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装备逻辑开发

lcn 4 ヶ月 前
コミット
e1382d45d4
74 ファイル変更806 行追加661 行削除
  1. 0 7
      Assets/Cute UI _ Interact Sound Effects Pack/AUDIO/Boing_Bounce/desktop.ini.meta
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      Assets/Cute UI _ Interact Sound Effects Pack/AUDIO/Bubble/Designed/desktop.ini.meta
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      Assets/Cute UI _ Interact Sound Effects Pack/AUDIO/Bubble/Natural/desktop.ini.meta
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  24. 0 7
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  25. 0 7
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  36. 0 7
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  37. 0 7
      Assets/Cute UI _ Interact Sound Effects Pack/AUDIO/Swoosh/desktop.ini.meta
  38. 0 7
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  39. 0 7
      Assets/Cute UI _ Interact Sound Effects Pack/AUDIO/UI/Bonus/desktop.ini.meta
  40. 0 7
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  42. 0 7
      Assets/Cute UI _ Interact Sound Effects Pack/AUDIO/UI/Click/Open_Close/desktop.ini.meta
  43. 0 7
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  44. 0 7
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  45. 0 7
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  46. 0 7
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  47. 0 7
      Assets/Cute UI _ Interact Sound Effects Pack/AUDIO/UI/Error/desktop.ini.meta
  48. 0 7
      Assets/Cute UI _ Interact Sound Effects Pack/AUDIO/UI/Fillup/Coin/desktop.ini.meta
  49. 0 7
      Assets/Cute UI _ Interact Sound Effects Pack/AUDIO/UI/Fillup/Gem/desktop.ini.meta
  50. 0 7
      Assets/Cute UI _ Interact Sound Effects Pack/AUDIO/UI/Fillup/Generic_Soft/desktop.ini.meta
  51. 0 7
      Assets/Cute UI _ Interact Sound Effects Pack/AUDIO/UI/Fillup/Star/desktop.ini.meta
  52. 0 7
      Assets/Cute UI _ Interact Sound Effects Pack/AUDIO/UI/Fillup/desktop.ini.meta
  53. 0 7
      Assets/Cute UI _ Interact Sound Effects Pack/AUDIO/UI/Notification/desktop.ini.meta
  54. 0 7
      Assets/Cute UI _ Interact Sound Effects Pack/AUDIO/UI/Success/desktop.ini.meta
  55. 0 7
      Assets/Cute UI _ Interact Sound Effects Pack/AUDIO/UI/Swipe_Swoosh/desktop.ini.meta
  56. 0 7
      Assets/Cute UI _ Interact Sound Effects Pack/AUDIO/UI/desktop.ini.meta
  57. 0 7
      Assets/Cute UI _ Interact Sound Effects Pack/AUDIO/desktop.ini.meta
  58. 7 0
      Assets/Res/Config/DropConfig.json
  59. 4 0
      Assets/Res/Config/DropGroupConfig.json
  60. 10 1
      Assets/Res/Config/GameConstantConfig.json
  61. 153 153
      Assets/Res/Config/HeroBasicEquipConfig.json
  62. 420 0
      Assets/Res/Config/ItemConfig.json
  63. 24 100
      Assets/Scripts/Core/Utility/GlobalParam.cs
  64. 7 1
      Assets/Scripts/GameData/ExcelConfig/GameConstantConfig.cs
  65. 8 2
      Assets/Scripts/GameData/ExcelConfig/HeroBasicEquipConfig.cs
  66. 6 0
      Assets/Scripts/GameData/ExcelConfig/ItemConfig.cs
  67. 57 0
      Assets/Scripts/GameLogic/Equipment/EquipmentController.cs
  68. 3 0
      Assets/Scripts/GameLogic/Equipment/EquipmentController.cs.meta
  69. 68 5
      Assets/Scripts/GameLogic/Equipment/EquipmentInfo.cs
  70. 36 0
      Assets/Scripts/GameLogic/Player/AccountFileInfo.cs
  71. 3 0
      Assets/Scripts/GameLogic/Player/PlayerManager.cs
  72. BIN
      Excel2Json/Excel/GameConstant.xlsx
  73. BIN
      Excel2Json/Excel/HeroBasicEquip.xlsx
  74. BIN
      Excel2Json/Excel/Item.xlsx

