GlobalManager.ts 33 KB

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  1. /** @format */
  2. import {ccUtils} from '../utils/ccUtils'
  3. import {Data, Mgr} from '../GameControl'
  4. import {BaseUI} from '../ui/BaseUI'
  5. import {card, equip, hero, idNum} from '../proto/typedef'
  6. import {RoleConfig} from '../config/RoleConfig'
  7. import {CardSkillConfig} from '../config/CardSkillConfig'
  8. import {CardConsumeConfig} from '../config/CardConsumeConfig'
  9. import {RoleQualityConfig} from '../config/RoleQualityConfig'
  10. import {ArmorConfig} from '../config/ArmorConfig'
  11. import {EquipmentQualityConfig} from '../config/EquipmentQualityConfig'
  12. import {TalentConfig} from '../config/TalentConfig'
  13. import {EntryConfig} from '../config/EntryConfig'
  14. import {
  15. ATTR_NAME,
  16. BUILDING,
  17. CONDITION_FUNC,
  18. ENTRY,
  19. GAME_TYPE,
  20. GOODS,
  21. GOODS_TYPE,
  22. LANGUAGE_TYPE,
  23. LOCAL,
  24. MOD,
  25. PREFAB_TYPE,
  26. PROFESSION,
  27. RECRUIT_TYPE,
  28. ROLE_TYPE,
  29. } from '../enums/Enum'
  30. import {IAdStatus, IBaseAttr, ICard, ICardDebris, ICastleSkill, IEquip, IRole} from '../interface/GlobalInterface'
  31. import {FunctionsConfig} from '../config/FunctionsConfig'
  32. import {StageInfoConfig} from '../config/StageInfoConfig'
  33. import {UI} from '../enums/UI'
  34. import {ConstValue} from '../data/ConstValue'
  35. import {GoodsConfig} from '../config/GoodsConfig'
  36. import {boxGetAward} from '../proto/game'
  37. import {msgCmd} from '../proto/msg_cmd'
  38. import {ItemUICfg} from '../interface/UIInterface'
  39. import UserGuide from '../userguide/UserGuide'
  40. import value = cc.js.value
  41. import {CastleSkillConfig} from '../config/CastleSkillConfig'
  42. import {MonsterManualConfig} from '../config/MonsterManualConfig'
  43. export class GlobalManager {
  44. userGuideCom: UserGuide
  45. curGuideStep: number = 0
  46. lastPower: number
  47. adInfoStorage: any
  48. reset() {
  49. this.adInfoStorage = null
  50. this.curGuideStep = 0
  51. }
  52. getItemNode(parent, type: PREFAB_TYPE, url: string, baseUI: BaseUI) {
  53. let pool = Data.main.itemsPoolMap.get(`${type}_${url}`)
  54. if (!pool) {
  55. pool = new cc.NodePool()
  56. Data.main.itemsPoolMap.set(`${type}_${url}`, pool)
  57. }
  58. parent.children.forEach(child => {
  59. if (PREFAB_TYPE[type] && child.name != `${type}_${url}`) {
  60. Data.main.itemsPoolMap.get(child.name)?.put(child)
  61. }
  62. })
  63. let node = cc.find(`${type}_${url}`, parent)
  64. if (!node) {
  65. node = pool.size() ? pool.get() : cc.instantiate(Data.main.itemsPrefabMap.get(type))
  66. baseUI.itemsNodes.push(node)
  67. }
  68. node.parent = parent
  69. node.name = `${type}_${url}`
  70. node['uiID'] = baseUI.uiID
  71. return node
  72. }
  73. initRoleItem(iRole: IRole, parent: cc.Node, baseUI: BaseUI, cfg?: ItemUICfg) {
  74. let node = this.initCfgRoleItem(iRole.cfg, parent, baseUI, cfg)
  75. ccUtils.setLabel(cfg && cfg.hideLv ? '' : `lv.${iRole.hero.lv}`, node, 'lv')
  76. }
  77. initCfgRoleItem(
  78. {quality, qualityType, profession, url, type, ID, cost},
  79. parent: cc.Node,
  80. baseUI: BaseUI,
  81. cfg?: ItemUICfg,
  82. ): cc.Node {
  83. let node = this.getItemNode(parent, PREFAB_TYPE.role, `${ID}_${qualityType}`, baseUI)
  84. baseUI.loadNotRefTexImg(`Public/goodsQuality/item_frame${qualityType}`, node, 'item_frame')
  85. baseUI.loadNotRefTexImg(`Public/role/icon/${url}`, node, 'icon')
  86. let professionNode = cc.find('role_type', node)
  87. professionNode.active = !cfg || !cfg.hideProfession
  88. baseUI.loadNotRefTexImg(`Public/role/role_type_${profession}`, professionNode)
  89. let maxGrade = Data.user.maxGradeArr[qualityType - 1]
  90. // let grade = cc.find('grade', node)
