EquipmentInfo.cs 4.2 KB

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  1. using Codice.CM.Common;
  2. using Core.Utility;
  3. using Excel2Json;
  4. using Fort23.UTool;
  5. using UnityEngine;
  6. using ItemInfo = GameLogic.Bag.ItemInfo;
  7. namespace GameLogic.Equipment
  8. {
  9. public class EquipmentInfo
  10. {
  11. /// <summary>
  12. /// guid= itemID + eLv + quality
  13. /// 这几个值一样,那装备的属性就一定相同
  14. /// 后续要做特殊装备的话,在加新的字段,以及根据新资源,来组合新guid
  15. /// </summary>
  16. public string guid;
  17. public HeroBasicEquipConfig basicEquipConfig;
  18. public ItemConfig itemConfig;
  19. // public ItemInfo itemInfo;
  20. public int count;
  21. public int quality;
  22. public int ownerID;
  23. public int level;
  24. public int Attack => m_Attack;
  25. public int Defense => m_Defense;
  26. public int Hp => m_HP;
  27. private int m_Attack;
  28. private int m_Defense;
  29. private int m_HP;
  30. private ItemInfo myItemInfo;
  31. public void InitEquipment(ItemInfo modelInfo, ItemInfo lvInfo, ItemInfo qualityInfo)
  32. {
  33. //有效性检查
  34. if (//modelInfo.dropItemConfig.dropItemType != 1 &&
  35. lvInfo.dropItemConfig.dropItemType != 3 &&
  36. qualityInfo.dropItemConfig.dropItemType != 2)
  37. {
  38. string errorTip = "modelInfo.dropItemConfig.dropItemType=" +
  39. modelInfo.dropItemConfig.dropItemType +
  40. " |lvInfo.dropItemConfig.dropItemType" +
  41. lvInfo.dropItemConfig.dropItemType +
  42. " |qualityInfo.dropItemConfig.dropItemType" +
  43. qualityInfo.dropItemConfig.dropItemType;
  44. LogTool.Error(errorTip);
  45. }
  46. myItemInfo = modelInfo;
  47. InitEquipment(modelInfo.config,
  48. lvInfo.dropItemConfig.itemID[0],
  49. qualityInfo.dropItemConfig.itemID[0]);
  50. }
  51. public void InitEquipment(ItemConfig itemConfig, int eLv, int quality)
  52. {
  53. // itemInfo = new ItemInfo(itemID);
  54. // itemConfig = ConfigComponent.Instance.Get<ItemConfig>(itemID);
  55. this.itemConfig = itemConfig;
  56. this.quality = quality;
  57. // int equipmentConfigID = itemConfig.itemParam[0] * 10000 + itemConfig.itemParam[1] * 1000 + eLv;
  58. int equipmentConfigID =
  59. GlobalParam.GenerateEquipmentID(itemConfig.itemParam[0], itemConfig.itemParam[1], eLv,
  60. PlayerManager.Instance.heroController.mainLevel);
  61. level = eLv;
  62. basicEquipConfig = ConfigComponent.Instance.Get<HeroBasicEquipConfig>(equipmentConfigID);
  63. // guid = GlobalParam.GenerateGUID();
  64. myItemInfo.guid = itemConfig.ID.ToString() + basicEquipConfig.lv + quality;
  65. CalAtt();
  66. }
  67. public void CalAtt()
  68. {
  69. // m_Attack = basicEquipConfig.att
  70. // foreach (int attTyp in basicEquipConfig.AttType)
  71. for(int i=0; i < basicEquipConfig.AttType.Length; i++)
  72. {
  73. int attTyp = basicEquipConfig.AttType[i];
  74. int value = Mathf.RoundToInt( basicEquipConfig.AttValue[i] *
  75. PlayerManager.Instance.eqController.
  76. GetEquipmentRarityAttributeFactor(quality));
  77. switch (attTyp)
  78. {
  79. case 1:
  80. m_HP = value;
  81. break;
  82. case 2:
  83. m_Attack = value;
  84. break;
  85. case 3:
  86. m_Defense = value;
  87. break;
  88. }
  89. }
  90. }
  91. public AccountFileInfo.EqData ToData()
  92. {
  93. AccountFileInfo.EqData eqData = new AccountFileInfo.EqData
  94. {
  95. guid = guid,
  96. count = count,
  97. itemConfigID = itemConfig.ID,
  98. level = level,
  99. quality = quality,
  100. ownerID = ownerID
  101. };
  102. return eqData;
  103. }
  104. }
  105. }