EquipmentController.cs 12 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349
  1. using System.Collections.Generic;
  2. using Excel2Json;
  3. using Fort23.Mono;
  4. using Fort23.UTool;
  5. using GameLogic.Bag;
  6. using GameLogic.Player;
  7. using UnityEditor;
  8. using UnityEngine;
  9. namespace GameLogic.Equipment
  10. {
  11. public class EqAddAttribute
  12. {
  13. public long atk;
  14. public long def;
  15. public long hp;
  16. // public void AddAtk(long atk)
  17. // {
  18. // this.atk += atk;
  19. // }
  20. //
  21. // public void AddDef(long def)
  22. // {
  23. // this.def += def;
  24. // }
  25. //
  26. // public void AddHp(long hp)
  27. // {
  28. // this.hp += hp;
  29. // }
  30. }
  31. public class EquipmentController
  32. {
  33. /// <summary>
  34. /// 所有的装备 按 这个逻辑存储 {职业, {部位, 装备列表}}
  35. /// 存在意义:一键换装的时候,可以快速找到目标装备
  36. ///
  37. /// </summary>
  38. public Dictionary<int, Dictionary<int ,List<ItemInfo>>> allZyEqDic = new Dictionary<int, Dictionary<int ,List<ItemInfo>>>();
  39. /// <summary>
  40. /// 已穿戴的装备
  41. /// </summary>
  42. public Dictionary<int, List<ItemInfo>> equipZyEqDic = new Dictionary<int, List<ItemInfo>>();
  43. /// <summary>
  44. /// 职业装备提供的属性
  45. /// </summary>
  46. public Dictionary<int, EqAddAttribute> zyEqAddAttributeDic = new Dictionary<int, EqAddAttribute>();
  47. // private long curGUID;
  48. public EquipmentController()
  49. {
  50. zyEqAddAttributeDic.Add(1, new EqAddAttribute());
  51. zyEqAddAttributeDic.Add(2, new EqAddAttribute());
  52. zyEqAddAttributeDic.Add(3, new EqAddAttribute());
  53. zyEqAddAttributeDic.Add(4, new EqAddAttribute());
  54. equipZyEqDic.Add(1, new List<ItemInfo>());
  55. equipZyEqDic.Add(2, new List<ItemInfo>());
  56. equipZyEqDic.Add(3, new List<ItemInfo>());
  57. equipZyEqDic.Add(4, new List<ItemInfo>());
  58. }
  59. public void Init(ItemInfo itemInfo)
  60. {
  61. AddEquipment(itemInfo);
  62. if (itemInfo.eqInfo != null && itemInfo.eqInfo.isWear)
  63. {
  64. AddToCurEquip(itemInfo, true);
  65. }
  66. }
  67. private void CalZyEqAddAttribute()
  68. {
  69. foreach (KeyValuePair<int,List<ItemInfo>> keyValuePair in equipZyEqDic)
  70. {
  71. int zy = keyValuePair.Key;
  72. ResetZyEqAddAttribute(zy);
  73. foreach (ItemInfo eqItem in keyValuePair.Value)
  74. {
  75. zyEqAddAttributeDic[zy].atk += eqItem.eqInfo.Attack;
  76. zyEqAddAttributeDic[zy].def += eqItem.eqInfo.Defense;
  77. zyEqAddAttributeDic[zy].hp += eqItem.eqInfo.Hp;
  78. }
  79. }
  80. }
  81. private void ResetZyEqAddAttribute(int zy)
  82. {
  83. zyEqAddAttributeDic[zy].atk = 0;
  84. zyEqAddAttributeDic[zy].def = 0;
  85. zyEqAddAttributeDic[zy].hp = 0;
  86. }
  87. /// <summary>
  88. /// 通过品质获取装备的额外参数,装备属性会叠加这个值
  89. /// </summary>
  90. /// <param name="quality"></param>
  91. /// <returns></returns>
  92. public float GetEquipmentRarityAttributeFactor(int quality)
  93. {
  94. int[] factors = PlayerManager.Instance.gameConstantConfig.equipmentRarityAttributeFactor;
  95. // LogTool.Log(quality);
