994 lines
No EOL
36 KiB
Lua
994 lines
No EOL
36 KiB
Lua
local tableInsert = table.insert
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XEquipConfig = XEquipConfig or {}
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XEquipConfig.MAX_STAR_COUNT = 6 -- 最大星星数
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XEquipConfig.MAX_SUIT_SKILL_COUNT = 3 -- 最大套装激活技能个数
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XEquipConfig.MAX_RESONANCE_SKILL_COUNT = 3 -- 最大共鸣属性/技能个数
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XEquipConfig.MIN_RESONANCE_EQUIP_STAR_COUNT = 5 -- 装备共鸣最低星级
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XEquipConfig.MAX_SUIT_COUNT = 6 -- 套装最大数量
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XEquipConfig.DEFAULT_SUIT_ID = { -- 用来显示全部套装数量的默认套装Id
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Normal = 1, --构造体
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Isomer = 2, --感染体
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}
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XEquipConfig.CAN_NOT_AUTO_EAT_STAR = 5 -- 大于等于该星级的装备不会被当做默认狗粮选中
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XEquipConfig.AWAKE_SKILL_COUNT = 2 -- 觉醒技能数量
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--武器类型
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XEquipConfig.EquipType = {
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Universal = 0, -- 通用
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Suncha = 1, -- 双枪
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Sickle = 2, -- 太刀
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Mount = 3, -- 挂载
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Arrow = 4, -- 弓箭
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Chainsaw = 5, -- 电锯
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Sword = 6, -- 大剑
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Hcan = 7, -- 巨炮
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DoubleSwords = 8, -- 双短刀
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sickle = 9, --镰刀
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IsomerSword = 10, -- 感染者专用大剑
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Food = 99, -- 狗粮
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}
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XEquipConfig.UserType = {
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All = 0, --通用
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Normal = 1, --构造体
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Isomer = 2, --异构体/感染体
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}
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XEquipConfig.AddAttrType = {
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Numeric = 1, -- 数值
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Rate = 2, -- 基础属性的百分比
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Promoted = 3, -- 等级加成
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}
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XEquipConfig.UserType = {
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All = 0, --通用
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Normal = 1, --构造体
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Isomer = 2, --异构体/感染体
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}
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--要显示的属性排序
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XEquipConfig.AttrSortType = {
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XNpcAttribType.Life,
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XNpcAttribType.AttackNormal,
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XNpcAttribType.DefenseNormal,
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XNpcAttribType.Crit,
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}
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XEquipConfig.EquipSite = {
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Weapon = 0, -- 武器
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Awareness = { -- 意识
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One = 1, -- 1号位
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Two = 2, -- 2号位
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Three = 3, -- 3号位
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Four = 4, -- 4号位
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Five = 5, -- 5号位
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Six = 6, -- 6号位
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},
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}
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XEquipConfig.AwarenessSiteToStr = {
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[XEquipConfig.EquipSite.Awareness.One] = CS.XTextManager.GetText("AwarenessSiteOne"),
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[XEquipConfig.EquipSite.Awareness.Two] = CS.XTextManager.GetText("AwarenessSiteTwo"),
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[XEquipConfig.EquipSite.Awareness.Three] = CS.XTextManager.GetText("AwarenessSiteThree"),
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[XEquipConfig.EquipSite.Awareness.Four] = CS.XTextManager.GetText("AwarenessSiteFour"),
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[XEquipConfig.EquipSite.Awareness.Five] = CS.XTextManager.GetText("AwarenessSiteFive"),
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[XEquipConfig.EquipSite.Awareness.Six] = CS.XTextManager.GetText("AwarenessSiteSix"),
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}
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XEquipConfig.Classify = {
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Weapon = 1, -- 武器
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Awareness = 2, -- 意识
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}
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XEquipConfig.EquipResonanceType = {
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Attrib = 1, -- 属性共鸣
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CharacterSkill = 2, -- 角色技能共鸣
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WeaponSkill = 3, -- 武器技能共鸣
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}
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--排序优先级选项
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XEquipConfig.PriorSortType = {
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Star = 0, -- 星级
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Breakthrough = 1, -- 突破次数
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Level = 2, -- 等级
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Proceed = 3, -- 入手顺序
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}
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-- 武器部位
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XEquipConfig.WeaponCase = {
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Case1 = 1,
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Case2 = 2,
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Case3 = 3,
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--[[支持继续扩展
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Case4 = 4,
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...
