"use strict";
|
cc._RF.push(module, 'a43b2Qoq7pLrawGSHCNCKmH', 'hero_calculate');
|
// Scripts/mod/hero/hero_calculate.js
|
|
"use strict";
|
|
// var HeroController = require("hero_controller");
|
var HeroEvent = require("hero_event");
|
|
var HeroConst = require("hero_const");
|
|
var BackpackController = require("backpack_controller");
|
|
var MainuiController = require("mainui_controller");
|
|
var MainuiConst = require("mainui_const");
|
|
var HeroCalculate = cc.Class({
|
"extends": BaseClass,
|
ctor: function ctor() {},
|
//---------------------------英雄升级升阶的红点逻辑-------------------------
|
//是足够需要条件
|
//@limit 限制条件
|
//@ hero_vo 英雄信息
|
isEnoughCondition: function isEnoughCondition(limit, hero_vo) {
|
var isNeed = true;
|
|
for (var limit_i in limit) {
|
if (limit[limit_i][0] == "star") if (hero_vo.star < limit[limit_i][1]) {
|
isNeed = false;
|
break;
|
}
|
}
|
|
return isNeed;
|
},
|
calculatePower: function calculatePower(attr_list) {
|
var total_power = 0;
|
if (!attr_list || attr_list.length === 0) return total_power;
|
var key = null,
|
value = null;
|
|
for (var attr_i in attr_list) {
|
var arrt_item = attr_list[attr_i];
|
|
if (typeof arrt_item == "array") {
|
key = arrt_item[0];
|
value = arrt_item[1];
|
} else {
|
key = attr_i;
|
value = arrt_item;
|
}
|
|
var radio = Config.attr_data.data_power[key];
|
|
if (radio) {
|
total_power = total_power + value * radio * 0.001;
|
}
|
}
|
|
return Math.ceil(total_power);
|
},
|
// 检查所有有效英雄红点
|
checkAllHeroRedPoint: function checkAllHeroRedPoint() {
|
var redpoint_data1 = this.checkHeroRedPointByRedPointType(HeroConst.RedPointType.eRPLevelUp, true);
|
var redpoint_data2 = this.checkHeroRedPointByRedPointType(HeroConst.RedPointType.eRPEquip, true);
|
var redpoint_data3 = this.checkHeroRedPointByRedPointType(HeroConst.RedPointType.eRPStar, true);
|
var redpoint_data4 = this.checkHeroRedPointByRedPointType(HeroConst.RedPointType.eRPTalent, true); // 策划要求 天赋不算如主界面红点 但是算入英雄背包红点
|
|
var data = [redpoint_data1, redpoint_data2, redpoint_data3]; // , redpoint_data4
|
|
MainuiController.getInstance().setBtnRedPoint(MainuiConst.btn_index.partner, data);
|
var data = [redpoint_data1, redpoint_data2, redpoint_data3];
|
gcore.GlobalEvent.fire(HeroEvent.All_Hero_RedPoint_Event, data);
|
},
|
//检查单个英雄的红点信息
|
checkSingleHeroRedPoint: function checkSingleHeroRedPoint(hero_vo) {
|
var is_redpoint = false; //升级 升阶红点
|
|
is_redpoint = this.checkSingleHeroLevelUpRedPoint(hero_vo);
|
if (is_redpoint) return true; //装备红点
|
|
is_redpoint = this.checkSingleHeroEquipRedPoint(hero_vo);
|
if (is_redpoint) return true; //升星红点
|
|
is_redpoint = this.checkSingleHeroUpgradeStarRedPoint(hero_vo);
|
if (is_redpoint) return true; //天赋红点
|
|
is_redpoint = this.checkSingleHeroTalentSkillRedPoint(hero_vo);
|
return is_redpoint;
|
},
|
// 计算升星红点红点根据升星表
|
// @is_ignore_master_card 是否忽视主卡(6星以上的升星逻辑)
|
// @partner_id 忽视主卡的 唯一id
|
checkSingleStarFuseRedPointByStarConfig: function checkSingleStarFuseRedPointByStarConfig(star_config, is_ignore_master_card, partner_id) {
|
if (!star_config) return false;
|
var hero_item_data_list = {};
|
var index = 1;
|
var expend = star_config.expend1[0]; // 特定条件数据 结构 dic_the_conditions[bid][星级] = 数量
|
|
var dic_the_conditions = {}; // 随机条件 dic_random_conditions[阵营][星级] = 数量
