// --------------------------------------------------------------------
// @author: xxx@syg.com(必填, 创建模块的人员)
// @description:
// 这里填写详细说明,主要填写该模块的功能简要
//
Create: 2019-01-19 17:37:33
// --------------------------------------------------------------------
var GuildskillConst = require("guildskill_const");
var GuildskillEvent = require("guildskill_event");
var RoleController = require("role_controller");
var BackpackController = require("backpack_controller");
var GuildConst = require("guild_const");
var MainuiConst = require("mainui_const");
var MainuiController = require("mainui_controller");
var GuildEvent = require("guild_event");
var GuildskillModel = cc.Class({
extends: BaseClass,
ctor: function () {
this.ctrl = require("guildskill_controller").getInstance();
this.initConfig();
},
properties: {
},
initConfig: function () {
this.career_skill_list = {};
this.skill_wait_upgrade_list = {};
this.skill_upgrade_cost_list = {};
this.skill_red_status_list = {};
this.had_send_mainui = false;
this.had_close_mainui = false;
},
clearGuildCareerSkill: function () {
this.career_skill_list = {};
this.skill_wait_upgrade_list = {};
this.skill_upgrade_cost_list = {};
this.skill_red_status_list = {};
},
initGuildCareerSkill: function (data) {
if (data == null || data.group_id == null)
return
var config = Config.guild_skill_data.data_info_group[data.group_id];
if (config == null)
cc.log("公会技能配置数据有问题,技能组id为:", data.group_id);
else {
var object = {};
object.career = data.career // 当前职业
object.group_id = data.group_id // 当前激活的技能组
object.group_ids = data.group_ids // 已经激活的技能组
object.skill_ids = [] // 当前技能组的技能状态
for (var i in config) {
var v = config[i];
object.skill_ids.push({ id: v.id, index: v.seq, status: GuildskillConst.status.un_activity });
}
for (var i in data.skill_ids) {
var v = data.skill_ids[i];
for (var n in object.skill_ids) {
var item = object.skill_ids[n];
if (v.skill_id == item.id) {
item.status = GuildskillConst.status.activity;
break;
}
}
}
//对技能顺序做一个排序吧,主要是担心策划配置不是按照正常顺序来
if (Utils.next(object.skill_ids)) {
object.skill_ids.sort(function (a, b) {
return a.index < b.index
})
}
this.career_skill_list[data.career] = object;
gcore.GlobalEvent.fire(GuildskillEvent.UpdateGuildSkillEvent, data.career);
}
},
//获取指定职业的技能信息
getCareerSkillInfo: function (career) {
return this.career_skill_list[career];
},
//激活指定职业的技能信息
updateGuildCareerSkill: function (career, skill_id) {
if (career == null || skill_id == null)
return
var object = this.career_skill_list[career];
if (object && object.skill_ids) {
for (var i in object.skill_ids) {
var item = object.skill_ids[i];
if (item.id == skill_id) {
item.status = GuildskillConst.status.activity;
break
}
}
//升级之后,这边做一次保存当前待升级的技能id
var red_skill_id = 0;
for (var k in object.skill_ids) {
var v = object.skill_ids[k];
if (v.status == GuildskillConst.status.un_activity) {
red_skill_id = v.id;
break
}
}
this.updateGuildSkillStatus(career, red_skill_id);
gcore.GlobalEvent.fire(GuildskillEvent.UpdateSkillStatusEvent, career, skill_id);
}
},
//升级指定职业的技能组,这个时候默认该技能组技能都未激活
upgradeGuildCareerSkill: function (career, group_id) {
if (career == null || group_id == null)
return
var object = this.career_skill_list[career];
if (object == null) {
object = {};
object.group_ids = [];
this.career_skill_list[career] = object;
}
if (object.group_ids) {
object.group_ids.push({ group_id: object.group_id });
}
object.career = career;
if (object.group_id != group_id) {
object.group_id = group_id;
object.skill_ids = [];
var config = Config.guild_skill_data.data_info_group[group_id];
if (config == null) {
cc.log("更新技能组出错,配置数据有问题,技能组id为:", group_id);
return
}
for (var i in config) {
var v = config[i];
object.skill_ids.push({ id: v.id, index: v.seq, status: GuildskillConst.status.un_activity });
}
if (Utils.next(object.skill_ids)) {
object.skill_ids.sort(function (a, b) {
return a.index < b.index
})
}
}
//升级之后,这边做一次保存当前待升级的技能id
var skill_id = 0;
for (var k in object.skill_ids) {
var v = object.skill_ids[k];
if (v.status == GuildskillConst.status.un_activity) {
skill_id = v.id;
break
}
}
this.updateGuildSkillStatus(career, skill_id);
gcore.GlobalEvent.fire(GuildskillEvent.UpdateSkilUpgradeEvent, career, group_id);
},
//获取当前技能组上线
getCareerGroupMax: function (career) {