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]]
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}
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-- 狗粮类型
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XEquipConfig.EatType = {
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Equip = 0,
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Item = 1,
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}
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-- 武器模型用途
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XEquipConfig.WeaponUsage = {
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Role = 1, -- ui角色身上
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Battle = 2, -- 战斗
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Show = 3, -- ui单独展示
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}
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-- 装备详情UI页签
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XEquipConfig.EquipDetailBtnTabIndex = {
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Detail = 1,
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Strengthen = 2,
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Resonance = 3,
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}
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--武器超频界面页签状态
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XEquipConfig.EquipAwakeTabIndex = {
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Material = 1,
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CrystalMoney = 2,
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}
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-- 共鸣后武器显示延时时间
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XEquipConfig.WeaponResonanceShowDelay = CS.XGame.ClientConfig:GetInt("WeaponResonanceShowDelay")
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-- 分解数量溢出提示文本
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XEquipConfig.DecomposeRewardOverLimitTip = {
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[XEquipConfig.Classify.Weapon] = CS.XTextManager.GetText("WeaponBoxWillBeFull"),
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[XEquipConfig.Classify.Awareness] = CS.XTextManager.GetText("WaferBoxWillBeFull"),
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}
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local EquipBreakThroughIcon = {
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[0] = CS.XGame.ClientConfig:GetString("EquipBreakThrough0"),
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[1] = CS.XGame.ClientConfig:GetString("EquipBreakThrough1"),
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[2] = CS.XGame.ClientConfig:GetString("EquipBreakThrough2"),
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[3] = CS.XGame.ClientConfig:GetString("EquipBreakThrough3"),
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[4] = CS.XGame.ClientConfig:GetString("EquipBreakThrough4"),
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}
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local EquipBreakThroughSmallIcon = {
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[1] = CS.XGame.ClientConfig:GetString("EquipBreakThroughSmall1"),
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[2] = CS.XGame.ClientConfig:GetString("EquipBreakThroughSmall2"),
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[3] = CS.XGame.ClientConfig:GetString("EquipBreakThroughSmall3"),
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[4] = CS.XGame.ClientConfig:GetString("EquipBreakThroughSmall4"),
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}
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local EquipBreakThroughBigIcon = {
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[0] = CS.XGame.ClientConfig:GetString("EquipBreakThroughBig0"),
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[1] = CS.XGame.ClientConfig:GetString("EquipBreakThroughBig1"),
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[2] = CS.XGame.ClientConfig:GetString("EquipBreakThroughBig2"),
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[3] = CS.XGame.ClientConfig:GetString("EquipBreakThroughBig3"),
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[4] = CS.XGame.ClientConfig:GetString("EquipBreakThroughBig4"),
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}
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-- 共鸣图标(觉醒后图标变更)
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local EquipResonanceIconPath = {
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[true] = CS.XGame.ClientConfig:GetString("EquipAwakenIcon"),
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[false] = CS.XGame.ClientConfig:GetString("EquipResonanceIcon"),
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}
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local TABLE_EQUIP_PATH = "Share/Equip/Equip.tab"
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local TABLE_EQUIP_BREAKTHROUGH_PATH = "Share/Equip/EquipBreakThrough.tab"
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local TABLE_EQUIP_SUIT_PATH = "Share/Equip/EquipSuit.tab"
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local TABLE_EQUIP_SUIT_EFFECT_PATH = "Share/Equip/EquipSuitEffect.tab"
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local TABLE_LEVEL_UP_TEMPLATE_PATH = "Share/Equip/LevelUpTemplate/"
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local TABLE_EQUIP_DECOMPOSE_PATH = "Share/Equip/EquipDecompose.tab"
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local TABLE_EAT_EQUIP_COST_PATH = "Share/Equip/EatEquipCost.tab"
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local TABLE_EQUIP_RESONANCE_PATH = "Share/Equip/EquipResonance.tab"
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local TABLE_EQUIP_RESONANCE_CONSUME_ITEM_PATH = "Share/Equip/EquipResonanceUseItem.tab"
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local TABLE_WEAPON_SKILL_PATH = "Share/Equip/WeaponSkill.tab"
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local TABLE_WEAPON_SKILL_POOL_PATH = "Share/Equip/WeaponSkillPool.tab"
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local TABLE_EQUIP_AWAKE_PATH = "Share/Equip/EquipAwake.tab"
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local TABLE_EQUIP_RES_PATH = "Client/Equip/EquipRes.tab"
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local TABLE_EQUIP_MODEL_PATH = "Client/Equip/EquipModel.tab"
