PGRData/Script/matrix/xmanager/XRewardManager.lua

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local pairs = pairs
local table = table
local tableInsert = table.insert
local tableSort = table.sort
XRewardManager = XRewardManager or {}
local XRewardType = {
Item = 1,
Character = 2,
Equip = 3,
Fashion = 4,
BaseEquip = 5,
Furniture = 9,
HeadPortrait = 10,
DormCharacter = 11,
ChatEmoji = 12,
WeaponFashion = 13,
Collection = 14,
Background = 15,
Pokemon = 16,
Partner = 17,
Nameplate = 18,
RankScore = 20,
Medal = 21, --勋章
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DrawTicket = 22,--免费抽奖券
GuildGoods = 23, --公会道具
DlcHuntChip = 24, --dlcHunt芯片
ItemCollection = 25, --道具收藏
}
--local HeadPortraitQuality = CS.XGame.Config:GetInt("HeadPortraitQuality")
local TABLE_REWARD_PATH = "Share/Reward/Reward.tab"
local TABLE_REWARD_GOODS_PATH = "Share/Reward/RewardGoods.tab"
--local RewardTemplates = {}
local RewardSubIds = {}
local RewardGoodsTable = {}
local Arrange2RewardType = {
[XArrangeConfigs.Types.Item] = XRewardType.Item,
[XArrangeConfigs.Types.Character] = XRewardType.Character,
[XArrangeConfigs.Types.Weapon] = XRewardType.Equip,
[XArrangeConfigs.Types.Wafer] = XRewardType.Equip,
[XArrangeConfigs.Types.Fashion] = XRewardType.Fashion,
[XArrangeConfigs.Types.BaseEquip] = XRewardType.BaseEquip,
[XArrangeConfigs.Types.Furniture] = XRewardType.Furniture,
[XArrangeConfigs.Types.HeadPortrait] = XRewardType.HeadPortrait,
[XArrangeConfigs.Types.DormCharacter] = XRewardType.DormCharacter,
[XArrangeConfigs.Types.ChatEmoji] = XRewardType.ChatEmoji,
[XArrangeConfigs.Types.WeaponFashion] = XRewardType.WeaponFashion,
[XArrangeConfigs.Types.Collection] = XRewardType.Collection,
[XArrangeConfigs.Types.Background] = XRewardType.Background,
[XArrangeConfigs.Types.Pokemon] = XRewardType.Pokemon,
[XArrangeConfigs.Types.Partner] = XRewardType.Partner,
[XArrangeConfigs.Types.Nameplate] = XRewardType.Nameplate,
[XArrangeConfigs.Types.RankScore] = XRewardType.RankScore,
[XArrangeConfigs.Types.Medal] = XRewardType.Medal,
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[XArrangeConfigs.Types.DrawTicket] = XRewardType.DrawTicket,
[XArrangeConfigs.Types.GuildGoods] = XRewardType.GuildGoods,
[XArrangeConfigs.Types.DlcHuntChip] = XRewardType.DlcHuntChip,
[XArrangeConfigs.Types.ItemCollection] = XRewardType.ItemCollection,
}
local CreateGoodsFunc = {
[XRewardType.Item] = function(templateId, count)
return {
RewardType = XRewardType.Item,
TemplateId = templateId,
Count = count and count or 1
}
end,
[XRewardType.Character] = function(templateId, count, args)
local template = XCharacterConfigs.GetCharacterBorderTemplate(templateId)
if not template then
local path = XCharacterConfigs.GetCharacterElementPath()
XLog.ErrorTableDataNotFound("CreateGoodsFunc", "template", path, "templateId", tostring(templateId))
return
end
local len = #args
local level, quality, grade = template.MinLevel, template.MinQuality, template.MinGrade
if len > 0 and args[1] > 0 then
level = args[1]
if level > template.MaxLevel or level < template.MinLevel then
XLog.Error("XRewardManager CreateRewardCharacter 函数错误: level超出范围, id is ", templateId, " level is ",
level, " 最小 level is ", template.MinLeXvel, " 最大 level is ", template.MaxLeXvel)
return
end
end
if len > 1 and args[2] > 0 then
quality = args[2]
if quality > template.MaxQuality or quality < template.MinQuality then
XLog.Error("XRewardManager CreateRewardCharacter 函数错误: quality 超出范围, id is ", templateId, " quality is ",
quality, " 最小 quality is ", template.MinQuality, " 最大 quality is ", template.MaxQuality)