|
|
var dic_random_conditions = {}; // 标志已用
|
|
var dic_hero_id = {};
|
var need_count = 0;
|
|
if (!is_ignore_master_card) {
|
if (expend) {
|
// 指定的 {10402,4,1} : 10402: 表示bid, 4: 表示星级 1:表示数量
|
var bid = expend[0];
|
var star = expend[1];
|
var count = expend[2];
|
dic_the_conditions[bid] = {};
|
dic_the_conditions[bid][star] = count;
|
need_count = need_count + count;
|
}
|
|
index = index + 1;
|
} else {
|
dic_hero_id[partner_id] = 1;
|
}
|
|
for (var expend_i = 0; expend_i < star_config.expend2.length; ++expend_i) {
|
// 指定的 {10402,4,1} : 10402: 表示bid, 4: 表示星级 1:表示数量
|
var expend = star_config.expend2[expend_i];
|
var bid = expend[0];
|
var star = expend[1];
|
var count = expend[2];
|
if (!dic_the_conditions[bid]) dic_the_conditions[bid] = {};
|
|
if (!dic_the_conditions[bid][star]) {
|
dic_the_conditions[bid][star] = count;
|
} else {
|
dic_the_conditions[bid][star] = dic_the_conditions[bid][star] + count;
|
}
|
|
need_count = need_count + count;
|
index = index + 1;
|
} // 4是和策划说好了最多4个
|
|
|
if (index <= 4) {
|
// 随机的 {1,4,2} : 1 表示阵营 4: 表示星级 2表示数量
|
for (var expend_i = 0; expend_i < star_config.expend3.length; ++expend_i) {
|
var expend = star_config.expend3[expend_i];
|
var camp = expend[0];
|
var star = expend[1];
|
var count = expend[2];
|
if (!dic_random_conditions[camp]) dic_random_conditions[camp] = {};
|
|
if (!dic_random_conditions[camp][star]) {
|
dic_random_conditions[camp][star] = count;
|
} else {
|
dic_random_conditions[camp][star] = dic_random_conditions[camp][star] + count;
|
}
|
|
need_count = need_count + count;
|
index = index + 1;
|
if (index > 4) break;
|
}
|
} // 获取列表
|
|
|
var HeroController = require("hero_controller");
|
|
var model = HeroController.getInstance().getModel();
|
var total_count = model.getHeroListByMatchInfo(dic_the_conditions, dic_random_conditions, dic_hero_id);
|
var is_redpoint = total_count >= need_count;
|
var result = {
|
is_redpoint: is_redpoint,
|
need_count: need_count,
|
total_count: total_count
|
};
|
return result;
|
},
|
//检测符文类型的红点
|
//@equip_vo 符文对象..如果为空说明没有符文
|
checkSingleArtifactRedPoint: function checkSingleArtifactRedPoint(equip_vo) {
|
var backpack_model = require("backpack_controller").getInstance().getModel();
|
|
var BackPackConst = require("backpack_const");
|
|
var equip_score_list = backpack_model.getAllEquipListByType(BackPackConst.item_type.ARTIFACTCHIPS);
|
|
if (equip_vo == null) {
|
if (equip_score_list && Utils.equip_score_list) {
|
return true;
|
}
|
}
|
|
return false;
|
},
|
// 根据红点类型 清空红点记录
|
// @red_point_type 参考 HeroConst.RedPointType
|
// @is_delay 是否延迟检测
|
clearAllHeroRecordByRedPointType: function clearAllHeroRecordByRedPointType(red_point_type, is_delay) {
|
// 马上清除
|
var HeroController = require("hero_controller");
|
|
var model = HeroController.getInstance().getModel();
|
var hero_list = model.getHeroList();
|
|
for (var hero_i in hero_list) {
|
hero_list[hero_i].red_point[red_point_type] = null;
|
}
|
|
this.checkHeroRedPointByRedPointType(red_point_type);
|
|
if (red_point_type == HeroConst.RedPointType.eRPLevelUp || red_point_type == HeroConst.RedPointType.eRPTalent) {
|
// --目前升级 和 天赋 用到延迟
|
model.is_delay_redpoint_update[red_point_type] = false;
|
}
|
},
|
// 根据红点类型 清检测红点记录
|
// @red_point_type 参考 HeroConst.RedPointType