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+ 7 - 0
Assets/Res/Config/DropConfig.json

@@ -20,6 +20,13 @@
         10003
       ],
       "dropType": 2
+    },
+    {
+      "ID": 10004,
+      "dropGroupID": [
+        10004
+      ],
+      "dropType": 1
     }
   ]
 }

+ 4 - 0
Assets/Res/Config/DropGroupConfig.json

@@ -20,6 +20,10 @@
       "dropItemID": [
         10003
       ]
+    },
+    {
+      "ID": 10004,
+      "dropRate": 100
     }
   ]
 }

+ 10 - 1
Assets/Res/Config/GameConstantConfig.json

@@ -18,7 +18,16 @@
         120
       ],
       "maxStar": 10,
-      "maxLv": 300
+      "maxLv": 300,
+      "equipmentRarityAttributeFactor": [
+        100,
+        110,
+        120,
+        130,
+        140,
+        150,
+        160
+      ]
     }
   ]
 }

ファイルの差分が大きいため隠しています
+ 153 - 153
Assets/Res/Config/HeroBasicEquipConfig.json


+ 420 - 0
Assets/Res/Config/ItemConfig.json

@@ -130,6 +130,426 @@
       "costItemNum": null,
       "stack_1": null,
       "sort": null
+    },
+    {
+      "ID": 1008,
+      "itemName": null,
+      "itemDesc": null,
+      "icon": "",
+      "itemTyp": 4,
+      "quality": null,
+      "stack": null,
+      "isSell": false,
+      "itemParam": [
+        1,
+        1
+      ],
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+      "isVisible": null,
+      "isUse": false,
+      "useLimit": null,
+      "costItemNum": null,
+      "stack_1": null,
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+    {
+      "ID": 1009,
+      "itemName": null,
+      "itemDesc": null,
+      "icon": "",
+      "itemTyp": 4,
+      "quality": null,
+      "stack": null,
+      "isSell": false,
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+        2
+      ],
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+      "icon": "",
+      "itemTyp": 4,
+      "quality": null,
+      "stack": null,
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+        3
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+    },
+    {
+      "ID": 1011,
+      "itemName": null,
+      "itemDesc": null,
+      "icon": "",
+      "itemTyp": 4,
+      "quality": null,
+      "stack": null,
+      "isSell": false,
+      "itemParam": [
+        1,
+        4
+      ],
+      "rewardsNum": null,
+      "isVisible": null,
+      "isUse": false,
+      "useLimit": null,
+      "costItemNum": null,
+      "stack_1": null,
+      "sort": null
+    },
+    {
+      "ID": 1012,
+      "itemName": null,
+      "itemDesc": null,
+      "icon": "",
+      "itemTyp": 4,
+      "quality": null,
+      "stack": null,
+      "isSell": false,
+      "itemParam": [
+        1,
+        5
+      ],
+      "rewardsNum": null,
+      "isVisible": null,
+      "isUse": false,
+      "useLimit": null,
+      "costItemNum": null,
+      "stack_1": null,
+      "sort": null
+    },
+    {
+      "ID": 1013,
+      "itemName": null,
+      "itemDesc": null,
+      "icon": "",
+      "itemTyp": 4,
+      "quality": null,
+      "stack": null,
+      "isSell": false,
+      "itemParam": [
+        2,
+        1
+      ],
+      "rewardsNum": null,
+      "isVisible": null,
+      "isUse": false,
+      "useLimit": null,
+      "costItemNum": null,
+      "stack_1": null,
+      "sort": null
+    },
+    {
+      "ID": 1014,
+      "itemName": null,
+      "itemDesc": null,
+      "icon": "",
+      "itemTyp": 4,
+      "quality": null,
+      "stack": null,
+      "isSell": false,
+      "itemParam": [
+        2,
+        2
+      ],
+      "rewardsNum": null,
+      "isVisible": null,
+      "isUse": false,
+      "useLimit": null,
+      "costItemNum": null,
+      "stack_1": null,
+      "sort": null
+    },
+    {
+      "ID": 1015,
+      "itemName": null,
+      "itemDesc": null,
+      "icon": "",
+      "itemTyp": 4,
+      "quality": null,
+      "stack": null,
+      "isSell": false,
+      "itemParam": [
+        2,
+        3
+      ],
+      "rewardsNum": null,
+      "isVisible": null,
+      "isUse": false,
+      "useLimit": null,
+      "costItemNum": null,
+      "stack_1": null,
+      "sort": null
+    },
+    {
+      "ID": 1016,
+      "itemName": null,
+      "itemDesc": null,
+      "icon": "",
+      "itemTyp": 4,
+      "quality": null,
+      "stack": null,
+      "isSell": false,
+      "itemParam": [
+        2,
+        4
+      ],
+      "rewardsNum": null,
+      "isVisible": null,
+      "isUse": false,
+      "useLimit": null,
+      "costItemNum": null,
+      "stack_1": null,
+      "sort": null
+    },
+    {
+      "ID": 1017,
+      "itemName": null,