  91. let gradeNum = Data.user.gradeArr[quality - 1]
  92. let stars = cc.find('stars', node)
  93. if (stars) {
  94. stars.active = maxGrade > 0 && gradeNum > 0
  95. ccUtils.instantChildren(stars.children[0], gradeNum)
  96. // if (gradeNum > 0) {
  97. // baseUI.loadNotRefTexImg(`Public/role/grade_${qualityType}`, grade)
  98. // ccUtils.setLabel(gradeNum.toString(), grade, 'lv')
  99. // }
  100. }
  101. let isOnly = type == ROLE_TYPE.only
  102. let special = cc.find('item_special', node)
  103. if (special) {
  104. special.active = isOnly
  105. if (special.active) baseUI.loadNotRefTexImg(`Public/role/item_special_frame${qualityType}`, special)
  106. }
  107. ccUtils.setLabel('', node, 'lv')
  108. let costNode = cc.find('cost', node)
  109. if (costNode) {
  110. costNode.active = cost > 0 && !cfg?.hideCost
  111. if (cost > 0) ccUtils.setLabel(cost.toString(), costNode, 'lb')
  112. }
  113. return node
  114. }
  115. initRoleSpine(iRole: IRole, node: cc.Node, childUrl?: string) {
  116. if (childUrl) {
  117. node = cc.find(childUrl, node)
  118. }
  119. if (!node['_originScale']) {
  120. node['_originScale'] = node.scale
  121. }
  122. node.scale = (node['_originScale'] * iRole.cfg.uiScale) / 100
  123. let skeleton: sp.Skeleton = node.getComponent(sp.Skeleton)
  124. skeleton.skeletonData = Data.main.roleSpineMap.get(iRole.cfg.url)
  125. skeleton.setAnimation(0, 'stand', true)
  126. }
  127. initRoleSpineByName(name: string, node: cc.Node, childUrl?: string) {
  128. if (childUrl) {
  129. node = cc.find(childUrl, node)
  130. }
  131. let skeleton: sp.Skeleton = node.getComponent(sp.Skeleton)
  132. skeleton.skeletonData = Data.main.roleSpineMap.get(name)
  133. skeleton.setAnimation(0, 'stand', true)
  134. }
  135. initCardItem(iCard: ICard, parent: cc.Node, baseUI: BaseUI, cfg?: ItemUICfg) {
  136. let node = this.getItemNode(parent, PREFAB_TYPE.card, `${iCard.card.id}_${iCard.cfg.qualityType}`, baseUI)
  137. ccUtils.setLabel(
  138. `lv.${iCard.card.lv}${cfg && cfg.lvMax ? '/' + RoleQualityConfig[iCard.cfg.quality].maxLv : ''}`,
  139. node,
  140. 'lv',
  141. )
  142. baseUI.loadNotRefTexImg(`Public/goodsQuality/item_frame${iCard.cfg.qualityType}`, node, 'item_frame')
  143. baseUI.loadNotRefTexImg(`Public/card/icon/${iCard.cfg.url}`, node, 'icon')
  144. let maxGrade = Data.user.maxGradeArr[iCard.cfg.qualityType - 1]
  145. let grade = cc.find('grade', node)
  146. if (grade) {
  147. grade.active = maxGrade > 0 && iCard.grade > 0
  148. if (iCard.grade > 0) {
  149. baseUI.loadNotRefTexImg(`Public/role/grade_${iCard.cfg.qualityType}`, grade)
  150. ccUtils.setLabel(iCard.grade.toString(), grade, 'lv')
  151. }
  152. }
  153. }
  154. initCardDebrisItem(card: ICardDebris, parent: cc.Node, baseUI: BaseUI): cc.Node {
  155. let node = this.getItemNode(parent, PREFAB_TYPE.cardDebris, `${card.id}_${card.cfg.qualityType}`, baseUI)
  156. baseUI.loadNotRefTexImg(`Public/goodsQuality/item_frame${card.cfg.qualityType}`, node, 'item_frame')
  157. baseUI.loadNotRefTexImg(`Public/card/icon/${card.cfg.url}`, node, 'icon')
  158. ccUtils.setSpriteGray(true, node, 'icon')
  159. cc.find('debris', node).active = true
  160. return node
  161. }
  162. initEquipItem(equip: IEquip, parent: cc.Node, baseUI: BaseUI, cfg?: ItemUICfg) {
  163. let node = Mgr.global.getItemNode(
  164. parent,
  165. PREFAB_TYPE.equip,
  166. `${equip.equip.id}_${equip.cfg.qualityType}`,
  167. baseUI,
  168. )
  169. ccUtils.setLabel(
  170. `lv.${equip.equip.lv}${cfg && cfg.lvMax ? '/' + EquipmentQualityConfig[equip.cfg.quality]?.maxLv : ''}`,
  171. node,
  172. 'lv',
  173. )
  174. baseUI.loadNotRefTexImg(`Public/goodsQuality/item_frame${equip.cfg.qualityType}`, node, 'item_frame')
  175. baseUI.loadNotRefTexImg(`Public/equip/type_base${equip.cfg.qualityType}`, node, 'type_base')
