BagController.cs 13 KB

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  1. using System.Collections.Generic;
  2. using Common.Utility.CombatEvent;
  3. using Core.Utility;
  4. using Fort23.Core;
  5. using Fort23.UTool;
  6. using GameLogic.Equipment;
  7. using UnityEngine;
  8. using Utility;
  9. namespace GameLogic.Bag
  10. {
  11. public class BagController
  12. {
  13. /// <summary>
  14. /// 玩家的所有道具(包含货币)
  15. /// </summary>
  16. // private List<ItemInfo> m_bagList = new List<ItemInfo>();
  17. private Dictionary<string, ItemInfo> m_allBagDic = new Dictionary<string, ItemInfo>();
  18. /// <summary>
  19. /// 外部访问用
  20. /// </summary>
  21. public Dictionary<string, ItemInfo> allBagDic => m_allBagDic;
  22. public void Init()
  23. {
  24. foreach (var itemData in AccountFileInfo.Instance.playerData.ItemListData)
  25. {
  26. ItemInfo itemInfo = new ItemInfo(itemData);
  27. // m_bagList.Add(itemInfo);
  28. LogTool.Log(itemInfo.guid);
  29. m_allBagDic.Add(itemInfo.guid, itemInfo);
  30. // PlayerManager.Instance.eqController.Init(itemInfo);
  31. }
  32. }
  33. #region 快速添加和扣除常用道具
  34. /// <summary>
  35. /// 加金币
  36. /// </summary>
  37. /// <param name="count"></param>
  38. public void AddCoin(long count)
  39. {
  40. AddItem(GlobalParam.Item_Coin_ID, count);
  41. }
  42. /// <summary>
  43. /// 扣金币
  44. /// </summary>
  45. /// <param name="count"></param>
  46. public bool DeductCoin(long count)
  47. {
  48. return DeductItem(GlobalParam.Item_Coin_ID, count);
  49. }
  50. /// <summary>
  51. /// 加钻石
  52. /// </summary>
  53. /// <param name="count"></param>
  54. public void AddDiamond(long count)
  55. {
  56. AddItem(GlobalParam.Item_Diamond_ID, count);
  57. }
  58. /// <summary>
  59. /// 扣钻石
  60. /// </summary>
  61. /// <param name="count"></param>
  62. public bool DeductDiamond(long count)
  63. {
  64. return DeductItem(GlobalParam.Item_Diamond_ID, count);
  65. }
  66. /// <summary>
  67. /// 加英雄经验
  68. /// </summary>
  69. /// <param name="count"></param>
  70. public void AddHeroExp(long count)
  71. {
  72. AddItem(GlobalParam.Item_HeroExp_ID, count);
  73. }
  74. /// <summary>
  75. /// 扣英雄经验
  76. /// </summary>
  77. /// <param name="count"></param>
  78. public bool DuctHeroExp(long count)
  79. {
  80. return DeductItem(GlobalParam.Item_HeroExp_ID, count);
  81. }
  82. /// <summary>
  83. /// 道具是否足够
  84. /// </summary>
  85. /// <param name="itemId"></param>
  86. /// <param name="count"></param>
  87. /// <returns></returns>
  88. public bool IsEnough(ItemInfo item, long count)
  89. {
  90. if (item.config.ID <= 0)
  91. {
  92. return false;
  93. }
  94. if (item.count >= count)
  95. {
  96. return true;
  97. }
  98. else
  99. {
  100. return false;
  101. }
  102. }
  103. /// <summary>
  104. /// 道具是否足够
  105. /// </summary>
  106. /// <param name="itemId"></param>
  107. /// <param name="count"></param>
  108. /// <returns></returns>
  109. public bool IsEnough(int itemId, long count)
  110. {
  111. ItemInfo item = GetItemInfo(itemId);
  112. return IsEnough(item, count);
  113. }
  114. #endregion
  115. public bool AddItem(int itemId, long count, string guid = "")
  116. {
  117. string guidStr = string.IsNullOrEmpty(guid) ? itemId.ToString() : guid;
  118. if(count <= 0)
  119. return false;
  120. ItemInfo item = GetItemInfo(itemId, guidStr);
  121. return AddItemCount(item, count);
  122. }
  123. /// <summary>
  124. /// 添加道具,装备和普通道具都可以
  125. /// </summary>
  126. /// <param name="itemInfos"></param>
  127. public void AddItem(List<ItemInfo> itemInfos)
  128. {
  129. for (int i = 0; i < itemInfos.Count; i++)
  130. {
  131. ItemInfo item = itemInfos[i];
  132. LogTool.Log("获得了道具" + item.itemID);
  133. AddItem(item);
  134. // //掉落的数量
  135. // long count = itemInfo.count.Value;
  136. // ItemInfo item = GetItemInfo(itemInfo);
  137. //