+      "itemDesc": null,
+      "icon": "",
+      "itemTyp": 4,
+      "quality": null,
+      "stack": null,
+      "isSell": false,
+      "itemParam": [
+        2,
+        5
+      ],
+      "rewardsNum": null,
+      "isVisible": null,
+      "isUse": false,
+      "useLimit": null,
+      "costItemNum": null,
+      "stack_1": null,
+      "sort": null
+    },
+    {
+      "ID": 1018,
+      "itemName": null,
+      "itemDesc": null,
+      "icon": "",
+      "itemTyp": 4,
+      "quality": null,
+      "stack": null,
+      "isSell": false,
+      "itemParam": [
+        3,
+        1
+      ],
+      "rewardsNum": null,
+      "isVisible": null,
+      "isUse": false,
+      "useLimit": null,
+      "costItemNum": null,
+      "stack_1": null,
+      "sort": null
+    },
+    {
+      "ID": 1019,
+      "itemName": null,
+      "itemDesc": null,
+      "icon": "",
+      "itemTyp": 4,
+      "quality": null,
+      "stack": null,
+      "isSell": false,
+      "itemParam": [
+        3,
+        2
+      ],
+      "rewardsNum": null,
+      "isVisible": null,
+      "isUse": false,
+      "useLimit": null,
+      "costItemNum": null,
+      "stack_1": null,
+      "sort": null
+    },
+    {
+      "ID": 1020,
+      "itemName": null,
+      "itemDesc": null,
+      "icon": "",
+      "itemTyp": 4,
+      "quality": null,
+      "stack": null,
+      "isSell": false,
+      "itemParam": [
+        3,
+        3
+      ],
+      "rewardsNum": null,
+      "isVisible": null,
+      "isUse": false,
+      "useLimit": null,
+      "costItemNum": null,
+      "stack_1": null,
+      "sort": null
+    },
+    {
+      "ID": 1021,
+      "itemName": null,
+      "itemDesc": null,
+      "icon": "",
+      "itemTyp": 4,
+      "quality": null,
+      "stack": null,
+      "isSell": false,
+      "itemParam": [
+        3,
+        4
+      ],
+      "rewardsNum": null,
+      "isVisible": null,
+      "isUse": false,
+      "useLimit": null,
+      "costItemNum": null,
+      "stack_1": null,
+      "sort": null
+    },
+    {
+      "ID": 1022,
+      "itemName": null,
+      "itemDesc": null,
+      "icon": "",
+      "itemTyp": 4,
+      "quality": null,
+      "stack": null,
+      "isSell": false,
+      "itemParam": [
+        3,
+        5
+      ],
+      "rewardsNum": null,
+      "isVisible": null,
+      "isUse": false,
+      "useLimit": null,
+      "costItemNum": null,
+      "stack_1": null,
+      "sort": null
+    },
+    {
+      "ID": 1023,
+      "itemName": null,
+      "itemDesc": null,
+      "icon": "",
+      "itemTyp": 4,
+      "quality": null,
+      "stack": null,
+      "isSell": false,
+      "itemParam": [
+        4,
+        1
+      ],
+      "rewardsNum": null,
+      "isVisible": null,
+      "isUse": false,
+      "useLimit": null,
+      "costItemNum": null,
+      "stack_1": null,
+      "sort": null
+    },
+    {
+      "ID": 1024,
+      "itemName": null,
+      "itemDesc": null,
+      "icon": "",
+      "itemTyp": 4,
+      "quality": null,
+      "stack": null,
+      "isSell": false,
+      "itemParam": [
+        4,
+        2
+      ],
+      "rewardsNum": null,
+      "isVisible": null,
+      "isUse": false,
+      "useLimit": null,
+      "costItemNum": null,
+      "stack_1": null,
+      "sort": null
+    },
+    {
+      "ID": 1025,
+      "itemName": null,
+      "itemDesc": null,
+      "icon": "",
+      "itemTyp": 4,
+      "quality": null,
+      "stack": null,
+      "isSell": false,
+      "itemParam": [
+        4,
+        3
+      ],
+      "rewardsNum": null,
+      "isVisible": null,
+      "isUse": false,
+      "useLimit": null,
+      "costItemNum": null,
+      "stack_1": null,
+      "sort": null
+    },
+    {
+      "ID": 1026,
+      "itemName": null,
+      "itemDesc": null,
+      "icon": "",
+      "itemTyp": 4,
+      "quality": null,
+      "stack": null,
+      "isSell": false,
+      "itemParam": [
+        4,
+        4
+      ],
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+      "isVisible": null,
+      "isUse": false,
+      "useLimit": null,
+      "costItemNum": null,
+      "stack_1": null,
+      "sort": null
+    },
+    {
+      "ID": 1027,
+      "itemName": null,
+      "itemDesc": null,
+      "icon": "",
+      "itemTyp": 4,
+      "quality": null,
+      "stack": null,
+      "isSell": false,
+      "itemParam": [
+        4,
+        5
+      ],
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+      "stack_1": null,
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     }
   ]
 }