career = career || GuildskillConst.index.physics;
if (this.career_group_max == null)
this.career_group_max = {};
if (this.career_group_max[career] == null) {
var config = gdata("guild_skill_data", "data_career_list", [career]);
if (config) {
this.career_group_max[career] = config.length;
} else {
this.career_group_max[career] = 0;
}
}
return this.career_group_max[career];
},
//公会技能的初始化红点状态
initGuildSkillStatus: function (data) {
if (data && data.outline) {
this.skill_wait_upgrade_list = {};
for (var i in data.outline) {
var v = data.outline[i];
this.skill_wait_upgrade_list[v.career] = v.skill_id;
}
}
this.checkGuildSkillRedStatus();
},
//更新当前技能
updateGuildSkillStatus(career, skill_id) {
if (this.skill_wait_upgrade_list == null)
this.skill_wait_upgrade_list = {};
this.skill_wait_upgrade_list[career] = skill_id;
this.checkGuildSkillRedStatus();
},
//公会技能红点的算法更新
checkGuildSkillRedStatus: function () {
if (this.skill_wait_upgrade_list == null || Utils.next(this.skill_wait_upgrade_list) == null)
return
RedMgr.getInstance().addCalHandler(function () {
var role_vo = RoleController.getInstance().getRoleVo();
var backpack_model = BackpackController.getInstance().getModel();
var red_list = {};
for (var k in this.skill_wait_upgrade_list) {
var skill_id = this.skill_wait_upgrade_list[k];
var config = gdata("guild_skill_data", "data_info", [skill_id]);
if (config) {
red_list[k] = true;
if (config.guild_lev > role_vo.guild_lev) {
red_list[k] = false;
} else {
for (var i in config.loss || {}) {
var v = config.loss[i];
if (v[0] != null && v[1] != null) {
var bid = v[0];
var num = v[1];
var assert = Config.item_data.data_assets_id2label[bid];
if (assert) {
if (num > role_vo[assert]) {
red_list[k] = false;
break
}
} else {
var sum = backpack_model.getBackPackItemNumByBid(bid);
if (num > sum) {
red_list[k] = false;
break
}
}
}
}
}
}
}
for (var k in red_list) {
var id = this.getCareerKey(k);
this.updateGuildRedStatus(id, red_list[k]);
}
}.bind(this), RedIds.GuildSkill)
},
//设置一个唯一id吧, 跟 guildconst.skill_2 ,3 ,4 ,5对应
getCareerKey: function (career) {
career = career || GuildskillConst.index.physics;
if (career == GuildskillConst.index.magic)
return GuildConst.red_index.skill_2;
else if (career == GuildskillConst.index.physics)
return GuildConst.red_index.skill_3
else if (career == GuildskillConst.index.defence)
return GuildConst.red_index.skill_4
else if (career == GuildskillConst.index.assist)
return GuildConst.red_index.skill_5
else
return GuildConst.red_index.skill_3
},
//清楚主界面上面的红点
clearGuildSkillIconRed: function () {
if (this.had_close_mainui == true)
return
this.had_close_mainui = true;
var is_red = false;
for (var k in this.skill_red_status_list) {
var v = this.skill_red_status_list[k];
if (v == true) {
is_red = true
break
}
}
if (is_red == true) {
var data = [
{ bid: GuildConst.red_index.skill_2, status: false }, { bid: GuildConst.red_index.skill_3, status: false },
{ bid: GuildConst.red_index.skill_4, status: false }, { bid: GuildConst.red_index.skill_5, status: false }
];
MainuiController.getInstance().setBtnRedPoint(MainuiConst.btn_index.guild, data);
}
},
//更新公会技能红点
updateGuildRedStatus: function (bid, status) {
var base_data = Config.function_data.data_base;
var bool = MainuiController.getInstance().checkIsOpenByActivate(base_data[6].activate);
if (bool == false)
return
var _status = this.skill_red_status_list[bid];
if (_status == status)
return
this.skill_red_status_list[bid] = status;
//更新场景红点状态,只在登录的时候提示一次
if (this.had_send_mainui == false) {
this.had_send_mainui = true;
MainuiController.getInstance().setBtnRedPoint(MainuiConst.btn_index.guild, { bid: bid, status: status });
}
//事件用于同步更新公会主ui的红点
gcore.GlobalEvent.fire(GuildEvent.UpdateGuildRedStatus, bid, status);
},
getRedStatus: function (career) {
var id = this.getCareerKey(career);
return this.skill_red_status_list[id];
},
getRedTotalStatus: function () {
for (var k in this.skill_red_status_list) {
var _status = this.skill_red_status_list[k];
if (_status == true)
return true
}
return false
},
// --获取各职业的公会技能等级
getCareerSkillLevel(career){
if(this.career_skill_list[career]){
let skill_ids = this.career_skill_list[career].skill_ids
let count = this.career_skill_list[career].group_ids.length * 6
for(let i=0;i