  176. baseUI.loadNotRefTexImg(`Public/equip/type_icon${equip.cfg.type}`, node, 'type_base/type_icon')
  177. baseUI.loadNotRefTexImg(`Public/equip/icon/${equip.cfg.icon}`, node, 'icon')
  178. let maxGrade = Data.user.maxGradeArr[equip.cfg.qualityType - 1]
  179. let grade = cc.find('grade', node)
  180. if (grade) {
  181. grade.active = maxGrade > 0 && equip.grade > 0
  182. if (equip.grade > 0) {
  183. baseUI.loadNotRefTexImg(`Public/role/grade_${equip.cfg.qualityType}`, grade)
  184. ccUtils.setLabel(equip.grade.toString(), grade, 'lv')
  185. }
  186. }
  187. }
  188. getPowerByAttr(baseAttr: IBaseAttr): number {
  189. //比例值(万分比)
  190. let rate = Data.game.rateNum
  191. // 物理防御系数 1 - 物理防御/(物理防御+防御常数)
  192. let defenseCoe = +(
  193. 1 / +(1 - baseAttr.defense / (baseAttr.defense + Data.game.defenseConst)).toFixed(2)
  194. ).toFixed(2)
  195. defenseCoe = defenseCoe || 0
  196. // 法术防御系数 1 - 法术防御/(法术防御+防御常数)
  197. let spellDefenseCoe = +(
  198. 1 / +(1 - baseAttr.spellDefense / (baseAttr.spellDefense + Data.game.defenseConst)).toFixed(2)
  199. ).toFixed(2)
  200. spellDefenseCoe = spellDefenseCoe || 0
  201. //攻速系数 攻速/比例值
  202. let attackSpeedCoe = +(baseAttr.attackSpeed / rate).toFixed(2)
  203. attackSpeedCoe = attackSpeedCoe || 0
  204. //暴击系数 暴击伤害倍数/比例值 * 暴击率/比例值 * 2
  205. let critCoe = +(baseAttr.critNum / rate).toFixed(2) * +(baseAttr.attackCrit / rate).toFixed(2) * 2
  206. critCoe = critCoe || 0
  207. //命中系数 1/攻击CD/比例值 * 命中率/比例值
  208. let hitCoe = +(1 / +(baseAttr.attackSpeed / rate).toFixed(2)).toFixed(2) * +(baseAttr.hit / rate).toFixed(2)
  209. hitCoe = hitCoe || 0
  210. //闪避系数 1/(1-闪避率/比例值)
  211. let dodgeCoe = +(1 / +(1 - baseAttr.dodge / rate).toFixed(2)).toFixed(2)
  212. dodgeCoe = dodgeCoe || 0
  213. let power =
  214. baseAttr.attack * (1 + attackSpeedCoe + critCoe + hitCoe) * 2 +
  215. baseAttr.spellAttack * (1 + attackSpeedCoe + critCoe + hitCoe) * 2 +
  216. baseAttr.HP * (1 + defenseCoe + spellDefenseCoe + dodgeCoe) * 0.8
  217. return Math.floor(power)
  218. }
  219. buildIRole(hero: hero, role?: IRole): IRole {
  220. let iRole: IRole
  221. if (hero.id > 0 && !RoleConfig[hero.id]) {
  222. console.error('没有这个英雄')
  223. return
  224. }
  225. if (role) {
  226. iRole = role
  227. iRole.cfg = RoleConfig[hero.id]
  228. iRole.hero = hero
  229. iRole.grade = Data.user.gradeArr[iRole.cfg.quality - 1]
  230. } else {
  231. let baseAttr = this.buildIBaseAttr(RoleConfig[hero.id])
  232. iRole = {
  233. ...baseAttr,
  234. cfg: RoleConfig[hero.id],
  235. grade: Data.user.gradeArr[RoleConfig[hero.id].quality - 1],
  236. hero: hero,
  237. power: 0,
  238. isAlter: false,
  239. equips: new Array(Data.main.equipMaxNum).fill(null),
  240. }
  241. hero.equip.forEach(equip => {
  242. let iEquip = Data.user.equips.find(value => value.equip.sid == equip)
  243. if (iEquip) iRole.equips[iEquip.cfg.type - 1] = iEquip
  244. })
  245. }
  246. iRole.isAlter = Data.user.altarInfoList.findIndex(item => item.sid === iRole.hero.sid) != -1
  247. //等级加成 1 + 等级/100
  248. let lvAdd = 1 + +((iRole.hero.lv - 1) / 100).toFixed(2)
  249. this.setIBaseAttr(iRole, iRole.cfg, lvAdd, iRole.equips)
  250. iRole.power = this.getPowerByAttr(iRole)
  251. return iRole
  252. }
  253. buildHeroByCfg(id: number): IRole {
  254. if (id > 0 && !RoleConfig[id]) {
  255. console.error('没有这个英雄')
  256. return
  257. }
  258. let iHero: hero = {
  259. sid: '',
  260. id: id,
  261. lv: 0,
  262. equip: new Array(Data.main.equipMaxNum).fill(null),
  263. }
  264. return this.buildIRole(iHero)
  265. }
  266. buildICard(card: card, iCardObj?: ICard): ICard {
  267. let iCard: ICard
  268. if (card.id > 0 && !CardSkillConfig[card.id]) {
  269. console.error('没有这个卡牌')
  270. return
