Browse Source

Merge branch 'master' of http://192.168.123.2:3000/fort23/XY001

# Conflicts:
#	Assets/Scenes/testCombat.scene   resolved by master version
#	Assets/Scripts/GameLogic/Equipment/EquipmentInfo.cs   resolved by origin/master(远端) version
#	UserSettings/Layouts/default-2022.dwlt   resolved by master version
DESKTOP-FB72PO8\Administrator 5 months ago
parent
commit
47f229de7e
28 changed files with 6698 additions and 1670 deletions
  1. 160 20
      Assets/Art/VFX/FXPrefabs/fx_shouDong.prefab
  2. 19 19
      Assets/Art/VFX/FXPrefabs/fx_skill_yunshi_hit.prefab
  3. 167 0
      Assets/Art/VFX/Materials/fx_zb_trail2.mat
  4. 8 0
      Assets/Art/VFX/Materials/fx_zb_trail2.mat.meta
  5. BIN
      Assets/Art/VFX/Textures/Trails/lz_Trail08.png
  6. 133 0
      Assets/Art/VFX/Textures/Trails/lz_Trail08.png.meta
  7. 118 553
      Assets/Art/test01.scene
  8. 0 0
      Assets/Res/TimeLineAssets/Guaiwu05_TD.txt
  9. 5175 0
      Assets/Res/UI/EqRecyclePanel.prefab
  10. 7 0
      Assets/Res/UI/EqRecyclePanel.prefab.meta
  11. 3 3
      Assets/Res/UI/WidgetItem.prefab
  12. 5 0
      Assets/Scripts/Core/UI/Core/UIManager.cs
  13. 17 3
      Assets/Scripts/Core/Utility/GlobalParam.cs
  14. 61 53
      Assets/Scripts/GameLogic/Bag/BagController.cs
  15. 1 1
      Assets/Scripts/GameLogic/Bag/ItemInfo.cs
  16. 95 112
      Assets/Scripts/GameLogic/Equipment/EquipmentController.cs
  17. 10 4
      Assets/Scripts/GameLogic/Equipment/EquipmentInfo.cs
  18. 60 32
      Assets/Scripts/GameLogic/Player/AccountFileInfo.cs
  19. 73 0
      Assets/Scripts/GameUI/UI/Hero/EqRecyclePanel.cs
  20. 11 0
      Assets/Scripts/GameUI/UI/Hero/EqRecyclePanel.cs.meta
  21. 106 0
      Assets/Scripts/GameUI/UI/Hero/EqRecyclePanelData.cs
  22. 11 0
      Assets/Scripts/GameUI/UI/Hero/EqRecyclePanelData.cs.meta
  23. 1 33
      Assets/Scripts/GameUI/UI/Hero/HeroUITools.cs
  24. 7 0
      Assets/Scripts/GameUI/UI/Hero/ProfessionEquipmentPanel.cs
  25. 1 1
      Assets/Scripts/GameUI/UI/Hero/SpecificProfessionEquipmentPanel.cs
  26. 4 1
      Assets/Scripts/GameUI/UI/Items/WidgetItem.cs
  27. 4 4
      UserSettings/EditorUserSettings.asset
  28. 441 831
      UserSettings/Layouts/CurrentMaximizeLayout.dwlt

+ 160 - 20
Assets/Art/VFX/FXPrefabs/fx_shouDong.prefab

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@@ -4885,7 +4886,7 @@ ParticleSystem:
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@@ -20518,7 +20519,7 @@ ParticleSystem:
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@@ -24354,6 +24355,145 @@ ParticleSystemRenderer:
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+ 19 - 19
Assets/Art/VFX/FXPrefabs/fx_skill_yunshi_hit.prefab

@@ -5141,8 +5141,8 @@ ParticleSystem:
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@@ -6247,7 +6247,7 @@ ParticleSystem:
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@@ -6280,15 +6280,15 @@ ParticleSystem:
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@@ -7542,7 +7542,7 @@ ParticleSystem:
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Assets/Res/UI/WidgetItem.prefab

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Assets/Scripts/Core/UI/Core/UIManager.cs

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             }
         }
 
+        /// <summary>
+        /// 隐藏回收池子内的所有对象
+        /// </summary>
+        /// <param name="poolName"></param>
+        /// <typeparam name="T"></typeparam>
         public void DormancyAllGComponent<T>(string poolName)
         {
             GObjectPool.Instance.DormancyPool<T>(poolName);

+ 17 - 3
Assets/Scripts/Core/Utility/GlobalParam.cs

@@ -50,8 +50,17 @@ namespace Core.Utility
         /// </summary>
         public static int Hero_Promote_UI_BG_Star_Pos_2 = 150;
 
-        public static int GenerateEquipmentID(int zy, int eqType, int eqLv, int mainLv)
+        /// <summary>
+        /// 生成装备的GUID
+        /// </summary>
+        /// <param name="zy"></param>
+        /// <param name="eqType"></param>
+        /// <param name="eqLv"></param>
+        /// <param name="mainLv"></param>
+        /// <returns></returns>
+        public static int GenerateEquipmentID(int zy, int eqType, int dropLv, int mainLv)
         {
+            int eqLv = 10;
             if (mainLv <= 10)
             {
                 eqLv = 10;
@@ -60,10 +69,15 @@ namespace Core.Utility
             {
                 int tmp = 5 - mainLv % 5;
                 tmp = mainLv + tmp;
-                eqLv += tmp;
+                eqLv = tmp + dropLv;
+            }
+
+            if (eqLv < 10)
+            {
+                eqLv = 10;
             }
             
