId] or false
end
--获得势力好感度已生效的当前等级
function XTheatrePowerManager:GetPowerCurLv(powerId)
return powerId and self._PowerIdToCurLvDic[powerId] or 0
end
function XTheatrePowerManager:IsPowerMaxLv(powerId)
local curLv = self:GetPowerCurLv(powerId)
local maxLv = XTheatreConfigs.GetTheatrePowerMaxLv(powerId)
return curLv >= maxLv
end
--势力好感度升级
--powerFavorId发当前等级的TheatrePowerFavor表的ID
function XTheatrePowerManager:RequestTheatrePowerFavorUpgrade(powerFavorId, cb)
XNetwork.Call("TheatrePowerFavorUpgradeRequest", { PowerFavorId = powerFavorId }, function(res)
if res.Code ~= XCode.Success then
XUiManager.TipCode(res.Code)
return
end
--升级成功设置下一级的TheatrePowerFavor表的ID
local powerId = XTheatreConfigs.GetPowerFavorPowerId(powerFavorId)
local curLevel = self:GetPowerCurLv(powerId)
local theatrePowerFavorId = XTheatreConfigs.GetTheatrePowerIdAndLvToId(powerId, curLevel + 1)
if theatrePowerFavorId then
self:UpdateUnlockPowerFavorIds({theatrePowerFavorId})
if cb then
cb()
end
end
XUiManager.TipText("TheatreUpLevelSuccess")
end)
end
--领取势力好感度奖励
--powerFavorId发TheatrePowerFavor表的ID
function XTheatrePowerManager:RequestTheatreGetPowerFavorReward(powerFavorId, cb)
XNetwork.Call("TheatreGetPowerFavorRewardRequest", { PowerFavorId = powerFavorId }, function(res)
if res.Code ~= XCode.Success then
XUiManager.TipCode(res.Code)
return
end
self._EffectPowerFavorIds[powerFavorId] = true
if not XTool.IsTableEmpty(res.RewardGoodsList) then
XUiManager.OpenUiObtain(res.RewardGoodsList)
else
XUiManager.TipText("RewardSuccess")
end
if cb then
cb()
end
end)
end
return XTheatrePowerManager