612 lines
20 KiB
Lua
612 lines
20 KiB
Lua
--作者: xc
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--日期: 2019-04-17
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--文件: NatureBaseData.lua
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--模块: NatureBaseData
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--描述: 造化面板通用数据父类
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------------------------------------------------
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--引用
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local BaseAttrData = require "Logic.Nature.NatureBaseAttrData"
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local BaseItemData = require "Logic.Nature.NatureBaseItemData"
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local BaseDrugData = require "Logic.Nature.NatureBaseDrugData"
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local RedPointCustomCondition = CS.Thousandto.Code.Logic.RedPointCustomCondition
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local RedPointItemCondition = CS.Thousandto.Code.Logic.RedPointItemCondition;
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local ItemMsgCondition = CS.Thousandto.Code.Logic.ItemMsgCondition;
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local FightUtils = require "Logic.Base.FightUtils.FightUtils"
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local NatureBaseData = {
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NatureType = 0, --类型
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Level = 0, -- 等级也是配置表ID
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CurExp = 0, -- 当前经验
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CurModel = 0, --当前模型ID
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SkillList = List:New(), --技能列表,存储NatureSkillModelData
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AllSkillList = List:New(), --所有技能列表,存储配置表信息
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ModelList = List:New(), --模型列表,NatureBaseModelData
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AttrList =List:New(), --属性列表,存储NatureBaseAttrData
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ItemList = List:New(),--道具列表,存储NatureBaseItemData
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DrugList = List:New(), --吃药列表,存储NatureBaseDrugData
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FishionList = List:New(), --化形数据储存NatureFashionData
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Fight = 0, --当前战斗力
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}
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NatureBaseData.__index = NatureBaseData
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function NatureBaseData:New( naturetype )
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local _M = Utils.DeepCopy(self)
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_M.NatureType = naturetype
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return _M
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end
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--更新数据函数!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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--计算基础属性战力
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function NatureBaseData:GetAttrFight()
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local attr = Dictionary:New()
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for i=1,#self.AttrList do
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attr:Add(self.AttrList[i].AttrID,self.AttrList[i].Attr);
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end
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return FightUtils.GetPropetryPower(attr)
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end
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--计算吃果子属性战力
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function NatureBaseData:GetDurgAttrFight()
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local attr = Dictionary:New()
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local attrDrug = Dictionary:New()
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for i=1,#self.DrugList do
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local bastattr = self.DrugList[i].AttrList
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for j=1,#bastattr do
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attr:Add(bastattr[j].AttrID,bastattr[j].Attr);
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end
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for j=1,#self.AttrList do
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if self.DrugList[i].PeiyangAtt[1] == self.AttrList[i].AttrID then
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attrDrug:Add(self.AttrList[i].AttrID,self.AttrList[i].Attr * (self.DrugList[i].PeiyangAtt[2] /100))
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end
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end
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end
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return FightUtils.GetPropetryPower(attr) + FightUtils.GetPropetryPower(attrDrug)
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end
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--计算化形战力
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function NatureBaseData:GetFashionAttrFight()
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local fight = 0
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for i=1,#self.FishionList do
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if self.FishionList[i].IsActive then
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fight = fight + self.FishionList[i].Fight
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end
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end
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return fight
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end
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--解析属性
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function NatureBaseData:AnalysisAttr(str)
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self.AttrList:Clear()
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if str then
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local _cs = {';','_'}
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local _attr = Utils.SplitStrByTableS(str,_cs)
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for i=1,#_attr do
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local _data = BaseAttrData:New(_attr[i][1],_attr[i][2],_attr[i][3])
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self.AttrList:Add(_data)
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end
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end
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end
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--解析道具和ITEM表中的数值
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function NatureBaseData:AnalysisItem(str)
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self.ItemList:Clear()
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if str then
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local _attr = Utils.SplitStr(str,'_')
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for i=1,#_attr do
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local _itemid = tonumber(_attr[i])
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local _itemInfo = DataConfig.DataItem[_itemid]
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if _itemInfo then
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local _value = Utils.SplitStr(_itemInfo.EffectNum,'_')
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if _value[2] then
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local _data = BaseItemData:New(_itemid,tonumber(_value[2]))
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self.ItemList:Add(_data)
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end
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end
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end
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end
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end
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--解析道具和ITEM表中的数值
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function NatureBaseData:AddMagicItem(itemid)
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self.ItemList:Clear()
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local _data = BaseItemData:New(tonumber(itemid),0)
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self.ItemList:Add(_data)
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end
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--解析道具和数量
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function NatureBaseData:AnalysisItemAndNum(str)
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self.ItemList:Clear()
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if str then
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local _cs = {';','_'}
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local _attr = Utils.SplitStrByTableS(str,_cs)
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for i=1,#_attr do
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local _itemid = _attr[i]
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local _data = BaseItemData:New(_itemid[1],_itemid[2])
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self.ItemList:Add(_data)
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end