+ 24 - 100
Assets/Scripts/Core/Utility/GlobalParam.cs

@@ -1,4 +1,7 @@
 
+using System;
+using Fort23.UTool;
+
 namespace Core.Utility
 {
     public class GlobalParam
@@ -46,107 +49,28 @@ namespace Core.Utility
         /// 升星、解锁技能时,星星y的位置
         /// </summary>
         public static int Hero_Promote_UI_BG_Star_Pos_2 = 150;
-        
-        // public static int Hero_Upgrade_UI_ = 150;
 
+        public static int GenerateEquipmentID(int zy, int eqType, int eqLv)
+        {
+            int equipmentConfigID = zy * 10000 + eqType * 1000 + eqLv;
+            return equipmentConfigID;
+        }
+        
+        /// <summary>
+        /// 生成一个基于毫秒级时间戳的 GUID
+        /// </summary>
+        /// <returns>返回一个字符串形式的 GUID</returns>
+        public static string GenerateGUID()
+        {
+            // 获取当前的毫秒级时间戳
+            long timestamp = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
 
-        // /// <summary>
-        // /// onlyUnLock=true, 获取已解锁的最高等级的技能
-        // /// onlyUnLock=false,获取已解锁的最高等级的技能,若都没有解锁,则获取未解锁的1级技能
-        // /// </summary>
-        // /// <param name="groupID">技能组</param>
-        // /// <param name="level">英雄等级</param>
-        // /// <param name="star">英雄星级</param>
-        // /// <param name="onlyUnLock">ture=只返回解锁的</param>
-        // /// <returns></returns>
-        // public static SkillConfig GetHighestLevelOr1(int groupID, int level, int star, bool onlyUnLock = false)
-        // {
-        //     SkillConfig skillConfig = new SkillConfig();
-        //     
-        //     int lv = 0;
-        //     for(int i = 0; i <  PlayerManager.Instance.groupSkillDIc[groupID].Count; i++)
-        //     {
-        //         SkillConfig config = PlayerManager.Instance.groupSkillDIc[groupID][i];
-        //
-        //         if (i == 0 && !onlyUnLock)
-        //         {
-        //             skillConfig = config;
-        //         }
-        //         
-        //         // if (config.isUnLock && config.skillConfig.level > lv)
-        //         if(IsUnLockSkill(level, star, config.ID) && config.level > lv)
-        //         {
-        //             lv = config.level;
-        //             skillConfig = config;
-        //         }
-        //     }
-        //     return skillConfig;
-        // }
-        //
-        // /// <summary>
-        // /// 技能是否解锁
-        // /// </summary>
-        // /// <param name="level">英雄等级</param>
-        // /// <param name="star">英雄星级</param>
-        // /// <param name="skillID">技能id</param>
-        // /// <returns></returns>
-        // public static bool IsUnLockSkill(int level, int star, int skillID)
-        // {
-        //     bool isUnLock = false;
-        //     if (skillID == GlobalParam.Normal_Attack_Skill_Group_ID)
-        //     {
-        //         isUnLock = true;
-        //     }
-        //     else
-        //     {
-        //         //整体可能有点绕,后面再看优化不
-        //         