-            // Debug.Log("eqLevel=" + eqLv);
+            // LogTool.Log("eqLevel=" + eqLv);
             
             int equipmentConfigID = zy * 10000 + eqType * 1000 + eqLv;
             return equipmentConfigID;

+ 61 - 53
Assets/Scripts/GameLogic/Bag/BagController.cs

@@ -14,25 +14,14 @@ namespace GameLogic.Bag
         /// <summary>
         /// 玩家的所有道具(包含货币)
         /// </summary>
-        private List<ItemInfo> m_bagList = new List<ItemInfo>();
-
-
-        // private List<ItemInfo> m_bagEqList = new List<ItemInfo>();
-
-        /// <summary>
-        /// 玩家的装备(按职业分类)
-        /// </summary>
-        // private Dictionary<int, List<ItemInfo>> m_EqDic = new Dictionary<int, List<ItemInfo>>();
+        // private List<ItemInfo> m_bagList = new List<ItemInfo>();
+        
+        private Dictionary<string, ItemInfo> m_allBagDic = new Dictionary<string, ItemInfo>();
 
         /// <summary>
         /// 外部访问用
         /// </summary>
-        // public Dictionary<int, List<ItemInfo>> EqDic => m_EqDic;
-
-        /// <summary>
-        /// 外部访问用
-        /// </summary>
-        public List<ItemInfo> BagList => m_bagList;
+        // public List<ItemInfo> BagList => m_bagList;
 
 
         public void Init()
@@ -40,9 +29,9 @@ namespace GameLogic.Bag
             foreach (var itemData in AccountFileInfo.Instance.playerData.ItemListData)
             {
                 ItemInfo itemInfo = new ItemInfo(itemData);
-                m_bagList.Add(itemInfo);
+                // m_bagList.Add(itemInfo);
+                m_allBagDic.Add(itemInfo.guid, itemInfo);
                 PlayerManager.Instance.eqController.Init(itemInfo);
-                // AddEqToDic(itemInfo);
             }
         }
 
@@ -202,38 +191,78 @@ namespace GameLogic.Bag
         /// <param name="item"></param>
         public void AddEquipmentItem(ItemInfo item)
         {
+            //掉落的数量
             long count = item.count.Value;
-            ItemInfo eqItemInfo = GetItemInfoWithGuid(item);
 
             // AddEqToDic(eqItemInfo);
+            ItemInfo eqItemInfo = GetItemInfo(item);
             PlayerManager.Instance.eqController.AddEquipment(eqItemInfo);
 
             // m_bagEqList.Add(eqItemInfo);
             AddItem(eqItemInfo, count);
         }
 
-        public ItemInfo GetItemInfoWithGuid(ItemInfo itemInfo)
+        /// <summary>
+        /// 一般是掉了(随机)一个东西(ItemInfo),然后来背包找,是否之前掉过一样的
+        /// 一般用于有guid的item
+        /// 比如掉了一个装备,装备有guid(组装的)
+        /// 后续有其他类似装备这种,动态组织出来的有guid的物品,也可以走这里。宝石,词条等。
+        /// </summary>
+        /// <param name="itemInfo"></param>
+        /// <returns></returns>
+        public ItemInfo GetItemInfo(ItemInfo itemInfo)
         {
-            for (int i = 0; i < m_bagList.Count; i++)
-            {
-                ItemInfo item = m_bagList[i];
-                if (!string.IsNullOrEmpty(item.guid) && item.guid == itemInfo.guid)
-                {
-                    return item;
-                }
-            }
+            
+            string guidStr = string.IsNullOrEmpty(itemInfo.guid) ? itemInfo.itemID.ToString() : itemInfo.guid;
 
-            if (!string.IsNullOrEmpty(itemInfo.guid))
+            if (m_allBagDic.TryGetValue(guidStr, out ItemInfo item))
             {
-                //这里要设成0是因为,装备已经掉出来了,有了数量,第一次进背包时,先把数量去掉(否则会掉一个得2个)
-                //接下来会加回去,看后续代码。
-                itemInfo.count.Value = 0;
-                m_bagList.Add(itemInfo);
+                return item;
             }
 
+            //这里要设成0是因为,随机掉落的东西,第一次进背包时,先把数量去掉(否则会掉会多加1个)
+            //该方法结束后,有统一加数量的代码,看后续代码。
+            itemInfo.count.Value = 0l;
+            m_allBagDic.Add(itemInfo.guid, itemInfo);
+
             return itemInfo;
         }
 
+        /// <summary>
+        /// 获取道具信息
+        /// 不传guid,默认itemId就是guid
+        /// </summary>
+        /// <param name="itemId"></param>
+        /// <param name="guid"></param>
+        /// <returns></returns>
+        public ItemInfo GetItemInfo(int itemId, string guid = "")
+        {
+            // for (int i = 0; i < m_bagList.Count; i++)
+            // {
+            //     ItemInfo item = m_bagList[i];
+            //     if (item.itemID == itemId)
+            //     {
+            //         return item;
+            //     }
+            // }
+
+            string guidStr = string.IsNullOrEmpty(guid) ? itemId.ToString() : guid;
+
+            if (m_allBagDic.TryGetValue(guidStr, out ItemInfo item))
+            {
+                return item;
+            }
+
+            ItemInfo newItem = new ItemInfo(itemId);
+            if (newItem.config.ID > 0)
+            {
+                // m_bagList.Add(newItem);
+                m_allBagDic.Add(newItem.guid, newItem);
+            }
+
+            return newItem;
+        }
+        
 
