"use strict"; cc._RF.push(module, '65e401GrPNMSJBVRQ85LY0j', 'hero_vo'); // Scripts/mod/hero/hero_vo.js "use strict"; function _defineProperty(obj, key, value) { if (key in obj) { Object.defineProperty(obj, key, { value: value, enumerable: true, configurable: true, writable: true }); } else { obj[key] = value; } return obj; } 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 ctor() { 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 setAttr(key, val) { this[key] = val; }, updateHeroVo: function updateHeroVo(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: function updateSkill(list) { this.talent_skill_list = {}; for (var i = 0; i < list.length; ++i) { var v = list[i]; this.talent_skill_list[v.pos] = v.skill_id; } }, updateEqmList: function updateEqmList(equips) { if (!equips) return; for (var equip_i in equips) { var new_info = equips[equip_i]; var goods_vo = this.eqm_list[new_info.type]; if (!goods_vo) this.eqm_list[new_info.type] = goods_vo = new GoodsVo(); goods_vo.setBaseId(new_info.base_id); goods_vo.initAttrData(new_info); goods_vo.setEnchantScore(0); } // 刪除处理 for (var goods_i in this.eqm_list) { if (this.eqm_list[goods_i]) { var cur_info = this.eqm_list[goods_i]; var is_delete = true; for (var new_i in equips) { if (equips[new_i].base_id === cur_info.base_id) { is_delete = false; } } if (is_delete) { this.eqm_list[goods_i] = null; } } } }, updateArtifactList: function updateArtifactList(data) { var list = data || {}; var dic_pos = {}; for (var i in list) { dic_pos[list[i].artifact_pos] = list[i]; } //写死只有两个神器 (神器位置类型: 1, 2 ) for (var i = 1; i <= 2; i++) { var artifact_data = dic_pos[i]; var goods_vo = this.artifact_list[i]; if (artifact_data && goods_vo) { if (goods_vo["initAttrData"]) { goods_vo.initAttrData(artifact_data); } } else if (artifact_data && goods_vo == null) { goods_vo = new GoodsVo(); goods_vo.setBaseId(artifact_data.base_id); if (goods_vo["initAttrData"]) { goods_vo.initAttrData(artifact_data); } this.artifact_list[i] = goods_vo; } else if (artifact_data == null && goods_vo) { this.artifact_list[i] = null; goods_vo = null; } } }, updateLock: function updateLock(datas) { this.is_lock = 0; for (var data_i in datas) { var data = datas[data_i]; this.dic_locks[data.lock_type] = data.is_lock; if (this.is_lock == 0) { this.is_lock = data.is_lock; } } }, isLock: function isLock() { for (var lock_i in this.dic_locks) { if (this.dic_locks[lock_i] > 0) return true; } return false; }, // 更新阵法 updateFormPos: function updateFormPos(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 checkHeroLockTips(is_all, lock_type_list) { if (is_all) { var _lock_type_list; lock_type_list = (_lock_type_list = {}, _defineProperty(_lock_type_list, 1, HeroConst.LockType.eFormLock), _defineProperty(_lock_type_list, 2, HeroConst.LockType.eHeroLock), _defineProperty(_lock_type_list, 3, HeroConst.LockType.eHeroChangeLock), _lock_type_list); } else { lock_type_list = lock_type_list || {}; } for (var i in lock_type_list) { var lock_type = lock_type_list[i]; if (lock_type == HeroConst.LockType.eFormLock) { 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) { 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 isFormDrama() { 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 ishaveTalentData() { if (!this.talent_skill_list) return false; return true; }, updateRedPoint: function updateRedPoint(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; cc._RF.pop();