-        //         //取技能ID的后两位,后两位是技能解锁表SkillUpConfig的ID, 取这个ID来判断,这个技能是否解锁,以及还差多少差解锁
-        //         int skillUpID = skillID % 100;
-        //         SkillUpConfig skillUpConfig = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpID);
-        //
-        //         //取个位
-        //         int gw = skillUpID % 10;
-        //         
-        //         int skillUpID1 = -1;
-        //         //当个位>1时,需要额外判断一下,技能的1级是否已经解锁(可能1级是星级解锁)
-        //         //避免出现,技能是5星解锁解锁1级,200级解锁2级,但玩家现在4星,201级,就不该解锁2级,因为星级不够
-        //         if (gw > 1)
-        //         {
-        //             //技能1级的解锁ID,例如: 33 - 3 + 1 = 31, 31就是技能1级的解锁条件id
-        //             skillUpID1 = skillUpID - gw + 1;
-        //         }
-        //         
-        //         //等级解锁
-        //         if (skillUpConfig.upType == 1)
-        //         {
-        //             SkillUpConfig skillUpConfig1 = new SkillUpConfig();
-        //             //准备判断,该技能1级时,是否为星级解锁
-        //             if (skillUpID1 > 0)
-        //             {
-        //                 skillUpConfig1 = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpID1);
-        //             }
-        //
-        //             //如果技能的第一级需要星级解锁,需额外判断一下星级是否达到
-        //             bool isStarOk = skillUpConfig1.upType != 2 || star > skillUpConfig1.upValue;
-        //             
-        //
-        //             if (level >= skillUpConfig.upValue && isStarOk)
-        //             {
-        //                 isUnLock = true;
-        //             }
-        //         }
-        //         //星级解锁
-        //         else if (skillUpConfig.upType == 2)
-        //         {
-        //             if (star >= skillUpConfig.upValue)
-        //             {
-        //                 isUnLock = true;
-        //             }
-        //         }
-        //     }
-        //
-        //     return isUnLock;
-        // }
+            // 生成一个随机数(确保 GUID 的部分随机性)
+            int randomPart = UnityEngine.Random.Range(1000, 9999);
+            LogTool.Log(timestamp);
+            LogTool.Log(randomPart);
+            // 拼接时间戳和随机数
+            return $"{timestamp}{randomPart}";
+        }
     }
 }

+ 7 - 1
Assets/Scripts/GameData/ExcelConfig/GameConstantConfig.cs

@@ -45,7 +45,7 @@ public int[] heroRarityAttributeFactor;
 
 
 		/// <summary>
-		///稀有度属性倍率 100=100% 小兵;精英1;精英2;BOSS;精英3
+		///怪物稀有度属性倍率 100=100% 小兵;精英1;精英2;BOSS;精英3
 		/// </summary>
 public int[] monsterRarityAttributeFactor;
 
@@ -62,6 +62,12 @@ public int maxStar;
 public int maxLv;
 
 
+		/// <summary>
+		///装备稀有度属性倍率 100=100% 1:白色 2:绿色 3:蓝色 4:紫色 5:橙色 6:暗金 7:远古
+		/// </summary>
+public int[] equipmentRarityAttributeFactor;
+
+
 	}
 
 }

+ 8 - 2
Assets/Scripts/GameData/ExcelConfig/HeroBasicEquipConfig.cs

@@ -15,7 +15,7 @@ namespace Excel2Json
 	public struct HeroBasicEquipConfig : IConfig
	{
 		public int GetID() {return ID;} 
 		/// <summary>
-		///ID
+		///ID 职业x10000+ 类型x1000+ 等级
 		/// </summary>
 public int ID;
 
