PGRData/Script/matrix/xmanager/XMemorySaveManager.lua

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XMemorySaveManagerCreator = function ()
local XMemorySaveManager = {}
local REQUEST_FUNC_NAME = {
MemorySaveChapterAwardRequest = "MemorySaveChapterAwardRequest",
}
--region 活动入口
local _ActivityId = XMemorySaveConfig.GetDefaultActivityId() --当前开放Id
local _ActivityEnd = false -- 活动是否结束
local _ActivityInfo = {}
local _ScrollViewPosX = {}
local _SelectIndex = nil
local _PlayerRewardData = {}
local _StagePrefabKey = "UiMemorySaveYishi" -- 关卡预制体key
local _PassStageMap = {} -- 已经通过的stage
function XMemorySaveManager.GetActivityName()
return XMemorySaveConfig.GetActivityName(_ActivityId)
end
function XMemorySaveManager.UpdateScrollViewPos(tabIndex, pos)
_ScrollViewPosX[tabIndex] = pos
end
function XMemorySaveManager.GetScrollViewPos(tabIndex)
return _ScrollViewPosX[tabIndex]
end
function XMemorySaveManager.UpdateSelectIndex(tabIndex)
_SelectIndex = tabIndex
end
function XMemorySaveManager.GetSelectIndex()
return _SelectIndex
end
function XMemorySaveManager.GetActivityBanner()
return XMemorySaveConfig.GetActivityBanner(_ActivityId)
end
--#region 重写XFubenManager 方法
function XMemorySaveManager.InitStageInfo()
local chapterIds = XMemorySaveManager.GetActivityChapterIds()
for _, chapterid in ipairs(chapterIds or {}) do
local stageIds = XMemorySaveManager.GetChapterStageIds(chapterid)
for _, stageId in ipairs(stageIds) do
local stageInfo = XDataCenter.FubenManager.GetStageInfo(stageId)
if stageInfo then
stageInfo.Type = XDataCenter.FubenManager.StageType.MemorySave
end
end
end
XMemorySaveManager.RegisterEditBattleProxy()
end
-- 重载XFubenManager.FinishFight 更新stageinfo
function XMemorySaveManager.FinishFight(settle)
XDataCenter.FubenManager.FinishFight(settle)
if settle.IsWin then
table.insert(_ActivityInfo.FinishStageIds, settle.StageId)
end
XMemorySaveManager.UpdateStageInfo()
end
function XMemorySaveManager.CheckUnlockByStageId(stageId)
return XMemorySaveManager.GetStageIsOpen(stageId)
end
function XMemorySaveManager.CheckPassedByStageId(stageId)
return XMemorySaveManager.GetPassStageById(stageId)
end
--#endregion
-- 注册出战代理界面
function XMemorySaveManager.RegisterEditBattleProxy()
XUiNewRoomSingleProxy.RegisterProxy(
XDataCenter.FubenManager.StageType.MemorySave,
require("XUi/XUiMemorySave/Proxy/XUiMemorySaveNewRoomSingle")
)
end
-- 活动是否开始
function XMemorySaveManager.IsOpen()
if not XTool.IsNumberValid(_ActivityId) then
return false
end
if _ActivityEnd then
return false
end
local nowTime = XTime.GetServerNowTimestamp()
local beginTime = XMemorySaveManager.GetActivityStartTime()
local endTime = XMemorySaveManager.GetActivityEndTime()
return beginTime <= nowTime and nowTime < endTime
end
function XMemorySaveManager.GetActivityChapters()
if not XMemorySaveManager.IsOpen() then
return
end
local chapters = {}
table.insert(chapters, {
Id = _ActivityId,
Type = XDataCenter.FubenManager.ChapterType.MemorySave,
BannerBg = XMemorySaveManager.GetActivityBanner(),
Name = XMemorySaveManager.GetActivityName()
})
return chapters
end
function XMemorySaveManager.GetActivityStartTime()
return XMemorySaveConfig.GetActivityStartTime(_ActivityId) or 0
end
function XMemorySaveManager.GetActivityEndTime()
return XMemorySaveConfig.GetActivityEndTime(_ActivityId) or 0
end
function XMemorySaveManager.GetActivityChapterIds()
return XMemorySaveConfig.GetActivityChapterIds(_ActivityId) or {}
end
-- 获取当前章节已通关的小节数量
function XMemorySaveManager.GetChapterPassed(chapterId)
local pass = 0
local stageIds = XMemorySaveManager.GetChapterStageIds(chapterId)
for idx, stageId in ipairs(stageIds) do
local passed = XMemorySaveManager.GetPassStageById(stageId)
if passed then
pass = pass + 1
end
end
return pass
end