  138. // if (item.IsEquipItem())
  139. // {
  140. // PlayerManager.Instance.eqController.AddEquipment(item);
  141. // }
  142. //
  143. // AddItemCount(item, count);
  144. }
  145. }
  146. /// <summary>
  147. /// 添加道具数量,最后都走这里
  148. /// </summary>
  149. /// <param name="item"></param>
  150. /// <param name="count"></param>
  151. /// <returns></returns>
  152. private bool AddItemCount(ItemInfo item, long count)
  153. {
  154. if (item.config.ID <= 0 && string.IsNullOrEmpty(item.guid))
  155. {
  156. return false;
  157. }
  158. if( count <= 0 )
  159. return false;
  160. item.count += count;
  161. EventManager.Instance.Dispatch(CustomEventType.ItemUpdate, new ItemUpdateData() { ItemInfo = item, Count = (int)count });
  162. EventManager.Instance.Dispatch(CustomEventType.AddItem, new ItemUpdateData() { ItemInfo = item, Count = (int)count });
  163. AccountFileInfo.Instance.SaveItemData(item);
  164. return true;
  165. }
  166. // private void AddEqToDic(ItemInfo eqItemInfo)
  167. // {
  168. // if (eqItemInfo.eqInfo == null)
  169. // {
  170. // return;
  171. // }
  172. //
  173. // int pro = eqItemInfo.eqInfo.basicEquipConfig.profession;
  174. //
  175. // if (m_EqDic.ContainsKey(pro))
  176. // {
  177. // m_EqDic[pro].Add(eqItemInfo);
  178. // }
  179. // else
  180. // {
  181. // m_EqDic.Add(pro, new List<ItemInfo>());
  182. // m_EqDic[pro].Add(eqItemInfo);
  183. // }
  184. // }
  185. /// <summary>
  186. /// 添加道具,装备和普通道具都可以
  187. /// </summary>
  188. /// <param name="item"></param>
  189. public void AddItem(ItemInfo item)
  190. {
  191. //掉落的数量
  192. long count = item.count.Value;
  193. ItemInfo itemInfo = GetItemInfo(item);
  194. // if (itemInfo.IsEquipItem())
  195. // {
  196. // PlayerManager.Instance.eqController.AddEquipment(itemInfo);
  197. // }
  198. AddItemCount(itemInfo, count);
  199. }
  200. // /// <summary>
  201. // /// 重新加载一次所有装备
  202. // /// 一般用于,分解装备之后
  203. // /// </summary>
  204. // public void ReInitAllEqItem()
  205. // {
  206. // PlayerManager.Instance.eqController.allZyEqDic.Clear();
  207. // foreach (KeyValuePair<string,ItemInfo> keyValuePair in m_allBagDic)
  208. // {
  209. // PlayerManager.Instance.eqController.AddEquipment(keyValuePair.Value);
  210. // }
  211. // }
  212. public void RemoveItem(ItemInfo itemInfo, bool saveNow, bool zeroDel)
  213. {
  214. itemInfo.count.Value = 0;
  215. if (zeroDel)
  216. {
  217. m_allBagDic.Remove(itemInfo.guid);
  218. }
  219. AccountFileInfo.Instance.SaveItemData(itemInfo, saveNow);
  220. }
  221. public void ModifyItem(ItemInfo itemInfo, bool saveNow)
  222. {
  223. itemInfo.count.Value -= itemInfo.count.Value;
  224. AccountFileInfo.Instance.SaveItemData(itemInfo, saveNow);
  225. }
  226. /// <summary>
  227. /// 获取道具信息
  228. /// 不传guid,默认itemId就是guid
  229. /// </summary>
  230. /// <param name="itemId"></param>
  231. /// <param name="guid"></param>
  232. /// <returns></returns>
  233. // public ItemInfo GetItemInfo(ItemInfo itemInfo)
  234. // {
  235. // string guidStr = string.IsNullOrEmpty(itemInfo.guid) ? itemInfo.itemID.ToString() : itemInfo.guid;
  236. //
  237. // if (m_allBagDic.TryGetValue(guidStr, out ItemInfo item))
  238. // {
  239. // return item;
  240. // }
  241. //
  242. // m_allBagDic.Add(itemInfo.guid, itemInfo);
  243. //
  244. // return itemInfo;
  245. // }
  246. /// <summary>
  247. /// 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
  248. /// 之前有,就把有的返回回去,加数量
  249. /// 之前无,就返回这个新东西
  250. /// /// 重要:加入背包管理都是通过这个方法(后续看是否优)
  251. /// </summary>
  252. /// <param name="itemInfo"></param>
  253. /// <returns></returns>
  254. public ItemInfo GetItemInfo(ItemInfo itemInfo)
  255. {
  256. string guidStr = string.IsNullOrEmpty(itemInfo.guid) ? itemInfo.itemID.ToString() : itemInfo.guid;
  257. if (m_allBagDic.TryGetValue(guidStr, out ItemInfo item))
  258. {