         /// <summary>
         /// 扣除道具,最后都这里
@@ -268,27 +297,6 @@ namespace GameLogic.Bag
             return DeductItem(item, count);
         }
 
-
-        public ItemInfo GetItemInfo(int itemId)
-        {
-            for (int i = 0; i < m_bagList.Count; i++)
-            {
-                ItemInfo item = m_bagList[i];
-                if (item.itemID == itemId)
-                {
-                    return item;
-                }
-            }
-
-            ItemInfo newItem = new ItemInfo(itemId);
-            if (newItem.config.ID > 0)
-            {
-                m_bagList.Add(newItem);
-            }
-
-            return newItem;
-        }
-
         public void DropHeroExp(Vector3 startPos_WorldPos, int showCount, int itemCount)
         {
             CombatItemShowEventData combatItemShowEventData = CombatItemShowEventData.Create();

+ 1 - 1
Assets/Scripts/GameLogic/Bag/ItemInfo.cs

@@ -42,7 +42,7 @@ namespace GameLogic.Bag
             config = ConfigComponent.Instance.Get<ItemConfig>(itemID);
             guid = itemData.guid;
 
-            if (itemData.eqData != null && itemData.eqData.itemConfigID != 0)
+            if (itemData.eqData != null && itemData.eqData.zyEqId != 0)
             {
                 eqInfo = new EquipmentInfo(itemData.eqData, this);
             }

+ 95 - 112
Assets/Scripts/GameLogic/Equipment/EquipmentController.cs

@@ -35,10 +35,12 @@ namespace GameLogic.Equipment
     public class EquipmentController
     {
         /// <summary>
-        /// 所有的职业装备
+        /// 所有的装备 按 这个逻辑存储 {职业, {部位, 装备列表}}
+        /// 存在意义:一键换装的时候,可以快速找到目标装备
+        /// 
         /// </summary>
-        public Dictionary<int, Dictionary<int ,List<ItemInfo>>> zyEqDic = new Dictionary<int, Dictionary<int ,List<ItemInfo>>>();
-        
+        public Dictionary<int, Dictionary<int ,List<ItemInfo>>> allZyEqDic = new Dictionary<int, Dictionary<int ,List<ItemInfo>>>();
+
         /// <summary>
         /// 已穿戴的装备
         /// </summary>
@@ -71,11 +73,8 @@ namespace GameLogic.Equipment
             AddEquipment(itemInfo);
             if (itemInfo.eqInfo != null && itemInfo.eqInfo.isEquip)
             {
-                // equipZyEqDic.Add(itemInfo.eqInfo.basicEquipConfig.profession,);
                 AddToCurEquip(itemInfo, true);
             }
-
-            // curGUID = AccountFileInfo.Instance.playerData.eqGUID;
         }
 
         private void CalZyEqAddAttribute()
@@ -83,6 +82,7 @@ namespace GameLogic.Equipment
             foreach (KeyValuePair<int,List<ItemInfo>> keyValuePair in equipZyEqDic)
             {
                 int zy = keyValuePair.Key;
+                ResetZyEqAddAttribute(zy);
                 foreach (ItemInfo eqItem in keyValuePair.Value)
                 {
                     zyEqAddAttributeDic[zy].atk += eqItem.eqInfo.Attack;
@@ -92,6 +92,13 @@ namespace GameLogic.Equipment
             }
         }
 
+        private void ResetZyEqAddAttribute(int zy)
+        {
+            zyEqAddAttributeDic[zy].atk = 0;
+            zyEqAddAttributeDic[zy].def = 0;
+            zyEqAddAttributeDic[zy].hp = 0;
+        }
+
         /// <summary>
         /// 生成装备的GUID
         /// </summary>
@@ -112,6 +119,7 @@ namespace GameLogic.Equipment
         public float GetEquipmentRarityAttributeFactor(int quality)
         {
             int[] factors = PlayerManager.Instance.gameConstantConfig.equipmentRarityAttributeFactor;
+            // LogTool.Log(quality);
             return factors[quality - 1] / (float)100;
         }
 
