local i=complex.new(0,1) return {new =new,i=i,add=add}
时间: 2024-03-03 13:53:50 浏览: 16
这段代码定义了一个 Lua 模块,其中包含了 `new`、`i` 和 `add` 三个函数。其中 `new` 函数使用 `complex.new` 创建一个新的复数对象,`i` 函数返回一个虚数单位 `i`,`add` 函数实现了复数的加法运算。
根据这段代码的定义,你可以在其他 Lua 代码中通过 `require` 函数引入这个模块,并使用其中定义的函数。例如:
```lua
-- 引入 complex 模块
local complex = require("complex")
-- 创建一个复数对象
local z = complex.new(1, 2)
-- 计算虚数单位 i 的平方
local i_square = complex.new(0, 1) * complex.new(0, 1)
-- 计算两个复数的和
local w = complex.add(z, complex.new(3, 4))
```
注意,这段代码中的 `complex` 模块使用了一个名为 `complex.new` 的函数来创建复数对象。这个函数的具体实现可能需要根据上下文来确定。
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function C:WeaponQualityUpToID(w) --同ID升品是否满足 local allweapon = self:Get("weaponList") local qualityCfg = DATA.GetData("WeaponQuality") local cfg =qualityCfg[w.quality] local stuff = {} --材料 local needStuffCnt = cfg.UpNeedCount for _, weapon in pairs(allweapon) do local isUse = HeroHelper:PairsWearWeapon(function (wearWeapon) --装备中的武器 if (weapon.guid ~= wearWeapon.guid and weapon.cfgid == wearWeapon.cfgid and wearWeapon.quality == cfg.UpNeedQuality) or cfg.UpNeedQuality ==0 then return true end end) if (not isUse) and weapon.guid ~= w.guid and weapon.cfgid == w.cfgid and ((weapon.quality == cfg.UpNeedQuality)or cfg.UpNeedQuality == 0 ) then if needStuffCnt > 0 then needStuffCnt = needStuffCnt -1 table.insert( stuff, weapon) end end end return needStuffCnt == 0,stuff end 在此方法中增加:当武器被当做素材时,标记此武器且指向把此武器作为素材的武器guid
好的,您的要求是在上述代码中增加一个标记,用于标记被当做素材的武器,并将其指向把它作为素材的武器guid。我可以为您提供以下代码实现:
function C:WeaponQualityUpToID(w)
local allweapon = self:Get("weaponList")
local qualityCfg = DATA.GetData("WeaponQuality")
local cfg = qualityCfg[w.quality]
local stuff = {} --材料
local needStuffCnt = cfg.UpNeedCount
for _, weapon in pairs(allweapon) do
local isUse = HeroHelper:PairsWearWeapon(function (wearWeapon) --装备中的武器
if (weapon.guid ~= wearWeapon.guid and weapon.cfgid == wearWeapon.cfgid and wearWeapon.quality == cfg.UpNeedQuality) or cfg.UpNeedQuality == 0 then
return true
end
end)
if (not isUse) and weapon.guid ~= w.guid and weapon.cfgid == w.cfgid and ((weapon.quality == cfg.UpNeedQuality) or cfg.UpNeedQuality == 0) then
if needStuffCnt > 0 then
needStuffCnt = needStuffCnt - 1
table.insert(stuff, weapon)
weapon.isMaterial = true --标记为素材
weapon.materialGuid = w.guid --指向把它作为素材的武器guid
end
end
end
return needStuffCnt == 0, stuff
end
在这个修改后的代码中,我们添加了两个属性"isMaterial"和"materialGuid"来标记武器是否被用作素材以及它被用作素材的武器guid。当武器被用作素材时,我们将"isMaterial"属性设置为true,并将"materialGuid"属性设置为把它作为素材的武器guid。这将帮助您更好地跟踪武器的使用情况。
优化这个方法 this.LinksData = function (m_List,transportID) local curRouteConf = {} local tc= mainPlayer.player:FindClosestCharacter(CharacterType.TreasureCase, transportID,0,32) if tc ~= nil then local endPoint = AllPoints[table_count(AllPoints)] table.remove(AllPoints,table_count(AllPoints)) return endPoint end local tc = nil for i = 0,m_List.Count-1 do local value = Logic.TabConfig.RoutePoint_InfoMgr.instance:GetValueByIndex(i) local Links = ListToTable(value.TeleLinks) local route = nil local moveData = nil if mainPlayer.player.CurrentSite >= 200 then if value.ID % 1000 >= 300 and table_find(Links,transportID) ~= false then route = LogicWorld.DynamicMap.instance.m_RoutePoint:FindRoute(mainPlayer.player.transform.position, Vector3.zero, value.ID, 0) tc = mainPlayer.player:FindClosestCharacter(CharacterType.TreasureCase, value.Data,0,32) if route or tc ~= nil then moveData = LogicWorld.DynamicMap.instance.m_RoutePoint:CreateRouteMoveData(mainPlayer.player, route, Vector3.zero) end if not moveData then local temp = {[1] = value.ID,pos = {value.Position[0],value.Position[1],value.Position[2]}} table.insert(AllPoints,temp) local nextPoint = this.LinksData(m_List,value.Data) if nextPoint == nil then table_removeValue(AllPoints,temp) else return nextPoint end else curRouteConf = {value.ID} return curRouteConf; end end else if value.ID % 1000 < 300 and table_find(Links,transportID) ~= false then route = LogicWorld.DynamicMap.instance.m_RoutePoint:FindRoute(mainPlayer.player.transform.position, Vector3.zero, value.ID, 0) if route then moveData = LogicWorld.DynamicMap.instance.m_RoutePoint:CreateRouteMoveData(mainPlayer.player, route, Vector3.zero) end if not moveData then local temp = {[1] = value.ID,pos = {value.Position[0],value.Position[1],value.Position[2]}} table.insert(AllPoints,temp) local nextPoint = this.LinksData(m_List,value.Data) if nextPoint == nil then table_removeValue(AllPoints,temp) else return nextPoint end else curRouteConf = {value.ID} return curRouteConf; end end end end return nil end
There are a few potential optimizations that could be made to this code. Here are a few suggestions:
1. Avoid using `table_count(AllPoints)` and instead keep track of the count of `AllPoints` as a separate variable. Calling `table_count` on every iteration of the loop could be expensive if `AllPoints` is large.
2. Avoid creating a new `ListToTable` table on every iteration of the loop by moving it outside of the loop and storing it in a variable.
3. Instead of calling `table_find(Links, transportID)` on every iteration of the loop, you could use a `for` loop to iterate over `Links` and check if `transportID` is in the list. This would avoid the overhead of the `table_find` function.
4. Consider using Lua's `pairs` function instead of iterating over a `List` object using an index variable. This can make the code more readable and potentially faster.
5. Use local variables wherever possible to avoid global lookups.
Here's an updated version of the function that incorporates these optimizations:
```
function this.LinksData(m_List, transportID)
local curRouteConf = {}
local AllPoints = {}
local closestTc = mainPlayer.player:FindClosestCharacter(CharacterType.TreasureCase, transportID, 0, 32)
if closestTc ~= nil then
local endPoint = AllPoints[#AllPoints]
table.remove(AllPoints)
return endPoint
end
local routePointInfoMgr = Logic.TabConfig.RoutePoint_InfoMgr.instance
local Links = {}
for _, value in pairs(m_List) do
local route = nil
local moveData = nil
Links = Links or ListToTable(value.TeleLinks)
if mainPlayer.player.CurrentSite >= 200 then
if value.ID % 1000 >= 300 then
for _, link in pairs(Links) do
if link == transportID then
route = LogicWorld.DynamicMap.instance.m_RoutePoint:FindRoute(mainPlayer.player.transform.position, Vector3.zero, value.ID, 0)
local closestTc = mainPlayer.player:FindClosestCharacter(CharacterType.TreasureCase, value.Data, 0, 32)
if route or closestTc ~= nil then
moveData = LogicWorld.DynamicMap.instance.m_RoutePoint:CreateRouteMoveData(mainPlayer.player, route, Vector3.zero)
end
if not moveData then
local temp = {[1] = value.ID, pos = {value.Position[0], value.Position[1], value.Position[2]}}
table.insert(AllPoints, temp)
local nextPoint = this.LinksData(m_List, value.Data)
if nextPoint == nil then
table.remove(AllPoints)
else
return nextPoint
end
else
curRouteConf = {value.ID}
return curRouteConf
end
end
end
end
else
if value.ID % 1000 < 300 then
for _, link in pairs(Links) do
if link == transportID then
route = LogicWorld.DynamicMap.instance.m_RoutePoint:FindRoute(mainPlayer.player.transform.position, Vector3.zero, value.ID, 0)
if route then
moveData = LogicWorld.DynamicMap.instance.m_RoutePoint:CreateRouteMoveData(mainPlayer.player, route, Vector3.zero)
end
if not moveData then
local temp = {[1] = value.ID, pos = {value.Position[0], value.Position[1], value.Position[2]}}
table.insert(AllPoints, temp)
local nextPoint = this.LinksData(m_List, value.Data)
if nextPoint == nil then
table.remove(AllPoints)
else
return nextPoint
end
else
curRouteConf = {value.ID}
return curRouteConf
end
end
end
end
end
end
return nil
end
```