PGRData/Script/matrix/xmanager/XWeaponFashionManager.lua

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local next = next
local pairs = pairs
local table = table
local tableInsert = table.insert
local tableSort = table.sort
local XWeaponFashion = require("XEntity/XEquip/XWeaponFashion")
XWeaponFashionManagerCreator = function()
local XWeaponFashionManager = {}
local OwnWeaponFashions = {}
XWeaponFashionManager.FashionStatus = {
UnOwned = 0, -- 未拥有
UnLock = 1, -- 已解锁
Dressed = 2, -- 已穿戴
}
local IsNotifyWeaponFashionTransform = false
function XWeaponFashionManager.InitWeaponFashions(fashions)
if not fashions then return end
for _, data in pairs(fashions) do
OwnWeaponFashions[data.Id] = XWeaponFashion.New(data)
end
end
function XWeaponFashionManager.RecycleWeaponFashions(fashionIds)
if not fashionIds then return end
for _, fashionId in pairs(fashionIds) do
OwnWeaponFashions[fashionId] = nil
end
CsXGameEventManager.Instance:Notify(XEventId.EVENT_FASHION_WEAPON_EXPIRED_REFRESH, fashionIds)
end
function XWeaponFashionManager.NotifyWeaponFashionInfo(data)
XWeaponFashionManager.InitWeaponFashions(data.WeaponFashionDataList)
XWeaponFashionManager.RecycleWeaponFashions(data.ExpireList)
end
function XWeaponFashionManager.NotifyWeaponFashionTransform(data)
IsNotifyWeaponFashionTransform = true
if not data or not next(data) then return end
local rewards = {}
tableInsert(rewards, { TemplateId = data.ItemId, Count = data.ItemCount })
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if XDataCenter.LottoManager.GetIsInterceptUiObtain() then
XDataCenter.LottoManager.CacheWeaponFashionRewards(data)
else
XUiManager.OpenUiObtain(rewards)
end
end
function XWeaponFashionManager.GetIsNotifyWeaponFashionTransform()
return IsNotifyWeaponFashionTransform
end
function XWeaponFashionManager.ResetIsNotifyWeaponFashionTransform()
IsNotifyWeaponFashionTransform = false
end
function XWeaponFashionManager.CheckHasFashion(id)
if not id then return false end
if XWeaponFashionConfigs.IsDefaultId(id) then return true end
return OwnWeaponFashions[id] ~= nil
end
function XWeaponFashionManager.IsFashionTimeLimit(id)
local fashion = XWeaponFashionManager.GetWeaponFashion(id)
if not fashion then return false end
return fashion:IsTimeLimit()
end
function XWeaponFashionManager.CheckFashionTimeLimit(id)
local beginTime = XWeaponFashionConfigs.GetFashionBeginTime(id)
local endTime = XWeaponFashionConfigs.GetFashionExpireTime(id)
return beginTime ~= 0 or endTime ~= 0
end
function XWeaponFashionManager.IsFashionInTime(id)
local fitBegin
local beginTime = XWeaponFashionConfigs.GetFashionBeginTime(id)
if beginTime == 0 then
fitBegin = true
else
local nowTime = XTime.GetServerNowTimestamp()
fitBegin = nowTime >= beginTime
end
local fitEnd
local endTime = XWeaponFashionConfigs.GetFashionExpireTime(id)
if endTime == 0 then
fitEnd = true
else
local nowTime = XTime.GetServerNowTimestamp()
fitEnd = nowTime < endTime
end
return fitBegin and fitEnd and true
end
function XWeaponFashionManager.GetCharacterWearingWeaponFashionId(characterId)
local weaponFashionId = XWeaponFashionConfigs.DefaultWeaponFashionId
for _, fashion in pairs(OwnWeaponFashions) do
if fashion:IsDressed(characterId) then
weaponFashionId = fashion:GetId()
break
end
end
return weaponFashionId
end
function XWeaponFashionManager.GetWeaponFashion(id)
return OwnWeaponFashions[id]
end
function XWeaponFashionManager.GetOwnWeaponFashion()
return XTool.Clone(OwnWeaponFashions)
end
local SortStatusPriority = {
[XWeaponFashionManager.FashionStatus.UnOwned] = 1,
[XWeaponFashionManager.FashionStatus.UnLock] = 2,
[XWeaponFashionManager.FashionStatus.Dressed] = 3,
}
function XWeaponFashionManager.GetSortedWeaponFashionIdsByCharacterId(characterId)
local sortedFashionIds = {}
local characterEquipType = XCharacterConfigs.GetCharacterEquipType(characterId)
local fashionIds = XWeaponFashionConfigs.GetWeaponFashionIdsByEquipType(characterEquipType)
for _, id in pairs(fashionIds) do
if XWeaponFashionManager.IsFashionInTime(id) then
tableInsert(sortedFashionIds, id)
end
end
tableInsert(sortedFashionIds, XWeaponFashionConfigs.DefaultWeaponFashionId)
tableSort(sortedFashionIds, function(a, b)
local status1, status2 = XWeaponFashionManager.GetFashionStatus(a, characterId), XWeaponFashionManager.GetFashionStatus(b, characterId)
if status1 ~= status2 then
return SortStatusPriority[status1] > SortStatusPriority[status2]
end
local aIsDefault = XWeaponFashionConfigs.IsDefaultId(a)
local bIsDefault = XWeaponFashionConfigs.IsDefaultId(b)
if aIsDefault ~= bIsDefault then
