rbxIdleWeapon/src/ServerStorage/Proxy/EquipmentProxy.luau

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-- 装备代理
local EquipmentProxy = {}
--> Services
local ReplicatedStorage = game:GetService("ReplicatedStorage")
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local ServerStorage = game:GetService("ServerStorage")
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--> Variables
local Utils = require(ReplicatedStorage.Tools.Utils)
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local ArchiveProxy = require(ServerStorage.Proxy.ArchiveProxy)
local PlayerInfoProxy = require(ServerStorage.Proxy.PlayerInfoProxy)
--> Json
local JsonEquipment = require(ReplicatedStorage.Json.Equipment)
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local JsonAttributes = require(ReplicatedStorage.Json.Attributes)
local JsonExAttributes = require(ReplicatedStorage.Json.ExAttributes)
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--> Constants
local STORE_NAME = "Equipment"
--------------------------------------------------------------------------------
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-- 获取装备文件夹
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local function GetPlayerEquipmentFolder(Player: Player)
local pData = Utils:GetPlayerDataFolder(Player)
if not pData then return end
local EquipmentFolder = pData:FindFirstChild("Equipment")
return EquipmentFolder
end
--------------------------------------------------------------------------------
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-- 初始化玩家
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function EquipmentProxy:InitPlayer(Player: Player)
local pData = Utils:GetPlayerDataFolder(Player)
if not pData then return end
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Utils:CreateFolder("Equipment", pData)
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-- 新玩家数据初始化
if not ArchiveProxy.pData[Player.UserId][STORE_NAME] then
ArchiveProxy.pData[Player.UserId][STORE_NAME] = {}
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end
-- 初始化装备
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for uniqueId, EquipmentData in ArchiveProxy.pData[Player.UserId][STORE_NAME] do
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Utils:CreateDataInstance(Player, uniqueId, EquipmentData, GetPlayerEquipmentFolder(Player))
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end
end
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-- 一些特殊记录或者不用记录的Key
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local EXCEPT_KEYS = { "id", "orgId", "name", "attributes"}
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-- 添加装备到背包
function EquipmentProxy:AddEquipment(Player: Player, EquipmentId: number)
local pData = Utils:GetPlayerDataFolder(Player)
if not pData then return end
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local EquipmentData = Utils:GetIdDataFromJson(JsonEquipment, EquipmentId)
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if not EquipmentData then return end
local UniqueId = Utils:GenUniqueId(ArchiveProxy.pData[Player.UserId])
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-- 配置表内容
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local ResultData = {}
for key, value in pairs(EquipmentData) do
if not table.find(EXCEPT_KEYS, key) then
ResultData[key] = value
end
end
ResultData.id = UniqueId
ResultData.orgId = EquipmentId
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-- 到时候记录穿戴槽位
ResultData.wearing = 0
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-- TODO: 其他随机词条内容添加在下面
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-- 随机生成额外属性数量
local rng = Random.new()
local maxExAttributeNumber = PlayerInfoProxy:GetPlayerInfo(Player).exAttributeNumber or 0
local exAttributeNumber = rng:NextInteger(0, maxExAttributeNumber)
ResultData.maxExAttributeNumber = exAttributeNumber
ResultData.exAttributes = {}
if exAttributeNumber > 0 then
local spawnExAttributesId = {}
for i = 1, exAttributeNumber do
local newExAttributeId = Utils:GetRandomIdFromJsonWithType(JsonExAttributes, 1, spawnExAttributesId)
table.insert(spawnExAttributesId, newExAttributeId)
local ExAttributeData = Utils:GetIdDataFromJson(JsonExAttributes, newExAttributeId)
local randomExAttributeValue = rng:NextInteger(ExAttributeData.randomValue[1], ExAttributeData.randomValue[2])
local AttributeData = Utils:GetIdDataFromJson(JsonAttributes, newExAttributeId)
ResultData.exAttributes[AttributeData.name] = randomExAttributeValue
end
end
-- 随机生成元素属性数量(暂时跟额外属性相同,之后可以改逻辑)
local maxElementNumber = PlayerInfoProxy:GetPlayerInfo(Player).elementNumber or 0
local elementNumber = rng:NextInteger(0, maxElementNumber)
ResultData.maxElementNumber = elementNumber
ResultData.elements = {}
if elementNumber > 0 then
local spawnElementsId = {}
for i = 1, elementNumber do