return
end
end
if len > 2 and args[3] > 0 then
grade = args[3]
if grade > template.MaxGrade or grade < template.MinGrade then
XLog.Error("XRewardManager CreateRewardCharacter 函数错误: grade 超出范围, id is ", templateId, " grade is ",
grade, " 最小 grade is ", template.MinGrade, " 最大 grade is ", template.MaxGrade)
return
end
end
return {
RewardType = XRewardType.Character,
TemplateId = templateId,
Count = count and count or 1,
Level = level,
Quality = quality,
Grade = grade
}
end,
[XRewardType.Equip] = function(templateId, count, args)
local len = args and #args or 0
local level, breakthrough
local borderCfg = XEquipConfig.GetEquipBorderCfg(templateId)
if borderCfg == nil then
return
end
if len > 0 and args[1] then
level = args[1]
if level > borderCfg.MaxLevel or level < borderCfg.MinLevel then
XLog.Error("XRewardManager CreateRewardEquip 函数错误: level 超出范围, id is ", templateId, "level is ", level,
" 最小 level is ", borderCfg.MinLevel, " 最大 level is ", borderCfg.MaxLevel)
return
end
else
level = borderCfg.MinLevel
end
if len > 2 and args[3] > 0 then
breakthrough = args[3]
if breakthrough > borderCfg.MaxBreakthrough or breakthrough < borderCfg.MinBreakthrough then
XLog.Error("XRewardManager CreateRewardEquip 函数错误: breakthrough 超出范围, id is ", templateId, " breakthrough is ", breakthrough,
" 最小 breakthrough is ", borderCfg.MinBreakthrough, " 最大 breakthrough is ", borderCfg.MaxBreakthrough)
return
end
else
breakthrough = borderCfg.MinBreakthrough
end
return {
RewardType = XRewardType.Equip,
TemplateId = templateId,
Count = count and count or 1,
Level = level,
Breakthrough = breakthrough
}
end,
[XRewardType.Fashion] = function(templateId, count)
return {
RewardType = XRewardType.Fashion,
TemplateId = templateId,
Count = count and count or 1
}
end,
[XRewardType.BaseEquip] = function(templateId, count)
return {
RewardType = XRewardType.BaseEquip,
TemplateId = templateId,
Count = count and count or 1
}
end,
[XRewardType.Furniture] = function(templateId, count)
local quality = XDataCenter.FurnitureManager.GetRewardFurnitureQuality(templateId)
return {
XRewardType = XRewardType.Furniture,
TemplateId = templateId,
Count = count and count or 1,
Quality = quality,
}
end,
[XRewardType.HeadPortrait] = function(templateId, count)
return {
RewardType = XRewardType.HeadPortrait,
TemplateId = templateId,
Count = count and count or 1,
}
end,
[XRewardType.DormCharacter] = function(templateId, count)
return {
RewardType = XRewardType.DormCharacter,
TemplateId = templateId,
Count = count and count or 1,
}
end,
[XRewardType.ChatEmoji] = function(templateId, count)
return {
RewardType = XRewardType.ChatEmoji,
TemplateId = templateId,
Count = count and count or 1,
}
end,
[XRewardType.WeaponFashion] = function(templateId, count)
return {
RewardType = XRewardType.WeaponFashion,
TemplateId = templateId,
Count = count and count or 1
}
end,
[XRewardType.Collection] = function(templateId, count)
return {
RewardType = XRewardType.Collection,
TemplateId = templateId,
Count = count and count or 1
}
end,
[XRewardType.Background] = function(templateId, count)
return {
RewardType = XRewardType.Collection,
TemplateId = templateId,
Count = count and count or 1
}
end,
[XRewardType.Pokemon] = function(templateId, count)
return {
RewardType = XRewardType.Pokemon,
TemplateId = templateId,
Count = count and count or 1
}
end,
[XRewardType.Partner] = function(templateId, count)
return {
RewardType = XRewardType.Partner,
TemplateId = templateId,
Count = count and count or 1
}
end,
[XRewardType.Nameplate] = function(templateId, count)
return {
