EventManager.cs 5.0 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using System.Linq;
  5. using Excel2Json;
  6. using Fort23.UTool;
  7. using GameLogic.Bag;
  8. using GameLogic.Player;
  9. using UnityEngine;
  10. using Utility;
  11. using Random = UnityEngine.Random;
  12. public class EventSystemManager : Singleton<EventSystemManager>
  13. {
  14. List<EventConfig> eventConfigs = new List<EventConfig>();
  15. public void CustomInit()
  16. {
  17. eventConfigs = ConfigComponent.Instance.GetAll<EventConfig>().ToList();
  18. }
  19. public List<EventConfig> DetectEvents(int bigMapId)
  20. {
  21. BigMap bigMap = ConfigComponent.Instance.Get<BigMap>(bigMapId);
  22. DivineSenseConfig divineSenseConfig = ConfigComponent.Instance.Get<DivineSenseConfig>(AccountFileInfo.Instance.playerData.divineSenseLevel);
  23. List<int> qualitys = new List<int>() { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 };
  24. //先掉落出品质
  25. int quality = UtilTools.GetRandomByWeight(qualitys, divineSenseConfig.QualityBonusChance);
  26. // 获取通用事件
  27. List<EventConfig> globalEvents = eventConfigs.Where(e => e.EventTriggerType == 1 && CanTriggerEvent(e.ID) && e.EventQuality == quality).ToList();
  28. //神识场景事件
  29. List<EventConfig> candidateEvents = eventConfigs.Where(e => bigMap.DivineSenseGeneralEvent.Contains(e.ID) && CanTriggerEvent(e.ID) && e.EventQuality == quality).ToList();
  30. if (candidateEvents.Count == 0 && globalEvents.Count == 0)
  31. {
  32. LogTool.Error("没有可以刷新的事件");
  33. return default;
  34. }
  35. var triggeredEvents = new List<EventConfig>();
  36. for (int i = 0; i < divineSenseConfig.DetectEventCount; i++)
  37. {
  38. int randomValue1 = Random.Range(0, 101);
  39. //刷场景事件
  40. if (randomValue1 >= bigMap.DivineSenseGeneralProbability && candidateEvents.Count > 0)
  41. {
  42. int randomValue2 = Random.Range(0, candidateEvents.Count);
  43. triggeredEvents.Add(candidateEvents[randomValue2]);
  44. candidateEvents.RemoveAll(ew => ew.ID == candidateEvents[randomValue2].ID);
  45. }
  46. else if (globalEvents.Count > 0)
  47. {
  48. int randomValue2 = Random.Range(0, globalEvents.Count);
  49. triggeredEvents.Add(globalEvents[randomValue2]);
  50. globalEvents.RemoveAll(ew => ew.ID == globalEvents[randomValue2].ID);
  51. }
  52. }
  53. if (triggeredEvents.Count == 0)
  54. {
  55. Debug.Log("没有可以触发的事件");
  56. return default;
  57. }
  58. return triggeredEvents;
  59. // // 触发事件
  60. // foreach (var evt in triggeredEvents)
  61. // {
  62. // TriggerEvent(evt);
  63. // }
  64. }
  65. public void DetectRandomEvents()
  66. {
  67. // 获取通用事件
  68. List<EventConfig> randomEvents = eventConfigs.Where(e => e.EventTriggerType == 2 && CanTriggerEvent(e.ID)).ToList();
  69. //神识场景事件
  70. if (randomEvents.Count == 0)
  71. {
  72. LogTool.Warning("没有可以刷新的事件");
  73. return;
  74. }
  75. int idex = Random.Range(1, randomEvents.Count);
  76. TriggerEvent(randomEvents[idex]);
  77. }
  78. /// <summary>
  79. /// 触发单个事件,处理对话、奖励和完成逻辑。
  80. /// </summary>
  81. public void TriggerEvent(EventConfig evt)
  82. {
  83. Debug.Log($"触发事件: {evt.Description} (ID: {evt.ID}, 品质: {evt.EventQuality})");
  84. // if (evt.DialogueID > 0)
  85. // {
  86. // DialogueManager.Instance.StartDialogue(evt.DialogueID, evt.ID);
  87. // }
  88. CompleteEvent(evt.ID);
  89. }
  90. /// <summary>
  91. /// 检查事件是否满足触发条件。
  92. /// </summary>
  93. private bool CanTriggerEvent(int eventID)
  94. {
  95. var evt = eventConfigs.Find(e => e.ID == eventID);
  96. if (evt.ID == 0)
  97. return false;
  98. for (var i = 0; i < evt.EventConditionId.Length; i++)
  99. {
  100. if (!CheckCondition(evt.EventConditionId[i], evt.EventVlaue[i]))
  101. return false;
  102. }
  103. return true;
  104. }
  105. /// <summary>
  106. /// 检查单个触发条件。
  107. /// </summary>
  108. private bool CheckCondition(int conditionid, int EventVlaue)
  109. {
  110. //>=
  111. if (EventVlaue == 1)
  112. {
  113. }
  114. //=
  115. else if (EventVlaue == 2)
  116. {
  117. }
  118. // <=
  119. else if (EventVlaue == 3)
  120. {
  121. }
  122. return true;
  123. }
  124. /// <summary>
  125. /// 完成任务
  126. /// </summary>
  127. /// <param name="eventID">事件ID</param>
  128. public void CompleteEvent(int eventID)
  129. {
  130. LogTool.Log($"完成任务{eventID}");
  131. AccountFileInfo.EventData eventData = AccountFileInfo.Instance.playerData.events.FirstOrDefault((e) => e.eventID == eventID);
  132. if (eventData == null)
  133. {
  134. eventData = new AccountFileInfo.EventData();
  135. eventData.eventID = eventID;
  136. }
  137. eventData.completeCount++;
  138. AccountFileInfo.Instance.playerData.events.Add(eventData);
  139. AccountFileInfo.Instance.SavePlayerData();
  140. }
  141. }