@@ -168,15 +176,15 @@ namespace GameLogic.Equipment
         /// </summary>
         /// <param name="zy"></param>
         /// <returns>true = 有装备变动 </returns>
-        public bool EquipZyEqs(int zy)
+        public bool QuickEquip(int zy)
         {
             bool changed = false;
-            if (zyEqDic.TryGetValue(zy, out var bwDic))
+            //拿到这个职业的所有部位的装备,bwDic就是一个按部位划分的字典key=部位,value=这个部位下的所有装备
+            if (allZyEqDic.TryGetValue(zy, out var bwDic))
             {
                 foreach (KeyValuePair<int, List<ItemInfo>> keyValuePair in bwDic)
                 {
                     ItemInfo bestBwEq = null;
-                    //遍历完成后,可以把这个部位最好的装备找到 称谓 安慰 琐碎 栩栩如生 浮想联翩 囫囵吞枣
                     foreach (ItemInfo bwItem in keyValuePair.Value)
                     {
                         // bwItem.eqInfo.isEquip = false;
@@ -202,44 +210,7 @@ namespace GameLogic.Equipment
                         {
                             changed = b;     
                         }
-                        // bestBwEq.eqInfo.isEquip = true;
-                        // if (equipZyEqDic.TryGetValue(zy, out var eqList))
-                        // {
-                        //     bool isAdd = true;
-                        //     // 从后往前遍历,这样删除元素不会影响索引
-                        //     for (int i = eqList.Count - 1; i >= 0; i--)
-                        //     {
-                        //         ItemInfo itemInfo = eqList[i];
-                        //         if (itemInfo.eqInfo.basicEquipConfig.Type == bestBwEq.eqInfo.basicEquipConfig.Type)
-                        //         {
-                        //
-                        //             if (itemInfo.Equals(bestBwEq))
-                        //             {
-                        //                 isAdd = false;
-                        //             }
-                        //             else
-                        //             {
-                        //                 itemInfo.eqInfo.isEquip = false;
-                        //                 eqList.RemoveAt(i);
-                        //             }
-                        //             
-                        //             break;
-                        //         }
-                        //     }
-                        //
-                        //     if (isAdd)
-                        //     {
-                        //         eqList.Add(bestBwEq);    
-                        //     }
-                        //
-                        // }
-                        // else
-                        // {
-                        //     eqList = new List<ItemInfo>();
-                        //     eqList.Add(bestBwEq);
-                        //     equipZyEqDic.Add(zy, eqList);
-                        // }
-                        
+
                     }
                 }
             }
@@ -251,31 +222,33 @@ namespace GameLogic.Equipment
         /// <summary>
         /// 把装备加到:当前已经穿的装备列表中管理
         /// </summary>
-        /// <param name="eqItem"></param>
-        public bool AddToCurEquip(ItemInfo eqItem, bool isInit = false)
+        /// <param name="bestEqItem"></param>
+        /// <param name="isInit">true 表示是初始化,初始化时,不支持保存数据的逻辑</param>
+        /// <returns></returns>
+        public bool AddToCurEquip(ItemInfo bestEqItem, bool isInit = false)
         {
-            int zy = eqItem.eqInfo.basicEquipConfig.profession;
-
-            // bool changed = true;
+            int zy = bestEqItem.eqInfo.basicEquipConfig.profession;
+            
             bool isAdd = true;
             
             if (equipZyEqDic.TryGetValue(zy, out var eqList))
             {
-               
                 // 从后往前遍历,这样删除元素不会影响索引
                 for (int i = eqList.Count - 1; i >= 0; i--)
                 {
                     ItemInfo itemInfo = eqList[i];
-                    if (itemInfo.eqInfo.basicEquipConfig.Type == eqItem.eqInfo.basicEquipConfig.Type)
+                    if (itemInfo.eqInfo.basicEquipConfig.Type == bestEqItem.eqInfo.basicEquipConfig.Type)
                     {
                         //已经在已装备列表里面了,就不加了
-                        if (itemInfo.Equals(eqItem))
+                        if (itemInfo.Equals(bestEqItem))
                         {
                             isAdd = false;
                         }
                         else
                         {
-                            itemInfo.eqInfo.isEquip = false;
+                            //老装备脱下来
+                            EquipLogic(false, itemInfo);
+                            //从已装备的列表处,移除
                             eqList.RemoveAt(i);
                             if (!isInit)
                             {
@@ -290,17 +263,16 @@ namespace GameLogic.Equipment
 
                 if (isAdd)
                 {
-                    eqList.Add(eqItem);    
-                    eqItem.eqInfo.isEquip = true;
-
+                    EquipLogic(true, bestEqItem);
+                    eqList.Add(bestEqItem);
                 }
             }
             else
             {
-                eqItem.eqInfo.isEquip = true;
+                EquipLogic(true, bestEqItem);
                 
                 eqList = new List<ItemInfo>();
-                eqList.Add(eqItem);
+                eqList.Add(bestEqItem);
                 equipZyEqDic.Add(zy, eqList);
             }
 
@@ -310,13 +282,35 @@ namespace GameLogic.Equipment
                 CalZyEqAddAttribute();
                 if (!isInit)
                 {
-                    AccountFileInfo.Instance.SaveItemData(eqItem);
+                    AccountFileInfo.Instance.SaveItemData(bestEqItem);
                 }
             }
 
             return isAdd;
         }
+
+        /// <summary>
+        /// 穿/脱 装备的逻辑
+        /// </summary>
+        /// <param name="equip">穿or脱</param>
+        /// <param name="eqItemInfo">装备item</param>
+        public void EquipLogic(bool equip, ItemInfo eqItemInfo)
+        {
+            eqItemInfo.eqInfo.isEquip = equip;
+            if (equip)
+            {
+                eqItemInfo.count.Value--;
+            }
+            else
+            {
+                eqItemInfo.count.Value++;
+            }
+        }
         
+        /// <summary>
+        /// 这里2次管理装备item的目的是为了:后续穿脱装备时,遍历效率更高
+        /// </summary>
+        /// <param name="eqItemInfo"></param>
         public void AddEquipment(ItemInfo eqItemInfo)
         {
             if (eqItemInfo.eqInfo == null)
@@ -324,9 +318,11 @@ namespace GameLogic.Equipment
                 return;
             }
             