  271. }
  272. if (iCardObj) {
  273. iCard = iCardObj
  274. iCard.cfg = CardSkillConfig[card.id]
  275. iCard.card = card
  276. iCard.debrisCfg = Object.values(CardConsumeConfig).find(
  277. item => item.card == Math.floor(iCard.cfg.ID / 100) * 100 + 1,
  278. )
  279. iCard.grade = Data.user.gradeArr[iCard.cfg.quality - 1]
  280. } else {
  281. let baseAttr = this.buildIBaseAttr(CardSkillConfig[card.id])
  282. iCard = {
  283. ...baseAttr,
  284. cfg: CardSkillConfig[card.id],
  285. grade: Data.user.gradeArr[CardSkillConfig[card.id].quality - 1],
  286. card: card,
  287. power: 0,
  288. debrisCfg: Object.values(CardConsumeConfig).find(
  289. item => item.card == Math.floor(CardSkillConfig[card.id].ID / 100) * 100 + 1,
  290. ),
  291. }
  292. }
  293. // -----卡牌战斗力不受装备,天赋加成----
  294. //等级加成 1 + 等级/比例值
  295. let lvAdd = 1 + +((iCard.card.lv - 1) / 100).toFixed(2)
  296. this.setIBaseAttr(iCard, iCard.cfg, lvAdd, [])
  297. iCard.power = this.getPowerByAttr(iCard)
  298. return iCard
  299. }
  300. buildCardByCfg(id: number): ICard {
  301. if (id > 0 && !CardSkillConfig[id]) {
  302. console.error('没有这个卡牌')
  303. return
  304. }
  305. let iCard: card = {
  306. sid: '',
  307. id: id,
  308. lv: 0,
  309. }
  310. return this.buildICard(iCard)
  311. }
  312. buildICardDebris(idNum: idNum, iCardDebrisObj?: ICardDebris): ICardDebris {
  313. let iCardDebris: ICardDebris
  314. if (idNum.id > 0 && !CardConsumeConfig[idNum.id]) {
  315. console.error('没有这个卡牌碎片')
  316. return
  317. }
  318. if (iCardDebrisObj) {
  319. iCardDebris = iCardDebrisObj
  320. iCardDebris.cfg = CardConsumeConfig[idNum.id]
  321. iCardDebris.num = idNum.num
  322. iCardDebris.id = idNum.id
  323. } else {
  324. iCardDebris = {cfg: CardConsumeConfig[idNum.id], id: idNum.id, num: idNum.num}
  325. }
  326. return iCardDebris
  327. }
  328. buildIEquip(equip: equip, iEquipObj?: IEquip): IEquip {
  329. let iEquip: IEquip
  330. let curCfg = ArmorConfig[equip.id]
  331. if (equip.id > 0 && !curCfg) {
  332. console.error('没有这个装备')
  333. return
  334. }
  335. let baseAttr = this.buildIBaseAttr(curCfg)
  336. //等级加成 1 + 等级/比例值 废弃
  337. /*let rate = Data.game.rateNum
  338. let lvAdd = 1 + +((equip.lv - 1) / 200).toFixed(2)
  339. this.scaleBaseAttr(baseAttr, lvAdd)
  340. //舍弃小数
  341. for (let key in baseAttr) {
  342. baseAttr[key] = Math.floor(baseAttr[key])
  343. }*/
  344. //等级加成为固定值
  345. let lvAddAttr = [ATTR_NAME.HP, ATTR_NAME.attack, ATTR_NAME.spellAttack]
  346. for (let attr of lvAddAttr) {
  347. if (baseAttr[attr] > 0) {
  348. baseAttr[attr] += (equip.lv - 1) * curCfg.increaseLv
  349. }
  350. }
  351. if (iEquipObj) {
  352. iEquip = iEquipObj
  353. iEquip.cfg = curCfg
  354. iEquip.equip = equip
  355. this.changeBaseAttr(iEquip, baseAttr)
  356. iEquip.grade = Data.user.gradeArr[iEquip.cfg.quality - 1]
  357. } else {
  358. iEquip = {
  359. ...baseAttr,
  360. cfg: curCfg,
  361. equip: equip,
  362. grade: Data.user.gradeArr[curCfg.quality - 1],
  363. power: 0,
  364. }
  365. }
  366. iEquip.power = this.getPowerByAttr(iEquip)
  367. return iEquip
  368. }
  369. buildEquipByCfg(id: number): IEquip {
  370. if (id > 0 && !ArmorConfig[id]) {
  371. console.error('没有这个装备')
  372. return
  373. }
  374. let iEquip: equip = {
  375. sid: '',
  376. id: id,
  377. lv: 0,
  378. hero: '',
  379. }
  380. return this.buildIEquip(iEquip)
  381. }
  382. buildICastleSkill(id: number): ICastleSkill {
  383. let cfg = CastleSkillConfig[id]
  384. let baseAttr = this.buildIBaseAttr(cfg)
  385. return {
  386. ...baseAttr,
  387. cfg,
  388. lv: cfg.ID % 100,
  389. isUse: id == Data.user.useCastleSkillID,
  390. }
  391. }
  392. buildIBaseAttr(cfg: IBaseAttr, isZero: boolean = false) {
  393. let baseAttr = {