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local TABLE_EQUIP_MODEL_TRANSFORM_PATH = "Client/Equip/EquipModelTransform.tab"
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local TABLE_EQUIP_SKIPID_PATH = "Client/Equip/EquipSkipId.tab"
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local TABLE_EQUIP_ANIM_PATH = "Client/Equip/EquipAnim.tab"
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local TABLE_EQUIP_MODEL_SHOW_PATH = "Client/Equip/EquipModelShow.tab"
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local TABLE_EQUIP_RES_BY_FOOL_PATH = "Client/Equip/EquipResByFool.tab"
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local MAX_WEAPON_COUNT -- 武器拥有最大数量
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local MAX_AWARENESS_COUNT -- 意识拥有最大数量
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local EQUIP_EXP_INHERIT_PRECENT -- 强化时的经验继承百分比
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local EQUIP_RECYCLE_ITEM_PERCENT -- 回收获得道具数量百分比
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local MIN_RESONANCE_BIND_STAR -- 只有6星以上的意识才可以共鸣出绑定角色的技能
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local MIN_AWAKE_STAR -- 最低可觉醒星数
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local EquipTemplates = {} -- 装备配置
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local EquipBreakthroughTemplate = {} -- 突破配置
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local EquipResonanceTemplate = {} -- 共鸣配置
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local EquipResonanceConsumeItemTemplates = {} -- 共鸣消耗物品配置
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local LevelUpTemplates = {} -- 升级模板
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local EquipSuitTemplate = {} -- 套装技能表
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local EquipSuitEffectTemplate = {} -- 套装效果表
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local WeaponSkillTemplate = {} -- 武器技能配置
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local WeaponSkillPoolTemplate = {} -- 武器技能池(共鸣用)配置
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local EatEquipCostTemplate = {} -- 装备强化消耗配置
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local EquipResTemplates = {} -- 装备资源配置
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local EquipModelTemplates = {} -- 武器模型配置
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local EquipModelTransformTemplates = {} -- 武器模型UI偏移配置
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local EquipSkipIdTemplates = {} -- 装备来源跳转ID配置
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local EquipAwakeTemplate = {} -- 觉醒配置
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local EquipAnimTemplates = {} -- 动画配置
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local EquipModelShowTemplate = {} -- 控制武器模型显示
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local EquipResByFoolTemplate = {} -- 愚人节装备资源替换配置
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local EquipBorderDic = {} -- 装备边界属性构造字典
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local EquipDecomposeDic = {}
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local SuitIdToEquipTemplateIdsDic = {} -- 套装Id索引的装备Id字典
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local SuitSitesDic = {} -- 套装产出部位字典
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--记录超频界面的页签状态
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local EquipAwakeTabIndex = XEquipConfig.EquipAwakeTabIndex.Material
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local CompareBreakthrough = function(templateId, breakthrough)
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local template = EquipBorderDic[templateId]
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if not template then
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return
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end
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if not template.MaxBreakthrough or template.MaxBreakthrough < breakthrough then
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template.MaxBreakthrough = breakthrough
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end
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end
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local CheckEquipBorderConfig = function()
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for k, v in pairs(EquipBorderDic) do
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local template = EquipBorderDic[k]
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template.MinLevel = 1
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local equipBreakthroughCfg = XEquipConfig.GetEquipBreakthroughCfg(k, v.MaxBreakthrough)
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template.MaxLevel = equipBreakthroughCfg.LevelLimit
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template.MinBreakthrough = 0
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end
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end
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local InitEquipBreakthroughConfig = function()
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local tab = XTableManager.ReadByIntKey(TABLE_EQUIP_BREAKTHROUGH_PATH, XTable.XTableEquipBreakthrough, "Id")
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for _, config in pairs(tab) do
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if not EquipBreakthroughTemplate[config.EquipId] then
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EquipBreakthroughTemplate[config.EquipId] = {}
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end
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if config.AttribPromotedId == 0 then
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XLog.ErrorTableDataNotFound("InitEquipBreakthroughConfig", "EquipBreakthroughTemplate",
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TABLE_EQUIP_BREAKTHROUGH_PATH, "config.EquipId", tostring(config.EquipId))
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end
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EquipBreakthroughTemplate[config.EquipId][config.Times] = config
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CompareBreakthrough(config.EquipId, config.Times)
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end
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end