|
// @ 是否只是返回 红点数据就好
|
checkHeroRedPointByRedPointType: function checkHeroRedPointByRedPointType(red_point_type, is_return) {
|
var HeroController = require("hero_controller");
|
|
var hero_list = HeroController.getInstance().getModel().getHeroList();
|
var redpoint_data = {};
|
redpoint_data.bid = red_point_type;
|
redpoint_data.status = false;
|
|
for (var hero_i in hero_list) {
|
var hero_vo = hero_list[hero_i];
|
|
if (this.isCheckHeroRedPointByHeroVo(hero_vo)) {
|
//等级
|
if (red_point_type == HeroConst.RedPointType.eRPLevelUp) {
|
redpoint_data.status = this.checkSingleHeroLevelUpRedPoint(hero_vo);
|
if (redpoint_data.status) break;
|
} else if (red_point_type == HeroConst.RedPointType.eRPEquip) {
|
//装备
|
redpoint_data.status = this.checkSingleHeroEquipRedPoint(hero_vo);
|
if (redpoint_data.status) break;
|
} else if (red_point_type == HeroConst.RedPointType.eRPStar) {
|
//升星
|
redpoint_data.status = this.checkSingleHeroUpgradeStarRedPoint(hero_vo);
|
if (redpoint_data.status) break;
|
} else if (red_point_type == HeroConst.RedPointType.eRPTalent) {
|
//天赋
|
redpoint_data.status = this.checkSingleHeroTalentSkillRedPoint(hero_vo);
|
if (redpoint_data.status) break;
|
}
|
}
|
}
|
|
if (is_return) {
|
return redpoint_data;
|
} else {
|
// if red_point_type ~= HeroConst.RedPointType.eRPTalent then --天赋
|
// // 策划要求 天赋不算如主界面红点 但是算入英雄背包红点
|
// MainuiController.getInstance().setBtnRedPoint(MainuiConst.btn_index.partner,{redpoint_data})
|
// end
|
MainuiController.getInstance().setBtnRedPoint(MainuiConst.btn_index.partner, [redpoint_data]);
|
gcore.GlobalEvent.fire(HeroEvent.All_Hero_RedPoint_Event, [redpoint_data]); // GlobalEvent.getInstance().Fire(HeroEvent.All_Hero_RedPoint_Event, {redpoint_data})
|
}
|
},
|
//是否需要检测红点
|
isCheckHeroRedPointByHeroVo: function isCheckHeroRedPointByHeroVo(hero_vo) {
|
// 3 以后走配置表
|
// 等于 > 3级 和 上阵的英雄需要检查红点 注意: hero_vo.lev > 3 暂时不要
|
// hero_vo.is_in_form < 10 因为 is_in_form.改成 布阵类型 *10 + 序号了
|
if (!hero_vo) return;
|
if (hero_vo.isFormDrama()) return true;
|
return false;
|
},
|
// 检查单个英雄升级红点 及进阶红点
|
checkSingleHeroLevelUpRedPoint: function checkSingleHeroLevelUpRedPoint(hero_vo) {
|
if (!hero_vo) return false; // if (hero_vo.red_point && typeof hero_vo.red_point[HeroConst.RedPointType.eRPLevelUp] != "boolean") {
|
// return hero_vo.red_point[HeroConst.RedPointType.eRPLevelUp] == true;
|
// }
|
|
if (hero_vo.red_point && hero_vo.red_point[HeroConst.RedPointType.eRPLevelUp] != null) {
|
return hero_vo.red_point[HeroConst.RedPointType.eRPLevelUp] == true;
|
}
|
|
var status = this.getHeroShowLevelStatus(hero_vo);
|
var is_redpoint = false;
|
|
if (status == 1) {
|
//升级
|
var lev_config = Config.partner_data.data_partner_lev[hero_vo.lev];
|
|
if (lev_config) {
|
var up_cost = lev_config.expend || [];
|
var lev_redpoint = true;
|
|
for (var cost_i = 0; cost_i < up_cost.length; ++cost_i) {
|
var cost = up_cost[cost_i];
|
var count = BackpackController.getInstance().getModel().getItemNumByBid(cost[0]);
|
|
if (count < cost[1]) {
|
lev_redpoint = false;
|
}
|
}
|
|
is_redpoint = lev_redpoint;
|
}
|
} else if (status == 2) {
|
// 升阶
|
var key = Utils.getNorKey(hero_vo.type, hero_vo.break_id, hero_vo.break_lev);
|
var break_config = Config.partner_data.data_partner_brach[key];
|
|