  394. HP: isZero ? 0 : cfg.HP,
  395. attack: isZero ? 0 : cfg.attack,
  396. spellAttack: isZero ? 0 : cfg.spellAttack,
  397. realAttack: isZero ? 0 : cfg.realAttack,
  398. defense: isZero ? 0 : cfg.defense,
  399. spellDefense: isZero ? 0 : cfg.spellDefense,
  400. attackSpeed: isZero ? 0 : cfg.attackSpeed,
  401. attackCrit: isZero ? 0 : cfg.attackCrit,
  402. critNum: isZero ? 0 : cfg.critNum,
  403. hit: isZero ? 0 : cfg.hit,
  404. dodge: isZero ? 0 : cfg.dodge,
  405. moveSpeed: isZero ? 0 : cfg.moveSpeed,
  406. }
  407. return baseAttr
  408. }
  409. changeBaseAttr(baseAttr: IBaseAttr, changeAttr: IBaseAttr, isAdd: boolean = false) {
  410. baseAttr.HP = isAdd ? baseAttr.HP + changeAttr.HP : changeAttr.HP
  411. baseAttr.attack = isAdd ? baseAttr.attack + changeAttr.attack : changeAttr.attack
  412. baseAttr.attackSpeed = isAdd ? baseAttr.attackSpeed + changeAttr.attackSpeed : changeAttr.attackSpeed
  413. baseAttr.attackCrit = isAdd ? baseAttr.attackCrit + changeAttr.attackCrit : changeAttr.attackCrit
  414. baseAttr.critNum = isAdd ? baseAttr.critNum + changeAttr.critNum : changeAttr.critNum
  415. baseAttr.defense = isAdd ? baseAttr.defense + changeAttr.defense : changeAttr.defense
  416. baseAttr.dodge = isAdd ? baseAttr.dodge + changeAttr.dodge : changeAttr.dodge
  417. baseAttr.hit = isAdd ? baseAttr.hit + changeAttr.hit : changeAttr.hit
  418. baseAttr.spellAttack = isAdd ? baseAttr.spellAttack + changeAttr.spellAttack : changeAttr.spellAttack
  419. baseAttr.spellDefense = isAdd ? baseAttr.spellDefense + changeAttr.spellDefense : changeAttr.spellDefense
  420. baseAttr.realAttack = isAdd ? baseAttr.realAttack + changeAttr.realAttack : changeAttr.realAttack
  421. baseAttr.moveSpeed = isAdd ? baseAttr.moveSpeed + changeAttr.moveSpeed : changeAttr.moveSpeed
  422. return baseAttr
  423. }
  424. scaleBaseAttr(baseAttr: IBaseAttr, scale: number) {
  425. baseAttr.HP *= scale
  426. baseAttr.attack *= scale
  427. baseAttr.attackSpeed *= scale
  428. baseAttr.attackCrit *= scale
  429. baseAttr.critNum *= scale
  430. baseAttr.defense *= scale
  431. baseAttr.dodge *= scale
  432. baseAttr.hit *= scale
  433. baseAttr.spellAttack *= scale
  434. baseAttr.spellDefense *= scale
  435. baseAttr.realAttack *= scale
  436. baseAttr.moveSpeed = baseAttr.moveSpeed
  437. return baseAttr
  438. }
  439. setIBaseAttr(obj: ICard | IRole, cfg: IBaseAttr, lvAdd: number, equips: IEquip[]) {
  440. //装备加成
  441. let attr = this.buildIBaseAttr(null, true)
  442. let allEntryArr: number[] = []
  443. for (let i = 0; i < equips.length; i++) {
  444. if (equips[i]) {
  445. this.changeBaseAttr(attr, equips[i], true)
  446. if (equips[i].cfg.entry) allEntryArr.push(equips[i].cfg.entry)
  447. }
  448. }
  449. obj.HP = cfg.HP * lvAdd + attr.HP
  450. obj.attack = cfg.attack * lvAdd + attr.attack
  451. obj.attackSpeed = cfg.attackSpeed * lvAdd + attr.attackSpeed
  452. obj.attackCrit = cfg.attackCrit * lvAdd + attr.attackCrit
  453. obj.critNum = cfg.critNum * lvAdd + attr.critNum
  454. obj.defense = cfg.defense * lvAdd + attr.defense
  455. obj.dodge = cfg.dodge * lvAdd + attr.dodge
  456. obj.hit = cfg.hit * lvAdd + attr.hit
  457. obj.spellAttack = cfg.spellAttack * lvAdd + attr.spellAttack
  458. obj.spellDefense = cfg.spellDefense * lvAdd + attr.spellDefense
  459. obj.realAttack = cfg.realAttack * lvAdd + attr.realAttack
  460. obj.moveSpeed = cfg.moveSpeed + attr.moveSpeed
  461. //天赋词条加成
  462. if ('hero' in obj) {
  463. let profession = obj.cfg.profession
  464. if (Data.main.talentAdd && Data.main.talentAdd[profession]) {
  465. this.changeBaseAttr(obj, Data.main.talentAdd[profession], true)
  466. }
  467. }
  468. // 所有角色卡牌基础属性万分比词条加成
  469. for (let entry of allEntryArr) {
  470. switch (EntryConfig[entry].type) {
  471. case ENTRY.addRoleHP:
  472. obj.HP *= 1 + EntryConfig[entry].rateArr[0] / Data.game.rateNum
  473. case ENTRY.equipAddAttack:
  474. obj.attack *= 1 + EntryConfig[entry].rateArr[0] / Data.game.rateNum
  475. break
  476. }
  477. }
  478. obj.HP = Math.floor(obj.HP)
  479. obj.attack = Math.floor(obj.attack)
  480. obj.attackSpeed = Math.floor(obj.attackSpeed)
  481. obj.attackCrit = Math.floor(obj.attackCrit)
  482. obj.critNum = Math.floor(obj.critNum)
  483. obj.defense = Math.floor(obj.defense)
  484. obj.dodge = Math.floor(obj.dodge)
  485. obj.hit = Math.floor(obj.hit)
  486. obj.spellAttack = Math.floor(obj.spellAttack)
  487. obj.spellDefense = Math.floor(obj.spellDefense)
  488. obj.realAttack = Math.floor(obj.realAttack)
  489. obj.moveSpeed = Math.floor(obj.moveSpeed)
  490. }
  491. getPower() {
  492. let power = 0
  493. Data.user.teamRole.forEach(iRole => {
  494. if (iRole) {
  495. this.buildIRole(iRole.hero, iRole)
  496. power += iRole.power
  497. }
  498. })
  499. Data.user.teamCard.forEach(iCard => {
  500. if (iCard) {
  501. this.buildICard(iCard.card, iCard)
  502. power += iCard.power
  503. }
  504. })
  505. return power
  506. }
  507. getPowerString() {
  508. return Math.toKMBNum(this.getPower())
  509. }
  510. initPower() {
  511. this.lastPower = this.getPower()
  512. }
  513. updatePower() {
  514. let newPower = this.getPower()
  515. if (newPower > this.lastPower) {
  516. Mgr.ui.show(UI.PowerUpUI, `+${newPower - this.lastPower}`)
  517. this.lastPower = newPower
  518. }
  519. }
  520. entryBaseAttrAdd(baseAttr: IBaseAttr, entryID: number[]) {
  521. for (let id of entryID) {
  522. let entryCfg = EntryConfig[id]
  523. if (entryCfg.type >= ENTRY.HP && entryCfg.type <= ENTRY.realAttack) {
  524. baseAttr[ENTRY[entryCfg.type]] += entryCfg.parmArr[0]
  525. }
  526. if (entryCfg.type >= ENTRY.HPRate && entryCfg.type <= ENTRY.realAttackRate) {
  527. baseAttr[ENTRY[entryCfg.type].replace(/Rate/, '')] += entryCfg.rateArr[0]
  528. }
  529. if (entryCfg.type == ENTRY.talAddAllDefense) {
  530. baseAttr.defense += entryCfg.parmArr[0]
  531. baseAttr.spellDefense += entryCfg.parmArr[0]
  532. }
  533. }
  534. }
  535. //天赋加成是基础值
  536. initTalentAdd() {
  537. Data.user.talents.sort((a, b) => a - b)
  538. let talentAdds = []
  539. for (let i = PROFESSION.warrior; i <= PROFESSION.archer; i++) {
  540. let talentAdd = this.buildIBaseAttr(null, true)
  541. let entryIDs: number[] = []
  542. Data.user.talents.forEach(value => {
  543. if (EntryConfig[TalentConfig[value].entryID].profession.includes(i)) {
  544. entryIDs.push(TalentConfig[value].entryID)
  545. }
  546. })
  547. this.entryBaseAttrAdd(talentAdd, entryIDs)
  548. let addAllAttrRateArr: ENTRY[] = [
  549. ENTRY.talAddHP,
  550. ENTRY.talAddattack,
  551. ENTRY.talAddspellAttack,
  552. ENTRY.talAdddefense,
  553. ENTRY.talAddspellDefense,
  554. ]
  555. for (let id of Data.user.talents) {
  556. let cfg = TalentConfig[id]
  557. let entryCfg = EntryConfig[cfg.entryID]
  558. if (addAllAttrRateArr.includes(entryCfg.type)) {
  559. talentAdd[ENTRY[entryCfg.type].replace('talAdd', '')] *= 1 + entryCfg.rateArr[0] / Data.game.rateNum
  560. }
  561. }
  562. talentAdds[i] = talentAdd
  563. }
  564. Data.main.talentAdd = talentAdds
  565. }
  566. checkModOpen(modID: number) {
  567. // if (CC_DEV) return true
  568. return this.checkModOpenBeyond(modID)
  569. }
  570. checkModOpenBeyond(modID: number, checkCurrent: boolean = false) {
  571. let cfg = FunctionsConfig[modID]
  572. let check = true
  573. //mod为0时,不跳转页面
  574. if (!checkCurrent && cfg == undefined) return check
  575. if (!cfg && checkCurrent) return false
  576. switch (cfg.condition) {
  577. case CONDITION_FUNC.teamLevel:
  578. check = checkCurrent ? Data.user.level == cfg.parameter : Data.user.level >= cfg.parameter