return aIsDefault
end
return XWeaponFashionConfigs.GetFashionPriority(a) > XWeaponFashionConfigs.GetFashionPriority(b)
end)
return sortedFashionIds
end
function XWeaponFashionManager.GetFashionStatus(fashionId, characterId)
if XWeaponFashionConfigs.IsDefaultId(fashionId) then
for _, fashion in pairs(OwnWeaponFashions) do
if fashion:IsDressed(characterId) then
return XWeaponFashionManager.FashionStatus.UnLock
end
end
return XWeaponFashionManager.FashionStatus.Dressed
end
local fashion = XWeaponFashionManager.GetWeaponFashion(fashionId)
if not fashion then
return XWeaponFashionManager.FashionStatus.UnOwned
end
return fashion:IsDressed(characterId) and XWeaponFashionManager.FashionStatus.Dressed or XWeaponFashionManager.FashionStatus.UnLock
end
function XWeaponFashionManager.IsCharacterFashion(fashionId, characterId)
local fashionList = XWeaponFashionManager.GetSortedWeaponFashionIdsByCharacterId(characterId)
for _, fashionIdTemp in pairs(fashionList) do
if fashionIdTemp == fashionId then
return true
end
end
return false
end
function XWeaponFashionManager.GetWeaponFashionName(weaponFashionId, characterId)
local fashionName
if XWeaponFashionConfigs.IsDefaultId(weaponFashionId) then
local templateId
if not XDataCenter.CharacterManager.IsOwnCharacter(characterId) then
templateId = XCharacterConfigs.GetCharacterDefaultEquipId(characterId)
else
local equipId = XDataCenter.EquipManager.GetCharacterWearingWeaponId(characterId)
templateId = XDataCenter.EquipManager.GetEquipTemplateId(equipId)
end
fashionName = XDataCenter.EquipManager.GetEquipName(templateId)
else
fashionName = XWeaponFashionConfigs.GetFashionName(weaponFashionId)
end
return fashionName
end
function XWeaponFashionManager.GetWeaponModelCfg(weaponFashionId, characterId, uiName)
local modelConfig = {}
local IsOwnCharacter = XDataCenter.CharacterManager.IsOwnCharacter(characterId)
if XWeaponFashionConfigs.IsDefaultId(weaponFashionId) then
if not IsOwnCharacter then
local templateId = XCharacterConfigs.GetCharacterDefaultEquipId(characterId)
modelConfig = XDataCenter.EquipManager.GetWeaponModelCfg(templateId, uiName, 0, 0)
else
local equipId = XDataCenter.EquipManager.GetCharacterWearingWeaponId(characterId)
local templateId = XDataCenter.EquipManager.GetEquipTemplateId(equipId)
local breakthroughTimes = XDataCenter.EquipManager.GetBreakthroughTimes(equipId)
local resonanceCount = XDataCenter.EquipManager.GetResonanceCount(equipId)
modelConfig = XDataCenter.EquipManager.GetWeaponModelCfg(templateId, uiName, breakthroughTimes, resonanceCount)
end
else
local resonanceCount = 0
local equipType = XWeaponFashionConfigs.GetFashionEquipType(weaponFashionId)
if IsOwnCharacter then
local equipId = XDataCenter.EquipManager.GetCharacterWearingWeaponId(characterId)
resonanceCount = XDataCenter.EquipManager.GetResonanceCount(equipId)
end
local modelId = XWeaponFashionConfigs.GetWeaponResonanceModelId(XEquipConfig.WeaponCase.Case1, weaponFashionId, resonanceCount)
modelConfig.ModelId = modelId
modelConfig.TransformConfig = XEquipConfig.GetEquipModelTransformCfg(nil, uiName, resonanceCount, modelId, equipType)
end
return modelConfig
end
function XWeaponFashionManager.UseFashion(fashionId, characterId, cb)
if not XDataCenter.CharacterManager.IsOwnCharacter(characterId) then
XUiManager.TipText("CharacterLock")
return
end
if not XWeaponFashionManager.CheckHasFashion(fashionId) then
XUiManager.TipText("WeaponFashionNotOwn")
return
end
XNetwork.Call("WeaponFashionUseRequest", { Id = fashionId, CharacterId = characterId }, function(res)
if res.Code ~= XCode.Success then
XUiManager.TipCode(res.Code)
return
end
local oldFashion = XWeaponFashionManager.GetWeaponFashion(fashionId)
if oldFashion then
oldFashion:TakeOff(characterId)
end
local fashion = XWeaponFashionManager.GetWeaponFashion(fashionId)
if fashion then
fashion:Dress(characterId)
end
if cb then cb() end
end)
end
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function XWeaponFashionManager.GetEquipTypeByTemplateId(itemTemplateId)
local subTypeParams = XItemConfigs.GetItemSubTypeParams(itemTemplateId)
if subTypeParams and #subTypeParams > 0 then
local fashionId = subTypeParams[1]
if XWeaponFashionConfigs.IsWeaponFashion(fashionId) then
return XWeaponFashionConfigs.GetFashionEquipType(fashionId)
end
end
return nil
end
return XWeaponFashionManager
end
XRpc.NotifyWeaponFashionInfo = function(data)
XDataCenter.WeaponFashionManager.NotifyWeaponFashionInfo(data)
end
XRpc.NotifyWeaponFashionTransform = function(data)
XDataCenter.WeaponFashionManager.NotifyWeaponFashionTransform(data)
end