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道具使用和消耗的注释

liao 12 timmar sedan
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bea2fa1fe9

+ 6 - 53
Assets/Scripts/GameLogic/Bag/BagController.cs

@@ -39,61 +39,9 @@ namespace GameLogic.Bag
             }
         }
 
-        #region 快速添加和扣除常用道具
 
-        /// <summary>
-        /// 加金币
-        /// </summary>
-        /// <param name="count"></param>
-        public void AddCoin(long count)
-        {
-            AddItem(GlobalParam.Item_Coin_ID, count);
-        }
 
-        /// <summary>
-        /// 扣金币
-        /// </summary>
-        /// <param name="count"></param>
-        public bool DeductCoin(long count)
-        {
-            return DeductItem(GlobalParam.Item_Coin_ID, count);
-        }
-
-        /// <summary>
-        /// 加钻石
-        /// </summary>
-        /// <param name="count"></param>
-        public void AddDiamond(long count)
-        {
-            AddItem(GlobalParam.Item_Diamond_ID, count);
-        }
 
-        /// <summary>
-        /// 扣钻石
-        /// </summary>
-        /// <param name="count"></param>
-        public bool DeductDiamond(long count)
-        {
-            return DeductItem(GlobalParam.Item_Diamond_ID, count);
-        }
-
-        /// <summary>
-        /// 加英雄经验
-        /// </summary>
-        /// <param name="count"></param>
-        public void AddHeroExp(long count)
-        {
-            AddItem(GlobalParam.Item_HeroExp_ID, count);
-        }
-
-        /// <summary>
-        /// 扣英雄经验
-        /// </summary>
-        /// <param name="count"></param>
-        public bool DuctHeroExp(long count)
-        {
-            return DeductItem(GlobalParam.Item_HeroExp_ID, count);
-        }
 
 
         /// <summary>
@@ -131,7 +79,6 @@ namespace GameLogic.Bag
             return IsEnough(item, count);
         }
 
-        #endregion
 
         public bool AddItem(int itemId, long count, string guid = "")
         {
@@ -195,10 +142,12 @@ namespace GameLogic.Bag
                 if (faaData != null)
                 {
                     // item.isSuiPian = true;
+                    //TODO 转碎片
                     return AddItem(item.config.associateVlaue[0], item.config.associateVlaue[2] * count);
                 }
                 else
                 {
+                    //TODO 完全体
                     faaData = new AccountFileInfo.FaBaoData();
                     faaData.id = item.config.associateVlaue[1];
                     faaData.level = 1;
@@ -218,10 +167,12 @@ namespace GameLogic.Bag
                 if (skillData != null)
                 {
                     // item.isSuiPian = true;
+                    //TODO 转碎片
                     return AddItem(item.config.associateVlaue[0], item.config.associateVlaue[2] * count);
                 }
                 else
                 {
+                    //TODO 完全体
                     skillData = new AccountFileInfo.SkillData();
                     skillData.id = item.config.associateVlaue[1];
                     skillData.star = 1;
@@ -243,6 +194,7 @@ namespace GameLogic.Bag
             }
             else if (item.config.itemTag == 9)
             {
+                //TODO 代金卷需要二次计算数量
                 return AddItem(item.config.associateVlaue[0], item.config.associateVlaue[1]);
             }
             else if (item.config.itemTag == 28)
@@ -270,6 +222,7 @@ namespace GameLogic.Bag
             {
                 if (item.count >= item.config.associateVlaue[0])
                 {
+                    //TODO 合成广告卡
                     AddItem(item.config.associateVlaue[1], 1);
                 }
             }