function XMemorySaveManager.MemorySaveChapterAwardRequest(cb, chapterId, index)
local req = {ChapterId = chapterId, RewardIndex = index}
XNetwork.Call(REQUEST_FUNC_NAME.MemorySaveChapterAwardRequest, req, function (res)
if res.Code ~= XCode.Success then
XUiManager.TipCode(res.Code)
return
end
if cb then
cb(res.AwardList)
end
end)
end
-- 总体进度
function XMemorySaveManager.GetActivityProgress()
local passedStages = XTool.GetTableCount(_PassStageMap) -- 已经通关的关卡数
local openedStages = 0 -- 当前已经开放的关卡数
local chapterIds = XMemorySaveManager.GetActivityChapterIds()
for _, chapterId in ipairs(chapterIds) do
if XMemorySaveManager.IsChapterOpen(chapterId) then
local stageIds = XMemorySaveManager.GetChapterStageIds(chapterId)
openedStages = openedStages + #stageIds
end
end
return CS.XTextManager.GetText("BossSingleProgress", passedStages, openedStages)
end
-- 章节进度
function XMemorySaveManager.GetCurChapterProgress(chapterId)
local stageIds =XMemorySaveManager.GetChapterStageIds(chapterId)
local total = #stageIds
if total <= 0 then
XLog.Error("XMemorySaveManager.GetCurChapterProgress Div Zero")
return
end
local pass = 0
for idx, stageId in ipairs(stageIds) do
local passed = XMemorySaveManager.GetPassStageById(stageId)
if passed then
pass = pass + 1
end
end
return string.format("%d%%", (pass/total) * 100)
end
function XMemorySaveManager.NotifyMemorySaveInfo(data)
--[[
data
ActivityNo id
FinishStageIds = [] id
RewardChapterIds = [] [{"ChapterId":1111, "RewardIndexList":[]}, ....]
]]--
_ActivityEnd = data.ActivityNo == 0 -- 活动id为0, 活动已经结束
if _ActivityEnd then
CsXGameEventManager.Instance:Notify(XEventId.EVENT_MEMORYSAVE_ACTIVITY_END) -- 通知主界面的活动结束
CsXGameEventManager.Instance:Notify(XEventId.EVENT_ACTIVITY_ON_RESET, XDataCenter.FubenManager.StageType.MemorySave) -- 通知战前准备房间活动重制
return
end
2024-09-01 20:49:41 +00:00
_ActivityId = data.ActivityNo
_ActivityInfo = {
FinishStageIds = data.FinishStageIds or {},
RewardChapterIds = data.RewardChapterIds or {},
}
XMemorySaveManager.UpdateStageInfo()
end
function XMemorySaveManager.UpdateStageInfo()
for _, info in pairs(_ActivityInfo.RewardChapterIds) do
local chapterId = info.ChapterId
local rewardIndex = info.RewardIndexList
for _, value in ipairs(rewardIndex) do
if XTool.IsNumberValid(value) then
XMemorySaveManager.SetRewardIsGet(chapterId, value)
end
end
end
for _, stageId in ipairs(_ActivityInfo.FinishStageIds) do
_PassStageMap[stageId] = true
end
end
function XMemorySaveManager.SetRewardIsGet(chapterId, index)
if not _PlayerRewardData[chapterId] then
_PlayerRewardData[chapterId] = {}
end
_PlayerRewardData[chapterId][index] = true
end
function XMemorySaveManager.GetPassStageById(stageId)
return _PassStageMap[stageId]
end
function XMemorySaveManager.GetStageIsOpen(stageId)
local stageCfg = XDataCenter.FubenManager.GetStageCfg(stageId)
if stageCfg.PreStageId then
for _, _StageId in ipairs(stageCfg.PreStageId) do
if not XMemorySaveManager.GetPassStageById(_StageId) then
return false -- 有前置关卡未通过
end
end
return true
end
return true -- 没有前置关卡
end
function XMemorySaveManager.GetFinishStagesIds()
if not _ActivityInfo then
return
end
return _ActivityInfo.FinishStageIds
end
-- 获取当前已经开放的章节id
function XMemorySaveManager.GetCurOpenChapterId()
local openId = {}
for index, chapterId in ipairs(XMemorySaveManager.GetActivityChapterIds()) do
if XMemorySaveManager.IsChapterOpen(chapterId) then
openId[index] = chapterId
end
end
return openId
end
-- 是否是首次进入副本
function XMemorySaveManager.IsFirstEntry(key)
local key = string.format( "XMemorySaveManager_%s_%s_MemorySave", XPlayer.Id, key)
return not XSaveTool.GetData(key)
end
-- 进入副本后设置标记
function XMemorySaveManager.SetFirstEntryFlag(key)
local key = string.format( "XMemorySaveManager_%s_%s_MemorySave", XPlayer.Id, key)