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local InitEquipLevelConfig = function()
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local paths = CS.XTableManager.GetPaths(TABLE_LEVEL_UP_TEMPLATE_PATH)
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XTool.LoopCollection(paths, function(path)
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local key = tonumber(XTool.GetFileNameWithoutExtension(path))
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LevelUpTemplates[key] = XTableManager.ReadByIntKey(path, XTable.XTableEquipLevelUp, "Level")
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end)
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end
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local InitWeaponSkillPoolConfig = function()
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local tab = XTableManager.ReadByIntKey(TABLE_WEAPON_SKILL_POOL_PATH, XTable.XTableWeaponSkillPool, "Id")
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for _, config in pairs(tab) do
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WeaponSkillPoolTemplate[config.PoolId] = WeaponSkillPoolTemplate[config.PoolId] or {}
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WeaponSkillPoolTemplate[config.PoolId][config.CharacterId] = WeaponSkillPoolTemplate[config.PoolId][config.CharacterId] or {}
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for i, skillId in ipairs(config.SkillId) do
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tableInsert(WeaponSkillPoolTemplate[config.PoolId][config.CharacterId], skillId)
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end
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end
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end
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local InitEquipModelTransformConfig = function()
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local tab = XTableManager.ReadByIntKey(TABLE_EQUIP_MODEL_TRANSFORM_PATH, XTable.XTableEquipModelTransform, "Id")
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for id, config in pairs(tab) do
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local indexId = config.IndexId
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if not indexId then
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XLog.ErrorTableDataNotFound("InitEquipModelTransformConfig", "tab", TABLE_EQUIP_MODEL_TRANSFORM_PATH, "id", tostring(id))
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end
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EquipModelTransformTemplates[indexId] = EquipModelTransformTemplates[indexId] or {}
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local uiName = config.UiName
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if not uiName then
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XLog.ErrorTableDataNotFound("InitEquipModelTransformConfig", "配置表中UiName字段", TABLE_EQUIP_MODEL_TRANSFORM_PATH, "id", tostring(id))
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end
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EquipModelTransformTemplates[indexId][uiName] = config
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end
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end
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local InitEquipSkipIdConfig = function()
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local tab = XTableManager.ReadByIntKey(TABLE_EQUIP_SKIPID_PATH, XTable.XTableEquipSkipId, "Id")
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for id, config in pairs(tab) do
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local eatType = config.EatType
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EquipSkipIdTemplates[eatType] = EquipSkipIdTemplates[eatType] or {}
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local site = config.Site
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if not site then
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XLog.ErrorTableDataNotFound("InitEquipSkipIdConfig", "配置表中Site字段", TABLE_EQUIP_SKIPID_PATH, "id", tostring(id))
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end
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EquipSkipIdTemplates[eatType][site] = config
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end
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end
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local InitEquipSuitConfig = function()
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EquipSuitTemplate = XTableManager.ReadByIntKey(TABLE_EQUIP_SUIT_PATH, XTable.XTableEquipSuit, "Id")
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EquipSuitEffectTemplate = XTableManager.ReadByIntKey(TABLE_EQUIP_SUIT_EFFECT_PATH, XTable.XTableEquipSuitEffect, "Id")
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end
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function XEquipConfig.Init()
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MAX_WEAPON_COUNT = CS.XGame.Config:GetInt("EquipWeaponMaxCount")
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MAX_AWARENESS_COUNT = CS.XGame.Config:GetInt("EquipChipMaxCount")
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EQUIP_EXP_INHERIT_PRECENT = CS.XGame.Config:GetInt("EquipExpInheritPercent")
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EQUIP_RECYCLE_ITEM_PERCENT = CS.XGame.Config:GetInt("EquipRecycleItemPercent")
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MIN_RESONANCE_BIND_STAR = CS.XGame.Config:GetInt("MinResonanceBindStar")
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MIN_AWAKE_STAR = CS.XGame.Config:GetInt("MinEquipAwakeStar")
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EquipTemplates = CS.XNpcManager.EquipTemplateTable
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EquipResTemplates = XTableManager.ReadByIntKey(TABLE_EQUIP_RES_PATH, XTable.XTableEquipRes, "Id")
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EquipAwakeTemplate = XTableManager.ReadByIntKey(TABLE_EQUIP_AWAKE_PATH, XTable.XTableEquipAwake, "Id")
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XTool.LoopMap(EquipTemplates, function(id, equipCfg)
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EquipBorderDic[id] = {}
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local suitId = equipCfg.SuitId
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if suitId and suitId > 0 then