+ 3 - 1
Assets/Scripts/GameLogic/Player/SummonManager.cs

@@ -109,6 +109,7 @@ namespace GameLogic.Player
                         if (PlayerManager.Instance.BagController.IsEnough(openBoxConfig.CostItemID,
                                 openBoxConfig.oneConsume) || openBoxConfig.CostItemID == 1007)
                         {
+                            //TODO 消耗:抽功法 (count 1/10)
                             PlayerManager.Instance.BagController.DeductItem(openBoxConfig.CostItemID,
                                 openBoxConfig.oneConsume);
                         }
@@ -179,6 +180,7 @@ namespace GameLogic.Player
                         if (PlayerManager.Instance.BagController.IsEnough(openBoxConfig.CostItemID,
                                 openBoxConfig.tenConsume) || openBoxConfig.CostItemID == 1007)
                         {
+                            //TODO 消耗:抽功法 (count = 1 / 10)
                             PlayerManager.Instance.BagController.DeductItem(openBoxConfig.CostItemID,
                                 openBoxConfig.tenConsume);
                         }
@@ -250,7 +252,7 @@ namespace GameLogic.Player
                 // 检查是否触发保底2重置
                 CheckBaodi2Reset(summonData, normalItems, baodiItemSet);
             }
-
+//TODO 抽卡:通过openBoxConfig判断来源
             PlayerManager.Instance.BagController.AddItem(allItem);
 
 

+ 2 - 1
Assets/Scripts/GameLogic/Shop/ShopManger.cs

@@ -317,6 +317,7 @@ public class ShopManger : Singleton<ShopManger>
         }
         else
         {
+            //TODO 消耗:商店购买 (ps:可能是其他UI直购,比如神识丹,暂时可以忽略)
             if (PlayerManager.Instance.BagController.DeductItem(shopItemConfig.costItemId,
                     shopItemConfig.price * count))
             {
@@ -334,7 +335,7 @@ public class ShopManger : Singleton<ShopManger>
 
                 itemList.Add(itemInfo);
             }
-
+//TODO 抽卡:商店购买
             PlayerManager.Instance.BagController.AddItem(itemList);
             //更新商店数据
             AccountFileInfo.Instance.SavePlayerData();

+ 1 - 0
Assets/Scripts/GameUI/EventManager/DialogueManager.cs

@@ -276,6 +276,7 @@ public class DialogueManager : Singleton<DialogueManager>
             case 4:
                 for (var i = 0; i < dialogueConfig.optionPara1.Length; i++)
                 {
+                    //TODO 消耗:事件需求
                     PlayerManager.Instance.BagController.DeductItem(dialogueConfig.optionPara1[i],
                         dialogueConfig.optionPara2[i]);
                 }

+ 3 - 1
Assets/Scripts/GameUI/EventManager/EventSystemManager.cs

@@ -510,11 +510,13 @@ public class EventSystemManager : Singleton<EventSystemManager>
 
             if (itemInfoType1 != null)
             {
+                //TODO 消耗:神识符(概率)
                 PlayerManager.Instance.BagController.DeductItem(itemInfoType1.itemID, 1);
             }
 
             if (itemInfoType2 != null)
             {
+                //TODO 消耗:神识符箓(特定资源)
                 PlayerManager.Instance.BagController.DeductItem(itemInfoType2.itemID, 1);
             }
 
@@ -1312,7 +1314,7 @@ public class EventSystemManager : Singleton<EventSystemManager>
             itemInfos.Add(new ItemInfo(eventListItemInfo));
         }
 
-
+//TODO 完成事件 (eventConfig)
         PlayerManager.Instance.BagController.AddItem(itemInfos);
 
 

+ 1 - 0
Assets/Scripts/GameUI/UI/BoxPanel/BoxPanel.cs

@@ -107,6 +107,7 @@ namespace Fort23.Mono
 
                 if (PlayerGuideManager.Instance.curPhase == 8 && openBoxConfig.ID == 2)
                 {
+                    //TODO 消耗:不记引导
                     PlayerManager.Instance.BagController.DeductItem(openBoxConfig.CostItemID, openBoxConfig.oneConsume);
 
                     var item = DropManager.Instance.DropItem(999011);