  96. return factors[quality - 1] / (float)100;
  97. }
  98. public ItemInfo BuildEquipment(int equipModelDropID, int qualityDropID, int lvDropID)
  99. {
  100. ItemInfo info = null;
  101. List<ItemInfo> equipModelDropItems = DropManager.Instance.DropItem(equipModelDropID);
  102. if (equipModelDropItems == null || equipModelDropItems.Count == 0)
  103. {
  104. return info;
  105. }
  106. ItemInfo equipModelInfo = equipModelDropItems[0];
  107. List<ItemInfo> qualityDropItems = DropManager.Instance.DropItem(qualityDropID);
  108. List<ItemInfo> lvDropItems = DropManager.Instance.DropItem(lvDropID);
  109. info = equipModelInfo;
  110. info.eqInfo = new EquipmentInfo();
  111. // info.eqInfo.InitEquipment(info.config,
  112. // lvDropItems[0].dropItemConfig.itemID[0],
  113. // qualityDropItems[0].dropItemConfig.itemID[0]);
  114. info.eqInfo.InitEquipment(equipModelInfo, lvDropItems[0], qualityDropItems[0]);
  115. return info;
  116. }
  117. /// <summary>
  118. /// 一键穿职业装备
  119. /// 把对应职业,对应部位的,最好的装备找出来 牵肠挂肚
  120. /// </summary>
  121. /// <param name="zy"></param>
  122. /// <returns>true = 有装备变动 </returns>
  123. public bool QuickEquip(int zy)
  124. {
  125. bool changed = false;
  126. //拿到这个职业的所有部位的装备,bwDic就是一个按部位划分的字典key=部位,value=这个部位下的所有装备
  127. if (allZyEqDic.TryGetValue(zy, out var bwDic))
  128. {
  129. foreach (KeyValuePair<int, List<ItemInfo>> keyValuePair in bwDic)
  130. {
  131. ItemInfo bestBwEq = null;
  132. foreach (ItemInfo bwItem in keyValuePair.Value)
  133. {
  134. // bwItem.eqInfo.isEquip = false;
  135. if (bestBwEq == null)
  136. {
  137. bestBwEq = bwItem;
  138. continue;
  139. }
  140. if (bwItem.eqInfo.Attack > bestBwEq.eqInfo.Attack ||
  141. bwItem.eqInfo.Defense > bestBwEq.eqInfo.Defense ||
  142. bwItem.eqInfo.Hp > bestBwEq.eqInfo.Hp)
  143. {
  144. bestBwEq = bwItem;
  145. }
  146. }
  147. if (bestBwEq != null)
  148. {
  149. bool b = AddToCurEquip(bestBwEq);
  150. if (!changed)
  151. {
  152. changed = b;
  153. }
  154. }
  155. }
  156. }
  157. return changed;
  158. }
  159. /// <summary>
  160. /// 把装备加到:当前已经穿的装备列表中管理
  161. /// </summary>
  162. /// <param name="bestEqItem"></param>
  163. /// <param name="isInit">true 表示是初始化,初始化时,不支持保存数据的逻辑</param>
  164. /// <returns></returns>
  165. public bool AddToCurEquip(ItemInfo bestEqItem, bool isInit = false)
  166. {
  167. int zy = bestEqItem.eqInfo.basicEquipConfig.profession;
  168. bool isAdd = true;
  169. if (equipZyEqDic.TryGetValue(zy, out var eqList))
  170. {
  171. // 从后往前遍历,这样删除元素不会影响索引
  172. for (int i = eqList.Count - 1; i >= 0; i--)
  173. {
  174. ItemInfo itemInfo = eqList[i];
  175. if (itemInfo.eqInfo.basicEquipConfig.Type == bestEqItem.eqInfo.basicEquipConfig.Type)
  176. {
  177. //已经在已装备列表里面了,就不加了
  178. if (itemInfo.Equals(bestEqItem))
  179. {
  180. isAdd = false;
  181. }
  182. else
  183. {
  184. //老装备脱下来
  185. EquipLogic(false, itemInfo);
  186. //从已装备的列表处,移除
  187. eqList.RemoveAt(i);
  188. if (!isInit)
  189. {
  190. AccountFileInfo.Instance.SaveItemData(itemInfo);
