package hero import ( "fmt" "go_dreamfactory/modules" cfg "go_dreamfactory/sys/configure/structs" "go_dreamfactory/lego/core" ) const ( new_hero = "game_newhero.json" //英雄 hero_stargrow = "game_herostargrow.json" //英雄品质系数 hero_levelgrow = "game_herolevelgrow.json" //英雄成长系数 hero_starup = "game_herostarup.json" // 升星 hero_levelup = "game_herolevelup.json" //英雄等级基础属性 hero_exp = "game_heroexp.json" // 升级 hero_skillup = "game_heroskilllevel.json" // 英雄技能升级 game_skillatk = "game_skillatk.json" // 英雄技能 hero_resonance = "game_heroresonance.json" // 英雄共鸣 hero_comatn = "game_comatn.json" // 英雄共鸣重置 hero_awaken = "game_heroawaken.json" // 英雄觉醒 ) ///配置管理组件 type configureComp struct { modules.MCompConfigure } //组件初始化接口 func (this *configureComp) Init(service core.IService, module core.IModule, comp core.IModuleComp, options core.IModuleOptions) (err error) { err = this.MCompConfigure.Init(service, module, comp, options) err = this.LoadMultiConfigure(map[string]interface{}{ new_hero: cfg.NewGame_newHero, hero_stargrow: cfg.NewGame_heroStargrow, hero_levelgrow: cfg.NewGame_heroLevelgrow, hero_starup: cfg.NewGame_heroStarup, hero_levelup: cfg.NewGame_heroLevelup, hero_exp: cfg.NewGame_heroExp, hero_skillup: cfg.NewGame_heroSkillLevel, game_skillatk: cfg.NewGame_skillAtk, hero_resonance: cfg.NewGame_heroResonance, hero_comatn: cfg.NewGame_comAtn, hero_awaken: cfg.NewGame_heroAwaken, }) return } //获取英雄配置数据 func (this *configureComp) getHeroConfigure() (configure *cfg.Game_newHero, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(new_hero); err != nil { return } else { if configure, ok = v.(*cfg.Game_newHero); !ok { err = fmt.Errorf("%T no is *cfg.Game_hero", v) } } return } // 获取英雄强化增加属性配置数据 func (this *configureComp) GetHeroStargrowConfig() (configure *cfg.Game_heroStargrow, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(hero_stargrow); err == nil { if configure, ok = v.(*cfg.Game_heroStargrow); !ok { err = fmt.Errorf("%T no is *cfg.Game_hero", v) return } } else { err = fmt.Errorf("%T no is *cfg.Game_hero", v) } return } // 获取英雄升级属性变化相关配置数据 func (this *configureComp) GetHeroLevelgrowConfig() (configure *cfg.Game_heroLevelgrow, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(hero_levelgrow); err == nil { if configure, ok = v.(*cfg.Game_heroLevelgrow); !ok { err = fmt.Errorf("%T no is *cfg.Game_heroLevelgrow", v) return } } return } // 获取英雄升星相关配置数据 func (this *configureComp) GetHeroStarupConfig() (configure *cfg.Game_heroStarup, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(hero_starup); err == nil { if configure, ok = v.(*cfg.Game_heroStarup); !ok { err = fmt.Errorf("%T no is *cfg.Game_heroStarup", v) return } } else { err = fmt.Errorf("%T no is *cfg.Game_heroStarup", v) } return } // 获取英雄升级相关配置数据 func (this *configureComp) GetHeroLevelUpConfig() (configure *cfg.Game_heroLevelup, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(hero_levelup); err == nil { if configure, ok = v.(*cfg.Game_heroLevelup); !ok { err = fmt.Errorf("%T no is *cfg.Game_heroLevelup", v) return } } else { err = fmt.Errorf("%T no is *cfg.Game_heroLevelup", v) } return } func (this *configureComp) GetHeroExpConfig() (configure *cfg.Game_heroExp, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(hero_exp); err == nil { if configure, ok = v.(*cfg.Game_heroExp); !ok { err = fmt.Errorf("%T no is *cfg.Game_heroExp", v) return } } else { err = fmt.Errorf("%T no is *cfg.Game_heroExp", v) } return } func (this *configureComp) GetHeroExp(hid int32) *cfg.Game_heroExpData { if v, err := this.GetConfigure(hero_exp); err == nil { if configure, ok := v.