if (break_config) {
|
var cost_list = break_config.expend || [];
|
var break_redpoint = true;
|
|
for (var cost_i = 0; cost_i < cost_list.length; ++cost_i) {
|
var cost = cost_list[cost_i];
|
var count = BackpackController.getInstance().getModel().getItemNumByBid(cost[0]);
|
if (count < cost[1]) break_redpoint = false;
|
}
|
|
is_redpoint = break_redpoint;
|
}
|
}
|
|
if (hero_vo.red_point) {
|
hero_vo.red_point[HeroConst.RedPointType.eRPLevelUp] = is_redpoint;
|
}
|
|
return is_redpoint;
|
},
|
// 检查单个英雄装备红点
|
checkSingleHeroEquipRedPoint: function checkSingleHeroEquipRedPoint(hero_vo) {
|
if (!hero_vo) return false;
|
|
if (typeof hero_vo.red_point[HeroConst.RedPointType.eRPEquip] == "boolean") {
|
return hero_vo.red_point[HeroConst.RedPointType.eRPEquip] == true;
|
}
|
|
var is_redpoint = false;
|
|
var HeroController = require("hero_controller");
|
|
var model = HeroController.getInstance().getModel(); // 装备
|
|
var equip_list = model.getHeroEquipList(hero_vo.partner_id);
|
var equip_type_list = HeroConst.EquipPosList || {};
|
|
for (var equip_type_i in equip_type_list) {
|
is_redpoint = this.checkSingleHeroEachPosEquipRedPoint(equip_type_list[equip_type_i], equip_list[equip_type_i]);
|
if (is_redpoint) break;
|
}
|
|
hero_vo.red_point[HeroConst.RedPointType.eRPEquip] = is_redpoint;
|
return is_redpoint;
|
},
|
// 检测装备类型的红点
|
// @equip_type 装备类型
|
// @equip_vo 装备对象..如果为空说明没有装备
|
checkSingleHeroEachPosEquipRedPoint: function checkSingleHeroEachPosEquipRedPoint(equip_type, equip_vo) {
|
var equip_type = equip_type || 1;
|
var backpack_model = BackpackController.getInstance().getModel();
|
var equip_score_list = backpack_model.getAllEquipListByType(equip_type);
|
|
if (!equip_vo) {
|
// 没有装备..判断是否有对应类型的装备
|
if (equip_score_list && Utils.next(equip_score_list)) {
|
// 有红点
|
return true;
|
}
|
} else {
|
// 如果没有分数..算一个 ..
|
if (!equip_vo.all_score || equip_vo.all_score == 0) {
|
equip_vo.setEnchantScore(0);
|
}
|
|
var score = equip_vo.all_score || 0;
|
|
if (equip_score_list) {
|
// 要判断当前装备比背包的装备评分底才显示红点
|
for (var equip_i in equip_score_list) {
|
var equip_item = equip_score_list[equip_i];
|
|
if (equip_item && equip_item.all_score && equip_item.all_score > score) {
|
return true;
|
}
|
}
|
}
|
}
|
|
return false;
|
},
|
// 检查单个英雄升星红点
|
checkSingleHeroUpgradeStarRedPoint: function checkSingleHeroUpgradeStarRedPoint(hero_vo) {
|
if (!hero_vo) return false; // if (typeof hero_vo.red_point[HeroConst.RedPointType.eRPStar] == "boolean") {
|
// return hero_vo.red_point[HeroConst.RedPointType.eRPStar] == true;
|
// }
|
|
var star = hero_vo.star || 1;
|
var next_key = Utils.getNorKey(hero_vo.bid, star + 1);
|
var next_star_config = gdata("partner_data", "data_partner_star", next_key);
|
|
if (!next_star_config) {
|
// 说明满星了
|
hero_vo.red_point[HeroConst.RedPointType.eRPStar] = false;
|
return false;
|
}
|
|
var star_config = next_star_config;
|
var is_redpoint = false;
|
|
var HeroController = require("hero_controller");
|
|
var model = HeroController.getInstance().getModel();
|
|
if (star == model.hero_info_upgrade_star_param2) {
|
// 10级升11有世界等级要求
|
is_redpoint = model.checkOpenStar11();
|
} else {
|
is_redpoint = true;
|
}
|
|
if (is_redpoint) {
|
if (star_config) {
|
var star_result = this.checkSingleStarFuseRedPointByStarConfig(star_config, true, hero_vo.partner_id);
