PGRData/Script/matrix/xentity/xrift/XRiftChapter.lua
2024-09-01 22:49:41 +02:00

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-- 大秘境【区域】实例一共6个
local XRiftChapter = XClass(nil, "XRiftChapter")
function XRiftChapter:Ctor(config)
self.Config = config
self.EntityFightLayersDic = {}
self.EntityFightLayersList = {}
self.OutliersList = {}
-- 服务端下发后确认的数据
self.s_UnlockedLayerOrderMax = nil -- 已解锁最高层数
self.s_PassedLayerOrderMax = nil -- 已通关最高层数
self.s_LuckyValue = 0
self.s_LeftSweepTimes = nil --剩余扫荡次数
self.s_CurrLuckFightLayer = nil
end
-- 向下建立关系
function XRiftChapter:InitRelationshipChainDown(xFightLayer)
self.EntityFightLayersDic[xFightLayer:GetId()] = xFightLayer
end
-- 【获取】Id
function XRiftChapter:GetId()
return self.Config.Id
end
-- 【获取】Config
function XRiftChapter:GetConfig()
return self.Config
end
-- 【检查】是否处于未作战状态如果为false说明区域内有作战层处于作战状态并返回作战层id
function XRiftChapter:CheckNoneData()
local res = true
local fightLayerId = nil
for k, xFightLayer in pairs(self:GetAllFightLayers()) do
if not xFightLayer:CheckNoneData() then
res = false
fightLayerId = xFightLayer:GetId()
break
end
end
return res, fightLayerId
end
-- 【检查】红点
function XRiftChapter:CheckRedPoint()
return not self:CheckHasLock() and not self:CheckHadFirstEntered()
end
function XRiftChapter:CheckPreLock()
-- 前置区域没通过 或者 没到达开放时间,都会上锁
local preLock = true
if self:GetId() <= 1 then
preLock = false
elseif XDataCenter.RiftManager.GetEntityChapterById(self:GetId() - 1):CheckHasPassed() then
preLock = false
end
return preLock
end
function XRiftChapter:CheckTimeLock()
local timeLock = true
if self:GetOpenLeftTime() <= 0 then
timeLock = false
end
return timeLock
end
-- 【检查】上锁
function XRiftChapter:CheckHasLock()
-- 前置区域没通过 或者 没到达开放时间,都会上锁
local preLock = self:CheckPreLock()
local timeLock = self:CheckTimeLock()
return timeLock or preLock
end
-- 【检查】通过该区域
function XRiftChapter:CheckHasPassed()
local curr, total = self:GetProgress()
return curr >= total
end
-- 【获取】开启区域的剩余时间
function XRiftChapter:GetOpenLeftTime()
local nowTime = XTime.GetServerNowTimestamp() -- 使用目标时间点做标记来替代计时器
local passTime = nowTime - XDataCenter.RiftManager.GetActivityStartTime()
local leftTime = self:GetConfig().UnlockTime - passTime
local timeDesc = XUiHelper.GetTime(leftTime, XUiHelper.TimeFormatType.ACTIVITY)
return leftTime, timeDesc
end
-- 【获取】所有作战层
function XRiftChapter:GetAllFightLayers()
return self.EntityFightLayersDic
end
-- 【获取】按Id排序的顺序表
function XRiftChapter:GetAllFightLayersOrderList()
if not XTool.IsTableEmpty(self.EntityFightLayersList) then
return self.EntityFightLayersList
end
for k, xFightLayer in pairs(self.EntityFightLayersDic) do
table.insert(self.EntityFightLayersList, xFightLayer)
end
table.sort(self.EntityFightLayersList, function (a, b)
return a:GetId() < b:GetId()
end)
return self.EntityFightLayersList
end
-- 【获取】所有异常点(多队伍作战层)
function XRiftChapter:GetAllOutliersList()
if not XTool.IsTableEmpty(self.OutliersList) then
return self.OutliersList
end
for k, xFightLayer in pairs(self.EntityFightLayersDic) do
if xFightLayer:GetType() == XRiftConfig.LayerType.Multi then
