autoImport("AdventureItemData") AdventureCollectionGroupData = class("AdventureCollectionGroupData",AdventureItemData) function AdventureCollectionGroupData:ctor(staticId) self.staticId = staticId self:initData() end function AdventureCollectionGroupData:initData( ) self.collections = {} self.isUnlock = false self:initStaticData() end function AdventureCollectionGroupData:setIsSelected( isSelected ) -- body if(self.isSelected ~= isSelected)then self.isSelected = isSelected end end function AdventureCollectionGroupData:initStaticData() self.staticData = Table_Collection[self.staticId] end function AdventureCollectionGroupData:addCollectionData(adventureData) if(adventureData.IsValid and adventureData:IsValid())then self.collections[#self.collections+1] = adventureData end end local temp = {} function AdventureCollectionGroupData:getCollectionData() TableUtility.ArrayClear(temp) for i=1,#self.collections do local single = self.collections[i] if(single.IsValid and single:IsValid())then temp[#temp+1] = single end end return temp end function AdventureCollectionGroupData:hasToBeUnlockItem( ) if(self.staticData.RedTip and not self:isTotalComplete() and not self:isTotalUnComplete())then if(self.collections and #self.collections>0)then for j=1,#self.collections do local singleColl = self.collections[j] if(singleColl.status == SceneManual_pb.EMANUALSTATUS_UNLOCK_CLIENT)then return true end end end end end function AdventureCollectionGroupData:getCurrentUnlockNum( ) local count = 0 for i=1,#self.collections do local single = self.collections[i] if(single.status == SceneManual_pb.EMANUALSTATUS_UNLOCK)then count = count + 1 end end return count end function AdventureCollectionGroupData:isTotalUnComplete( ) for i=1,#self.collections do local single = self.collections[i] if(single.status ~= SceneManual_pb.EMANUALSTATUS_DISPLAY)then return false end end return true end function AdventureCollectionGroupData:IsUnlock( ) return self.isUnlock end function AdventureCollectionGroupData:setUnlock( unlock ) self.isUnlock = unlock end function AdventureCollectionGroupData:isTotalComplete( ) -- body for i=1,#self.collections do local single = self.collections[i] if(single.status ~= SceneManual_pb.EMANUALSTATUS_UNLOCK)then return false end end return true end