+            // allEqDic.Add(eqItemInfo.guid, eqItemInfo);
+            
             int zy = eqItemInfo.eqInfo.basicEquipConfig.profession;
             int bw = eqItemInfo.eqInfo.basicEquipConfig.Type;
-            if (zyEqDic.TryGetValue(zy, out var bwDic))
+            if (allZyEqDic.TryGetValue(zy, out var bwDic))
             {
                 if (bwDic.TryGetValue(bw, out var eqBwList))
                 {
@@ -338,16 +334,6 @@ namespace GameLogic.Equipment
                     eqBwList.Add(eqItemInfo);
                     bwDic.Add(bw, eqBwList);
                 }
-                // if (bwDic.ContainsKey(bw))
-                // {
-                //     bwDic[bw].Add(eqItemInfo);
-                // }
-                // else
-                // {
-                //     List<ItemInfo> eqBwList = new List<ItemInfo>();
-                //     eqBwList.Add(eqItemInfo);
-                //     bwDic.Add(bw, eqBwList);
-                // }
             }
             else
             {
@@ -355,47 +341,44 @@ namespace GameLogic.Equipment
                 List<ItemInfo> eqBwList = new List<ItemInfo>();
                 eqBwList.Add(eqItemInfo);
                 bwDic.Add(bw, eqBwList);
-                zyEqDic.Add(zy, bwDic);
-                
-                // zyEqDic.Add(pro, new List<ItemInfo>());
-                // zyEqDic[pro].Add(eqItemInfo);
+                allZyEqDic.Add(zy, bwDic);
             }
         }
 
-        public void RemoveEquipment(ItemInfo eqItemInfo)
-        {
-            if (eqItemInfo.eqInfo == null)
-            {
-                return;
-            }
-
-            int zy = eqItemInfo.eqInfo.basicEquipConfig.profession;
-            int bw = eqItemInfo.eqInfo.basicEquipConfig.Type;
-
-            if (zyEqDic.TryGetValue(zy, out var bwDic))
-            {
-                if (bwDic.TryGetValue(bw, out var eqList))
-                {
-                    eqList.Remove(eqItemInfo);
-                }
-                else
-                {
-                    LogTool.Error("移除一个在背包不存在的(bw),装备: guid=" + eqItemInfo.guid + "   职业=" + zy);
-                }
-            }
-            else
-            {
-                LogTool.Error("移除一个在背包不存在的(zy),装备: guid=" + eqItemInfo.guid + "   职业=" + zy);
-            }
-            
-            // if (zyEqDic.ContainsKey(pro) && zyEqDic[pro].Contains(eqItemInfo))
-            // {
-            //     zyEqDic[pro].Remove(eqItemInfo);
-            // }
-            // else
-            // {
-            //     LogTool.Error("移除一个在背包不存在的,装备: guid=" + eqItemInfo.guid + "   职业=" + pro);
-            // }
-        }
+        // public void RemoveEquipment(ItemInfo eqItemInfo)
+        // {
+        //     if (eqItemInfo.eqInfo == null)
+        //     {
+        //         return;
+        //     }
+        //
+        //     int zy = eqItemInfo.eqInfo.basicEquipConfig.profession;
+        //     int bw = eqItemInfo.eqInfo.basicEquipConfig.Type;
+        //
+        //     if (allZyEqDic.TryGetValue(zy, out var bwDic))
+        //     {
+        //         if (bwDic.TryGetValue(bw, out var eqList))
+        //         {
+        //             eqList.Remove(eqItemInfo);
+        //         }
+        //         else
+        //         {
+        //             LogTool.Error("移除一个在背包不存在的(bw),装备: guid=" + eqItemInfo.guid + "   职业=" + zy);
+        //         }
+        //     }
+        //     else
+        //     {
+        //         LogTool.Error("移除一个在背包不存在的(zy),装备: guid=" + eqItemInfo.guid + "   职业=" + zy);
+        //     }
+        //     
+        //     // if (zyEqDic.ContainsKey(pro) && zyEqDic[pro].Contains(eqItemInfo))
+        //     // {
+        //     //     zyEqDic[pro].Remove(eqItemInfo);
+        //     // }
+        //     // else
+        //     // {
+        //     //     LogTool.Error("移除一个在背包不存在的,装备: guid=" + eqItemInfo.guid + "   职业=" + pro);
+        //     // }
+        // }
     }
 }

+ 10 - 4
Assets/Scripts/GameLogic/Equipment/EquipmentInfo.cs

@@ -43,7 +43,12 @@ namespace GameLogic.Equipment
         {
             myItemInfo = itemInfo;
             isEquip = eqData.isEquip;
-            InitEquipment(eqData.itemConfigID, eqData.dropLv, eqData.quality);
+            
+            basicEquipConfig = ConfigComponent.Instance.Get<HeroBasicEquipConfig>(eqData.zyEqId);
+            level = basicEquipConfig.lv;
+            quality = eqData.quality;
+
+            CalAtt();
         }
 
         public EquipmentInfo()
@@ -98,9 +103,9 @@ namespace GameLogic.Equipment
             //             "-装备位置:" + basicEquipConfig.Type + 
             //             "-装备品质:" + quality +
             //             "-装备等级:" + basicEquipConfig.lv);
-            //凯旋 诸葛 某个 津津有味 厌烦 繁琐 述说 
             CalAtt();
         }
+        
 
         public void CalAtt()
         {
@@ -135,8 +140,9 @@ namespace GameLogic.Equipment
             {
                 // guid = guid,
                 // count = count,
-                itemConfigID = myItemInfo.config.ID,
-                dropLv = dropLv,
+                // itemConfigID = myItemInfo.config.ID,
+                // dropLv = dropLv,
+                zyEqId = basicEquipConfig.ID,
                 quality = quality,
                 // zy = zy,
                 isEquip = isEquip,

+ 60 - 32
Assets/Scripts/GameLogic/Player/AccountFileInfo.cs

@@ -13,6 +13,12 @@ public class AccountFileInfo : Singleton<AccountFileInfo>
 {
     public string persistentDataPath = Application.persistentDataPath + "/playerData.txt";
     public PlayerData playerData = new PlayerData();
+    
+    
+    /// <summary>
+    /// 索引,用于快速查找
+    /// </summary>
+    private Dictionary<string, int> itemIndexMap = new Dictionary<string, int>();
 
     public string fileName = "/playerData.txt";
 
