270 lines
9.8 KiB
Lua
270 lines
9.8 KiB
Lua
local XUiGridConsumption = require("XUi/XUiEquip/XUiGridEquipStrengthenConsumptionV2P6")
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--一键培养消耗预览弹窗
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local XUiEquipStrengthenConsumptionV2P6 = XLuaUiManager.Register(XLuaUi, "UiEquipStrengthenConsumptionV2P6")
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function XUiEquipStrengthenConsumptionV2P6:OnAwake()
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self:SetButtonCallBack()
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self.GridConsume.gameObject:SetActiveEx(false)
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self.DynamicTable = XDynamicTableNormal.New(self.PanelEquipScroll)
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self.DynamicTable:SetProxy(XUiGridConsumption)
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self.DynamicTable:SetDelegate(self)
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end
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function XUiEquipStrengthenConsumptionV2P6:OnStart(equipId, consumes, changeCb)
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self.EquipId = equipId
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self.TemplateId = XDataCenter.EquipManager.GetEquipTemplateId(equipId)
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self.Consumes = consumes
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self.ChangeCb = changeCb
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-- 展示用的列表
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self.ShowConsumes = {}
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for _, consume in ipairs(consumes) do
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table.insert(self.ShowConsumes, consume)
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end
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table.sort(self.ShowConsumes, self.ShowOrderSort)
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-- 刷新列表
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self.DynamicTable:SetDataSource(self.ShowConsumes)
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self.DynamicTable:ReloadDataSync()
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end
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function XUiEquipStrengthenConsumptionV2P6:SetButtonCallBack()
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self:RegisterClickEvent(self.BtnClose, self.Close)
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self:RegisterClickEvent(self.BtnCloseMask, self.Close)
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self:RegisterClickEvent(self.BtnDetermine, self.OnClickBtnDetermine)
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end
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function XUiEquipStrengthenConsumptionV2P6:OnClickBtnDetermine()
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if self.ChangeCb then
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local isConsumeOverflow, breakthrough, level, addExp, costMoney, operations, showExpOverflowConfirm = self:CalculateCosumes(self.Consumes)
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self.ChangeCb(self.Consumes, breakthrough, level, addExp, costMoney, operations, showExpOverflowConfirm)
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end
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self:Close()
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end
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function XUiEquipStrengthenConsumptionV2P6:OnDynamicTableEvent(event, index, grid)
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if event == DYNAMIC_DELEGATE_EVENT.DYNAMIC_GRID_ATINDEX then
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grid:Refresh(self, index, self.ShowConsumes[index])
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end
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end
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function XUiEquipStrengthenConsumptionV2P6:OnReduceConsume(index)
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local cosume = self.ShowConsumes[index]
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if cosume:IsSelect() then
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cosume:Vomit()
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local grid = self.DynamicTable:GetGridByIndex(index)
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grid:Refresh(self, index, cosume)
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end
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end
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function XUiEquipStrengthenConsumptionV2P6:OnAddConsume(index)
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local isMaxLevel = self:CalculateCosumes(self.Consumes)
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if isMaxLevel then
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XUiManager.TipText("EquipStrengthenMaxLevel")
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return
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end
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local cosume = self.ShowConsumes[index]
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if cosume:CheckSelectCount() then
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cosume:Eat()
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local grid = self.DynamicTable:GetGridByIndex(index)
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grid:Refresh(self, index, cosume)
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end
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end
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-- 计算消耗材料
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function XUiEquipStrengthenConsumptionV2P6:CalculateCosumes(allConsumes)
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-- 筛选出已选中的材料,减少多层嵌套遍历的时间复杂度
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local selConsumes = {}
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for _, consume in ipairs(allConsumes) do
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if consume:IsSelect() then
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table.insert(selConsumes, consume)
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end
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end
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-- 从当前突破阶段开始计算到最大突破阶段
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local equip = XDataCenter.EquipManager.GetEquip(self.EquipId)
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local maxBreakthrough = self._Control:GetEquipMaxBreakthrough(self.TemplateId)
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local maxLevelLimit = self._Control:GetBreakthroughLevelLimit(self.TemplateId, maxBreakthrough)
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local eatCntDic = {}
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local reachBreakthrough = equip.Breakthrough
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local reachLevel = equip.Level
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local totalAddExp = 0
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local totalCostMoney = 0
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local operations = {}
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local showExpOverflowConfirm = false
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for breakthrough = equip.Breakthrough, maxBreakthrough do
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local curExp = 0
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local curLevel = 1
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if breakthrough == equip.Breakthrough then
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local levelCfg = self._Control:GetLevelUpCfg(self.TemplateId, equip.Breakthrough, equip.Level)
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curExp = equip.Exp + levelCfg.AllExp
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local curLevel = equip.Level
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end
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local levelLimit = self._Control:GetBreakthroughLevelLimit(self.TemplateId, breakthrough)
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local isReachLimit = curLevel >= levelLimit
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if not isReachLimit then
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local addExp, costMoney, operation
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reachLevel, isReachLimit, addExp, costMoney, operation = self:CalculateLevelUp(breakthrough, levelLimit, curExp, curLevel, selConsumes, eatCntDic)
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local needComfirm = self:CheckExpOverflowConfirm(breakthrough, levelLimit, (curExp + addExp))
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if needComfirm then
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showExpOverflowConfirm = true
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end
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reachBreakthrough = breakthrough
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totalAddExp = totalAddExp + addExp
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totalCostMoney = totalCostMoney + costMoney
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table.insert(operations, operation)
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end
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if isReachLimit then
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if breakthrough ~= maxBreakthrough then
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-- 刚好吃完所有东西,但是不满足突破条件,不进行此次突破
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local passCondition, _ = self._Control:CheckBreakthroughCondition(self.TemplateId, breakthrough + 1)