RewardType = XRewardType.Nameplate,
TemplateId = templateId,
Count = count and count or 1
}
end,
[XRewardType.RankScore] = function(templateId, count)
return {
RewardType = XRewardType.RankScore,
TemplateId = templateId,
Count = count and count or 1
}
end,
[XRewardType.Medal] = function(templateId, count, params)
return {
RewardType = XRewardType.Medal,
TemplateId = params[1],
Count = count and count or 1,
}
end,
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[XRewardType.DrawTicket] = function(templateId, count)
return {
RewardType = XRewardType.DrawTicket,
TemplateId = templateId,
Count = count and count or 1,
}
end,
[XRewardType.DlcHuntChip] = function(templateId, count)
return {
RewardType = XRewardType.DlcHuntChip,
TemplateId = templateId,
Count = count and count or 1,
}
end,
[XRewardType.ItemCollection] = function(templateId, count)
return {
RewardType = XRewardType.ItemCollection,
TemplateId = templateId,
Count = count and count or 1,
}
end
}
local CloneRewardGoods = function(rewardGoods)
return {
RewardType = rewardGoods.RewardType,
TemplateId = rewardGoods.TemplateId,
Count = rewardGoods.Count,
Level = rewardGoods.Level,
Quality = rewardGoods.Quality,
Grade = rewardGoods.Grade,
Star = rewardGoods.Star,
ConvertFrom = rewardGoods.ConvertFrom,
Breakthrough = rewardGoods.Breakthrough
}
end
local CreateRewardGoods = function(templateId, count, args)
local idType = XArrangeConfigs.GetType(templateId)
local rewardType = Arrange2RewardType[idType]
if not rewardType then
XLog.Error("XRewardManager.CreateRewardGoodsByTemplate error: reward type not support, templateId is " .. templateId)
return
end
return CreateGoodsFunc[rewardType](templateId, count, args)
end
local CreateRewardGoodsByTemplate = function(tab)
return CreateRewardGoods(tab.TemplateId, tab.Count, tab.Params)
end
--==============================--
--desc: 通用角色奖励排序
--==============================--
local SortCharacters = function(a, b)
local tmpId1 = a.TemplateId and a.TemplateId or a.Id
local tmpId2 = b.TemplateId and b.TemplateId or b.Id
local quality1 = a.Quality and a.Quality or XCharacterConfigs.GetCharMinQuality(tmpId1)
local quality2 = b.Quality and b.Quality or XCharacterConfigs.GetCharMinQuality(tmpId2)
if quality1 ~= quality2 then
return quality1 > quality2
end
local priority1 = XCharacterConfigs.GetCharacterPriority(tmpId1)
local priority2 = XCharacterConfigs.GetCharacterPriority(tmpId2)
if priority1 ~= priority2 then
return priority1 > priority2
end
return tmpId1 > tmpId2
end
--==============================--
--desc: 通用时装奖励排序
--==============================--
local SortFashions = function(a, b)
local tmpId1 = a.TemplateId and a.TemplateId or a.Id
local tmpId2 = b.TemplateId and b.TemplateId or b.Id
local quality1 = XDataCenter.FashionManager.GetFashionQuality(tmpId1)
local quality2 = XDataCenter.FashionManager.GetFashionQuality(tmpId2)
if quality1 ~= quality2 then
return quality1 > quality2
end
local priority1 = XDataCenter.FashionManager.GetFashionPriority(tmpId1)
local priority2 = XDataCenter.FashionManager.GetFashionPriority(tmpId2)
if priority1 ~= priority2 then
return priority1 > priority2
end
return tmpId1 > tmpId2
end
--==============================--
--desc: 通用装备奖励排序
--==============================--
local SortEquips = function(a, b)
local tmpId1 = a.TemplateId
local tmpId2 = b.TemplateId
local quality1 = XDataCenter.EquipManager.GetEquipQuality(tmpId1)
local quality2 = XDataCenter.EquipManager.GetEquipQuality(tmpId2)
if quality1 ~= quality2 then
return quality1 > quality2
end
if a.Star ~= b.Star then
return a.Star > b.Star