(*cfg.Game_heroExp); !ok { err = fmt.Errorf("%T no is *cfg.Game_heroExp", v) return nil } else { return configure.Get(hid) } } else { err = fmt.Errorf("%T no is *cfg.Game_heroExp", v) } return nil } //英雄等级基础属性 func (this *configureComp) GetHeroLevelup() (configure *cfg.Game_heroLevelup, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(hero_levelup); err != nil { return } else { if configure, ok = v.(*cfg.Game_heroLevelup); !ok { err = fmt.Errorf("%T no is *cfg.Game_heroLevelup", v) return } } return } //英雄品质系数 func (this *configureComp) GetHeroStargrow() (configure *cfg.Game_heroStargrow, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(hero_stargrow); err != nil { return } else { if configure, ok = v.(*cfg.Game_heroStargrow); !ok { err = fmt.Errorf("%T no is *cfg.Game_heroStargrow", v) return } } return } //获取英雄配置 func (this *configureComp) GetHero(heroId int32) *cfg.Game_newHeroData { cfg, err := this.getHeroConfigure() if err != nil { return nil } if v, ok := cfg.GetDataMap()[heroId]; ok { return v } return nil } //获取英雄星级配置 func (this *configureComp) GetHeroStar(star int32) *cfg.Game_heroStargrowData { cfg, err := this.GetHeroStargrow() if err != nil { return nil } if v, ok := cfg.GetDataMap()[star]; ok { return v } return nil } //获取英雄等级配置 func (this *configureComp) GetHeroLv(lv int32) *cfg.Game_heroLevelupData { cfg, err := this.GetHeroLevelup() if err != nil { return nil } if v, ok := cfg.GetDataMap()[lv]; ok { return v } return nil } // 英雄成长系数 func (this *configureComp) GetHeroLevelgrow() (configure *cfg.Game_heroLevelgrow, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(hero_levelgrow); err != nil { return } else { if configure, ok = v.(*cfg.Game_heroLevelgrow); !ok { err = fmt.Errorf("%T no is *cfg.Game_heroLevelgrow", v) return } } return } //英雄成长配置 func (this *configureComp) GetHeroLvgrow(heroId int32) *cfg.Game_heroLevelgrowData { cfg, err := this.GetHeroLevelgrow() if err != nil { return nil } if v, ok := cfg.GetDataMap()[heroId]; ok { return v } return nil } // 获取英雄技能升级相关信息 func (this *configureComp) GetHeroSkillUpConfig() (configure *cfg.Game_heroSkillLevel, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(hero_skillup); err == nil { if configure, ok = v.(*cfg.Game_heroSkillLevel); !ok { err = fmt.Errorf("%T no is *cfg.Game_hero", v) return } } else { err = fmt.Errorf("%T no is *cfg.Game_hero", v) } return } // 获取英雄技能最大等级 func (this *configureComp) GetHeroSkillMaxLvConfig(skillId uint32) int32 { if v, err := this.GetConfigure(game_skillatk); err == nil { if configure, ok := v.(*cfg.Game_skillAtk); ok { return configure.Get(int32(skillId)).MaxLV } } return 0 } // 通过英雄配置ID获取共鸣配置信息 func (this *configureComp) GetHeroResonanceConfig(cardConfigID int32) (data *cfg.Game_heroResonanceData, err error) { var ( v interface{} ) if v, err = this.GetConfigure(hero_resonance); err == nil { if configure, ok := v.(*cfg.Game_heroResonance); !ok { err = fmt.Errorf("%T no is *cfg.Game_heroResonance", v) return } else { data = configure.Get(cardConfigID) } } else { err = fmt.Errorf("%T no is *cfg.Game_hero", v) } return } func (this *configureComp) GetHeroResonanceRestConfig() (data *cfg.Game_comAtnData, err error) { var ( v interface{} ) if v, err = this.GetConfigure(hero_comatn); err == nil { if configure, ok := v.(*cfg.Game_comAtn); !ok { err = fmt.Errorf("%T no is *cfg.Game_heroResonance", v) return } else { data = configure.Get("hero_reset") } } else { err = fmt.Errorf("%T no is *cfg.Game_hero", v) } return } func (this *configureComp) GetHeroAwakenConfig() (configure *cfg.Game_heroAwaken, err error) { var ( v interface{} ok bool ) if v, err = this.GetConfigure(hero_awaken); err == nil { if configure, ok = v.(*cfg.Game_heroAwaken); !ok { err = fmt.Errorf("%T no is *cfg.Game_heroResonance", v) return } } else { err = fmt.Errorf("%T no is *cfg.Game_hero", v) } return }