|
is_redpoint = star_result.is_redpoint; // 计算消耗
|
|
if (is_redpoint && star_config.other_expend.length > 0) {
|
var count = BackpackController.getInstance().getModel().getItemNumByBid(star_config.other_expend[0][0]);
|
if (count < star_config.other_expend[0][1]) is_redpoint = false;
|
}
|
} else {
|
is_redpoint = false;
|
}
|
}
|
|
hero_vo.red_point[HeroConst.RedPointType.eRPStar] = is_redpoint;
|
return is_redpoint;
|
},
|
// 检查单个天赋技能红点
|
checkSingleHeroTalentSkillRedPoint: function checkSingleHeroTalentSkillRedPoint(hero_vo) {
|
cc.log("checkSingleHeroTalentSkillRedPoint");
|
if (!hero_vo) return false; // --首次升级到6星记录
|
|
if (hero_vo.is_open_talent == true) {
|
return true;
|
}
|
|
if (hero_vo.red_point[HeroConst.RedPointType.eRPTalent] != null) {
|
return hero_vo.red_point[HeroConst.RedPointType.eRPTalent] == true;
|
}
|
|
if (!hero_vo.ishaveTalentData()) return false;
|
var is_redpoint = false;
|
|
var HeroController = require("hero_controller");
|
|
var dic_hero_talent_skill_learn_redpoint = HeroController.getInstance().getModel().getTalentRedpointRecord();
|
var dic_skill_id = {};
|
|
for (var pos in hero_vo.talent_skill_list) {
|
var id = hero_vo.talent_skill_list[pos];
|
dic_skill_id[id] = pos;
|
}
|
|
for (var i in Config.partner_skill_data.data_partner_skill_pos) {
|
var v = Config.partner_skill_data.data_partner_skill_pos[i];
|
|
if (hero_vo.talent_skill_list[v.pos]) {
|
// --已装备技能 只需判断能否升级
|
is_redpoint = this.checkSingleTalentSkillLevel(hero_vo.talent_skill_list[v.pos]);
|
|
if (is_redpoint) {
|
break;
|
}
|
} else {
|
// --未装备 先判断是否解锁位置
|
var is_lock = false;
|
|
if (v.pos_limit[0] == 'star') {
|
is_lock = hero_vo.star >= v.pos_limit[1];
|
}
|
|
if (is_lock) {
|
for (var _id in dic_hero_talent_skill_learn_redpoint) {
|
if (dic_skill_id[_id] == null) {
|
is_redpoint = true;
|
break;
|
}
|
}
|
|
if (is_redpoint) {
|
break;
|
}
|
}
|
}
|
}
|
|
hero_vo.red_point[HeroConst.RedPointType.eRPTalent] = is_redpoint;
|
return is_redpoint;
|
},
|
// --判断天赋技能能否升级 @skill_id 技能id
|
checkSingleTalentSkillLevel: function checkSingleTalentSkillLevel(skill_id) {
|
var config = Config.partner_skill_data.data_partner_skill_level[skill_id];
|
|
if (config) {
|
var is_enough = true;
|
|
for (var i = 0; i < config.expend.length; ++i) {
|
var cost = config.expend[i];
|
var have_num = BackpackController.getInstance().getModel().getItemNumByBid(cost[0]);
|
|
if (have_num < cost[1]) {
|
is_enough = false;
|
break;
|
}
|
}
|
|
return is_enough;
|
}
|
|
return false;
|
},
|
// 获取等级显示状态
|
// @ return 0:表示满级 1: 表示可以升级 : 2:表示可以进阶 -1 表示出错了
|
getHeroShowLevelStatus: function getHeroShowLevelStatus(hero_vo) {
|
var key = hero_vo.type + "_" + hero_vo.break_id + "_" + hero_vo.break_lev;
|
var break_config = Config.partner_data.data_partner_brach[key];
|
if (!break_config) return -1;
|
var next_key = hero_vo.type + "_" + hero_vo.break_id + "_" + (hero_vo.break_lev + 1);
|
var next_break_config = Config.partner_data.data_partner_brach[next_key];
|
var lev_max = break_config.lev_max;
|
var status = 0;
|
|
if (!next_break_config) {
|
var key = hero_vo.bid + "_" + hero_vo.star;
|
var star_config = gdata("partner_data", "data_partner_star", key);
|
|
if (star_config && lev_max < star_config.lev_max) {
|