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end
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end
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--解析吃丹数据
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function NatureBaseData:AnalysisOtherItemCfg(type,info)
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GameCenter.NatureSystem:InitConfig()
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if GameCenter.NatureSystem.NatureDrugDir:ContainsKey(type) then
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local _druglist = GameCenter.NatureSystem.NatureDrugDir[type]
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if _druglist then
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self.DrugList:Clear()
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local _count = #_druglist
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for i=1,_count do
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local _eatnum = 0
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local _level = 0
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local _pos = 0
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if info.fruitInfo then
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for j=1,#info.fruitInfo do
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if info.fruitInfo[j].fruitId == _druglist[i].ItemId then
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_eatnum = info.fruitInfo[j].eatnum
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_level= info.fruitInfo[j].level
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_pos = _druglist[i].Position
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break
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end
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end
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end
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if _pos ~= 0 then
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local _id = type * 1000 + _pos * 100 + _level
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local _dataConfig = DataConfig.DataNatureAtt[_id]
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local _total = self:GetTotalEatNum(type * 1000 + _pos * 100, _level)
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local _data = BaseDrugData:New(_dataConfig,_eatnum, _total)
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self.DrugList:Add(_data)
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else
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local _data = BaseDrugData:New(_druglist[i],0)
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self.DrugList:Add(_data)
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end
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end
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end
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end
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end
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function NatureBaseData:GetTotalEatNum(firstID, level)
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local _eatnum = 0
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if level > 0 then
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for i = 1, level do
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local _id = firstID + i - 1
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local _dataConfig = DataConfig.DataNatureAtt[_id]
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if _dataConfig then
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_eatnum = _eatnum + _dataConfig.LeveLimit
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end
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end
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end
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return _eatnum
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end
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--网络消息,设置化形信息
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function NatureBaseData:UpDataFashionInfos(info)
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if info then
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for i=1,#info do
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local _config = nil;
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if self.NatureType == NatureEnum.Mount then --坐骑数据
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_config = DataConfig.DataHuaxingHorse[info[i].id]
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elseif self.NatureType == NatureEnum.Wing then --翅膀数据
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_config = DataConfig.DataHuaxingWing[info[i].id]
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elseif self.NatureType == NatureEnum.Talisman then --法器数据
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_config = DataConfig.DataHuaxingTalisman[info[i].id]
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elseif self.NatureType == NatureEnum.Magic then --阵道数据
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_config = DataConfig.DataHuaxingMagic[info[i].id]
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elseif self.NatureType == NatureEnum.Weapon then --神兵数据
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_config = DataConfig.DataHuaxingWeapon[info[i].id]
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elseif self.NatureType == NatureEnum.FaBao then --法宝数据
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_config = DataConfig.DataHuaxingfabao[info[i].id]
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elseif self.NatureType == NatureEnum.FlySword then --法宝数据
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_config = DataConfig.DataHuaxingFlySword[info[i].modelID]
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end
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self:UpDataFashion(info[i],_config)
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end
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end
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end
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--设置单个化形数据
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function NatureBaseData:UpDataFashion(info, config)
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local _fashion = self.FishionList:Find(function(code)
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if info.id then
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return info.id == code.ModelId
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else
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return info.modelID == code.ModelId
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end
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end)
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if _fashion then
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if info.fight and info.fight > 0 then
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self.Fight = info.fight
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end
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_fashion.IsActive = true
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if info.level then
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_fashion.Level = info.level
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end
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if info.starLevel then
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_fashion.Level = info.starLevel
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end
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-- _fashion:SetFight()
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if config then
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_fashion:UpDateAttrData(config)
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end
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end
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end
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--更新技能设置
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function NatureBaseData:UpDateSkill(skill)
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if skill then
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for i=1,#skill do
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self:SetSkillActive(skill[i])
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end
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end
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end
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--设置技能激活
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function NatureBaseData:SetSkillActive(skill)
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local _skillinfo = self.SkillList:Find(function(code)
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if code.SkillInfo then
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return skill.SkillType == code.SkillType
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end
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return nil
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end)
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if _skillinfo then
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_skillinfo.IsActive = true
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_skillinfo.SkillLevel = skill.Level
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_skillinfo.SkillInfo = DataConfig.DataSkill[skill.SkillType * 100 + skill.Level]
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_skillinfo.NeedLevel = self:GetSkillNeedlv(skill.SkillType,skill.Level)