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SuitIdToEquipTemplateIdsDic[suitId] = SuitIdToEquipTemplateIdsDic[suitId] or {}
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tableInsert(SuitIdToEquipTemplateIdsDic[suitId], id)
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SuitSitesDic[suitId] = SuitSitesDic[suitId] or {}
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SuitSitesDic[suitId][equipCfg.Site] = true
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end
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end)
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InitEquipSuitConfig()
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InitEquipBreakthroughConfig()
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InitEquipLevelConfig()
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InitWeaponSkillPoolConfig()
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InitEquipModelTransformConfig()
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InitEquipSkipIdConfig()
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CheckEquipBorderConfig()
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--EquipBorderDic = XReadOnlyTable.Create(EquipBorderDic)
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WeaponSkillTemplate = XTableManager.ReadByIntKey(TABLE_WEAPON_SKILL_PATH, XTable.XTableWeaponSkill, "Id")
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EquipResonanceTemplate = XTableManager.ReadByIntKey(TABLE_EQUIP_RESONANCE_PATH, XTable.XTableEquipResonance, "Id")
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EquipResonanceConsumeItemTemplates = XTableManager.ReadByIntKey(TABLE_EQUIP_RESONANCE_CONSUME_ITEM_PATH, XTable.XTableEquipResonanceUseItem, "Id")
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EquipModelTemplates = XTableManager.ReadByIntKey(TABLE_EQUIP_MODEL_PATH, XTable.XTableEquipModel, "Id")
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EquipAnimTemplates = XTableManager.ReadByStringKey(TABLE_EQUIP_ANIM_PATH, XTable.XTableEquipAnim, "ModelId")
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EquipModelShowTemplate = XTableManager.ReadByStringKey(TABLE_EQUIP_MODEL_SHOW_PATH, XTable.XTableEquipModelShow, "Id")
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EquipResByFoolTemplate = XTableManager.ReadByIntKey(TABLE_EQUIP_RES_BY_FOOL_PATH, XTable.XTableEquipResByFool, "Id")
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local decomposetab = XTableManager.ReadByIntKey(TABLE_EQUIP_DECOMPOSE_PATH, XTable.XTableEquipDecompose, "Id")
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for _, v in pairs(decomposetab) do
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EquipDecomposeDic[v.Site .. v.Star .. v.Breakthrough] = v
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end
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local eatCostTab = XTableManager.ReadByIntKey(TABLE_EAT_EQUIP_COST_PATH, XTable.XTableEatEquipCost, "Id")
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for _, v in pairs(eatCostTab) do
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EatEquipCostTemplate[v.Site .. v.Star] = v.UseMoney
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end
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end
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function XEquipConfig.GetMaxWeaponCount()
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return MAX_WEAPON_COUNT
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end
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function XEquipConfig.GetMaxAwarenessCount()
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return MAX_AWARENESS_COUNT
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end
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function XEquipConfig.GetEquipExpInheritPercent()
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return EQUIP_EXP_INHERIT_PRECENT
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end
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function XEquipConfig.GetEquipRecycleItemId()
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return XDataCenter.ItemManager.ItemId.EquipRecycleItemId
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end
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function XEquipConfig.GetEquipRecycleItemPercent()
|
||
return EQUIP_RECYCLE_ITEM_PERCENT / 100
|
||
end
|
||
|
||
function XEquipConfig.GetMinResonanceBindStar()
|
||
return MIN_RESONANCE_BIND_STAR
|
||
end
|
||
|
||
function XEquipConfig.GetMinAwakeStar()
|
||
return MIN_AWAKE_STAR
|
||
end
|
||
|
||
function XEquipConfig.GetEquipCfg(templateId)
|
||
local equipCfg = nil
|
||
|
||
if EquipTemplates:ContainsKey(templateId) then
|
||
equipCfg = EquipTemplates[templateId]
|
||
end
|
||
|
||
if not equipCfg then
|
||
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipCfg", "equipCfg", TABLE_EQUIP_PATH, "templateId", tostring(templateId))
|
||
return
|
||
end
|
||
|
||
return equipCfg
|
||
end
|
||
|
||
--todo 道具很多地方没有检查ID类型就调用了,临时处理下
|
||
function XEquipConfig.CheckTemplateIdIsEquip(templateId)
|
||
local equipCfg = nil
|
||
|
||
if EquipTemplates:ContainsKey(templateId) then
|
||
equipCfg = EquipTemplates[templateId]
|
||
end
|
||
|
||
return templateId and equipCfg
|
||
end
|
||
|
||
function XEquipConfig.GetEatEquipCostMoney(site, star)
|
||
if not site then
|
||
XLog.Error("XEquipConfig.GetEatEquipCostMoney函数参数错误,site不能为空")
|
||
return
|
||
end
|
||
if not star then
|
||
XLog.Error("XEquipConfig.GetEatEquipCostMoney函数参数错误,star不能为空")
|
||
return
|
||
end
|
||
|
||
return EatEquipCostTemplate[site .. star]
|
||
end
|
||
|
||
function XEquipConfig.GetEquipBorderCfg(templateId)
|
||
local template = EquipBorderDic[templateId]
|
||
if not template then
|
||
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipBorderCfg", "template", TABLE_EQUIP_PATH, "templateId", tostring(templateId))
|
||
return
|
||
end
|
||
return template
|
||
end
|
||
|
||
function XEquipConfig.GetEquipBreakthroughCfg(templateId, times)
|
||
local template = EquipBreakthroughTemplate[templateId]
|
||
if not template then
|
||
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipBreakthroughCfg", "template",
|
||
TABLE_EQUIP_BREAKTHROUGH_PATH, "templateId", tostring(templateId))
|
||
return
|
||
end
|
||
|
||
template = template[times]
|
||
if not template then
|
||
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipBreakthroughCfg", "template",