local newElementAttributeId = Utils:GetRandomIdFromJsonWithType(JsonExAttributes, 1, spawnElementsId)
table.insert(spawnElementsId, newElementAttributeId)
local ElementAttributeData = Utils:GetIdDataFromJson(JsonExAttributes, newElementAttributeId)
local randomElementAttributeValue = rng:NextInteger(ElementAttributeData.randomValue[1], ElementAttributeData.randomValue[2])
local AttributeData = Utils:GetIdDataFromJson(JsonAttributes, newElementAttributeId)
ResultData.elements[AttributeData.name] = randomElementAttributeValue
end
end
-- 随机生成元素抗性数量
local maxElementDefNumber = PlayerInfoProxy:GetPlayerInfo(Player).elementDefNumber or 0
local elementDefNumber = rng:NextInteger(0, maxElementDefNumber)
ResultData.maxElementDefNumber = elementDefNumber
ResultData.elementDef = {}
if elementDefNumber > 0 then
local spawnElementDefId = {}
for i = 1, elementDefNumber do
local newElementDefId = Utils:GetRandomIdFromJsonWithType(JsonExAttributes, 1, spawnElementDefId)
table.insert(spawnElementDefId, newElementDefId)
local ElementDefAttributeData = Utils:GetIdDataFromJson(JsonExAttributes, newElementDefId)
local randomElementDefAttributeValue = rng:NextInteger(ElementDefAttributeData.randomValue[1], ElementDefAttributeData.randomValue[2])
local AttributeData = Utils:GetIdDataFromJson(JsonAttributes, newElementDefId)
ResultData.elementDef[AttributeData.name] = randomElementDefAttributeValue
end
end
-- 随机生成技能槽位数量
local AbilityProxy = require(ServerStorage.Proxy.AbilityProxy)
local maxAbilityNumber = PlayerInfoProxy:GetPlayerInfo(Player).abilityNumber or 0
local abilityNumber = rng:NextInteger(0, maxAbilityNumber)
ResultData.maxAbilityNumber = abilityNumber
if abilityNumber > 0 then
local spawnAbilitiesId = {}
for i = 1, abilityNumber do
local newAbilityId = AbilityProxy:GetRandomAbilityId(spawnAbilitiesId)
table.insert(spawnAbilitiesId, newAbilityId)
local newAbilityData, newAbilityInstance = AbilityProxy:AddAbility(Player, newAbilityId)
AbilityProxy:WearAbility(Player, newAbilityData.id, UniqueId)
end
end
-- 随机生成宝石数量
local GemProxy = require(ServerStorage.Proxy.GemProxy)
local maxGemNumber = PlayerInfoProxy:GetPlayerInfo(Player).gemNumber or 0
local gemNumber = rng:NextInteger(0, maxGemNumber)
ResultData.maxGemNumber = gemNumber
if gemNumber > 0 then
local spawnGemsId = {}
for i = 1, gemNumber do
local newGemId = GemProxy:GetRandomGemId(spawnGemsId)
table.insert(spawnGemsId, newGemId)
local newGemData, newGemInstance = GemProxy:AddGem(Player, newGemId)
GemProxy:WearGem(Player, newGemData.id, UniqueId)
end
end
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------------------------------------------------------------
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ArchiveProxy.pData[Player.UserId][UniqueId] = ResultData
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Utils:CreateDataInstance(Player, UniqueId, ResultData, GetPlayerEquipmentFolder(Player))
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end
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-- 回收装备
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function EquipmentProxy:RecycleEquipment(Player: Player, EquipmentId: number)
local pData = Utils:GetPlayerDataFolder(Player)
if not pData then return end
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local EquipmentData = ArchiveProxy.pData[Player.UserId][STORE_NAME][EquipmentId]
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if not EquipmentData then return end
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-- TODO根据对应功能模块生成对应技能
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-- 回收装备返回金币
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PlayerInfoProxy:ChangeItem(Player, 1, EquipmentData.recycle)
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ArchiveProxy.pData[Player.UserId][EquipmentId] = nil
local EquipmentInstance = GetPlayerEquipmentFolder(Player):FindFirstChild(EquipmentId)
if EquipmentInstance then
EquipmentInstance:Destroy()
end
end
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-- 穿戴装备
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function EquipmentProxy:WearEquipment(Player: Player, EquipmentId: number)
local pData = Utils:GetPlayerDataFolder(Player)
if not pData then return end
-- 穿戴装备时再生成模型
end
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-- 获取装备数据
function EquipmentProxy:GetEquipmentData(Player: Player, EquipmentUniqueId: number)
local EquipmentData = ArchiveProxy.pData[Player.UserId][STORE_NAME][EquipmentUniqueId]
return EquipmentData
end
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function EquipmentProxy:OnPlayerRemoving(Player: Player)
end
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ReplicatedStorage.Remotes.PlayerRemoving.Event:Connect(function(PlayerUserId: string)
EquipmentProxy:OnPlayerRemoving(PlayerUserId)
end)
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return EquipmentProxy