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end
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end
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--通过技能大类型加等级获得需要升级的阶数或者等级
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function NatureBaseData:GetSkillNeedlv(skilltype,level)
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local _cs = {'_'}
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for i=1,#self.AllSkillList do
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local _skill = Utils.SplitStrByTable(self.AllSkillList[i].Skill,_cs)
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if tonumber(_skill[1]) == skilltype and tonumber(_skill[2]) > level then
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if self.NatureType == NatureEnum.Mount then
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return self.AllSkillList[i].Steps
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else
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return self.AllSkillList[i].Id
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end
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end
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end
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return -1
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end
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--更新模型设置
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function NatureBaseData:UpDateModel(models)
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if models then
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for i=1,#models do
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self:SetModelActive(models[i])
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end
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end
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end
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--设置模型激活
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function NatureBaseData:SetModelActive(modelid)
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local _modelList = self.ModelList:Find(function(code)
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local _model = code.Modelid
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if _model == 0 or _model == nil then
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local _lp = GameCenter.GameSceneSystem:GetLocalPlayer()
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if _lp and code.ModelIdList then
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_model = code.ModelIdList[_lp.IntOcc + 1]
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end
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end
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return modelid == _model
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end)
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if _modelList then
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_modelList.IsActive = true
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end
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end
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--更新吃果子信息
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function NatureBaseData:UpDateDrug(info)
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for i=1,#self.DrugList do
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if self.DrugList[i].ItemId == info.fruitId then
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self.DrugList[i].EatNum = info.eatnum
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if info.level > self.DrugList[i].Level then
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local _id = self.NatureType * 1000 + self.DrugList[i].Position * 100 + info.level
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local _dataConfig = DataConfig.DataNatureAtt[_id]
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local _total = self:GetTotalEatNum(self.NatureType * 1000 + self.DrugList[i].Position * 100, info.level)
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self.DrugList[i].Total = _total
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self.DrugList[i]:UpDateAttrData(_dataConfig)
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else
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self.DrugList[i]:UpDateAttr()
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end
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break
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end
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end
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end
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--解析吃药以及赋值
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function NatureBaseData:Parase(type,info)
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if info then
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self.Level = info.curLevel
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self.CurExp = info.curExp
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self.CurModel = info.modelId
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self.Fight = info.fight
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self:AnalysisOtherItemCfg(type,info)
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end
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end
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---功能函数!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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--获得已经激活的模型ID
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function NatureBaseData:GetModelsList()
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-- local _list = List:New()
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-- for i=1,#self.ModelList do
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-- if self.ModelList[i].IsActive then
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-- _list:Add(self.ModelList[i])
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-- end
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-- end
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local _list = self.ModelList
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return _list
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end
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--获得模型的名字
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function NatureBaseData:GetModelsName(modelid)
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for i=1, #self.ModelList do
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local _model = self.ModelList[i].Modelid
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if _model == 0 or _model == nil then
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local _lp = GameCenter.GameSceneSystem:GetLocalPlayer()
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if _lp and self.ModelList[i].ModelIdList then
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_model = self.ModelList[i].ModelIdList[_lp.IntOcc + 1]
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end
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end
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if _model == modelid then
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return self.ModelList[i].Name
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end
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end
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local _fashion = self:GetFashionInfo(modelid)
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if _fashion then
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return _fashion.Name
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end
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return ""
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end
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function NatureBaseData:GetFirstModelID()
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if self.ModelList and self.ModelList[1] then
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local _model = self.ModelList[1].Modelid
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if _model == 0 or _model == nil then
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local _lp = GameCenter.GameSceneSystem:GetLocalPlayer()
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if _lp and self.ModelList[1].ModelIdList then
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_model = self.ModelList[1].ModelIdList[_lp.IntOcc + 1]
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end
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end
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return _model
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end
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return 0
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end
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--获得模型的缩放
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function NatureBaseData:GetCameraSize(modelid)
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for i=1,#self.ModelList do
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local _model = self.ModelList[i].Modelid
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if _model == 0 or _model == nil then
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local _lp = GameCenter.GameSceneSystem:GetLocalPlayer()
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if _lp and self.ModelList[i].ModelIdList then