end
if a.Level ~= b.Level then
return a.Level > b.Level
end
local priority1 = XDataCenter.EquipManager.GetEquipPriority(tmpId1)
local priority2 = XDataCenter.EquipManager.GetEquipPriority(tmpId2)
if priority1 ~= priority2 then
return priority1 > priority2
end
return tmpId1 > tmpId2
end
--==============================--
--desc: 通用基地装备奖励排序
--==============================--
local SortBaseEquips = function(a, b)
-- 等级 > 品质
local tmpId1 = a.TemplateId
local tmpId2 = b.TemplateId
local template1 = XDataCenter.BaseEquipManager.GetBaseEquipTemplate(tmpId1)
local template2 = XDataCenter.BaseEquipManager.GetBaseEquipTemplate(tmpId2)
if template1.Level ~= template2.Level then
return template1.Level > template2.Level
end
if template1.Quality ~= template2.Quality then
return template1.Quality > template2.Quality
end
if template1.Priority ~= template2.Priority then
return template1.Priority > template2.Priority
end
return tmpId1 > tmpId2
end
--==============================--
--desc: 通用家具奖励排序
--==============================--
local SortFurnitures = function(a, b)
return a.TemplateId < b.TemplateId
end
--==============================--
--desc: 通用道具奖励排序
--==============================--
local SortItems = function(a, b)
local tmpId1 = a.TemplateId and a.TemplateId or a.Id
local tmpId2 = b.TemplateId and b.TemplateId or b.Id
local quality1 = XDataCenter.ItemManager.GetItemQuality(tmpId1)
local quality2 = XDataCenter.ItemManager.GetItemQuality(tmpId2)
if quality1 ~= quality2 then
return quality1 > quality2
end
local priority1 = XDataCenter.ItemManager.GetItemPriority(tmpId1)
local priority2 = XDataCenter.ItemManager.GetItemPriority(tmpId2)
if priority1 ~= priority2 then
return priority1 > priority2
end
return tmpId1 > tmpId2
end
--==============================--
--desc: 通用头像奖励排序
--==============================--
local SortHeadPortraits = function(a, b)
return a.TemplateId > b.TemplateId
end
local SortDormCharacter = function(a, b)
return a.TemplateId > b.TemplateId
end
local SortChatEmoji = function(a, b)
return a.TemplateId > b.TemplateId
end
local SortWeaponFashions = function(a, b)
local tmpId1 = a.TemplateId and a.TemplateId or a.Id
local tmpId2 = b.TemplateId and b.TemplateId or b.Id
local quality1 = XDataCenter.WeaponFashionManager.GetFashionQuality(tmpId1)
local quality2 = XDataCenter.WeaponFashionManager.GetFashionQuality(tmpId2)
if quality1 ~= quality2 then
return quality1 > quality2
end
local priority1 = XDataCenter.WeaponFashionManager.GetFashionPriority(tmpId1)
local priority2 = XDataCenter.WeaponFashionManager.GetFashionPriority(tmpId2)
if priority1 ~= priority2 then
return priority1 > priority2
end
return tmpId1 > tmpId2
end
local SortCollection = function(a, b)
local priority1 = XMedalConfigs.GetCollectionPriorityById(a.TemplateId)
local priority2 = XMedalConfigs.GetCollectionPriorityById(b.TemplateId)
if priority1 ~= priority2 then
return priority1 > priority2
end
return a.TemplateId > b.TemplateId
end
local SortBackground = function(a, b)
local priority1 = XPhotographConfigs.GetBackgroundPriorityById(a.TemplateId)
local priority2 = XPhotographConfigs.GetBackgroundPriorityById(b.TemplateId)
if priority1 ~= priority2 then
return priority1 > priority2
end
return a.TemplateId > b.TemplateId
end
local SortPartner = function(a, b)
local priority1 = XPartnerConfigs.GetPartnerTemplateQuality(a.TemplateId)
local priority2 = XPartnerConfigs.GetPartnerTemplateQuality(b.TemplateId)
if priority1 ~= priority2 then
return priority1 > priority2
end
return a.TemplateId > b.TemplateId
end
local SortNameplate = function(a, b)
