PlayerManager.cs 16 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using Core.Language;
  5. using Excel2Json;
  6. using Fort23.Core;
  7. using Fort23.UTool;
  8. using GameLogic.Bag;
  9. using GameLogic.Combat.CombatTool;
  10. using GameLogic.CombatScenesTool;
  11. using GameLogic.Equipment;
  12. using GameLogic.Hero;
  13. using GameLogic.Player;
  14. using UnityEngine;
  15. using Utility;
  16. public class PlayerManager : Singleton<PlayerManager>
  17. {
  18. public GameConstantConfig gameConstantConfig;
  19. public GongFaControl GongFaControl;
  20. public FaBaoControl FaBaoControl;
  21. public BagController BagController;
  22. public Map<long, List<AccountFileInfo.DaoYouData>> GuaijiDaoYou = new Map<long, List<AccountFileInfo.DaoYouData>>();
  23. public bool isTest;
  24. /// <summary>
  25. /// 玩家角色属性
  26. /// </summary>
  27. public HeroInfo myHero;
  28. public long serverTime => TimeHelper.ServerNow();
  29. private AccountFileInfo.PlacesData currentPlaces;
  30. public AccountFileInfo.PlacesData CurrentPlaces
  31. {
  32. get { return currentPlaces; }
  33. set { currentPlaces = value; }
  34. }
  35. public float PlacesBl => GetMapBl(CurrentPlaces.id);
  36. private TimerEntity _timerEntity;
  37. public void Init()
  38. {
  39. AccountFileInfo.Instance.LoadPlayerData();
  40. SetConfigs();
  41. InitGameData();
  42. // int m = Random.Range(0, 4 * 60 * 1000);
  43. RandownDaoYou(gameConstantConfig.Daoyoushowuptime + 1000);
  44. }
  45. //添加心境
  46. public void AddSentimentData(int id)
  47. {
  48. AccountFileInfo.SentimentData sentimentData = AccountFileInfo.Instance.playerData.SentimentDatas.FirstOrDefault(sd => sd.id == id);
  49. if (sentimentData != null)
  50. {
  51. LogTool.Error("已经用心境 id:" + id);
  52. return;
  53. }
  54. SentimentConfig sentimentConfig = ConfigComponent.Instance.Get<SentimentConfig>(id);
  55. sentimentData = new AccountFileInfo.SentimentData();
  56. sentimentData.id = id;
  57. sentimentData.mainSentiment = new AccountFileInfo.SentimentProperty();
  58. sentimentData.mainSentiment.groupId = sentimentConfig.mainSentimentEffect;
  59. foreach (var i in sentimentConfig.sentimentEffect)
  60. {
  61. AccountFileInfo.SentimentProperty sentimentProperty = new AccountFileInfo.SentimentProperty();
  62. sentimentProperty.groupId = i;
  63. sentimentData.sentimentProperties.Add(sentimentProperty);
  64. }
  65. AccountFileInfo.Instance.playerData.SentimentDatas.Add(sentimentData);
  66. AccountFileInfo.Instance.SavePlayerData();
  67. }
  68. public void RandownDaoYou(int m)
  69. {
  70. _timerEntity?.Dispose();
  71. _timerEntity = null;
  72. _timerEntity = TimerComponent.Instance.AddTimer(m, () =>
  73. {
  74. List<AccountFileInfo.DaoYouData> daoYouDatas = AccountFileInfo.Instance.playerData.daoYouDatas.ToList();
  75. foreach (var keyValuePair in GuaijiDaoYou)
  76. {
  77. foreach (var daoYouData in keyValuePair.Value)
  78. {
  79. if (daoYouDatas.Contains(daoYouData))
  80. {
  81. daoYouDatas.Remove(daoYouData);
  82. }
  83. }
  84. }
  85. int count = Random.Range(0, daoYouDatas.Count + 1);
  86. List<AccountFileInfo.DaoYouData> daoyou = new List<AccountFileInfo.DaoYouData>();
  87. for (int i = 0; i < count; i++)
  88. {
  89. int index = Random.Range(0, daoYouDatas.Count);
  90. daoyou.Add(daoYouDatas[index]);
  91. daoYouDatas.RemoveAt(index);
  92. _timerEntity?.Dispose();
  93. _timerEntity = null;
  94. }
  95. if (daoyou.Count > 0)
  96. {
  97. GuaijiDaoYou.Add(TimeHelper.ClientNow() + Random.Range(gameConstantConfig.DaoyouguajiDuration[0], gameConstantConfig.DaoyouguajiDuration[1]) * 1000, daoyou);