|
||
TABLE_EQUIP_BREAKTHROUGH_PATH, "templateId : times", tostring(templateId) .. " : " .. tostring(times))
|
||
return
|
||
end
|
||
|
||
return template
|
||
end
|
||
|
||
function XEquipConfig.GetEquipResCfg(templateId, breakthroughTimes)
|
||
breakthroughTimes = breakthroughTimes or 0
|
||
local breakthroughCfg = XEquipConfig.GetEquipBreakthroughCfg(templateId, breakthroughTimes)
|
||
|
||
local resId = breakthroughCfg.ResId
|
||
if not resId then
|
||
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipResCfg", "resId",
|
||
TABLE_EQUIP_BREAKTHROUGH_PATH, "templateId : times", tostring(templateId) .. " : " .. tostring(breakthroughTimes))
|
||
return
|
||
end
|
||
|
||
local template = EquipResTemplates[resId]
|
||
if not template then
|
||
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipResCfg", "template", TABLE_EQUIP_RES_PATH, "resId", tostring(resId))
|
||
return
|
||
end
|
||
|
||
return template
|
||
end
|
||
|
||
--=========== EquipModel接口(begin) ===========
|
||
function XEquipConfig.GetEquipModelName(modelTransId, usage)
|
||
local template = EquipModelTemplates[modelTransId]
|
||
|
||
if not template then
|
||
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipModelName", "template", TABLE_EQUIP_MODEL_PATH, "modelTransId", tostring(modelTransId))
|
||
return
|
||
end
|
||
|
||
usage = usage or XEquipConfig.WeaponUsage.Role
|
||
return template.ModelName[usage] or template.ModelName[XEquipConfig.WeaponUsage.Role]
|
||
end
|
||
|
||
function XEquipConfig.GetEquipAnimController(modelTransId, usage)
|
||
local template = EquipModelTemplates[modelTransId]
|
||
|
||
if not template then
|
||
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipAnimController", "template", TABLE_EQUIP_MODEL_PATH, "modelTransId", tostring(modelTransId))
|
||
return
|
||
end
|
||
|
||
usage = usage or XEquipConfig.WeaponUsage.Role
|
||
|
||
local controller = template.AnimController[usage]
|
||
if not controller and usage ~= XEquipConfig.WeaponUsage.Show then -- 单独展示不需默认值
|
||
controller = template.AnimController[XEquipConfig.WeaponUsage.Role]
|
||
end
|
||
return controller
|
||
end
|
||
|
||
function XEquipConfig.GetEquipUiAnimStateName(modelTransId, usage)
|
||
local template = EquipModelTemplates[modelTransId]
|
||
if not template then
|
||
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipUiAnimStateName", "template", TABLE_EQUIP_MODEL_PATH, "modelTransId", tostring(modelTransId))
|
||
return
|
||
end
|
||
|
||
usage = usage or XEquipConfig.WeaponUsage.Role
|
||
return template.UiAnimStateName[usage] or template.UiAnimStateName[XEquipConfig.WeaponUsage.Role]
|
||
end
|
||
|
||
function XEquipConfig.GetEquipUiAnimCueId(modelTransId, usage)
|
||
local template = EquipModelTemplates[modelTransId]
|
||
if not template then
|
||
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipUiAnimCueId", "template", TABLE_EQUIP_MODEL_PATH, "modelTransId", tostring(modelTransId))
|
||
return
|
||
end
|
||
|
||
usage = usage or XEquipConfig.WeaponUsage.Role
|
||
return template.UiAnimCueId[usage] or template.UiAnimCueId[XEquipConfig.WeaponUsage.Role]
|
||
end
|
||
|
||
function XEquipConfig.GetEquipUiAnimDelay(modelTransId, usage)
|
||
local template = EquipModelTemplates[modelTransId]
|
||
if not template then
|
||
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipUiAnimDelay", "template", TABLE_EQUIP_MODEL_PATH, "modelTransId", tostring(modelTransId))
|
||
return
|
||
end
|
||
|
||
usage = usage or XEquipConfig.WeaponUsage.Role
|
||
return template.UiAnimDelay[usage] or template.UiAnimDelay[XEquipConfig.WeaponUsage.Role]
|
||
end
|
||
|
||
function XEquipConfig.GetEquipUiAutoRotateDelay(modelTransId, usage)
|
||
local template = EquipModelTemplates[modelTransId]
|
||
if not template then
|
||
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipUiAutoRotateDelay", "template", TABLE_EQUIP_MODEL_PATH, "modelTransId", tostring(modelTransId))
|
||
return
|
||
end
|
||
|
||
usage = usage or XEquipConfig.WeaponUsage.Show -- 默认ui展示
|
||
return template.UiAutoRotateDelay[usage] or template.UiAutoRotateDelay[XEquipConfig.WeaponUsage.Role]
|
||
end
|
||
|
||
function XEquipConfig.GetEquipModelEffectPath(modelTransId, usage)
|
||
local template = EquipModelTemplates[modelTransId]
|
||
|
||
if not template then
|
||
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipModelEffectPath", "template", TABLE_EQUIP_MODEL_PATH, "modelTransId", tostring(modelTransId))
|
||
return
|
||
end
|
||
|
||
usage = usage or XEquipConfig.WeaponUsage.Role
|
||
return template.ResonanceEffectPath[usage] or template.ResonanceEffectPath[XEquipConfig.WeaponUsage.Role]
|
||
end
|
||
--=========== EquipModel接口(end) ===========
|
||
function XEquipConfig.GetEquipAnimParams(roleModelId)
|
||
local template = EquipAnimTemplates[roleModelId]
|
||
if not template then
|
||
return 0
|
||
end
|
||
return template.Params or 0
|
||
end
|
||
|
||
function XEquipConfig.GetWeaponResonanceModelId(case, templateId, resonanceCount)
|
||
local modelId
|
||
local template = EquipResTemplates[templateId]
|
||
if not template then
|
||
XLog.ErrorTableDataNotFound("XEquipConfig.GetWeaponResonanceModelId", "template", TABLE_EQUIP_RES_PATH, "templateId", tostring(templateId))
|
||
return
|
||
end
|
||
if resonanceCount == 1 then
|
||
modelId = template.ResonanceModelTransId1[case]
|
||
elseif resonanceCount == 2 then
|
||
modelId = template.ResonanceModelTransId2[case]
|
||
elseif resonanceCount == 3 then
|
||
modelId = template.ResonanceModelTransId3[case]
|
||
end
|
||
return modelId or template.ModelTransId[case]
|
||
end
|
||
|
||
function XEquipConfig.GetWeaponResonanceEffectDelay(modelTransId)
|
||
local template = EquipModelTemplates[modelTransId]
|
||
|
||
if not template then
|
||
XLog.ErrorTableDataNotFound("XEquipConfig.GetWeaponResonanceEffectDelay",
|
||
"template", TABLE_EQUIP_MODEL_PATH, "modelTransId", tostring(modelTransId))
|
||
return
|
||
end
|
||
|
||
return template.ResonanceEffectShowDelay[XEquipConfig.WeaponUsage.Show] or 0
|
||
end
|
||
|
||
--返回武器模型和位置配置(双枪只返回一把)
|
||
function XEquipConfig.GetEquipModelTransformCfg(templateId, uiName, resonanceCount, modelTransId, equipType)
|
||
local modelCfg, template
|
||
|
||
--尝试用ModelTransId索引
|
||
if not modelTransId then
|
||
modelTransId = XEquipConfig.GetWeaponResonanceModelId(XEquipConfig.WeaponCase.Case1, templateId, resonanceCount)
|
||
if not modelTransId then
|
||
