var PartnerConst = require("partner_const"); var HeroConst = require("hero_const") var HeroConst = require("hero_const"); var GoodsVo = require("goods_vo"); var HeroVo = cc.Class({ extends: gcore.BaseEvent, ctor: function() { this.partner_id = 0; // 此英雄的唯一标识id this.id = 0; // 已废弃用上面的, 如果有 那么一定是和 partner_id相等. this.bid = 0; // 此配置表对应英雄id this.camp_type = 1; // 阵营 配置表有 this.rare_type = 0; // 伙伴类型 1:N 2:R 3:SR 4:SSR this.name = ""; this.type = 0; // 职业; [3]=TI18N("法攻"),[4]=TI18N("物攻"),[5]=TI18N("肉盾"),[6]=TI18N("辅助") this.face_id = 0; // 头像id; this.lev = 0; this.exp = 0; // 经验; this.break_lev = 0; // 突破等级 this.max_exp = 0; // 经验上限 this.star_step = 0; // 星星阶段 this.star = 0; // 星数 this.quality = 0; // 品质 this.looks = {}; this.body_res = ""; this.res_id = ""; this.power = 0; // 战力 this.rid = 0; this.srv_id = ""; this.recruit_type = 1; // 卡库 this.chips_id = 0; // 碎片id this.chips_num = 0; // 初始碎片数 this.clothes_id = 0; // 时装id this.other_form = 0; this.fetter = {}; // 绑定的星命,多个 this.fetter_power = 0; // 星命加成战力 this.fetter_atk = 0; // 星命攻击加成 this.fetter_hp = 0; // 星命生命加成 this.fetter_speed = 0; // 星命速度加成 this.fetter_def = 0; // 星命防御加成 // 属性部分 this.atk = 0; // 攻击; this.def_p = 0; // 物防; this.def_s = 0; // 法防; this.hp = 0; // 气血; this.speed = 0; // 速度; this.def = 0; // 防御 this.hit_rate = 0; // 命中 this.dodge_rate = 0; // 闪避 this.crit_rate = 0; // 暴击率; this.crit_ratio = 0; // 暴击伤害; this.hit_magic = 0; // 效果命中; this.dodge_magic = 0; // 效果抵抗; // 对应的属性列表 this.group_attr = {}; // 成长值 this.skills = {}; // "技能列表{[1] = {skill_bid = xx}} this.break_skills = {}; // 突破技能列表 this.eqm_list = {}; // 伙伴装备列表 this.artifact_list = {}; // 神器列表 this.awaken_count = 0; // 觉醒次数,如果是0 就是没有觉醒 this.awaken_skills = {}; this.form_param = 100 // 布阵的参数 this.is_in_form = 0; // 是否在阵上,是的话为阵上位置 其值的 :逻辑是 PartnerConst.Fun_Form.xxx * 10 + pos this.dic_in_form = {}; // 在那个布阵信息 如: this.dic_in_form[PartnerConst.Fun_Form.Drama] = pos this.sort_order = 0; // 排序用 this.show_order = 0; this.order = 0; // this.dispather_order = 0 this.is_lock = 0; // 是否锁定..只要 this.dic_locks 列表中有一个被锁定.此值都是锁定的 // 判定是否锁定..尽量用 HeroVo:isLock()方法 this.dic_locks = {}; // 锁定信息 this.dic_locks[锁定类型] = 0 this.red_point = {}; // 红点列表 HeroConst.Red_Point_Type // 天赋技能列表 self.talent_skill_list[位置] = skill_id this.talent_skill_list = null; }, setAttr: function(key, val) { this[key] = val; }, updateHeroVo: function(hero_info) { if (!hero_info) return; for (var info_k in hero_info) { this.setAttr(info_k, hero_info[info_k]); if (info_k == "show_order") this.sort_order = hero_info[info_k]; if (info_k == "eqms") this.updateEqmList(hero_info[info_k]); if (info_k == "artifacts") this.updateArtifactList(hero_info[info_k]); if (info_k == "is_lock") this.updateLock(hero_info[info_k]); if (info_k == "dower_skill") this.updateSkill(hero_info[info_k]) } this.fire(this.UPDATE_PARTNER_ATTR, this); // 