  98. EventManager.Instance.Dispatch(CustomEventType.DaoYouCounUpdate, null);
  99. }
  100. RandownDaoYou(gameConstantConfig.Daoyoushowuptime * 1000);
  101. });
  102. }
  103. public int GetDaoYouLevel(AccountFileInfo.DaoYouData daoYouData)
  104. {
  105. DaoyouModelConfig daoyouModelConfig = ConfigComponent.Instance.Get<DaoyouModelConfig>(daoYouData.id);
  106. int level = (int)(myHero.level.Value * daoyouModelConfig.growupRate * 0.01f);
  107. if (level < 1) level = 1;
  108. return level;
  109. }
  110. public int GetBl(AccountFileInfo.DaoYouData daoYouData, int guajibuffId)
  111. {
  112. DaoyouLevelupConfig daoyouLevelupConfig = ConfigComponent.Instance.Get<DaoyouLevelupConfig>(daoYouData.favorabilityLv);
  113. int level = GetDaoYouLevel(daoYouData);
  114. DaoyouguajiResourcLevel daoyouguajiResourcLevel = ConfigComponent.Instance.Get<DaoyouguajiResourcLevel>(level);
  115. guajibuff guajibuff = ConfigComponent.Instance.Get<guajibuff>(guajibuffId);
  116. int levelBl = 0;
  117. int bl = 0;
  118. switch (guajibuff.paraValue)
  119. {
  120. case 1:
  121. levelBl = daoyouguajiResourcLevel.para2;
  122. bl = (int)(guajibuff.GivingRate * levelBl * daoyouLevelupConfig.guajiGrowup * 0.01f * 0.01f);
  123. return bl;
  124. break;
  125. case 2:
  126. levelBl = daoyouguajiResourcLevel.para2;
  127. bl = (int)(guajibuff.GivingRate * levelBl * daoyouLevelupConfig.guajiGrowup * 0.01f * 0.01f);
  128. return bl;
  129. break;
  130. case 3:
  131. levelBl = daoyouguajiResourcLevel.para3;
  132. bl = (int)(guajibuff.GivingRate * levelBl * daoyouLevelupConfig.guajiGrowup * 0.01f * 0.01f);
  133. return bl;
  134. break;
  135. case 4:
  136. levelBl = daoyouguajiResourcLevel.para4;
  137. bl = (int)(guajibuff.GivingRate * levelBl * daoyouLevelupConfig.guajiGrowup * 0.01f * 0.01f);
  138. return bl;
  139. break;
  140. case 5:
  141. levelBl = daoyouguajiResourcLevel.para1;
  142. bl = (int)(guajibuff.GivingRate * levelBl * daoyouLevelupConfig.guajiGrowup * 0.01f * 0.001f);
  143. return bl;
  144. break;
  145. default:
  146. return 0;
  147. }
  148. }
  149. private void SetConfigs()
  150. {
  151. gameConstantConfig = ConfigComponent.Instance.Get<GameConstantConfig>(1);
  152. }
  153. private void InitGameData()
  154. {
  155. GongFaControl = new GongFaControl();
  156. FaBaoControl = new FaBaoControl();
  157. BagController = new BagController();
  158. HeroInfo heroInfo = new HeroInfo();
  159. AccountFileInfo.Instance.playerData.heroData.TaoismSkillId = 601011;
  160. heroInfo.InitHero(AccountFileInfo.Instance.playerData.heroData);
  161. myHero = heroInfo;
  162. myHero.TaoismSkillId = 601011;
  163. BagController.Init();
  164. //初始化关卡
  165. CurrentPlaces = GetPlacesData(GetMaxPlacesId());
  166. StaticUpdater.Instance.RemoveRenderUpdateCallBack(Update);
  167. StaticUpdater.Instance.AddRenderUpdateCallBack(Update);
  168. }
  169. private float timer;
  170. public int GetMaxPlacesId()
  171. {
  172. int placesId = AccountFileInfo.Instance.playerData.placesDatas.Max(p => p.id);
  173. return placesId;
  174. }
  175. public AccountFileInfo.PlacesData GetPlacesData(int placesId)
  176. {
  177. return AccountFileInfo.Instance.playerData.placesDatas.FirstOrDefault(p => p.id == placesId);
  178. }
  179. public float GetMapBl(int map)
  180. {
  181. AccountFileInfo.PlacesData placesData = GetPlacesData(map);
  182. if (placesData == null)
  183. return 0;
  184. PlacesConfig placesConfig = ConfigComponent.Instance.Get<PlacesConfig>(map);
  185. if (placesConfig.TotalScore == 0)
  186. {
  187. return 0;
  188. }
  189. return ((float)placesData.progress / placesConfig.TotalScore) * 100;