  579. break
  580. case CONDITION_FUNC.normalBarrier:
  581. check = checkCurrent
  582. ? Data.user.adventureId == cfg.parameter + 1
  583. : Data.user.adventureId >= cfg.parameter + 1
  584. break
  585. case CONDITION_FUNC.createRoleDay:
  586. let day = Date.getDayDHMS(Data.main.serverTime - Data.user.createTime).day
  587. check = checkCurrent ? day == cfg.parameter : day >= cfg.parameter
  588. break
  589. case CONDITION_FUNC.eliteBarrier:
  590. check = checkCurrent ? Data.user.eliteId == cfg.parameter + 1 : Data.user.eliteId >= cfg.parameter + 1
  591. break
  592. }
  593. return check
  594. }
  595. getModLockTip(modID: number) {
  596. let cfg = FunctionsConfig[modID]
  597. let text = ''
  598. if (cfg) {
  599. let target = Mgr.i18n.getLabel(FunctionsConfig[modID].name)
  600. switch (cfg.condition) {
  601. case CONDITION_FUNC.teamLevel:
  602. text = Mgr.i18n.getLabel(LANGUAGE_TYPE.teamLevel, [cfg.parameter.toString(), target])
  603. break
  604. case CONDITION_FUNC.normalBarrier:
  605. let stageInfoCfg = StageInfoConfig[cfg.parameter],
  606. barrierName = `${Mgr.i18n.getLabel(stageInfoCfg.name)}-${stageInfoCfg.des}`
  607. text = Mgr.i18n.getLabel(LANGUAGE_TYPE.normalBarrier, [barrierName, target])
  608. break
  609. case CONDITION_FUNC.createRoleDay:
  610. text = Mgr.i18n.getLabel(LANGUAGE_TYPE.createRoleDay, [cfg.parameter.toString(), target])
  611. break
  612. }
  613. }
  614. return text
  615. }
  616. showModLockTip(modID: number) {
  617. Mgr.ui.tip(this.getModLockTip(modID))
  618. }
  619. //检查是否功能开启,并显示跳转页面
  620. tryJumpMod(modID: number) {
  621. //modID为0时,不跳转
  622. if (modID == 0) return
  623. let isOpen = Mgr.global.checkModOpen(modID)
  624. if (isOpen) {
  625. //对金币&体力购买界面做特殊处理
  626. if (modID == MOD.fatigueBuy || modID == MOD.moneyBuy) {
  627. Mgr.ui.show(UI.BuyVitalUI, modID)
  628. return
  629. }
  630. let uiID = null
  631. let uiArgs = null
  632. let preOpenUIs = []
  633. let preOpenUIArgs = []
  634. if (!UI[modID]) {
  635. switch (modID) {
  636. case MOD.giftStore:
  637. case MOD.dailyGift:
  638. case MOD.weekGift:
  639. case MOD.noviceGift:
  640. case MOD.dailyStore:
  641. case MOD.resourceStore:
  642. case MOD.relicStore:
  643. uiID = UI.ShopUI
  644. uiArgs = modID
  645. break
  646. case MOD.advancedCharge:
  647. case MOD.luxuryCharge:
  648. uiID = UI.FirstChargeUI
  649. uiArgs = modID
  650. break
  651. case MOD.elite:
  652. uiID = UI.StageChooseUI
  653. uiArgs = GAME_TYPE.elite
  654. break
  655. case MOD.equipGet:
  656. uiID = UI.RecruitUI
  657. uiArgs = RECRUIT_TYPE.forging //装备锻造
  658. break
  659. case MOD.explore:
  660. uiID = UI.BuildingUI
  661. preOpenUIs.push(UI.CurrencyUI)
  662. preOpenUIArgs[preOpenUIs.length - 1] = [GOODS.coin, GOODS.diamond, GOODS.fatigue]
  663. uiArgs = modID
  664. break
  665. }
  666. } else {
  667. uiID = modID
  668. switch (modID) {
  669. case UI.StageChooseUI:
  670. uiArgs = GAME_TYPE.normal
  671. break
  672. case UI.BuildingUI:
  673. //默认城堡 主界面上的弹出层要把货币界面打开
  674. preOpenUIs.push(UI.CurrencyUI)
  675. preOpenUIArgs[preOpenUIs.length - 1] = [GOODS.coin, GOODS.diamond, GOODS.fatigue]
  676. uiArgs = Data.main.buildData.find(value => value.id == BUILDING.main)
  677. break
  678. case UI.RelicTokenUI:
  679. preOpenUIs.push(UI.RelicUI)
  680. break
  681. case UI.RecruitUI:
  682. //默认抽奖-人物
  683. uiArgs = RECRUIT_TYPE.summoning //英雄召唤
  684. }
  685. }
  686. if (Mgr.ui.isTopUI(uiID)) {
  687. Mgr.ui.callOnShow(uiID, uiArgs)
  688. return
  689. }
  690. Mgr.ui.closeAll([UI.MainUI])
  691. preOpenUIs.forEach((v, i) => Mgr.ui.show(v, preOpenUIArgs[i]))
  692. if (uiID) Mgr.ui.show(uiID, uiArgs)
  693. } else {
  694. this.showModLockTip(modID)
  695. }
  696. }