+ 2 - 0
Assets/Scripts/GameUI/UI/BoxPanel/GachaPanel.cs

@@ -98,7 +98,9 @@ namespace Fort23.Mono
                 foreach (var itemInfo in itemInfos)
                 {
                     ItemInfo itemInfo1 = new ItemInfo(itemInfo.itemID, (long)(itemInfo.count.Value * (beLv - 1)));
+                    //TODO 功法双倍奖励
                     PlayerManager.Instance.BagController.AddItem(itemInfo1);
+                    
                 }
 
                 if (itemInfos.Count == 1)

+ 1 - 1
Assets/Scripts/GameUI/UI/BoxPanel/OpenBoxScorePanel.cs

@@ -165,7 +165,7 @@ namespace Fort23.Mono
                 {
                     summonSocreData.currentCount = 0;
                 }
-
+                //TODO 200抽挑战后
                 PlayerManager.Instance.BagController.AddItem(itemInfos);
                 AccountFileInfo.Instance.SavePlayerData();
                 RewardsPanel.OpenPanel(itemInfos);

+ 2 - 1
Assets/Scripts/GameUI/UI/DaoYouPanel/DaoYouInfoPanel.cs

@@ -143,6 +143,7 @@ namespace Fort23.Mono
                 //加好感
                 if (widgetItem1 != null && daoyouGiftConfig.ID != 0)
                 {
+                    //TODO 消耗:送礼给道友
                     PlayerManager.Instance.BagController.DeductItem(daoyouGiftConfig.ItemID, count);
 
 
@@ -198,7 +199,7 @@ namespace Fort23.Mono
                         TipMessagePanel.OpenTipMessagePanel("心情已经到最高");
                         return;
                     }
-
+                    //TODO 消耗:送礼给道友
                     PlayerManager.Instance.BagController.DeductItem(widgetItem1.itemInfo.itemID, count);
                     daoYouData.emotionValue += widgetItem1.itemInfo.config.associateVlaue[0];
 

+ 1 - 0
Assets/Scripts/GameUI/UI/DaoYouPanel/DaoYouLevelWidget.cs

@@ -52,6 +52,7 @@ namespace Fort23.Mono
                 daoYouData.awardLevels.Add(_daoyouLevelupConfig.ID);
                 if (items.Count > 0)
                 {
+                    //TODO 道友好感度 
                     PlayerManager.Instance.BagController.AddItem(items);
                     RewardsPanel.OpenPanel(items);
                 }

+ 3 - 1
Assets/Scripts/GameUI/UI/DivineSence/DivineSenceRestoredWidget.cs

@@ -64,6 +64,7 @@ namespace Fort23.Mono
                                 AccountFileInfo.Instance.playerData.divineSensePoint +=
                                     itemInfo.config.associateVlaue[0];
                                 EventManager.Instance.Dispatch(CustomEventType.DivineSensePointChange, null);
+                                //TODO 消耗:神识丹(代金卷直购)
                                 PlayerManager.Instance.BagController.DeductItem(itemInfo.config.ID, 1);
                             }
                         }
@@ -78,7 +79,7 @@ namespace Fort23.Mono
                         TipMessagePanel.OpenTipMessagePanel(833, Vector2.zero);
                     }
                 }
-                //世界使用道具
+                //直接使用道具
                 else
                 {
                     if (PlayerManager.Instance.BagController.IsEnough(itemConfig.ID, 1))
@@ -86,6 +87,7 @@ namespace Fort23.Mono
                         AudioManager.Instance.PlayAudio("ui_tycg.wav");
                         AccountFileInfo.Instance.playerData.divineSensePoint +=
                             itemConfig.associateVlaue[0];
+                        //TODO 消耗:神识丹(自有道具)
                         PlayerManager.Instance.BagController.DeductItem(itemConfig.ID, 1);
                         EventManager.Instance.Dispatch(CustomEventType.DivineSensePointChange, null);
                         UIManager.Instance.GetComponent<DivineSenceRestoredPanel>().CreatWidget();