  190. // AccountFileInfo.Instance.playerData.completeEvents.Where(ce =>placesConfig.MainTaskID.Contains(ce.eventID) || placesConfig.ZhixianID.Contains(ce.eventID) || placesConfig.ZhixianID.Contains(ce.1001
  191. // ))
  192. }
  193. List<long> removeKey = new List<long>();
  194. private bool isUpdate = false;
  195. private void Update()
  196. {
  197. timer += Time.deltaTime;
  198. if (timer > 1)
  199. {
  200. timer = 0;
  201. // PlayerManager.Instance.myHero.heroData.exp += myHero.powerUpConfig.AutoXiuwei;
  202. // AccountFileInfo.Instance.SavePlayerData();
  203. }
  204. //每天刷新
  205. if (TimeHelper.ClientNow() > AccountFileInfo.Instance.playerData.nextRefence)
  206. {
  207. AccountFileInfo.Instance.playerData.nextRefence =
  208. TimeHelper.GetBaseRefreshTime(TimeHelper.ClientNow());
  209. AccountFileInfo.Instance.playerData.todayUseExpElixrPanelCount = 0;
  210. AccountFileInfo.Instance.SavePlayerData();
  211. }
  212. foreach (var keyValuePair in GuaijiDaoYou)
  213. {
  214. if (TimeHelper.ClientNow() > keyValuePair.Key)
  215. {
  216. //判断概率给奖励
  217. isUpdate = true;
  218. foreach (var daoYouData in keyValuePair.Value)
  219. {
  220. DaoyouModelConfig daoyouModelConfig = ConfigComponent.Instance.Get<DaoyouModelConfig>(daoYouData.id);
  221. int bl = GetBl(daoYouData, daoyouModelConfig.guajiBuffID[0]);
  222. int randomValue1 = Random.Range(0, 101);
  223. LogTool.Log("道友随机怪率:" + randomValue1 + " 比例:" + bl);
  224. if (randomValue1 >= bl)
  225. {
  226. for (var i = 1; i < daoyouModelConfig.guajiBuffID.Length; i++)
  227. {
  228. int count = GetBl(daoYouData, daoyouModelConfig.guajiBuffID[i]);
  229. guajibuff guajibuff = ConfigComponent.Instance.Get<guajibuff>(daoyouModelConfig.guajiBuffID[i]);
  230. switch (guajibuff.paraValue)
  231. {
  232. case 1:
  233. BagController.AddItem(1003, count);
  234. LogTool.Log("道友获得道具id:" + 1003 + " 数量:" + count);
  235. break;
  236. case 2:
  237. BagController.AddItem(1001, count);
  238. LogTool.Log("道友获得道具id:" + 1001 + " 数量:" + count);
  239. break;
  240. case 3:
  241. BagController.AddItem(1005, count);
  242. LogTool.Log("道友获得道具id:" + 1005 + " 数量:" + count);
  243. break;
  244. case 4:
  245. BagController.AddItem(1006, count);
  246. LogTool.Log("道友获得道具id:" + 1006 + " 数量:" + count);
  247. break;
  248. }
  249. }
  250. }
  251. }
  252. //移除
  253. removeKey.Add(keyValuePair.Key);
  254. }
  255. }
  256. foreach (var l in removeKey)
  257. {
  258. GuaijiDaoYou.Remove(l);
  259. }
  260. if (isUpdate)
  261. {
  262. EventManager.Instance.Dispatch(CustomEventType.DaoYouCounUpdate, null);
  263. isUpdate = false;
  264. }
  265. }
  266. public void AddTestHeroInfo(TestCombatHeroConfig.TestHeroInfoConfig testHeroInfoConfig)
  267. {
  268. isTest = true;
  269. GongFaControl.allSkill.Clear();
  270. SkillConfig[] allSkillConfig = ConfigComponent.Instance.GetAll<SkillConfig>();
  271. for (int i = 0; i < allSkillConfig.Length; i++)
  272. {
  273. SkillConfig skillConfig = allSkillConfig[i];
  274. if (skillConfig.level == testHeroInfoConfig.skillStart)
  275. {
  276. SkillInfo skillInfo = new SkillInfo(skillConfig.ID, testHeroInfoConfig.skillLevel);
  277. skillInfo.index = -1;
  278. GongFaControl.AddSkillInfo(skillInfo);
  279. }
  280. }
  281. AccountFileInfo.HeroData heroData = new AccountFileInfo.HeroData();
  282. heroData.heroModelId = testHeroInfoConfig.heroID;
  283. heroData.heroPowerId = testHeroInfoConfig.level;
  284. myHero = new HeroInfo();
  285. myHero.InitHero(heroData);
  286. if (testHeroInfoConfig.skill.Count > 0)
  287. {
  288. GongFaControl.allSkill.Clear();