table.insert(self.OutliersList, xFightLayer)
end
end
table.sort(self.OutliersList, function (a, b)
return a:GetId() < b:GetId()
end)
return self.OutliersList
end
-- 【获取】当前区域正在作战的层
function XRiftChapter:GetCurPlayingFightLayer()
for k, xFightLayer in pairs(self:GetAllFightLayersOrderList()) do
if xFightLayer:CheckHasStarted() then
return xFightLayer
end
end
end
-- 【获取】当前区域进度
function XRiftChapter:GetProgress()
local allFightLayers = self:GetAllFightLayersOrderList()
local firstLayerInCurChapter = allFightLayers[1]
local total = #allFightLayers
local finalCur = (self.s_PassedLayerOrderMax or 0) - firstLayerInCurChapter:GetId() + 1
finalCur = finalCur < 0 and 0 or finalCur
return finalCur, total
end
-- 【获取】幸运值进度
function XRiftChapter:GetLuckValueProgress()
local progress = self.s_LuckyValue / self.Config.LuckyValueMax
progress = progress >= 1 and 1 or progress
progress = progress < 0 and 0 or progress
return progress
end
-- 【检查】检查当前chapter是否刚刚完成首通是的话打开弹窗 并执行传入的sureCb
function XRiftChapter:CheckFirstPassAndOpenTipFun(afterSureCb)
local nextChapter = XDataCenter.RiftManager.GetEntityChapterById(self:GetId() + 1)
if self:CheckHasPassed() and nextChapter and not nextChapter:CheckHasLock() and XDataCenter.RiftManager.GetIsFirstPassChapterTrigger() then
local title = CS.XTextManager.GetText("TipTitle")
local content = CS.XTextManager.GetText("RiftChapterFirstPassTip")
local sureCallback = function ()
if afterSureCb then
afterSureCb(nextChapter)
end
end
XLuaUiManager.Open("UiDialog", title, content, XUiManager.DialogType.Normal, nil, sureCallback)
end
end
-- 【保存】首次进入
function XRiftChapter:SaveFirstEnter()
local key = "RiftChapter"..XPlayer.Id..self:GetId()
XSaveTool.SaveData(key, true)
end
-- 【检查】是否有过首次进入
function XRiftChapter:CheckHadFirstEntered()
local key = "RiftChapter"..XPlayer.Id..self:GetId()
return XSaveTool.GetData(key)
end
-- 【获取】已通关最高作战层
function XRiftChapter:GetPassedLayerOrderMaxFightLayer()
if self:GetProgress() <= 0 then
return
end
local list = self:GetAllFightLayersOrderList()
local initOrder = list[1]:GetConfig().Order -- 先拿到服务器下发的最高通关的序号没错服务器只发当前最高通关作战层的order不是id.
local order = (self.s_PassedLayerOrderMax or initOrder) - initOrder + 1
local xFightLayer = self:GetAllFightLayersOrderList()[order]
return xFightLayer
end
function XRiftChapter:GetCurrLuckFightLayer()
return self.s_CurrLuckFightLayer
end
function XRiftChapter:SetCurrLuckFightLayer(xFightLayer)
self.s_CurrLuckFightLayer = xFightLayer
end
function XRiftChapter:GetMaxUnlockLayer()
return self.s_UnlockedLayerOrderMax or 0
end
function XRiftChapter:GetMaxPassLayer()
return self.s_PassedLayerOrderMax or 0
end
function XRiftChapter:SyncData(data)
self.s_UnlockedLayerOrderMax = data.UnlockedLayerOrderMax -- 已解锁最高层数
self.s_PassedLayerOrderMax = data.PassedLayerOrderMax -- 已通关最高层数
self.s_LuckyValue = data.LuckyValue
if not XTool.IsTableEmpty(data.LuckyNode) then
local xFightLayer = XDataCenter.RiftManager.GetEntityFightLayerById(data.LuckyNode.LayerId)
xFightLayer:SetLuckStageGroup(data.LuckyNode)
end
end
return XRiftChapter