2025-06-04 05:12:01 +08:00

63 lines
1.3 KiB
Plaintext

AEGuildBuildingData = class("AEGuildBuildingData")
function AEGuildBuildingData:ctor(data)
self.types = {}
self:SetData(data)
end
function AEGuildBuildingData:SetData(data)
if data ~= nil then
TableUtility.TableClear(self.types)
local length = #data.types
for i=1,length do
local typeID = data.types[i]
self.types[typeID] = typeID
end
self.minlv = data.minlv
self.maxlv = data.maxlv
self.submitinc = data.submitinc
self.rewardinc = data.rewardinc
end
end
function AEGuildBuildingData:SetTime(data)
self.beginTime = data.begintime
self.endTime = data.endtime
end
--判斷是否在活動時間內
function AEGuildBuildingData:IsInActivity()
if self.beginTime ~= nil and self.endTime ~= nil then
local server = ServerTime.CurServerTime()/1000
return server >= self.beginTime and server <= self.endTime
else
return false
end
end
-- 判斷是否符合等級要求
function AEGuildBuildingData:CheckEffectByGuildBuildingLevel(gLevel)
if gLevel >= self.minlv and gLevel <= self.maxlv then
return true
else
return false
end
end
function AEGuildBuildingData:CheckEffectByGuildBuildingType(gType)
if self.types and self.types[gType] then
return true
else
return false
end
end
function AEGuildBuildingData:GetSubmitInc()
return self.submitinc
end
function AEGuildBuildingData:GetRewardInc()
return self.rewardinc
end