  289. for (int i = 0; i < testHeroInfoConfig.skill.Count; i++)
  290. {
  291. SkillInfo skillInfo = new SkillInfo(testHeroInfoConfig.skill[i], testHeroInfoConfig.skillLevel,
  292. testHeroInfoConfig.skillStart);
  293. skillInfo.index = i;
  294. GongFaControl.AddSkillInfo(skillInfo);
  295. }
  296. }
  297. else
  298. {
  299. SkillInfo[] skillInfos = GongFaControl.allUseSkill;
  300. for (int i = 0; i < skillInfos.Length; i++)
  301. {
  302. if (skillInfos[i] != null)
  303. {
  304. SkillInfo skillInfo = new SkillInfo(skillInfos[i].skillConfig.IDGroup,
  305. testHeroInfoConfig.skillLevel,
  306. testHeroInfoConfig.skillStart);
  307. skillInfo.index = i;
  308. GongFaControl.allUseSkill[i] = skillInfo;
  309. }
  310. }
  311. }
  312. if (testHeroInfoConfig.magicWeaponId.Count > 0)
  313. {
  314. int fbLevel = ((testHeroInfoConfig.level - 1) / 10) + 1;
  315. if (fbLevel <= 0)
  316. {
  317. fbLevel = 1;
  318. }
  319. for (int i = 0; i < testHeroInfoConfig.magicWeaponId.Count; i++)
  320. {
  321. FaBaoInfo faBaoInfo = new FaBaoInfo(testHeroInfoConfig.magicWeaponId[i], fbLevel);
  322. faBaoInfo.FaBaoData.useIndex = i;
  323. FaBaoControl.FightFaBao[i] = faBaoInfo;
  324. FaBaoControl.AddFaBao(faBaoInfo);
  325. }
  326. }
  327. // for (int i = 0; i < 4; i++)
  328. // {
  329. // FaBaoControl.FightFaBao[i] = FaBaoControl.myAllFaBao[i];
  330. // }
  331. myHero.hp += testHeroInfoConfig.hp;
  332. myHero.attack += testHeroInfoConfig.att;
  333. myHero.defense += testHeroInfoConfig.def;
  334. myHero.Metal += testHeroInfoConfig.jing;
  335. myHero.Wood += testHeroInfoConfig.mu;
  336. myHero.Water += testHeroInfoConfig.shui;
  337. myHero.Fire += testHeroInfoConfig.huo;
  338. myHero.Earth += testHeroInfoConfig.tu;
  339. myHero.TaoismSkillId = 601011;
  340. myHero.MagicWeaponID.Clear();
  341. myHero.MagicWeaponID.AddRange(FaBaoControl.FightFaBao);
  342. // for (int i = 0; i < FaBaoControl.FightFaBao.Length; i++)
  343. // {
  344. // FaBaoInfo faBaoInfo = FaBaoControl.FightFaBao[i];
  345. // if (faBaoInfo != null)
  346. // {
  347. // foreach (var VARIABLE in faBaoInfo.attriButedIC)
  348. // {
  349. // switch (VARIABLE.Key)
  350. // {
  351. // case 1:
  352. // myHero.hp += VARIABLE.Value;
  353. // break;
  354. // case 2:
  355. // myHero.defense += VARIABLE.Value;
  356. // break;
  357. // case 3:
  358. // myHero.attack += VARIABLE.Value;
  359. // break;
  360. // }
  361. // }
  362. // }
  363. // }
  364. }
  365. /// <summary>
  366. /// 保存英雄数据
  367. /// </summary>
  368. /// <param name="heroInfo"></param>
  369. public void SaveHeroData(HeroInfo heroInfo)
  370. {
  371. AccountFileInfo.Instance.playerData.heroData = heroInfo.heroData;
  372. AccountFileInfo.Instance.SavePlayerData();
  373. }
  374. /// <summary>
  375. /// 时间(秒)转换位小时分钟秒
  376. /// </summary>
  377. /// <param name="miao"></param>
  378. /// <returns></returns>
  379. public static string TimeToHSM(long miao)
  380. {
  381. long fen = miao / 60;
  382. miao = miao % 60;
  383. long xiaoShi = fen / 60;
  384. long tian = xiaoShi / 24;
  385. xiaoShi = xiaoShi % 24;
  386. fen = fen % 60;
  387. if (tian > 0)
  388. {
  389. return $"{tian}天{xiaoShi}小時";
  390. // return string.Format(LanguageManager.Instance.Text(818), tian, xiaoShi);
  391. }
  392. else
  393. {
  394. if (xiaoShi <= 0 && fen <= 59)
  395. {
  396. return $"{fen}分{miao}秒";
  397. // return string.Format(LanguageManager.Instance.Text(819), fen, miao);
  398. }
  399. else
  400. {
  401. return $"{xiaoShi}小時{fen}分";
  402. // return string.Format(LanguageManager.Instance.Text(820), xiaoShi, fen);
  403. }
  404. }
  405. }
  406. }