+ 4 - 1
Assets/Scripts/GameUI/UI/GongFaUpgradePanel/GongFaUpgradePanel.cs

@@ -161,6 +161,7 @@ namespace Fort23.Mono
                 CustomInit(_skillInfo);
                 foreach (var keyValuePair in itemInfo)
                 {
+                    //TODO 功法重置
                     PlayerManager.Instance.BagController.AddItem(keyValuePair.Value);
                 }
 
@@ -194,7 +195,8 @@ namespace Fort23.Mono
             SkillConstant skillConstant = ConfigComponent.Instance.Get<SkillConstant>(itemConfig.quality);
 
             int count = skillConstant.SkillPromoteNeedPieceNum[_skillInfo.skillConfig.level - 1];
-
+            
+            //TODO 消耗:功法升星
             if (!PlayerManager.Instance.BagController.DeductItem(_skillInfo.skillConfig.PieceID, count))
             {
                 AudioManager.Instance.PlayAudio("ui_chaozuoshibai.wav");
@@ -269,6 +271,7 @@ namespace Fort23.Mono
             //扣除道具
             for (var i = 0; i < _skillInfo.SkillPowerupConfig.LevelupItem.Length; i++)
             {
+                //TODO 消耗:功法升级
                 PlayerManager.Instance.BagController.DeductItem(_skillInfo.SkillPowerupConfig.LevelupItem[i],
                     _skillInfo.SkillPowerupConfig.LevelupItemNum[i]);
             }

+ 1 - 0
Assets/Scripts/GameUI/UI/GuidePanel/PlayerGuideManager.cs

@@ -703,6 +703,7 @@ namespace Fort23.Mono
             {
                 for (var i = 0; i < guideConfig.AwardItem.Length; i++)
                 {
+                    //TODO 不记录引导赠送
                     PlayerManager.Instance.BagController.AddItem(new ItemInfo(guideConfig.AwardItem[i],
                         guideConfig.AwardItemNum[i]));
                 }

+ 2 - 0
Assets/Scripts/GameUI/UI/HeroInformationPanel/HeroBreakthroughPanel.cs

@@ -117,6 +117,7 @@ namespace Fort23.Mono
 
                     for (var i = 0; i < PlayerManager.Instance.myHero.powerUpConfig.DujieItemIDs?.Length; i++)
                     {
+                        //TODO 消耗:突破境界(可选道具)
                         PlayerManager.Instance.BagController.DeductItem(
                             PlayerManager.Instance.myHero.powerUpConfig.DujieItemIDs[i], 1);
                     }
@@ -135,6 +136,7 @@ namespace Fort23.Mono
                              i < PlayerManager.Instance.myHero.powerUpConfig.DujieMustItemIDs.Length;
                              i++)
                         {
+                            //TODO 消耗:突破境界(必选道具)
                             PlayerManager.Instance.BagController.DeductItem(
                                 PlayerManager.Instance.myHero.powerUpConfig.DujieMustItemIDs[i], 1);
                         }

+ 1 - 0
Assets/Scripts/GameUI/UI/HeroInformationPanel/UseExpElixirPanel.cs

@@ -67,6 +67,7 @@ namespace Fort23.Mono
                 return;
             }
 
+            //TODO 消耗:修为丹
             if (PlayerManager.Instance.BagController.DeductItem(elixirItemWidget.ItemConfig.ID, 1))
             {
                 // PlayerManager.Instance.myHero.heroData.exp += elixirItemWidget.ItemConfig.associateVlaue[0];