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_model = self.ModelList[i].ModelIdList[_lp.IntOcc + 1]
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end
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end
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if _model == modelid then
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return self.ModelList[i].CameraSize
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end
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end
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return 160
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end
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--得到当前显示的模型,如果没有设置基础外观则默认显示最大
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function NatureBaseData:GetCurShowModel()
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local _list = self:GetModelsList()
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local _activeModel = nil
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if _list:Count() > 0 then
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local _model = 0
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for i=1, _list:Count() do
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_model = _list[i].Modelid
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if _model == 0 or _model == nil then
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local _lp = GameCenter.GameSceneSystem:GetLocalPlayer()
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if _lp and _list[i].ModelIdList then
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_model = _list[i].ModelIdList[_lp.IntOcc + 1]
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end
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end
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if _list[i].IsActive then
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_activeModel = _model
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end
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if _model == self.CurModel then
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return self.CurModel
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end
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end
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if _activeModel then
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return _activeModel
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end
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return _model
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end
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return self.CurModel
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end
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--通过模型ID获得是否能点击左边切换按钮
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function NatureBaseData:GetNotLeftButton(modelid)
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local _list = self:GetModelsList()
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if _list:Count() > 0 then
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local _model = _list[1].Modelid
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if _model == 0 or _model == nil then
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local _lp = GameCenter.GameSceneSystem:GetLocalPlayer()
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if _lp and _list[1].ModelIdList then
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_model = _list[1].ModelIdList[_lp.IntOcc + 1]
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end
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end
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return _model ~= modelid
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end
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return false
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end
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--通过模型ID获得上一个模型ID
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function NatureBaseData:GetLastModel(modelid)
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local _list = self:GetModelsList()
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local _index = 0;
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if _list:Count() > 0 then
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local _model = 0
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for i=1,_list:Count() do
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_model = _list[i].Modelid
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if _model == 0 or _model == nil then
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local _lp = GameCenter.GameSceneSystem:GetLocalPlayer()
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if _lp and _list[i].ModelIdList then
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_model = _list[i].ModelIdList[_lp.IntOcc + 1]
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end
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end
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if modelid == _model then
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_index = i-1
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end
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end
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_model = _list[_index].Modelid
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if _model == 0 or _model == nil then
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local _lp = GameCenter.GameSceneSystem:GetLocalPlayer()
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if _lp and _list[_index].ModelIdList then
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_model = _list[_index].ModelIdList[_lp.IntOcc + 1]
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end
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end
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return _model
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end
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return 0
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end
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--通过模型ID获得下一个模型ID
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function NatureBaseData:GetNextModel(modelid)
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local _list = self:GetModelsList()
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local _index = 0;
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if _list:Count() > 0 then
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local _model = 0
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for i=1,_list:Count() do
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_model = _list[i].Modelid
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if _model == 0 or _model == nil then
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local _lp = GameCenter.GameSceneSystem:GetLocalPlayer()
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if _lp and _list[i].ModelIdList then
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_model = _list[i].ModelIdList[_lp.IntOcc + 1]
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end
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end
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if modelid == _model then
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_index = i + 1
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end
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end
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_model = _list[_index].Modelid
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if _model == 0 or _model == nil then
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local _lp = GameCenter.GameSceneSystem:GetLocalPlayer()
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if _lp and _list[_index].ModelIdList then
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_model = _list[_index].ModelIdList[_lp.IntOcc + 1]
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end
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end
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return _model
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end
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return 0
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end
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--通过模型ID获得是否能点击右边切换按钮
|
||
function NatureBaseData:GetNotRightButton(modelid)
|
||
local _list = self:GetModelsList()
|
||
if _list:Count() > 0 then
|
||
local _model = _list[#_list].Modelid
|
||
if _model == 0 or _model == nil then
|
||
local _lp = GameCenter.GameSceneSystem:GetLocalPlayer()
|
||
if _lp and _list[#_list].ModelIdList then
|
||
_model = _list[#_list].ModelIdList[_lp.IntOcc + 1]
|
||
end
|
||
end
|
||
return _model~= modelid
|
||
end
|
||
return false
|
||
end
|
||
|
||
--模型是否激活
|
||
function NatureBaseData:GetModelData(modelid)
|
||
for i=1, #self.ModelList do
|
||
local _model = self.ModelList[i].Modelid
|
||
if _model == 0 or _model == nil then
|
||
local _lp = GameCenter.GameSceneSystem:GetLocalPlayer()
|
||
if _lp and self.ModelList[i].ModelIdList then
|
||
_model = self.ModelList[i].ModelIdList[_lp.IntOcc + 1]
|
||
end
|
||
end
|
||
if _model == modelid then
|
||
return self.ModelList[i]
|
||
end
|
||
end
|
||
return nil
|
||
end
|
||
|
||
--通过ID获得化形数据
|
||
function NatureBaseData:GetFashionInfo(id)
|
||
local _info = self.FishionList:Find(function(code)
|
||
return code.ModelId == id
|
||
end)
|
||
if _info then
|
||
return _info
|
||
end
|
||
return nil
|
||
end
|
||
|
||
--红点功能!!!!!!!!!!!!!!