lev_max = star_config.lev_max;
|
}
|
|
if (hero_vo.lev >= lev_max) {
|
// 都满了 满级状态
|
status = 0;
|
} else {
|
// 等级不足 需要升级
|
status = 1;
|
}
|
} else {
|
if (next_break_config.limit && next_break_config.limit.length > 0) {
|
if (hero_vo.lev >= break_config.lev_max) {
|
// 进阶有要求 需要升星
|
var is_enough = this.isEnoughCondition(next_break_config.limit, hero_vo);
|
|
if (is_enough) {
|
// 可以进阶了
|
status = 2;
|
} else {
|
// 不满足条件.显示满级状态
|
status = 0;
|
}
|
} else {
|
status = 1;
|
}
|
} else {
|
// 没有限制
|
if (hero_vo.lev >= break_config.lev_max) {
|
// 可以进阶了
|
status = 2;
|
} else {
|
// 等级不足 需要升级
|
status = 1;
|
}
|
}
|
}
|
|
return status;
|
},
|
|
/***************************计算祭坛的红点信息*******************************/
|
// 消除融合红点
|
clearAllStarFuseRedpointRecord: function clearAllStarFuseRedpointRecord() {
|
var HeroController = require("hero_controller");
|
|
var dic_fuse_info = HeroController.getInstance().getModel().getStarFuseList();
|
if (!dic_fuse_info) return false; // 0表示全部英雄
|
// var camp_fuse_info = dic_fuse_info[0]
|
|
for (var data_i in dic_fuse_info) {
|
var fuse_data = dic_fuse_info[data_i];
|
fuse_data.cur_redpoint = null;
|
} // 计算主界面熔炼祭坛的红点
|
// this.checkAllStarFuseRedpoint();
|
|
|
RedMgr.getInstance().addCalHandler(this.checkAllStarFuseRedpoint.bind(this), RedIds.RefuseHero);
|
},
|
// 计算熔炼红点
|
checkAllStarFuseRedpoint: function checkAllStarFuseRedpoint() {
|
var HeroController = require("hero_controller");
|
|
var dic_fuse_info = HeroController.getInstance().getModel().getStarFuseList();
|
if (!dic_fuse_info) return false; // 0表示全部英雄
|
// var camp_fuse_info = dic_fuse_info[0];
|
|
var is_redpoint = this.checkCampStarFuseRedpoint(dic_fuse_info);
|
|
var MainSceneController = require("mainscene_controller");
|
|
var SceneConst = require("scene_const");
|
|
MainSceneController.getInstance().setBuildRedStatus(SceneConst.CenterSceneBuild.fuse, is_redpoint);
|
return is_redpoint;
|
},
|
//计算熔炼祭坛各阵营红点
|
checkCampStarFuseRedpoint: function checkCampStarFuseRedpoint(camp_fuse_info) {
|
if (!camp_fuse_info) return false;
|
var is_all_redpoint = false;
|
var is_redpoint = false;
|
|
for (var data_i in camp_fuse_info) {
|
var fuse_data = camp_fuse_info[data_i];
|
is_redpoint = this.checkSingleStarFuseRedPoint(fuse_data);
|
if (!is_all_redpoint && is_redpoint) is_all_redpoint = true;
|
}
|
|
return is_all_redpoint;
|
},
|
// 计算单个英雄数据红点
|
checkSingleStarFuseRedPoint: function checkSingleStarFuseRedPoint(fuse_data) {
|
//cur_redpoint == nil 就是没有计算过红点的
|
if (fuse_data.cur_redpoint) return fuse_data.cur_redpoint == 1;
|
if (!fuse_data.star_config) return; // var is_redpoint, need_count, total_count
|
|
var result = this.checkSingleStarFuseRedPointByStarConfig(fuse_data.star_config);
|
|
if (result.is_redpoint) {
|
// 有红点 类型 1 因为融合祭坛那边排序问题 这样定义
|
result.cur_redpoint = 1;
|
fuse_data.cur_redpoint = 1;
|
} else {
|
// 没有红点 类型 2
|
result.cur_redpoint = 2;
|
fuse_data.cur_redpoint = 2;
|
}
|
|
fuse_data.need_count = result.need_count || 0;
|
fuse_data.total_count = result.total_count || 0;
|
return result.is_redpoint;
|
}
|
}); // 实例化单利
|
|
HeroCalculate.getInstance = function () {
|
if (!this.instance) {
|
this.instance = new this();
|
}
|
|
return this.instance;
|
};
|
|
module.exports = HeroCalculate;
|
|
cc._RF.pop();
|