@@ -38,6 +38,12 @@ public int goldCost;
 public int lv;
 
 
+		/// <summary>
+		///职业 1.战士 2.法师 3.牧师 4.游侠
+		/// </summary>
+public int profession;
+
+
 		/// <summary>
 		///装备类型 1:战靴 2:衣服 3:手套 4:头盔 5:项链
 		/// </summary>
@@ -57,7 +63,7 @@ public int[] AttTypeLab;
 
 
 		/// <summary>
-		///属性值
+		///标准属性值 (白色)
 		/// </summary>
 public int[] AttValue;
 

+ 6 - 0
Assets/Scripts/GameData/ExcelConfig/ItemConfig.cs

@@ -62,6 +62,12 @@ public int stack;
 public bool isSell;
 
 
+		/// <summary>
+		///按需配置 装备(职业;位置)
+		/// </summary>
+public int[] itemParam;
+
+
 		/// <summary>
 		///出售金额
 		/// </summary>

+ 57 - 0
Assets/Scripts/GameLogic/Equipment/EquipmentController.cs

@@ -0,0 +1,57 @@
+using System.Collections.Generic;
+
+namespace GameLogic.Equipment
+{
+    public class EquipmentController
+    {
+        public List<EquipmentInfo> allEqInfo = new List<EquipmentInfo>();
+
+
+        // private long curGUID;
+
+        public void Init()
+        {
+            // curGUID = AccountFileInfo.Instance.playerData.eqGUID;
+        }
+
+        /// <summary>
+        /// 生成装备的GUID
+        /// </summary>
+        /// <returns></returns>
+        // public long GenerateGUID()
+        // {
+        //     curGUID++;
+        //     AccountFileInfo.Instance.playerData.eqGUID = curGUID;
+        //     AccountFileInfo.Instance.SavePlayerData();
+        //     return curGUID;
+        // }
+
+        /// <summary>
+        /// 通过品质获取装备的额外参数,装备属性会叠加这个值
+        /// </summary>
+        /// <param name="quality"></param>
+        /// <returns></returns>
+        public int GetEquipmentRarityAttributeFactor(int quality)
+        {
+            int[] factors = PlayerManager.Instance.gameConstantConfig.equipmentRarityAttributeFactor;
+            return factors[quality - 1];
+        }
+
+        public EquipmentInfo BuildEquipment()
+        {
+            EquipmentInfo info = new EquipmentInfo();
+
+            return info;
+        }
+        
+        public void AddEquipment(EquipmentInfo eqInfo)
+        {
+            allEqInfo.Add(eqInfo);
+        }
+
+        public void RemoveEquipment(EquipmentInfo eqInfo)
+        {
+            allEqInfo.Remove(eqInfo);
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Equipment/EquipmentController.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: e500f6fe8ab6455fa93b387c4448457b
+timeCreated: 1734007348

+ 68 - 5
Assets/Scripts/GameLogic/Equipment/EquipmentInfo.cs

@@ -1,4 +1,5 @@
-using Excel2Json;
+using Core.Utility;
+using Excel2Json;
 using Fort23.UTool;
 
 namespace GameLogic.Equipment
@@ -6,15 +7,77 @@ namespace GameLogic.Equipment
     public class EquipmentInfo
     {
         //装备ID+装等+Type+品质11011
-        public int guid;
+        public string guid;
         public HeroBasicEquipConfig basicEquipConfig;
+        public ItemConfig itemConfig;
         public int count;
+        public int quality;
 
-        public void BuildEquipment(int itemID, int eLv, int quality)   
+        public int ownerID;
+        public int level;
+        
+        public int Attack => m_Attack;
+        public int Defense => m_Defense;
+        public int Hp => m_HP;
+    
+
+        private int m_Attack;
+        private int m_Defense;
+        private int m_HP;
+
+        
+
+        public void InitEquipment(int itemID, int eLv, int quality)   
         {
-            ItemConfig itemConfig = ConfigComponent.Instance.Get<ItemConfig>(itemID);
-            
+            itemConfig = ConfigComponent.Instance.Get<ItemConfig>(itemID);
+
+            // int equipmentConfigID = itemConfig.itemParam[0] * 10000 + itemConfig.itemParam[1] * 1000 + eLv;
+            int equipmentConfigID =
+                GlobalParam.GenerateEquipmentID(itemConfig.itemParam[0], itemConfig.itemParam[1], eLv);
+            level = eLv;
             