发出更新事件 }, updateSkill(list){ this.talent_skill_list = {} for(let i=0;i 0) return true; } return false; }, // 更新阵法 updateFormPos: function(pos, fun_form_type) { fun_form_type = fun_form_type || PartnerConst.Fun_Form.Drama; pos = pos || 0; this.is_in_form = 0; if (pos == 0) { delete this.dic_in_form[fun_form_type]; // this.dic_in_form[fun_form_type] = null; } else { this.dic_in_form[fun_form_type] = pos; } // for(let _type in this.dic_in_form){ // let _pos = this.dic_in_form[_type] // let cur_pos = _type * 10 + _pos // if (this.is_in_form == 0){ // this.is_in_form = cur_pos // }else{ // if (this.is_in_form > cur_pos){ // this.is_in_form = cur_pos // } // } // } // for _type, _pos in pairs(this.dic_in_form) do // local cur_pos = _type * 10 + _pos // if self.is_in_form == 0 then // self.is_in_form = cur_pos // else // if self.is_in_form > cur_pos then // self.is_in_form = cur_pos for (var pos_i in this.dic_in_form) { var cur_pos = pos_i * 10 + this.dic_in_form[pos_i]; if (this.is_in_form == 0 || this.is_in_form > cur_pos) { this.is_in_form = cur_pos; } } this.updateHeroVo("is_in_form", this.is_in_form); }, // --检查英雄锁定tips // -- is_all 是否全部判定 // -- lock_type_list 需要检查的锁定类型 参考HeroConst.LockType checkHeroLockTips:function(is_all, lock_type_list){ if (is_all){ lock_type_list = { [1] : HeroConst.LockType.eFormLock, //--优先判定已上阵 [2] : HeroConst.LockType.eHeroLock, [3] : HeroConst.LockType.eHeroChangeLock, } }else{ lock_type_list = lock_type_list || {} } for (let i in lock_type_list){ let lock_type = lock_type_list[i] if (lock_type == HeroConst.LockType.eFormLock){ if (this.is_in_form > 0 ){ let fun_form_type = Math.floor(this.is_in_form/this.form_param) if (fun_form_type == PartnerConst.Fun_Form.Drama){ message("该英雄已上阵,请前往英雄-布阵界面下阵") }else if (fun_form_type == PartnerConst.Fun_Form.Arena){ message("该英雄在竞技场防守阵容中已上阵") }else if (fun_form_type == PartnerConst.Fun_Form.EliteMatch || fun_form_type == PartnerConst.Fun_Form.EliteKingMatch ){ message("该英雄在精英赛阵容中已上阵") } return true } }else{ if (this.dic_locks[lock_type] && this.dic_locks[lock_type] > 0 ){ if (lock_type == HeroConst.LockType.eHeroLock){ message("该英雄已锁定,请前往英雄界面解锁") }else if (lock_type == HeroConst.LockType.eHeroChangeLock){ message("该英雄转换中,请前往先知圣殿解除") } return true } } } }, isFormDrama: function() { if (this.is_in_form > 0) { var fun_form_type = Math.floor(this.is_in_form / this.form_param); if (fun_form_type == PartnerConst.Fun_Form.Drama) return true } return false }, ishaveTalentData: function() { if (!this.talent_skill_list) return false; return true }, updateRedPoint:function(index,bool){ if(bool != null){ if(this.red_point[index] != bool){ this.red_point[index] = bool; this.fire(HeroVo.UPDATE_Partner_ATTR,this); } } }, }) HeroVo.prototype.UPDATE_PARTNER_ATTR = "UPDATE_PARTNER_ATTR"; module.exports = HeroVo;