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local isEatAllConsume = self:IsEatAllConsume(selConsumes, eatCntDic)
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if isEatAllConsume and not passCondition then
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break
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end
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-- 将本次突破操作插入操作列表
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local operation = { OperationType = 2, UseEquipIdDic = {}, UseItems = {} }
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table.insert(operations, operation)
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end
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else
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break
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end
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end
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-- 是否达到最大等级
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local isMaxLevel = reachBreakthrough == maxBreakthrough and reachLevel == maxLevelLimit
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return isMaxLevel, reachBreakthrough, reachLevel, totalAddExp, totalCostMoney, operations, showExpOverflowConfirm
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end
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-- 计算当前等级升级到等级,不考虑突破
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function XUiEquipStrengthenConsumptionV2P6:CalculateLevelUp(breakthrough, levelLimit, curExp, curLevel, consumes, eatCntDic)
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-- 升级操作记录
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local operation = { OperationType = 1, UseEquipIdDic = {}, UseItems = {} }
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-- 缓存本次升级吃过的材料数量
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local tempEatIndexCntDic = {}
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-- 消耗螺母
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local costMoney = 0
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-- 增加的经验
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local addExp = 0
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for index, consume in ipairs(consumes) do
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local id = consume.Id
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eatCntDic[id] = eatCntDic[id] or 0
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local leftCnt = consume.SelectCount - eatCntDic[id]
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while(leftCnt > 0) do
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-- 记录消耗
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if consume:IsEquip() then
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operation.UseEquipIdDic[id] = true
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else
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operation.UseItems[id] = (operation.UseItems[id] or 0) + 1
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end
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eatCntDic[id] = eatCntDic[id] + 1
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tempEatIndexCntDic[index] = (tempEatIndexCntDic[index] or 0) + 1
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leftCnt = leftCnt - 1
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-- 计算加上这1个材料能否升级
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addExp = addExp + consume:GetAddExp()
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costMoney = costMoney + consume:GetCostMoney()
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for level = curLevel+1, levelLimit do
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local levelCfg = self._Control:GetLevelUpCfg(self.TemplateId, breakthrough, level)
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if curExp + addExp >= levelCfg.AllExp then
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curLevel = level
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if curLevel >= levelLimit then
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goto CONTINUE
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end
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else
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break
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end
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end
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end
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end
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::CONTINUE::
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-- 尝试从消耗队列中顺序去除多余的消耗,即去掉消耗但是经验依旧满足所需总经验
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local isReachLimit = curLevel >= levelLimit
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if isReachLimit then
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local levelCfg = self._Control:GetLevelUpCfg(self.TemplateId, breakthrough, levelLimit)
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for index, cnt in pairs(tempEatIndexCntDic) do
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local consume = consumes[index]
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local exp = consume:GetAddExp()
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while(cnt > 0 and curExp + addExp - exp >= levelCfg.AllExp) do
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-- 更新消耗
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local id = consume.Id
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if consume:IsEquip() then
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operation.UseEquipIdDic[id] = nil
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else
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operation.UseItems[id] = operation.UseItems[id] - 1
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end
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eatCntDic[id] = eatCntDic[id] - 1
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cnt = cnt - 1
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addExp = addExp - consume:GetAddExp()
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costMoney = costMoney - consume:GetCostMoney()
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end
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end
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end
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-- 无材料可消耗,清空operation
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if addExp == 0 then
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operation = nil
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end
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return curLevel, isReachLimit, addExp, costMoney, operation
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end
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-- 根据展示的优先级排序
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function XUiEquipStrengthenConsumptionV2P6.ShowOrderSort(consumeA, consumeB)
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--消耗类型(道具优先于装备)
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if consumeA.Type ~= consumeB.Type then
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return consumeA:IsItem()
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end
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--提供经验从小到大
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if consumeA.AddExp ~= consumeB.AddExp then
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return consumeA.AddExp < consumeB.AddExp
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end
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--货币消耗从小到大
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if consumeA.CostMoney ~= consumeB.CostMoney then
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return consumeA.CostMoney < consumeB.CostMoney
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end
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-- 配置表id
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if consumeA.TemplateId ~= consumeB.TemplateId then
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return consumeA.TemplateId < consumeB.TemplateId
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end
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--Id从小到大
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return consumeA.Id < consumeB.Id
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end
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-- 是否吃完所有的材料
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function XUiEquipStrengthenConsumptionV2P6:IsEatAllConsume(selConsumes, eatCntDic)
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for _, consume in ipairs(selConsumes) do
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if consume.SelectCount ~= eatCntDic[consume.Id] then
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return false
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end
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end
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return true
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end
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-- 检测是否需要弹经验溢出二次确认
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function XUiEquipStrengthenConsumptionV2P6:CheckExpOverflowConfirm(breakthrough, levelLimit, allExp)
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local levelCfg = self._Control:GetLevelUpCfg(self.TemplateId, breakthrough, levelLimit)
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local needComfirm = (allExp - levelCfg.AllExp) > XEnumConst.EQUIP.STRENGTHEN_EXP_OVERFLOW_CONFIRM
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return needComfirm
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end
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return XUiEquipStrengthenConsumptionV2P6
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