local priority1 = XMedalConfigs.GetNameplateQuality(a.TemplateId)
local priority2 = XMedalConfigs.GetNameplateQuality(b.TemplateId)
if priority1 ~= priority2 then
return priority1 > priority2
end
return a.TemplateId > b.TemplateId
end
local SortRankScore = function(a, b)
local priority1 = XFubenSpecialTrainConfig.GetRankScoreGoodQuality(a.TemplateId)
local priority2 = XFubenSpecialTrainConfig.GetRankScoreGoodQuality(b.TemplateId)
if priority1 ~= priority2 then
return priority1 > priority2
end
return a.TemplateId > b.TemplateId
end
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local SortDlcHuntChip = function(a, b)
return XDlcHuntChipConfigs.GetChipPriority(a.TemplateId) > XDlcHuntChipConfigs.GetChipPriority(b.TemplateId)
end
local SortItemCollect = function(a, b)
local templateA = XItemConfigs.GetItemCollectTemplate(a.TemplateId)
local templateB = XItemConfigs.GetItemCollectTemplate(b.TemplateId)
if templateA.Quality ~= templateB.Quality then
return templateA.Quality > templateB.Quality
end
return a.TemplateId > b.TemplateId
end
local SortRewardTypePrioriy = {
[XRewardType.Item] = 1,
[XRewardType.Character] = 4,
[XRewardType.Equip] = 2,
[XRewardType.Fashion] = 3,
[XRewardType.BaseEquip] = 5,
[XRewardType.Furniture] = 9,
[XRewardType.HeadPortrait] = 10,
[XRewardType.DormCharacter] = 11,
[XRewardType.ChatEmoji] = 12,
[XRewardType.Collection] = 14,
[XRewardType.Partner] = 15,
[XRewardType.Nameplate] = 16,
[XRewardType.Background] = 17,
[XRewardType.RankScore] = 18,
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[XRewardType.DlcHuntChip] = 19,
[XRewardType.ItemCollection] = 20,
}
local SortFunc = {
[XRewardType.Item] = SortItems,
[XRewardType.Character] = SortCharacters,
[XRewardType.Equip] = SortEquips,
[XRewardType.Fashion] = SortFashions,
[XRewardType.BaseEquip] = SortBaseEquips,
[XRewardType.Furniture] = SortFurnitures,
[XRewardType.HeadPortrait] = SortHeadPortraits,
[XRewardType.DormCharacter] = SortDormCharacter,
[XRewardType.ChatEmoji] = SortChatEmoji,
[XRewardType.WeaponFashion] = SortWeaponFashions,
[XRewardType.Collection] = SortCollection,
[XRewardType.Background] = SortBackground,
[XRewardType.Partner] = SortPartner,
[XRewardType.Nameplate] = SortNameplate,
[XRewardType.RankScore] = SortRankScore,
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[XRewardType.DlcHuntChip] = SortDlcHuntChip,
[XRewardType.ItemCollection] = SortItemCollect,
}
local RewardsFilter = {
[XRewardType.Pokemon] = 16
}
--==============================--
--desc: 奖励过滤
--@rewardGoodsList: 奖励列表
--@return 过滤后列表
--==============================--
local function FilterRewardsGoodsList(rewardGoodsList)
local rewardList = {}
for k, v in pairs(rewardGoodsList) do
if not RewardsFilter[v.RewardType] then
tableInsert(rewardList, v)
end
end
return rewardList
end
--==============================--
--desc: 奖励排序
--@rewardGoodsList: 奖励列表
--@return 排序后列表
--==============================--
local function SortRewardGoodsList(rewardGoodsList)
if not rewardGoodsList then
XLog.Warning("XRewardManager.SortRewardGoodsList: rewardGoodsList is nil")
return
end
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tableSort(rewardGoodsList, function(a, b)
local rewardType1, rewardType2 = a.RewardType, b.RewardType
if rewardType1 ~= rewardType2 then
return SortRewardTypePrioriy[rewardType1] > SortRewardTypePrioriy[rewardType2]
end
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local sort = SortFunc[rewardType1]
if sort then
return sort(a, b)
end
return a.TemplateId > b.TemplateId
end)
return rewardGoodsList
end