XSaveTool.SaveData(key, "has played")
end
-- 是否有新章节解锁
function XMemorySaveManager.IsNewChapterUnlock()
local pluginIds = XAreaWarConfigs.GetAllPluginIds()
for _, pluginId in pairs(pluginIds) do
if XAreaWarManager.IsPluginCanUnlock(pluginId) then
return true
end
end
return false
end
-- 奖励是否已经领取
function XMemorySaveManager.IsTreasureGet(chapterId, index)
local chapterRewards = _PlayerRewardData[chapterId]
if not chapterRewards then
return false
end
return chapterRewards[index]
end
-- 当前章节下是否有奖励完成
function XMemorySaveManager.IsTreasureUnlock(chapterId)
local rewardIds = XMemorySaveConfig.GetChapterRewardIds(chapterId)
for idx, rewardId in ipairs(rewardIds) do
-- 关卡奖励条件完成,并且未领取
if XMemorySaveManager.IsFinishReward(chapterId, idx) and not XMemorySaveManager.IsTreasureGet(chapterId, idx) then
return true
end
end
return false
end
-- 关卡奖励条件完成
function XMemorySaveManager.IsFinishReward(chapterId, idx)
local passed = XMemorySaveManager.GetChapterPassed(chapterId) -- 已经通关数
local require = XMemorySaveConfig.GetChapterRequirePass(chapterId, idx) -- 需要的通关数
return passed > 0 and passed >= require
end
-- 活动结束回调
function XMemorySaveManager.OnActivityEnd()
if XMemorySaveManager.IsOpen() then
return false
end
if CS.XFight.IsRunning or XLuaUiManager.IsUiLoad("UiLoading") or XLuaUiManager.IsUiLoad("UiSettleLose") or
XLuaUiManager.IsUiLoad("UiSettleWin")
then
return false
end
-- 防止UI界面动画开启被打断
XScheduleManager.ScheduleOnce(function()
XLuaUiManager.RunMain()
XUiManager.TipText("PicCompositionTimeQver")
end, 1000)
return true
end
function XMemorySaveManager.EnterUiMain()
if not XFunctionManager.DetectionFunction(XFunctionManager.FunctionName.MemorySave) then
return
end
if not XMemorySaveManager.IsOpen() then
XUiManager.TipText("CommonActivityNotStart")
return
end
XLuaUiManager.Open("UiMemorySave")
end
--===========================================================================
---@desc 返回当前已开放章节有没有未完成关卡
---@return {bool} 是否有已开放但未完成的关卡
--===========================================================================
function XMemorySaveManager.IsFinishCurOpened()
if not XMemorySaveManager.IsOpen() then
return false
end
local openChapterIds = XMemorySaveManager.GetCurOpenChapterId()
for idx, chapterId in ipairs(openChapterIds or {}) do
local stageIds = XMemorySaveConfig.GetChapterStageIds(chapterId)
for _, stageId in ipairs(stageIds) do
if not XMemorySaveManager.GetPassStageById(stageId) then
return false
end
end
end
return true
end
--endregion
--region 章节相关
function XMemorySaveManager.IsChapterOpen(chapterId)
return XMemorySaveConfig.IsChapterOpen(chapterId)
end
function XMemorySaveManager.GetChapterName(chapterId)
return XMemorySaveConfig.GetChapterName(chapterId)
end
function XMemorySaveManager.GetChapterBannerBg(chapterId)
return XMemorySaveConfig.GetChapterBannerBg(chapterId)
end
function XMemorySaveManager.GetChapterBtnBg(chapterId)
return XMemorySaveConfig.GetChapterBtnBg(chapterId)
end
function XMemorySaveManager.GetStageBg(chapterId)
return XMemorySaveConfig.GetStageBg(chapterId)
end
function XMemorySaveManager.GetChapterStageIds(chapterId)
return XMemorySaveConfig.GetChapterStageIds(chapterId)
end
function XMemorySaveManager.GetChapterStageConfig(chapterId)
return {
ChapterId = chapterId,
StageBg = XMemorySaveManager.GetStageBg(chapterId),
}
end
function XMemorySaveManager.GetStagePrefabPath()
return XUiConfigs.GetComponentUrl(_StagePrefabKey)
end
-- 当前章节是否完成
function XMemorySaveManager.IsFinishCurChapter(chapterId)
local pass = XMemorySaveManager.GetChapterPassed(chapterId)
local total = #(XMemorySaveManager.GetChapterStageIds(chapterId))
return pass == total
end
--endregion
return XMemorySaveManager
end
XRpc.NotifyMemorySaveInfo = function (data)
XDataCenter.MemorySaveManager.NotifyMemorySaveInfo(data)
end