  259. return item;
  260. }
  261. //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)
  262. //该方法结束后,有统一加数量的代码,看后续代码。
  263. itemInfo.count.Value = 0l;
  264. m_allBagDic.Add(itemInfo.guid, itemInfo);
  265. return itemInfo;
  266. }
  267. public long GetItemCount(int itemId)
  268. {
  269. ItemInfo itemInfo = GetItemInfo(itemId);
  270. if (itemInfo == null)
  271. {
  272. return 0;
  273. }
  274. return itemInfo.count.Value;
  275. }
  276. /// <summary>
  277. /// 获取道具信息
  278. /// 不传guid,默认itemId就是guid
  279. /// </summary>
  280. /// <param name="itemId"></param>
  281. /// <param name="guid"></param>
  282. /// <returns></returns>
  283. public ItemInfo GetItemInfo(int itemId, string guid = "")
  284. {
  285. string guidStr = string.IsNullOrEmpty(guid) ? itemId.ToString() : guid;
  286. if (m_allBagDic.TryGetValue(guidStr, out ItemInfo item))
  287. {
  288. return item;
  289. }
  290. ItemInfo newItem = new ItemInfo(itemId);
  291. if (newItem.config.ID > 0)
  292. {
  293. m_allBagDic.Add(newItem.guid, newItem);
  294. }
  295. else
  296. {
  297. LogTool.Error("没有找到这个道具:" + itemId);
  298. return null;
  299. }
  300. return newItem;
  301. }
  302. /// <summary>
  303. /// 扣除道具,最后都这里
  304. /// </summary>
  305. /// <param name="item"></param>
  306. /// <param name="count"></param>
  307. /// <returns></returns>
  308. public bool DeductItem(ItemInfo item, long count)
  309. {
  310. if (item == null)
  311. {
  312. return false;
  313. }
  314. if (item.config.ID <= 0)
  315. {
  316. return false;
  317. }
  318. if (item.count >= count)
  319. {
  320. item.count -= count;
  321. }
  322. else
  323. {
  324. return false;
  325. }
  326. EventManager.Instance.Dispatch(CustomEventType.ItemUpdate, new ItemUpdateData() { ItemInfo = item });
  327. AccountFileInfo.Instance.SaveItemData(item);
  328. return true;
  329. }
  330. public bool DeductItem(int itemId, long count)
  331. {
  332. ItemInfo item = GetItemInfo(itemId);
  333. return DeductItem(item, count);
  334. }
  335. public void DropHeroExp(Vector3 startPos_WorldPos, int showCount, int itemCount)
  336. {
  337. CombatItemShowEventData combatItemShowEventData = CombatItemShowEventData.Create();
  338. combatItemShowEventData.count = showCount;
  339. combatItemShowEventData.startPos_WorldPos = startPos_WorldPos;
  340. combatItemShowEventData.showName = "icon_res_upgrade_1";
  341. combatItemShowEventData.showType = CombatItemShowEventData.ShowType.HeroExp;
  342. combatItemShowEventData.addValue = itemCount;
  343. EventManager.Instance.Dispatch(CustomEventType.Combat_ItemShow, combatItemShowEventData);
  344. }
  345. public void DropLevelExp(Vector3 startPos_WorldPos, int showCount, int itemCount)
  346. {
  347. CombatItemShowEventData combatItemShowEventData = CombatItemShowEventData.Create();
  348. combatItemShowEventData.count = showCount;
  349. combatItemShowEventData.startPos_WorldPos = startPos_WorldPos;
  350. combatItemShowEventData.showName = "icon_Energy";
  351. combatItemShowEventData.showType = CombatItemShowEventData.ShowType.LevelExp;
  352. combatItemShowEventData.addValue = itemCount;
  353. EventManager.Instance.Dispatch(CustomEventType.Combat_ItemShow, combatItemShowEventData);
  354. }
  355. public void DropMonsterGold(Vector3 startPos_WorldPos, int showCount, int itemCount)
  356. {
  357. CombatItemShowEventData combatItemShowEventData = CombatItemShowEventData.Create();
  358. combatItemShowEventData.count = showCount;
  359. combatItemShowEventData.startPos_WorldPos = startPos_WorldPos;
  360. combatItemShowEventData.showName = "icon_Coin";
  361. combatItemShowEventData.showType = CombatItemShowEventData.ShowType.MonsterGold;
  362. combatItemShowEventData.addValue = itemCount;
  363. EventManager.Instance.Dispatch(CustomEventType.Combat_ItemShow, combatItemShowEventData);
  364. }
  365. }
  366. }