--==============================--
--desc: 合并相同奖励
--@rewardGoodsList: 奖励列表
--@return 合并列表
--==============================--
local function MergeRewardGoodsList(rewardGoodsList)
if not rewardGoodsList then
XLog.Warning("XRewardManager.MergeRewardGoodsList: rewardGoodsList is nil")
return
end
local mergeList = {}
local mergeDict = {}
for _, goods in pairs(rewardGoodsList) do
if goods.RewardType == XRewardType.Character or
goods.RewardType == XRewardType.Equip then
tableInsert(mergeList, goods)
else
local oldGoods = mergeDict[goods.TemplateId]
if oldGoods then
mergeDict[goods.TemplateId].Count = mergeDict[goods.TemplateId].Count + goods.Count
else
mergeDict[goods.TemplateId] = CloneRewardGoods(goods)
end
end
end
for _, goods in pairs(mergeDict) do
tableInsert(mergeList, goods)
end
return mergeList
end
--==============================--
--desc: 奖励合并排序
--@rewardGoodsList: 奖励列表
--@return 处理完列表
--==============================--
local function MergeAndSortRewardGoodsList(rewardGoodsList)
if not rewardGoodsList then
XLog.Warning("XRewardManager.MergeAndSortRewardGoodsList: rewardGoodsList is nil")
return
end
return SortRewardGoodsList(MergeRewardGoodsList(rewardGoodsList))
end
function XRewardManager.Init()
local rewardTable = XTableManager.ReadAllByIntKey(TABLE_REWARD_PATH, XTable.XTableReward, "Id")
RewardGoodsTable = XTableManager.ReadAllByIntKey(TABLE_REWARD_GOODS_PATH, XTable.XTableRewardGoods, "Id")
for k, v in pairs(rewardTable) do
RewardSubIds[k] = v.SubIds
end
--RewardTemplates = XReadOnlyTable.Create(RewardTemplates)
--RewardSubIds = XReadOnlyTable.Create(RewardSubIds)
end
function XRewardManager.GetRewardSubId(id, index)
local rewardSubIds = RewardSubIds[id]
if not rewardSubIds then
XLog.Error("XRewardManager.GetRewardSubId error: can not found SubIds, id is " .. id)
return
end
return rewardSubIds[index]
end
function XRewardManager.GetRewardList(id)
local subids = RewardSubIds[id]
if not subids then
return
end
local list = {}
for _, id in pairs(subids) do
local tab = RewardGoodsTable[id]
if not tab then
XLog.Error("XRewardManager.Init error: can not found reward, id = " .. id)
return
end
tableInsert(list, XRewardManager.CreateRewardGoodsByTemplate(tab))
end
if not list then
XLog.Error("XRewardManager.GetRewardList error: can not found reward, id is " .. id)
return
end
return list
end
function XRewardManager.GetRewardGoodsCfgById(id)
return RewardGoodsTable[id]
end
function XRewardManager.GetRewardListNotCount(id)
local rewardList = XRewardManager.GetRewardList(id)
local rewardNotCountList = {}
if not rewardList then
XLog.Error("XRewardManager.GetRewardList error: can not found reward, id is " .. id)
return
end
for _, Val in pairs(rewardList) do
local tmpList = {}
for k, v in pairs(Val) do
if k ~= "Count" then
tmpList[k] = v
end
end
table.insert(rewardNotCountList, tmpList)
end
return rewardNotCountList
end
function XRewardManager.CheckRewardOwn(rewardType, templateId)
local isHave = false
local ownRewardIsLimitTime = false --拥有的是否限时
local rewardIsLimitTime = false
local leftTime = 0
if not rewardType or not templateId then return isHave, ownRewardIsLimitTime, rewardIsLimitTime, leftTime end
if XRewardManager.IsRewardFashion(rewardType, templateId) then
isHave = true
elseif XRewardManager.IsRewardWeaponFashion(rewardType, templateId) then
local weaponFashionId = XDataCenter.ItemManager.GetWeaponFashionId(templateId)
local ownWeaponFashion = XDataCenter.WeaponFashionManager.GetWeaponFashion(weaponFashionId)
if ownWeaponFashion then
isHave = XDataCenter.WeaponFashionManager.CheckHasFashion(weaponFashionId)