+            basicEquipConfig = ConfigComponent.Instance.Get<HeroBasicEquipConfig>(equipmentConfigID);
+            guid = GlobalParam.GenerateGUID();
+
+            CalAtt();
+        }
+
+        public void CalAtt()
+        {
+            // m_Attack = basicEquipConfig.att
+            // foreach (int attTyp in basicEquipConfig.AttType)
+            for(int i=0; i < basicEquipConfig.AttType.Length; i++)
+            {
+                int attTyp = basicEquipConfig.AttType[i];
+                switch (attTyp)
+                {
+                    case 1:
+                        int value = basicEquipConfig.AttValue[i] *
+                                 PlayerManager.Instance.eqController.
+                                     GetEquipmentRarityAttributeFactor(quality);
+                        m_HP = value;
+                        break;
+                    case 2:
+                        break;
+                    case 3:
+                        break;
+                    
+                }
+            }
+        }
+
+        public AccountFileInfo.EqData ToData()
+        {
+            AccountFileInfo.EqData eqData = new AccountFileInfo.EqData
+            {
+                guid = guid,
+                count = count,
+                itemConfigID = itemConfig.ID,
+                level = level,
+                quality = quality,
+                ownerID = ownerID
+            };
+            return eqData;
         }
         
         

+ 36 - 0
Assets/Scripts/GameLogic/Player/AccountFileInfo.cs

@@ -26,6 +26,11 @@ 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>
@@ -35,12 +40,20 @@ public class AccountFileInfo : Singleton<AccountFileInfo>
         /// 是否全部阵亡一次
         /// </summary>
         public bool isAllHeroDie;
+        
+        /// <summary>
+        /// 装备的GUID
+        /// </summary>
+        public long eqGUID = 0;
         // /// <summary>
         // /// 后备英雄(共享等级)
         // /// </summary>
         // public List<HeroData> HeroListInBackDatas = new List<HeroData>();
     }
 
+    
+    
+    
     public void LoadPlayerData()
     {
 #if UNITY_WEIXINMINIGAME && !UNITY_EDITOR
@@ -136,6 +149,11 @@ public class AccountFileInfo : Singleton<AccountFileInfo>
         }
     }
 
+    public void SaveEqGUID()
+    {
+        SavePlayerData();
+    }
+
     public void SavePlayerData()
     {
         if (!string.IsNullOrEmpty(persistentDataPath))
@@ -264,4 +282,22 @@ public class AccountFileInfo : Singleton<AccountFileInfo>
         public long itemCount;
         public int guid;
     }
+    
+    /// <summary>
+    /// 装备数据
+    /// </summary>
+    [System.Serializable]
+    public class EqData
+    {
+        public string guid;
+        public int count;
+        public int itemConfigID;
+        public int level;
+        public int quality;
+
+        /// <summary>
+        /// 穿在谁身上
+        /// </summary>
+        public int ownerID;
+    }
 }

+ 3 - 0
Assets/Scripts/GameLogic/Player/PlayerManager.cs

@@ -3,6 +3,7 @@ using System.Collections.Generic;
 using Excel2Json;
 using Fort23.UTool;
 using GameLogic.Bag;
+using GameLogic.Equipment;
 using GameLogic.Hero;
 using UnityEngine;
 using Utility;
@@ -14,6 +15,8 @@ public class PlayerManager : Singleton<PlayerManager>
     /// </summary>
     public HeroController heroController = new HeroController();
 
+    public EquipmentController eqController = new EquipmentController();
+
     public GameConstantConfig gameConstantConfig;
     public SkillUpConfig[] skillUpConfigs;
     public SkillConfig[] SkillConfigs;

BIN
Excel2Json/Excel/GameConstant.xlsx


BIN
Excel2Json/Excel/HeroBasicEquip.xlsx


BIN
Excel2Json/Excel/Item.xlsx


この差分においてかなりの量のファイルが変更されているため、一部のファイルを表示していません