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