ownRewardIsLimitTime = ownWeaponFashion:IsTimeLimit()
rewardIsLimitTime = XDataCenter.ItemManager.IsWeaponFashionTimeLimit(templateId)
leftTime = ownWeaponFashion:GetLeftTime()
end
elseif XRewardManager.IsRewardHeadPortrait(rewardType, templateId) then
isHave = true
elseif XRewardManager.IsRewardDormCharacter(rewardType, templateId) then
isHave = true
elseif XRewardManager.IsRewardBackground(rewardType, templateId) then
isHave = true
elseif XRewardManager.IsRewardCharacter(rewardType, templateId) then
isHave = true
-- elseif XRewardManager.IsRewardEquip(rewardType, templateId) then -- 取消装备已拥有显示限制
-- isHave = true
end
return isHave, ownRewardIsLimitTime, rewardIsLimitTime, leftTime
end
-- 只要list有任意一个满足即返回true
function XRewardManager.CheckRewardGoodsListIsOwn(rewardGoodsList)
if not rewardGoodsList then return false end
local isHave = false
local ownRewardIsLimitTime = false
local rewardIsLimitTime = false
local leftTime = 0
for k, v in pairs(rewardGoodsList) do
isHave, ownRewardIsLimitTime, rewardIsLimitTime, leftTime = XRewardManager.CheckRewardOwn(v.RewardType, v.TemplateId)
if isHave then
return isHave, ownRewardIsLimitTime, rewardIsLimitTime, leftTime
end
end
return isHave, ownRewardIsLimitTime, rewardIsLimitTime, leftTime
end
-- 全部满足拥有且不是限时的才会返回true
function XRewardManager.CheckRewardGoodsListIsOwnWithAll(rewardGoodsList)
local isHave = false
local ownRewardIsLimitTime = false
for k, v in pairs(rewardGoodsList) do
isHave, ownRewardIsLimitTime = XRewardManager.CheckRewardOwn(v.RewardType, v.TemplateId)
if not isHave or ownRewardIsLimitTime then
return false
end
end
return true
end
function XRewardManager.IsRewardWeaponFashion(rewardType, templateId) -- 是否拥有武器涂装
return (rewardType == XRewardManager.XRewardType.Item or rewardType == XRewardManager.XRewardType.WeaponFashion) and XDataCenter.ItemManager.IsWeaponFashion(templateId)
end
function XRewardManager.IsRewardFashion(rewardType, templateId) -- 是否拥有涂装
return (rewardType == XRewardManager.XRewardType.Fashion and XDataCenter.FashionManager.CheckHasFashion(templateId))
or (rewardType == XRewardManager.XRewardType.Character and XDataCenter.CharacterManager.IsOwnCharacter(templateId))
end
function XRewardManager.IsRewardHeadPortrait(rewardType, templateId) -- 是否拥有头像
return (rewardType == XRewardManager.XRewardType.HeadPortrait and XDataCenter.HeadPortraitManager.IsHeadPortraitValid(templateId))
end
function XRewardManager.IsRewardDormCharacter(rewardType, templateId) -- 是否拥有宿舍小人
return (rewardType == XRewardManager.XRewardType.DormCharacter and XDataCenter.DormManager.CheckHaveDormCharacterByRewardId(templateId))
end
function XRewardManager.IsRewardBackground(rewardType, templateId) -- 是否拥有界面场景
return (rewardType == XRewardManager.XRewardType.Background and XDataCenter.PhotographManager.CheckSceneIsHaveById(templateId))
end
function XRewardManager.IsRewardCharacter(rewardType, templateId) -- 是否拥有角色
return (rewardType == XRewardManager.XRewardType.Character and XDataCenter.CharacterManager.IsOwnCharacter(templateId))
end
function XRewardManager.IsRewardEquip(rewardType, templateId) -- 是否拥有武器
return (rewardType == XRewardManager.XRewardType.Equip and XDataCenter.EquipManager.GetFirstEquip(templateId))
end
XRewardManager.XRewardType = XRewardType
XRewardManager.CreateRewardGoodsByTemplate = CreateRewardGoodsByTemplate
XRewardManager.CreateRewardGoods = CreateRewardGoods
XRewardManager.SortRewardGoodsList = SortRewardGoodsList
XRewardManager.MergeAndSortRewardGoodsList = MergeAndSortRewardGoodsList
XRewardManager.FilterRewardGoodsList = FilterRewardsGoodsList