XLog.ErrorTableDataNotFound("XEquipConfig.GetWeaponResonanceModelId",
|
||
"template", TABLE_EQUIP_RES_PATH, "templateId", tostring(templateId))
|
||
return
|
||
end
|
||
end
|
||
|
||
template = EquipModelTransformTemplates[modelTransId]
|
||
if template then
|
||
modelCfg = template[uiName]
|
||
end
|
||
|
||
--读不到配置时用equipType索引
|
||
if not modelCfg then
|
||
if not equipType then
|
||
local equipCfg = XEquipConfig.GetEquipCfg(templateId)
|
||
equipType = equipCfg.Type
|
||
end
|
||
|
||
template = EquipModelTransformTemplates[equipType]
|
||
if not template then
|
||
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipModelTransformCfg",
|
||
"template", TABLE_EQUIP_MODEL_TRANSFORM_PATH, "equipType", tostring(equipType))
|
||
return
|
||
end
|
||
|
||
modelCfg = template[uiName]
|
||
if not modelCfg then
|
||
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipModelTransformCfg",
|
||
"uiName", TABLE_EQUIP_MODEL_TRANSFORM_PATH, "equipType", tostring(equipType))
|
||
return
|
||
end
|
||
end
|
||
|
||
return modelCfg
|
||
end
|
||
|
||
|
||
-- 获取一个武器所有的不同的模型列表
|
||
function XEquipConfig.GetWeaponModelCfgList(templateId, uiName, breakthroughTimes)
|
||
local modelCfgList = {}
|
||
|
||
if not templateId then
|
||
XLog.Error("XEquipManager.GetWeaponModelCfgList函数参数错误, templateId不能为空")
|
||
return modelCfgList
|
||
end
|
||
|
||
local template = XEquipConfig.GetEquipResCfg(templateId, breakthroughTimes)
|
||
-- 目前只有共鸣改变形态,有可能有相同的模型,所以需要区别是否有相同的id,以左手id为准
|
||
local resonanceCountList = {}
|
||
local resonanceDic = {}
|
||
local modelId
|
||
for i = 0, XEquipConfig.MAX_RESONANCE_SKILL_COUNT do
|
||
modelId = XEquipConfig.GetWeaponResonanceModelId(XEquipConfig.WeaponCase.Case1, template.Id, i)
|
||
if modelId and not resonanceDic[modelId] then
|
||
resonanceDic[modelId] = true
|
||
table.insert(resonanceCountList, i)
|
||
end
|
||
end
|
||
|
||
local modelCfg
|
||
for _, resonanceCount in ipairs(resonanceCountList) do
|
||
modelCfg = {}
|
||
modelCfg.ModelId = XEquipConfig.GetWeaponResonanceModelId(XEquipConfig.WeaponCase.Case1, template.Id, resonanceCount)
|
||
modelCfg.TransformConfig = XEquipConfig.GetEquipModelTransformCfg(templateId, uiName, resonanceCount)
|
||
table.insert(modelCfgList, modelCfg)
|
||
end
|
||
|
||
return modelCfgList
|
||
end
|
||
|
||
function XEquipConfig.GetLevelUpCfg(templateId, times, level)
|
||
local breakthroughCfg = XEquipConfig.GetEquipBreakthroughCfg(templateId, times)
|
||
if not breakthroughCfg then
|
||
return
|
||
end
|
||
|
||
templateId = breakthroughCfg.LevelUpTemplateId
|
||
|
||
local template = LevelUpTemplates[templateId]
|
||
if not template then
|
||
XLog.ErrorTableDataNotFound("XEquipConfig.GetLevelUpCfg", "template", TABLE_LEVEL_UP_TEMPLATE_PATH, "templateId", tostring(templateId))
|
||
return
|
||
end
|
||
|
||
template = template[level]
|
||
if not template then
|
||
XLog.ErrorTableDataNotFound("XEquipConfig.GetLevelUpCfg", "level", TABLE_LEVEL_UP_TEMPLATE_PATH, "templateId", tostring(templateId))
|
||
return
|
||
end
|
||
|
||
return template
|
||
end
|
||
|
||
function XEquipConfig.GetEquipSuitCfg(templateId)
|
||
local template = EquipSuitTemplate[templateId]
|
||
if not template then
|
||
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipSuitCfg", "template", TABLE_EQUIP_SUIT_PATH, "templateId", tostring(templateId))
|
||
return
|
||
end
|
||
return template
|
||
end
|
||
|
||
function XEquipConfig.GetEquipSuitEffectCfg(templateId)
|
||
local template = EquipSuitEffectTemplate[templateId]
|
||
if not template then
|
||
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipSuitEffectCfg", "template",
|
||
TABLE_EQUIP_SUIT_EFFECT_PATH, "templateId", tostring(templateId))
|
||
return
|
||
end
|
||
|
||
return template
|
||
end
|
||
|
||
function XEquipConfig.GetEquipTemplateIdsBySuitId(suitId)
|
||
return SuitIdToEquipTemplateIdsDic[suitId] or {}
|
||
end
|
||
|
||
function XEquipConfig.GetSuitSites(suitId)
|
||
return SuitSitesDic[suitId] or {}
|
||
end
|
||
|
||
function XEquipConfig.GetMaxSuitCount()
|
||
return XTool.GetTableCount(SuitSitesDic)
|
||
end
|
||
|
||
function XEquipConfig.GetEquipBgPath(templateId)
|
||
if not XEquipConfig.CheckTemplateIdIsEquip(templateId) then return end
|
||
local template = XEquipConfig.GetEquipCfg(templateId)
|
||
local quality = template.Quality
|
||
return XArrangeConfigs.GeQualityBgPath(quality)
|
||
end
|
||
|
||
function XEquipConfig.GetEquipQualityPath(templateId)
|
||
local template = XEquipConfig.GetEquipCfg(templateId)
|
||
local quality = template.Quality
|
||
if not quality then
|
||
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipQualityPath", "Quality", TABLE_EQUIP_PATH, "templateId", tostring(templateId))
|
||
return
|
||
end
|
||
return XArrangeConfigs.GeQualityPath(quality)
|
||
end
|
||
|
||
function XEquipConfig.GetEquipResoanceIconPath(isAwaken)
|
||
return EquipResonanceIconPath[isAwaken]
|
||
end
|
||
|
||
function XEquipConfig.GetEquipDecomposeCfg(templateId, breakthroughTimes)
|
||
if not XEquipConfig.CheckTemplateIdIsEquip(templateId) then return end
|
||
breakthroughTimes = breakthroughTimes or 0
|
||
|
||
local template = XEquipConfig.GetEquipCfg(templateId)
|
||
local site = template.Site
|
||
if not site then
|
||
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipDecomposeCfg", "Site", TABLE_EQUIP_PATH, "templateId", tostring(templateId))
|
||
return
|
||
end
|
||
|
||
local star = template.Star
|
||
if not star then
|
||
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipDecomposeCfg", "Star", TABLE_EQUIP_PATH, "templateId", tostring(templateId))
|
||
return
|
||
end
|
||
|
||
return EquipDecomposeDic[site .. star .. breakthroughTimes]
|
||
end
|
||
|
||
function XEquipConfig.GetWeaponTypeIconPath(templateId)
|
||
return XGoodsCommonManager.GetGoodsShowParamsByTemplateId(templateId).Icon
|
||
end
|
||
|
||
function XEquipConfig.GetEquipBreakThroughIcon(breakthroughTimes)
|
||
local icon = EquipBreakThroughIcon[breakthroughTimes]
|
||
if not icon then
|
||
XLog.Error("XEquipConfig.EquipBreakThroughIcon调用错误,得到的icon为空,原因:检查breakthroughTimes:" .. breakthroughTimes .. "和EquipBreakThroughIcon")
|
||
return
|
||
end
|
||
return icon
|
||
end
|
||
|
||
function XEquipConfig.GetEquipBreakThroughSmallIcon(breakthroughTimes)
|
||
local icon = EquipBreakThroughSmallIcon[breakthroughTimes]
|
||
if not icon then
|
||
XLog.Error("XEquipConfig.GetEquipBreakThroughSmallIcon调用错误,得到的icon为空,原因:检查breakthroughTimes:" .. breakthroughTimes .. "和EquipBreakThroughSmallIcon")
