| | |
| | | #可以摆放
|
| | | if curItemCount > canPutinCount:
|
| | | #需要创建新物品放入
|
| | | curCreateItem = ItemCommon.CreateSingleItem(tagItem.GetItemTypeID())
|
| | | curCreateItem = GetOutPutItemObj(tagItem.GetItemTypeID(), canPutinCount, isBind)
|
| | | #注意: 不能在这里AssignItem, 否则会有2个物品指针指向同一个物品实例 . 巨大的错误在这一句 : curCreateItem.Assign(tagItem)
|
| | | SetItemCount(curCreateItem, canPutinCount)
|
| | | SetItemIsBind(curCreateItem, isBind)
|
| | | #此处不做装备拆解,如有需求外传for处理
|
| | | #如果是装备,那么 maxPackCount 为1 这里会循环自动创建新物品,所以直接 GetOutPutItemObj 即可, 暂不支持定制装备拆解
|
| | |
|
| | | item.AssignItem(curCreateItem)
|
| | | SetItemCount(tagItem, curItemCount - canPutinCount)
|
| | |
| | |
|
| | | def __CmpRolePack(item1, item2):
|
| | | # 装备评分高 评分0 评分低,外层分列表
|
| | | # 颜色-星数 - 装备类型 - ID,内层比较 暂时不做时间判断
|
| | | |
| | | if item1.GetItemColor() == item2.GetItemColor():
|
| | | if item1.GetItemQuality() == item2.GetItemQuality():
|
| | | itemType1 = item1.GetType()
|
| | | itemType2 = item2.GetType()
|
| | | if itemType1 == itemType2:
|
| | | #===========================================================================
|
| | | # # 颜色-星数 - 装备类型 - ID,内层比较 暂时不做时间判断
|
| | | # |
| | | # if item1.GetItemColor() == item2.GetItemColor():
|
| | | # if item1.GetItemQuality() == item2.GetItemQuality():
|
| | | # itemType1 = item1.GetType()
|
| | | # itemType2 = item2.GetType()
|
| | | # if itemType1 == itemType2:
|
| | | # return cmp(item1.GetItemTypeID(), item2.GetItemTypeID())
|
| | | # else:
|
| | | # #类型有定义配置顺序
|
| | | # typeList = IpyGameDataPY.GetFuncEvalCfg("PackageSortPriority", 1)
|
| | | # if itemType1 in typeList and itemType2 in typeList:
|
| | | # return cmp(typeList.index(item1.GetType()), typeList.index(item2.GetType()))
|
| | | # elif itemType1 in typeList:
|
| | | # #排在前面
|
| | | # return -1
|
| | | # elif itemType2 in typeList:
|
| | | # return 1
|
| | | # else:
|
| | | # return cmp(itemType1, itemType2)
|
| | | # else:
|
| | | # return cmp(0-item1.GetItemQuality(), 0-item2.GetItemQuality())
|
| | | # else:
|
| | | # return cmp(0-item1.GetItemColor(), 0-item2.GetItemColor())
|
| | | #===========================================================================
|
| | |
|
| | | # 装备类型-颜色-星数 - ID,内层比较 暂时不做时间判断
|
| | | itemType1 = item1.GetType()
|
| | | itemType2 = item2.GetType()
|
| | | if itemType1 == itemType2:
|
| | | if item1.GetItemColor() == item2.GetItemColor():
|
| | | if item1.GetItemQuality() == item2.GetItemQuality():
|
| | | return cmp(item1.GetItemTypeID(), item2.GetItemTypeID())
|
| | | else:
|
| | | #类型有定义配置顺序
|
| | | typeList = IpyGameDataPY.GetFuncEvalCfg("PackageSortPriority", 1)
|
| | | if itemType1 in typeList and itemType2 in typeList:
|
| | | return cmp(typeList.index(item1.GetType()), typeList.index(item2.GetType()))
|
| | | elif itemType1 in typeList:
|
| | | #排在前面
|
| | | return -1
|
| | | elif itemType2 in typeList:
|
| | | return 1
|
| | | else:
|
| | | return cmp(itemType1, itemType2)
|
| | | return cmp(0-item1.GetItemQuality(), 0-item2.GetItemQuality())
|
| | | else:
|
| | | return cmp(0-item1.GetItemQuality(), 0-item2.GetItemQuality())
|
| | | return cmp(0-item1.GetItemColor(), 0-item2.GetItemColor())
|
| | | else:
|
| | | return cmp(0-item1.GetItemColor(), 0-item2.GetItemColor())
|
| | |
|
| | | #类型有定义配置顺序
|
| | | typeList = IpyGameDataPY.GetFuncEvalCfg("PackageSortPriority", 1)
|
| | | if itemType1 in typeList and itemType2 in typeList:
|
| | | return cmp(typeList.index(item1.GetType()), typeList.index(item2.GetType()))
|
| | | elif itemType1 in typeList:
|
| | | #排在前面
|
| | | return -1
|
| | | elif itemType2 in typeList:
|
| | | return 1
|
| | | else:
|
| | | return cmp(itemType1, itemType2)
|
| | | |
| | | |
| | |
|
| | | def __ResetItem_AddItemInList(curList, addItem):
|
| | | #把物品放到列表中, 要判断叠加
|