forked from endernon/PGRData
113 lines
No EOL
4.2 KiB
Lua
113 lines
No EOL
4.2 KiB
Lua
-- 势力和好感度管理
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local XTheatrePowerManager = XClass(nil, "XTheatrePowerManager")
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function XTheatrePowerManager:Ctor()
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self._UnlockPowerIds = {} --已解锁的势力Id,存的是TheatrePowerCondition表的Id
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self._UnlockPowerFavorIds = {} --已解锁的势力好感度,存的是TheatrePowerFavor表的Id(升级成功即解锁)
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self._EffectPowerFavorIds = {} --已生效的势力好感度,存的是TheatrePowerFavor表的Id(领取奖励成功即生效)
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self._PowerIdToCurLvDic = {} --已解锁的势力好感度对应的当前等级字典,解锁等级从0开始,计算满级或显示上需+1
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end
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function XTheatrePowerManager:UpdateData(data)
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local unlockPowerIds = data.UnlockPowerIds
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local unlockPowerFavorIds = data.UnlockPowerFavorIds
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local effectPowerFavorIds = data.EffectPowerFavorIds
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for _, unlockPowerId in ipairs(unlockPowerIds) do
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self._UnlockPowerIds[unlockPowerId] = true
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end
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self:UpdateUnlockPowerFavorIds(unlockPowerFavorIds)
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for _, effectPowerFavorId in ipairs(effectPowerFavorIds) do
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self._EffectPowerFavorIds[effectPowerFavorId] = true
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end
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end
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function XTheatrePowerManager:UpdateUnlockPowerFavorIds(unlockPowerFavorIds)
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local theatrePowerConditionId
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local lv
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for _, unlockPowerFavorId in ipairs(unlockPowerFavorIds or {}) do
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self._UnlockPowerFavorIds[unlockPowerFavorId] = true
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theatrePowerConditionId = XTheatreConfigs.GetPowerFavorPowerId(unlockPowerFavorId)
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lv = XTheatreConfigs.GetPowerFavorLv(unlockPowerFavorId)
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if not self._PowerIdToCurLvDic[theatrePowerConditionId] or self._PowerIdToCurLvDic[theatrePowerConditionId] < lv then
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self._PowerIdToCurLvDic[theatrePowerConditionId] = lv
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end
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end
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end
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function XTheatrePowerManager:IsUnlockPower(powerId)
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local conditionId = XTheatreConfigs.GetPowerConditionId(powerId)
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if not XTool.IsNumberValid(conditionId) then
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return true, ""
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end
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return XConditionManager.CheckCondition(conditionId)
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end
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function XTheatrePowerManager:IsUnlockPowerFavor(powerFavorId)
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return self._UnlockPowerFavorIds[powerFavorId] or false
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end
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function XTheatrePowerManager:IsEffectPowerFavor(powerFavorId)
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return self._EffectPowerFavorIds[powerFavorId] or false
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end
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--获得势力好感度已生效的当前等级
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function XTheatrePowerManager:GetPowerCurLv(powerId)
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return powerId and self._PowerIdToCurLvDic[powerId] or 0
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end
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function XTheatrePowerManager:IsPowerMaxLv(powerId)
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local curLv = self:GetPowerCurLv(powerId)
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local maxLv = XTheatreConfigs.GetTheatrePowerMaxLv(powerId)
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return curLv >= maxLv
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end
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--势力好感度升级
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--powerFavorId:发当前等级的TheatrePowerFavor表的ID
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function XTheatrePowerManager:RequestTheatrePowerFavorUpgrade(powerFavorId, cb)
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XNetwork.Call("TheatrePowerFavorUpgradeRequest", { PowerFavorId = powerFavorId }, function(res)
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if res.Code ~= XCode.Success then
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XUiManager.TipCode(res.Code)
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return
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end
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--升级成功设置下一级的TheatrePowerFavor表的ID
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local powerId = XTheatreConfigs.GetPowerFavorPowerId(powerFavorId)
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local curLevel = self:GetPowerCurLv(powerId)
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local theatrePowerFavorId = XTheatreConfigs.GetTheatrePowerIdAndLvToId(powerId, curLevel + 1)
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if theatrePowerFavorId then
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self:UpdateUnlockPowerFavorIds({theatrePowerFavorId})
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if cb then
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cb()
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end
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end
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XUiManager.TipText("TheatreUpLevelSuccess")
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end)
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end
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--领取势力好感度奖励
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--powerFavorId:发TheatrePowerFavor表的ID
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function XTheatrePowerManager:RequestTheatreGetPowerFavorReward(powerFavorId, cb)
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XNetwork.Call("TheatreGetPowerFavorRewardRequest", { PowerFavorId = powerFavorId }, function(res)
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if res.Code ~= XCode.Success then
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XUiManager.TipCode(res.Code)
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return
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end
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self._EffectPowerFavorIds[powerFavorId] = true
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if not XTool.IsTableEmpty(res.RewardGoodsList) then
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XUiManager.OpenUiObtain(res.RewardGoodsList)
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else
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XUiManager.TipText("RewardSuccess")
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end
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if cb then
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cb()
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end
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end)
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end
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return XTheatrePowerManager |