  191. }
  192. }
  193. break;
  194. }
  195. }
  196. if (isAdd)
  197. {
  198. EquipLogic(true, bestEqItem);
  199. eqList.Add(bestEqItem);
  200. }
  201. }
  202. else
  203. {
  204. EquipLogic(true, bestEqItem);
  205. eqList = new List<ItemInfo>();
  206. eqList.Add(bestEqItem);
  207. equipZyEqDic.Add(zy, eqList);
  208. }
  209. //有装备变更时,计算一下装备提供的属性
  210. if (isAdd)
  211. {
  212. CalZyEqAddAttribute();
  213. if (!isInit)
  214. {
  215. AccountFileInfo.Instance.SaveItemData(bestEqItem);
  216. }
  217. }
  218. return isAdd;
  219. }
  220. /// <summary>
  221. /// 穿/脱 装备的逻辑
  222. /// </summary>
  223. /// <param name="equip">穿or脱</param>
  224. /// <param name="eqItemInfo">装备item</param>
  225. public void EquipLogic(bool equip, ItemInfo eqItemInfo)
  226. {
  227. eqItemInfo.eqInfo.isWear = equip;
  228. if (equip)
  229. {
  230. eqItemInfo.count.Value--;
  231. }
  232. else
  233. {
  234. eqItemInfo.count.Value++;
  235. }
  236. }
  237. /// <summary>
  238. /// 这里2次管理装备item的目的是为了:后续穿脱装备时,遍历效率更高
  239. /// </summary>
  240. /// <param name="eqItemInfo"></param>
  241. public void AddEquipment(ItemInfo eqItemInfo)
  242. {
  243. if (eqItemInfo.eqInfo == null)
  244. {
  245. return;
  246. }
  247. // allEqDic.Add(eqItemInfo.guid, eqItemInfo);
  248. int zy = eqItemInfo.eqInfo.basicEquipConfig.profession;
  249. int bw = eqItemInfo.eqInfo.basicEquipConfig.Type;
  250. if (allZyEqDic.TryGetValue(zy, out var bwDic))
  251. {
  252. if (bwDic.TryGetValue(bw, out var eqBwList))
  253. {
  254. eqBwList.Add(eqItemInfo);
  255. }
  256. else
  257. {
  258. eqBwList = new List<ItemInfo>();
  259. eqBwList.Add(eqItemInfo);
  260. bwDic.Add(bw, eqBwList);
  261. }
  262. }
  263. else
  264. {
  265. bwDic = new Dictionary<int, List<ItemInfo>>();
  266. List<ItemInfo> eqBwList = new List<ItemInfo>();
  267. eqBwList.Add(eqItemInfo);
  268. bwDic.Add(bw, eqBwList);
  269. allZyEqDic.Add(zy, bwDic);
  270. }
  271. }
  272. // public void RemoveEquipment(ItemInfo eqItemInfo)
  273. // {
  274. // if (eqItemInfo.eqInfo == null)
  275. // {
  276. // return;
  277. // }
  278. //
  279. // int zy = eqItemInfo.eqInfo.basicEquipConfig.profession;
  280. // int bw = eqItemInfo.eqInfo.basicEquipConfig.Type;
  281. //
  282. // if (allZyEqDic.TryGetValue(zy, out var bwDic))
  283. // {
  284. // if (bwDic.TryGetValue(bw, out var eqList))
  285. // {
  286. // eqList.Remove(eqItemInfo);
  287. // }
  288. // else
  289. // {
  290. // LogTool.Error("移除一个在背包不存在的(bw),装备: guid=" + eqItemInfo.guid + " 职业=" + zy);
  291. // }
  292. // }
  293. // else
  294. // {
  295. // LogTool.Error("移除一个在背包不存在的(zy),装备: guid=" + eqItemInfo.guid + " 职业=" + zy);
  296. // }
  297. //
  298. // // if (zyEqDic.ContainsKey(pro) && zyEqDic[pro].Contains(eqItemInfo))
  299. // // {
  300. // // zyEqDic[pro].Remove(eqItemInfo);
  301. // // }
  302. // // else
  303. // // {
  304. // // LogTool.Error("移除一个在背包不存在的,装备: guid=" + eqItemInfo.guid + " 职业=" + pro);
  305. // // }
  306. // }
  307. }
  308. }