+ 3 - 0
Assets/Scripts/GameUI/UI/MainHeroPnael/SelectFaBaoPanel.cs

@@ -161,6 +161,7 @@ namespace Fort23.Mono
                 }
                 foreach (var keyValuePair in itemInfo)
                 {
+                    //TODO 法宝重置
                     PlayerManager.Instance.BagController.AddItem(keyValuePair.Value);
                 }
                 RewardsPanel.OpenPanel(itemInfo);
@@ -232,6 +233,7 @@ namespace Fort23.Mono
 
                 for (var i = 0; i < selectedFaBaoInfo.FabaoPowerupConfig.PowerupItemIDs.Length; i++)
                 {
+                    //TODO 消耗:法宝升级
                     PlayerManager.Instance.BagController.DeductItem(
                         selectedFaBaoInfo.FabaoPowerupConfig.PowerupItemIDs[i],
                         selectedFaBaoInfo.FabaoPowerupConfig.PowerupItemCosts[i]);
@@ -240,6 +242,7 @@ namespace Fort23.Mono
                 if (selectedFaBaoInfo.FabaoPowerupConfig.PromotePieceNum != null &&
                     selectedFaBaoInfo.FabaoPowerupConfig.PromotePieceNum[itemConfig2.quality - 1] != -1)
                 {
+                    //TODO 消耗:法宝突破
                     PlayerManager.Instance.BagController.DeductItem(itemConfig.associateVlaue[0],
                         selectedFaBaoInfo.FabaoPowerupConfig.PromotePieceNum[itemConfig2.quality - 1]);
                 }

+ 2 - 0
Assets/Scripts/GameUI/UI/QiankundaiPanel/QiankundaiPanel.cs

@@ -36,6 +36,7 @@ namespace Fort23.Mono
                 foreach (var playerDataQiankundaiItemData in AccountFileInfo.Instance.playerData.QiankundaiItemDatas)
                 {
                     ItemInfo itemInfo = new ItemInfo(playerDataQiankundaiItemData);
+                    //TODO 挂机
                     PlayerManager.Instance.BagController.AddItem(itemInfo);
                     itemInfos.Add(itemInfo);
                 }
@@ -52,6 +53,7 @@ namespace Fort23.Mono
                                 qiankundaiConfig.DropCount[i]);
                             foreach (var info in itemInfo)
                             {
+                                //TODO 挂机(一日一次的)
                                 PlayerManager.Instance.BagController.AddItem(info);
                                 itemInfos.Add(info);
                             }

+ 1 - 0
Assets/Scripts/GameUI/UI/SentimentPanel/SentimentInfoPanel.cs

@@ -119,6 +119,7 @@ namespace Fort23.Mono
                 SentimentEffectConfig sentimentEffectConfig =
                     ConfigComponent.Instance.Get<SentimentEffectConfig>(conFigId);
 
+                //TODO 消耗:心境点
                 if (!PlayerManager.Instance.BagController.DeductItem(sentimentEffectConfig.upConstItemId,
                         sentimentEffectConfig.upConstCount))
                 {

+ 1 - 0
Assets/Scripts/GameUI/UI/ShopPanel/ShopGachaPanel.cs

@@ -90,6 +90,7 @@ namespace Fort23.Mono
                 {
                     ItemInfo itemInfo1 = new ItemInfo(itemInfo.itemID,
                         (long)(itemInfo.config.associateVlaue[1] * (beLv - 1)));
+                    //TODO 代金卷双倍
                     PlayerManager.Instance.BagController.AddItem(itemInfo1);
                 }
 

+ 1 - 0
Assets/Scripts/GameUI/UI/TowerPanel/TowerLevelWidget.cs

@@ -45,6 +45,7 @@ namespace Fort23.Mono
                 for (var i = 0; i < _towerInfoConfig.reward.Length; i++)
                 {
                     ItemInfo itemInfo = new ItemInfo(_towerInfoConfig.reward[i], _towerInfoConfig.rewardCount[i]);
+                    //TODO 命运峰 
                     PlayerManager.Instance.BagController.AddItem(itemInfo);
                     itemInfos.Add(itemInfo);
                 }