|
||
|
||
--更新等级红点
|
||
function NatureBaseData:UpDateLevelHit(functionid,ismax,needItemExp, msg)
|
||
local _ismax = self.Level >= ismax
|
||
local _count = #self.ItemList
|
||
self.NeedItemExp = needItemExp
|
||
GameCenter.ItemContianerSystem:ClearItemMsgCondition(functionid)
|
||
if not _ismax then
|
||
local _items = {}
|
||
for i = 1,_count do
|
||
_items[i] = self.ItemList[i].ItemID
|
||
end
|
||
GameCenter.ItemContianerSystem:AddItemMsgCondition(msg, _items, functionid)
|
||
self:UpdateLvRed(functionid)
|
||
else
|
||
GameCenter.MainFunctionSystem:SetAlertFlag(functionid, false)
|
||
end
|
||
end
|
||
|
||
function NatureBaseData:UpdateLvRed(functionid)
|
||
if self.NeedItemExp and self.NeedItemExp > 0 then
|
||
local _exp = 0
|
||
for i = 1, #self.ItemList do
|
||
local _itemCount = GameCenter.ItemContianerSystem:GetItemCountFromCfgId(self.ItemList[i].ItemID)
|
||
_exp = _exp + _itemCount * self.ItemList[i].ItemExp
|
||
if _exp >= self.NeedItemExp then
|
||
break
|
||
end
|
||
end
|
||
GameCenter.MainFunctionSystem:SetAlertFlag(functionid, _exp >= self.NeedItemExp)
|
||
else
|
||
GameCenter.MainFunctionSystem:SetAlertFlag(functionid, false)
|
||
end
|
||
end
|
||
|
||
--更新吃果子红点
|
||
function NatureBaseData:UpDateDrugHit(functionid)
|
||
local _count = #self.DrugList
|
||
GameCenter.RedPointSystem:CleraFuncCondition(functionid)
|
||
for i = 1,_count do
|
||
local _ismax = self.DrugList[i].Level >= GameCenter.NatureSystem:GetDrugItemMax(self.NatureType,self.DrugList[i].ItemId)
|
||
if not _ismax then
|
||
GameCenter.RedPointSystem:AddFuncCondition(functionid, i, RedPointItemCondition(self.DrugList[i].ItemId, 1))
|
||
end
|
||
end
|
||
end
|
||
|
||
--更新翅膀化形红点
|
||
function NatureBaseData:UpDateFashionHit(functionid)
|
||
local _count = #self.FishionList
|
||
GameCenter.RedPointSystem:CleraFuncCondition(functionid)
|
||
local _lp = GameCenter.GameSceneSystem:GetLocalPlayer()
|
||
for i = 1,_count do
|
||
local _ismax = self.FishionList[i].Level >= self.FishionList[i].MaxLevel
|
||
self.FishionList[i]:UpDateNeedItem()
|
||
if _lp and self.FishionList[i].Occ and self.FishionList[i].Occ ~= _lp.IntOcc then
|
||
_ismax = true
|
||
end
|
||
if not _ismax and ((self.FishionList[i].IsActive and self.FishionList[i].IsServerActive) or not self.FishionList[i].IsServerActive) then
|
||
GameCenter.RedPointSystem:AddFuncCondition(functionid, i, RedPointItemCondition(self.FishionList[i].Item, self.FishionList[i].NeedItemNum))
|
||
end
|
||
end
|
||
end
|
||
|
||
return NatureBaseData |