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@ -317,6 +317,11 @@ var now_game_data:Dictionary={
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#存储的NPC数据(仅包含遇到的NPC,用于存储NPC的背包,在申请NPCdata时进行写入
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"NPC_data":{},
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#任务数据
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"mission":[[],[],[]]
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#三个分别为进行中任务,已完成任务,失败任务
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,
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#当前场景ID
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"now_scene":"",
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"difficulty":0,
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@ -510,6 +515,10 @@ var triger:Dictionary={
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"show_level_up":func (data):now_game_flow.show_item_level_up(),
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"show_warehouse":func(data):now_game_flow.show_warehouse(),
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"make_card":func(data):now_game_flow.show_make_card(),
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#开启任务
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"start_mission":func(data):add_mission_started(data),
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#人类特质触发器,触发为当前游戏人物属性随机加一
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"human":func(data):human_triger(),
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@ -527,6 +536,7 @@ func call_triger(triger_type:String,data):
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return triger[triger_type].call(data)
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else:
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return null
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#人类特质触发器
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func human_triger():
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var character_data:Dictionary=now_game_data["character_data"]
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@ -564,7 +574,15 @@ var condition_triger:Dictionary={
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"date_limit":func (data:Dictionary):return TimeTool.is_in_date(data,get_time_dictionary()),
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"time_limit":func (data:Dictionary):return TimeTool.is_in_time(data,get_time_dictionary()),
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"rand":func (data:Dictionary):return get_rand(data["scene_id"],data["touch_id"],data["index"],data["condition"]),
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"currency_more_than": func (data:Dictionary) :return get_currency_game(data["ind"])>=data["value"]
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"currency_more_than": func (data:Dictionary) :return get_currency_game(data["ind"])>=data["value"],
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#返回任务是否存在
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"is_mission_started":func(data:Dictionary):return data["name"] in get_mission_started(),
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"is_missionm_failed":func(data:Dictionary):return data["name"] in get_mission_finished(),
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"is_mission_success":func(data:Dictionary):return data["name"] in get_mission_failed(),
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}
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#使用条件触发器
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func call_condition_triger(triger_type:String,data):
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@ -572,6 +590,34 @@ func call_condition_triger(triger_type:String,data):
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return condition_triger[triger_type].call(data)
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else:
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return false
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#获取已经开始的任务列表
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func get_mission_started()->Array:
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if not now_game_data.has("mission"):
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now_game_data["mission"]=[[],[],[]]
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return now_game_data["mission"][0]
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#获取已经完成的任务列表
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func get_mission_finished()->Array:
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if not now_game_data.has("mission"):
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now_game_data["mission"]=[[],[],[]]
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return now_game_data["mission"][1]
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#获取已经失败的任务列表
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func get_mission_failed()->Array:
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if not now_game_data.has("mission"):
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now_game_data["mission"]=[[],[],[]]
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return now_game_data["mission"][2]
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#将任务添加到任务列表
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func add_mission_started(i:String):
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if not i in get_mission_started():
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get_mission_started().append(i)
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if i in get_mission_failed():
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get_mission_failed().pop_at(get_mission_failed().find(i))
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if i in get_mission_started():
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get_mission_started().pop_at(get_mission_started().find(i))
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#记录随机的场景上一次结果,如果时间不变则直接取上一次结果
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#记录在游戏存档内,保证加载数据不改变
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func get_rand(scene_id:String,touch_name:String,index:String,condition:float)->bool:
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