@@ -26,11 +32,6 @@ public class AccountFileInfo : Singleton<AccountFileInfo>
         /// </summary>
         public List<HeroData> HeroListData = new List<HeroData>();
 
-        /// <summary>
-        /// 装备列表
-        /// </summary>
-        // public List<EqData> EqListData = new List<EqData>();
-
         /// <summary>
         /// 关卡进度
         /// </summary>
@@ -57,8 +58,23 @@ public class AccountFileInfo : Singleton<AccountFileInfo>
     }
 
     
+    /// <summary>
+    /// 初始化索引表
+    /// 主要给道具用,比较多,调用频繁
+    /// </summary>
+    private void InitializeIndexMap()
+    {
+        itemIndexMap.Clear();
+        for (int i = 0; i < playerData.ItemListData.Count; i++)
+        {
+            itemIndexMap[playerData.ItemListData[i].guid] = i;
+        }
+    }
+
     
-    
+    /// <summary>
+    /// 加载玩家数据,一切数据:从这里开始
+    /// </summary>
     public void LoadPlayerData()
     {
 #if UNITY_WEIXINMINIGAME && !UNITY_EDITOR
@@ -91,6 +107,8 @@ public class AccountFileInfo : Singleton<AccountFileInfo>
         playerData = new PlayerData();
         JsonUtility.FromJsonOverwrite(data, playerData);
 #endif
+        //初始化索引
+        InitializeIndexMap();
     }
 
 
@@ -133,39 +151,49 @@ public class AccountFileInfo : Singleton<AccountFileInfo>
     /// <param name="itemInfo"></param>
     public void SaveItemData(ItemInfo itemInfo)
     {
-        if (itemInfo.guid == playerData.ItemListData[lastItemIdx].guid)
+        
+        if (itemIndexMap.TryGetValue(itemInfo.guid, out int index))
         {
-            playerData.ItemListData[lastItemIdx] = itemInfo.ToItemData();
-            SavePlayerData();
-            return;
+            // 快速找到索引,直接修改
+            playerData.ItemListData[index] = itemInfo.ToItemData();
         }
-
-        for (int i = 0; i < playerData.ItemListData.Count; i++)
+        else
         {
-            ItemData itemData = playerData.ItemListData[i];
-            if (itemData.guid == itemInfo.guid)
-            {
-                playerData.ItemListData[i] = itemInfo.ToItemData();
-                //存下来,用于快速查找
-                lastItemIdx = i;
-                SavePlayerData();
-                return;
-            }
+            // 添加新数据并更新索引表
+            playerData.ItemListData.Add(itemInfo.ToItemData());
+            itemIndexMap[itemInfo.guid] = playerData.ItemListData.Count - 1;
         }
         
-        playerData.ItemListData.Add(itemInfo.ToItemData());
         SavePlayerData();
-    }
-
-    public void SaveEqData()
-    {
         
+        // if (itemInfo.guid == playerData.ItemListData[lastItemIdx].guid)
+        // {
+        //     playerData.ItemListData[lastItemIdx] = itemInfo.ToItemData();
+        //     SavePlayerData();
+        //     return;
+        // }
+        //
+        // for (int i = 0; i < playerData.ItemListData.Count; i++)
+        // {
+        //     ItemData itemData = playerData.ItemListData[i];
+        //     if (itemData.guid == itemInfo.guid)
+        //     {
+        //         playerData.ItemListData[i] = itemInfo.ToItemData();
+        //         //存下来,用于快速查找
+        //         lastItemIdx = i;
+        //         SavePlayerData();
+        //         return;
+        //     }
+        // }
+        
+        // playerData.ItemListData.Add(itemInfo.ToItemData());
+        // SavePlayerData();
     }
 
-    public void SaveEqGUID()
-    {
-        SavePlayerData();
-    }
+    // public void SaveEqGUID()
+    // {
+    //     SavePlayerData();
+    // }
 
     public void SavePlayerData()
     {
@@ -289,8 +317,8 @@ public class AccountFileInfo : Singleton<AccountFileInfo>
     {
         // public string guid;
         // public int count;
-        public int itemConfigID;
-        public int dropLv;
+        public int zyEqId;
+        // public int dropLv;
         public int quality;
 
