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Main/Assets/GameAssets/Resources/Lua/Logic/XianPo/XianPoSyntheticData.lua

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2025-01-25 04:38:09 +08:00
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--作者: 陈宇
--日期: 2019-07-19
--文件: XianPoSyntheticData.lua
--模块: XianPoSyntheticData
--描述: 仙魄合成数据类
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local XianPoSyntheticData = {
CfgId = 0, --仙魄配置表id
Name = "", --仙魄名字
typ = 0, --所属分类id
typName = "", --所属分类名称
NeedXianPoIdCountList = List:New(), --合成所需仙魄的id => 数量字典
NeedItemId = 0, --合成所需道具id
NeedItemNum = 0, --合成所需道具数量
SuccessPer = 0, --万分比
Limit = 0, --合成限制
}
function XianPoSyntheticData:New()
local _m = Utils.DeepCopy(self)
return _m
end
function XianPoSyntheticData:SetAllData(data)
self.CfgId = data.Id
self.Name = data.TargetItems
self.typ = data.Type
self.typName = data.TypeName
if data.Material1 ~= "" then
local _xianPoList = Utils.SplitStrByTableS(data.Material1)
for i=1,#_xianPoList do
local _data = {Id = _xianPoList[i][1], NeedNum = _xianPoList[i][2]}
self.NeedXianPoIdCountList:Add(_data)
end
end
if data.Material2 ~= "" then
local _itemList = Utils.SplitStrByTableS(data.Material2)
self.NeedItemId = _itemList[1][1]
self.NeedItemNum = _itemList[1][2]
-- for i=1,#_itemList do
-- if not self.NeedItemIdCountDic:ContainsKey(_itemList[i][1]) then
-- self.NeedItemIdCountDic:Add(_itemList[i][1], _itemList[i][2])
-- end
-- end
end
self.SuccessPer = data.Probability
local _cfg = DataConfig.DataImmortalSoulAttribute[self.CfgId]
if _cfg ~= nil then
local limit = Utils.SplitNumber(_cfg.ExchangeConditions, '_')
self.Limit = limit[2]
end
end
return XianPoSyntheticData