|
||
return
|
||
end
|
||
return icon
|
||
end
|
||
|
||
function XEquipConfig.GetEquipBreakThroughBigIcon(breakthroughTimes)
|
||
local icon = EquipBreakThroughBigIcon[breakthroughTimes]
|
||
if not icon then
|
||
XLog.Error("XEquipConfig.GetEquipBreakThroughBigIcon调用错误,得到的icon为空,原因:检查breakthroughTimes:" .. breakthroughTimes .. "和EquipBreakThroughBigIcon")
|
||
return
|
||
end
|
||
return icon
|
||
end
|
||
|
||
function XEquipConfig.GetWeaponSkillTemplate(templateId)
|
||
local template = WeaponSkillTemplate[templateId]
|
||
if not template then
|
||
XLog.ErrorTableDataNotFound("XEquipConfig.GetWeaponSkillTemplate", "template", TABLE_WEAPON_SKILL_PATH, "templateId", tostring(templateId))
|
||
return
|
||
end
|
||
|
||
return template
|
||
end
|
||
|
||
function XEquipConfig.GetWeaponSkillInfo(weaponSkillId)
|
||
local template = WeaponSkillTemplate[weaponSkillId]
|
||
if not template then
|
||
XLog.ErrorTableDataNotFound("XEquipConfig.GetWeaponSkillInfo", "template", TABLE_WEAPON_SKILL_PATH, "weaponSkillId", tostring(weaponSkillId))
|
||
return
|
||
end
|
||
|
||
return template
|
||
end
|
||
|
||
function XEquipConfig.GetWeaponSkillAbility(weaponSkillId)
|
||
local template = WeaponSkillTemplate[weaponSkillId]
|
||
if not template then
|
||
XLog.ErrorTableDataNotFound("XEquipConfig.GetWeaponSkillAbility", "template",
|
||
TABLE_WEAPON_SKILL_PATH, "weaponSkillId", tostring(weaponSkillId))
|
||
return
|
||
end
|
||
|
||
return template.Ability
|
||
end
|
||
|
||
function XEquipConfig.GetWeaponSkillPoolSkillIds(poolId, characterId)
|
||
local template = WeaponSkillPoolTemplate[poolId]
|
||
if not template then
|
||
XLog.ErrorTableDataNotFound("XEquipConfig.GetWeaponSkillPoolSkillIds", "template", TABLE_WEAPON_SKILL_POOL_PATH, "poolId", tostring(poolId))
|
||
return
|
||
end
|
||
|
||
local skillIds = template[characterId]
|
||
if not skillIds then
|
||
XLog.ErrorTableDataNotFound("XEquipConfig.GetWeaponSkillPoolSkillIds",
|
||
"characterId", TABLE_WEAPON_SKILL_POOL_PATH, "poolId", tostring(poolId))
|
||
return
|
||
end
|
||
|
||
return skillIds
|
||
end
|
||
|
||
function XEquipConfig.GetEquipSkipIdTemplate(eatType, site)
|
||
local template = EquipSkipIdTemplates[eatType][site]
|
||
if not template then
|
||
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipSkipIdTemplate", "site", TABLE_WEAPON_SKILL_POOL_PATH, "eatType", tostring(eatType))
|
||
return
|
||
end
|
||
return template
|
||
end
|
||
|
||
function XEquipConfig.GetEquipResonanceCfg(templateId)
|
||
local equipResonanceCfg = EquipResonanceTemplate[templateId]
|
||
|
||
if not equipResonanceCfg then
|
||
return
|
||
end
|
||
|
||
return equipResonanceCfg
|
||
end
|
||
|
||
function XEquipConfig.GetEquipCharacterType(templateId)
|
||
local config = XEquipConfig.GetEquipCfg(templateId)
|
||
return config.CharacterType
|
||
end
|
||
|
||
function XEquipConfig.GetEquipResonanceConsumeItemCfg(templateId)
|
||
local equipResonanceItemCfg = EquipResonanceConsumeItemTemplates[templateId]
|
||
|
||
if not equipResonanceItemCfg then
|
||
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipResonanceConsumeItemCfg",
|
||
"equipResonanceItemCfg", TABLE_EQUIP_RESONANCE_CONSUME_ITEM_PATH, "templateId", tostring(templateId))
|
||
return
|
||
end
|
||
|
||
return equipResonanceItemCfg
|
||
end
|
||
|
||
function XEquipConfig.GetNeedFirstShow(templateId)
|
||
local template = XEquipConfig.GetEquipCfg(templateId)
|
||
return template.NeedFirstShow
|
||
end
|
||
|
||
function XEquipConfig.GetEquipTemplates()
|
||
return EquipTemplates
|
||
end
|
||
|
||
function XEquipConfig.GetEquipAwakeCfg(templateId)
|
||
local equipAwakeCfg = EquipAwakeTemplate[templateId]
|
||
if not equipAwakeCfg then
|
||
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipAwakeCfg", "equipAwakeCfg", TABLE_EQUIP_AWAKE_PATH, "templateId", tostring(templateId))
|
||
return
|
||
end
|
||
return equipAwakeCfg
|
||
end
|
||
|
||
function XEquipConfig.GetEquipAwakeCfgs()
|
||
return EquipAwakeTemplate
|
||
end
|
||
|
||
function XEquipConfig.GetEquipAwakeSkillDesList(templateId, pos)
|
||
local equipAwakeCfg = XEquipConfig.GetEquipAwakeCfg(templateId)
|
||
local desList = equipAwakeCfg["AttribDes" .. pos]
|
||
if not desList then
|
||
local tempStr = "AttribDes" .. pos
|
||
XLog.ErrorTableDataNotFound("XEquipConfig.GetEquipAwakeSkillDesList", tempStr, TABLE_EQUIP_AWAKE_PATH, "templateId", tostring(templateId))
|
||
return
|
||
end
|
||
return desList
|
||
end
|
||
|
||
function XEquipConfig.GetEquipSuitPath()
|
||
return TABLE_EQUIP_SUIT_PATH
|
||
end
|
||
|
||
function XEquipConfig.GetEquipPath()
|
||
return TABLE_EQUIP_PATH
|
||
end
|
||
|
||
function XEquipConfig.GetWeaponSkillPath()
|
||
return TABLE_WEAPON_SKILL_PATH
|
||
end
|
||
|
||
function XEquipConfig.IsDefaultSuitId(suitId)
|
||
return suitId == XEquipConfig.DEFAULT_SUIT_ID.Normal or suitId == XEquipConfig.DEFAULT_SUIT_ID.Isomer
|
||
end
|
||
|
||
function XEquipConfig.GetDefaultSuitIdCount()
|
||
local count = 0
|
||
for _, _ in pairs(XEquipConfig.DEFAULT_SUIT_ID) do
|
||
count = count + 1
|
||
end
|
||
return count
|
||
end
|
||
|
||
function XEquipConfig.GetEquipAwakeTabIndex()
|
||
return EquipAwakeTabIndex
|
||
end
|
||
|
||
function XEquipConfig.SetEquipAwakeTabIndex(equipAwakeTabIndex)
|
||
EquipAwakeTabIndex = equipAwakeTabIndex
|
||
end
|
||
|
||
function XEquipConfig.GetEquipModelShowHideNodeName(modelId, UiName)
|
||
for _, cfg in pairs(EquipModelShowTemplate) do
|
||
if cfg.ModelId == modelId and cfg.UiName == UiName then
|
||
return cfg.HideNodeName or {}
|
||
end
|
||
end
|
||
return {}
|
||
end
|
||
|
||
------------愚人节装备替换相关 begin----------------
|
||
function XEquipConfig.GetFoolEquipResCfg(templateId)
|
||
return EquipResByFoolTemplate[templateId]
|
||
end
|
||
|
||
function XEquipConfig.GetFoolWeaponResonanceModelId(case, templateId, resonanceCount)
|
||
local modelId
|
||
local template = XEquipConfig.GetFoolEquipResCfg(templateId)
|
||
if not template then
|
||
return
|
||
end
|
||
if resonanceCount == 1 then
|
||
modelId = template.ResonanceModelTransId1[case]
|
||
elseif resonanceCount == 2 then
|
||
modelId = template.ResonanceModelTransId2[case]
|
||
elseif resonanceCount == 3 then
|
||
modelId = template.ResonanceModelTransId3[case]
|
||
end
|
||
return modelId or template.ModelTransId[case]
|
||
end
|
||
------------愚人节装备替换相关 end---------------- |