         /// <summary>

+ 73 - 0
Assets/Scripts/GameUI/UI/Hero/EqRecyclePanel.cs

@@ -0,0 +1,73 @@
+using System.Collections.Generic;
+using Fort23.UTool;
+using GameLogic.Bag;
+
+namespace Fort23.Mono
+{
+    [UIBinding(prefab = "EqRecyclePanel"  )]
+    public partial class EqRecyclePanel : UIPanel
+    {
+        
+        private string poolName = "eqItem";
+        private void Init()
+        {
+        }
+        protected override void AddEvent()
+        {
+        }
+        protected override void DelEvent()
+        {
+        }
+        public override void AddButtonEvent()
+        {
+            btnBack.onClick.AddListener(OnclickClose);
+        }
+
+        private void OnclickClose()
+        {
+            UIManager.Instance.HideUIUIPanel(this);
+            UIManager.Instance.DormancyAllGComponent<WidgetItem>(poolName);
+        }
+
+        public async void InitEqRecyclePanel()
+        {
+            // GameObject eqGo = eqsUIObj[0] as GameObject;
+
+            foreach (KeyValuePair<int,Dictionary<int,List<ItemInfo>>> keyValuePair in PlayerManager.Instance.eqController.allZyEqDic)
+            {
+                foreach (KeyValuePair<int,List<ItemInfo>> valuePair in keyValuePair.Value)
+                {
+                    foreach (ItemInfo itemInfo in valuePair.Value)
+                    {
+                        if (itemInfo.eqInfo == null)
+                        {
+                            continue;
+                        }
+                        if (itemInfo.count.Value == 0)
+                        {
+                            LogTool.Log("装备只有1个,而且被穿了:" + itemInfo.eqInfo.isEquip);
+
+                            if (!itemInfo.eqInfo.isEquip)
+                            {
+                                LogTool.Log("不应该出现,数量为0的装备还未穿戴?需要检查:eqConfigID" 
+                                            + itemInfo.eqInfo.basicEquipConfig.ID
+                                            + "| itemID:" + itemInfo.itemID 
+                                            + "| guid:" + itemInfo.guid);
+                            }
+                            
+                            continue;     
+                        }
+                        WidgetItem widgetItem = await UIManager.Instance.
+                            CreateGComponentForObject<WidgetItem>(eqItem, null, isInstance : true, 
+                                poolName:poolName, root:itemRoot);
+                        widgetItem.InitWidget(itemInfo);
+                    }
+                }
+            }
+            
+            
+            
+            
+        }
+    }
+}

+ 11 - 0
Assets/Scripts/GameUI/UI/Hero/EqRecyclePanel.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: CX0e5ymuVS5T+6NC90l3XFHC+kTwFy3w1J3dLziDw6fTp9GmmtfB5YA=
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 106 - 0
Assets/Scripts/GameUI/UI/Hero/EqRecyclePanelData.cs

@@ -0,0 +1,106 @@
+using Fort23.Core;
+using Fort23.UTool;
+using UnityEngine.UI;
+using UnityEngine;
+using System.Collections.Generic;
+namespace Fort23.Mono
+{
+	public partial class EqRecyclePanel 
+	{
+	  #region 自定义数据 
+	  private Text _txtlName;
+	  public Text txtlName
+	   {
+	   get{
+	      if (_txtlName == null)
+	       {
+	         _txtlName  = GetUIUnit<Text>("txtlName"); 
+	       }
+	      return _txtlName;
+	     }
+	   }
+	  private Button _btnBack;
+	  public Button btnBack
+	   {
+	   get{
+	      if (_btnBack == null)
+	       {
+	         _btnBack  = GetUIUnit<Button>("btnBack"); 
+	       }
+	      return _btnBack;
+	     }
+	   }
+	  private GameObject _diObj;
+	  public GameObject diObj
+	   {
+	   get{
+	      if (_diObj == null)
+	       {
+	         _diObj  = GetUIUnit<GameObject>("diObj"); 
+	       }
+	      return _diObj;
+	     }
+	   }
+	  private RectTransform _itemRoot;
+	  public RectTransform itemRoot
+	   {
+	   get{
+	      if (_itemRoot == null)
+	       {
+	         _itemRoot  = GetUIUnit<RectTransform>("itemRoot"); 
+	       }
+	      return _itemRoot;
+	     }
+	   }
+	  private GameObject _eqItem;
+	  public GameObject eqItem
+	   {
+	   get{
+	      if (_eqItem == null)
+	       {
+	         _eqItem  = GetUIUnit<GameObject>("eqItem"); 
+	       }
+	      return _eqItem;
+	     }
+	   }
+	  private Button _btnDi;
+	  public Button btnDi
+	   {
+	   get{
+	      if (_btnDi == null)
+	       {
+	         _btnDi  = GetUIUnit<Button>("btnDi"); 
+	       }
+	      return _btnDi;
+	     }
+	   }
+	  private GameObject _recItem;
+	  public GameObject recItem
+	   {
+	   get{
+	      if (_recItem == null)
+	       {
+	         _recItem  = GetUIUnit<GameObject>("recItem"); 
+	       }
+	      return _recItem;
+	     }
+	   }
+	  private Button _btnRec;
+	  public Button btnRec
+	   {
+	   get{
+	      if (_btnRec == null)
+	       {
+	         _btnRec  = GetUIUnit<Button>("btnRec"); 
+	       }
+	      return _btnRec;
+	     }
+	   }
+	  #endregion 自定义数据结束 
+	 public override async CTask SetUIGameObject(GameObject gObjectPoolInterface)
+	{
+	 await base.SetUIGameObject(gObjectPoolInterface);
+	 Init();
+	}
+	}
+}

+ 11 - 0
Assets/Scripts/GameUI/UI/Hero/EqRecyclePanelData.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: Xi8a4S2pAC5Dx9IpTpbTLcJcrC/YULAKxfb2CH0zM6elPtIEIPCsHqc=
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 1 - 33
Assets/Scripts/GameUI/UI/Hero/HeroUITools.cs

@@ -68,20 +68,8 @@ namespace Fort23.Mono
         /// <param name="eqsUIObj">装备的icon</param>
         public static async void UpdateZyEqIcon(int zy, List<object> eqsUIObj, string poolName = "eq", float size = 1, Action action = null)
         {
-            // foreach (GameObject eqGo in eqsUIObj)
-            // {
-            //     WidgetItem eqItem = await UIManager.Instance.
-            //         CreateGComponentForObject<WidgetItem>(eqGo, 
-            //             null, root:eqGo.transform.parent.GetComponent<RectTransform>());
-            //     // LogTool.Log(eqGo + "设置");
-            //     eqItem.SetEmpty();
-            // }
-
-
             List<ItemInfo> eqList = PlayerManager.Instance.eqController.equipZyEqDic[zy];
             