  697. tryOpenNextReadyBox() {
  698. let open = false
  699. if (Data.user.readyOpenBox.length > 0) {
  700. let idNum = Data.user.readyOpenBox.shift()
  701. switch (GoodsConfig[idNum.id].type) {
  702. case GOODS_TYPE.randomBox:
  703. let req = boxGetAward.create()
  704. req.type = GOODS_TYPE.randomBox
  705. Data.user.readyOpenBox = Data.user.readyOpenBox.filter(
  706. value => GoodsConfig[value.id].type != GOODS_TYPE.randomBox,
  707. )
  708. Mgr.net.send(msgCmd.cmd_box_get_award, req)
  709. break
  710. case GOODS_TYPE.selectBox:
  711. open = true
  712. Data.user.readyOpenBox.unshift(idNum)
  713. Mgr.ui.show(UI.BoxOpenUI, idNum)
  714. break
  715. }
  716. }
  717. return open
  718. }
  719. //存入&修改localStorage中adFree相关信息(id: adFree_id, time: 结束时间戳)
  720. storageAdInfo(id: number, timeStamp: number, leftDailyTimes: number) {
  721. if (!id) return
  722. let obj = {timeStamp, leftDailyTimes}
  723. if (this.adInfoStorage) {
  724. this.adInfoStorage[id] = obj
  725. } else {
  726. let item = Mgr.storage.getObject(LOCAL.adFreeInfo, {})
  727. item[id] = obj
  728. this.adInfoStorage = item
  729. }
  730. Mgr.storage.set(LOCAL.adFreeInfo, this.adInfoStorage)
  731. }
  732. //获得对应adfree_id对应时间戳
  733. getAdInfo(id: number) {
  734. let adFreeInfos = this.adInfoStorage
  735. if (!adFreeInfos) {
  736. adFreeInfos = Mgr.storage.getObject(LOCAL.adFreeInfo, {})
  737. }
  738. let time = adFreeInfos[id] ? adFreeInfos[id].timeStamp - Data.main.serverTime : -0.1
  739. let min = Math.floor(time / 60)
  740. let sec = time % 60
  741. let dailyTimes = adFreeInfos[id] ? adFreeInfos[id].leftDailyTimes : 0
  742. let status: IAdStatus = {
  743. time,
  744. min: min.toString().zeroPrefix(min, 2),
  745. sec: sec.toString().zeroPrefix(sec, 2),
  746. isZero: time == 0,
  747. inTime: time > 0 && dailyTimes > 0,
  748. dailyTimes,
  749. }
  750. return status
  751. }
  752. tryShowUserGuide(keys: string[], callback: Function = null) {
  753. if (!keys || keys.length == 0) return false
  754. let bigStep = +keys[0].split('_')[0]
  755. if (this.curGuideStep > 0 && this.curGuideStep != bigStep) return
  756. //1级0经验引导
  757. if (bigStep == 1 && (Data.user.exp > 0 || Data.user.level > 1)) {
  758. return false
  759. }
  760. //打完第一关引导
  761. if (bigStep == 2 && Data.user.adventureId != 2) {
  762. return false
  763. }
  764. //功能引导
  765. if (bigStep > 2 && bigStep < 10000 && !this.checkModOpenBeyond(bigStep, true)) {
  766. return false
  767. }
  768. //密林5第十关Boss说明引导
  769. if (bigStep == 10001 && Data.game.stageID != 10) {
  770. return false
  771. }
  772. //特殊怪物引导
  773. if (
  774. bigStep == 10002 &&
  775. !Object.values(MonsterManualConfig)
  776. .map(v => v.trigger)
  777. .includes(Data.game.stageID)
  778. ) {
  779. return false
  780. }
  781. let curStep = Mgr.storage.getNumber(`userGuide_${bigStep}`)
  782. if (curStep) {
  783. keys = keys.filter(value => +value.split('_')[1] > curStep)
  784. //当前引导小于等于存储的不引导
  785. if (keys.length == 0) return false
  786. }
  787. Mgr.storage.set(`userGuide_${bigStep}`, +keys[keys.length - 1].split('_')[1])
  788. if (bigStep == UI.TimeGiftUI && Data.main.timeGifts[0]) {
  789. Mgr.ui.show(bigStep, Data.main.timeGifts[0])
  790. return true
  791. }
  792. if ([UI.FirstChargeUI].includes(bigStep)) {
  793. Mgr.ui.show(bigStep)
  794. return true
  795. }
  796. this.userGuideCom.showGuideByGroup(keys, callback)
  797. this.curGuideStep = bigStep
  798. return true
  799. }
  800. initAvatar(node, baseUI: BaseUI) {
  801. let sprite = node.getComponent(cc.Sprite)
  802. if (Data.user.avatarTex) {
  803. sprite.spriteFrame = new cc.SpriteFrame(Data.user.avatarTex as cc.Texture2D)
  804. } else {
  805. baseUI.loadTexImg(`Public/avatar/${Data.user.avatar}`, node)
  806. }
  807. }
  808. }