-            // foreach (KeyValuePair<int, List<ItemInfo>> kv in PlayerManager.Instance.eqController.equipZyEqDic)
-            // {
             for (int i=0; i < 5; i++)
             {
                 bool empty = true;
@@ -111,28 +99,8 @@ namespace Fort23.Mono
                 {
                     eqItem.InitWidget(eqInfo, action);
                 }
+                eqItem.numObj.SetActive(false);
             }
-            // }
-            // if (PlayerManager.Instance.eqController.zyEqDic.TryGetValue(zy, out Dictionary<int ,List<ItemInfo>> bwDic))
-            // {
-            //     foreach (KeyValuePair<int,List<ItemInfo>> keyValuePair in bwDic)
-            //     {
-            //         //遍历每个部位下的全部装备
-            //         foreach (ItemInfo eqInfo in keyValuePair.Value)
-            //         {
-            //             if (eqInfo.eqInfo.isEquip)
-            //             {
-            //                 //这里是取部位,eqsUIObj里面的部位,是有序排列的
-            //                 GameObject eqGo = eqsUIObj[keyValuePair.Key - 1] as GameObject;
-            //                 WidgetItem eqItem = await UIManager.Instance.
-            //                     CreateGComponentForObject<WidgetItem>(eqGo, null, root:eqGo.transform.parent.GetComponent<RectTransform>());
-            //                 eqItem.InitWidget(eqInfo);
-            //                 
-            //             }
-            //         }
-            //     }
-            // }
-            // SimpleLayout.Layout(eqsUIObj, LayoutType.Horizontal, space);
         }
 
         public static string GetEquipmentIconName(ItemInfo eqItem)

+ 7 - 0
Assets/Scripts/GameUI/UI/Hero/ProfessionEquipmentPanel.cs

@@ -24,6 +24,13 @@ namespace Fort23.Mono
             btnFs.onClick.AddListener(OnclickFS);
             btnMs.onClick.AddListener(OnclickMS);
             btnYx.onClick.AddListener(OnclickYX);
+            btnRecycle.onClick.AddListener(OnclickRecycle);
+        }
+//
+        private async void OnclickRecycle()
+        {
+            EqRecyclePanel eqRecyclePanel = await UIManager.Instance.LoadAndOpenPanel<EqRecyclePanel>(null);
+            eqRecyclePanel.InitEqRecyclePanel();
         }
 
         private async void OnclickZS()

+ 1 - 1
Assets/Scripts/GameUI/UI/Hero/SpecificProfessionEquipmentPanel.cs

@@ -33,7 +33,7 @@ namespace Fort23.Mono
         
         private void OnclickOnce()
         {
-            isClickOnce = PlayerManager.Instance.eqController.EquipZyEqs(curZy);
+            isClickOnce = PlayerManager.Instance.eqController.QuickEquip(curZy);
             if (isClickOnce)
             {
                 UIManager.Instance.DormancyAllGComponent<WidgetItem>("eq2");

+ 4 - 1
Assets/Scripts/GameUI/UI/Items/WidgetItem.cs

@@ -2,6 +2,7 @@ using System;
 using GameLogic.Bag;
 using GameLogic.Equipment;
 using UnityEngine;
+using Utility;
 
 namespace Fort23.Mono
 {
@@ -50,9 +51,11 @@ namespace Fort23.Mono
             
             this.action = action;
             
-            numObj.SetActive(false);
+            numObj.SetActive(true);
             alertRed.SetActive(false);
             icon.gameObject.SetActive(true);
+
+            num.text = itemInfo.count.Value.ToStringEx();
             
             if (itemInfo.eqInfo != null)
             {

+ 4 - 4
UserSettings/EditorUserSettings.asset

@@ -36,16 +36,16 @@ EditorUserSettings:
       value: 530404525401510d5f0b097b45200f4444154f297b2b7134787c4432b5b16d60
       flags: 0
     RecentlyUsedSceneGuid-5:
-      value: 055303045d535e5d54080e721672094412154e7b757c71342e794b65b2e4616f
+      value: 5b520d0503545b0d0c0c0a2715770748154f4d2c7d7d7e627a7d4a35b4e1646a
       flags: 0
     RecentlyUsedSceneGuid-6:
-      value: 5b520d0503545b0d0c0c0a2715770748154f4d2c7d7d7e627a7d4a35b4e1646a
+      value: 5a50500553530b595d0f597343770941474e4c722e2a20367e794861e1b86c68
       flags: 0
     RecentlyUsedSceneGuid-7:
-      value: 5a50500553530b595d0f597343770941474e4c722e2a20367e794861e1b86c68
+      value: 5a500c0357030b0f0858097a44770f40154f4f2e2a2c743229794b64e0b56c6a
       flags: 0
     RecentlyUsedSceneGuid-8:
-      value: 5a500c0357030b0f0858097a44770f40154f4f2e2a2c743229794b64e0b56c6a
+      value: 055303045d535e5d54080e721672094412154e7b757c71342e794b65b2e4616f
       flags: 0
     RecentlyUsedSceneGuid-9:
       value: 5753045f5d005b5f0b0a082315715d44464e4b7b797125622e284430bbe66d68

File diff suppressed because it is too large
+ 441 - 831
UserSettings/Layouts/CurrentMaximizeLayout.dwlt


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