EquipmentController.cs 17 KB

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  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. public ItemInfo BuildEquipmentForItemId(int itemId, int qualityDropID, int lvDropID)
  118. {
  119. ItemInfo info = null;
  120. ItemInfo equipModelInfo = new ItemInfo(itemId, 1);
  121. List<ItemInfo> qualityDropItems = DropManager.Instance.DropItem(qualityDropID);
  122. List<ItemInfo> lvDropItems = DropManager.Instance.DropItem(lvDropID);
  123. info = equipModelInfo;
  124. info.eqInfo = new EquipmentInfo();
  125. // info.eqInfo.InitEquipment(info.config,
  126. // lvDropItems[0].dropItemConfig.itemID[0],
  127. // qualityDropItems[0].dropItemConfig.itemID[0]);
  128. info.eqInfo.InitEquipment(equipModelInfo, lvDropItems[0], qualityDropItems[0]);
  129. return info;
  130. }
  131. /// <summary>
  132. /// 是否有更好的装备
  133. /// </summary>
  134. /// <param name="isReCal">是否重新计算最好的装备</param>
  135. /// <returns></returns>
  136. public bool IsBetterEqs(bool isReCal = true)
  137. {
  138. if (isReCal)
  139. {
  140. UpdateAllBestEqs();
  141. }
  142. foreach (KeyValuePair<int,Dictionary<int,ItemInfo>> keyValuePair in allBestEqDic)
  143. {
  144. int zy = keyValuePair.Key;
  145. Dictionary<int, ItemInfo> bwDic = keyValuePair.Value;
  146. if (bwDic.Count > 0)
  147. {
  148. return true;
  149. }
  150. }
  151. return false;
  152. }
  153. /// <summary>
  154. /// 具体职业是否有更好装备
  155. /// </summary>
  156. /// <param name="zy"></param>
  157. /// <returns></returns>
  158. public bool IsBetterEqs4OneZy(int zy, bool isReCal = false)
  159. {
  160. if (isReCal)
  161. {
  162. UpdateAllBestEqs();
  163. }
  164. if (allBestEqDic != null)
  165. {
  166. if (allBestEqDic.TryGetValue(zy, out var bwDic))
  167. {
  168. if (bwDic.Count > 0)
  169. {
  170. return true;
  171. }
  172. }
  173. }
  174. return false;
  175. }
  176. public Dictionary<int, Dictionary<int, ItemInfo>> allBestEqDic;
  177. /// <summary>
  178. /// 计算所有职业最好的装备,用于小红点
  179. /// allBestEqDic里面存的,就是所有职业,最好的装备
  180. /// </summary>
  181. /// <returns></returns>
  182. public Dictionary<int, Dictionary<int, ItemInfo>> UpdateAllBestEqs()
  183. {
  184. allBestEqDic = new Dictionary<int, Dictionary<int, ItemInfo>>();
  185. allBestEqDic.Add(1, GetZyBestEqs(1));
  186. allBestEqDic.Add(2, GetZyBestEqs(2));
  187. allBestEqDic.Add(3, GetZyBestEqs(3));
  188. allBestEqDic.Add(4, GetZyBestEqs(4));
  189. return allBestEqDic;
  190. }
  191. public Dictionary<int, ItemInfo> GetZyBestEqs(int zy)
  192. {
  193. Dictionary<int, ItemInfo> bestEqDic = new Dictionary<int, ItemInfo>();
  194. bool changed = false;
  195. //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
  196. if (allZyEqDic.TryGetValue(zy, out var bwDic))
  197. {
  198. foreach (KeyValuePair<int, List<ItemInfo>> keyValuePair in bwDic)
  199. {
  200. ItemInfo bestBwEq = null;
  201. foreach (ItemInfo bwItem in keyValuePair.Value)
  202. {
  203. // if (bwItem.eqInfo.isWear)
  204. // {
  205. // continue;
  206. // }
  207. // bwItem.eqInfo.isEquip = false;
  208. if (bestBwEq == null)
  209. {
  210. bestBwEq = bwItem;
  211. continue;
  212. }
  213. if (bwItem.eqInfo.Attack > bestBwEq.eqInfo.Attack ||
  214. bwItem.eqInfo.Defense > bestBwEq.eqInfo.Defense ||
  215. bwItem.eqInfo.Hp > bestBwEq.eqInfo.Hp)
  216. {
  217. bestBwEq = bwItem;
  218. }
  219. }
  220. if (bestBwEq != null)
  221. {
  222. if(!bestBwEq.eqInfo.isWear)
  223. bestEqDic.Add(keyValuePair.Key, bestBwEq);
  224. }
  225. }
  226. }
  227. return bestEqDic;
  228. }
  229. /// <summary>
  230. /// 一键穿职业装备
  231. /// 把对应职业,对应部位的,最好的装备找出来
  232. /// </summary>
  233. /// <param name="zy"></param>
  234. /// <returns>true = 有装备变动 </returns>
  235. public bool QuickEquip(int zy)
  236. {
  237. bool changed = false;
  238. //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
  239. if (allZyEqDic.TryGetValue(zy, out var bwDic))
  240. {
  241. foreach (KeyValuePair<int, List<ItemInfo>> keyValuePair in bwDic)
  242. {
  243. ItemInfo bestBwEq = null;
  244. foreach (ItemInfo bwItem in keyValuePair.Value)
  245. {
  246. // if (bwItem.eqInfo.isWear)
  247. // {
  248. // continue;
  249. // }
  250. // bwItem.eqInfo.isEquip = false;
  251. if (bestBwEq == null)
  252. {
  253. bestBwEq = bwItem;
  254. continue;
  255. }
  256. if (bwItem.eqInfo.Attack > bestBwEq.eqInfo.Attack ||
  257. bwItem.eqInfo.Defense > bestBwEq.eqInfo.Defense ||
  258. bwItem.eqInfo.Hp > bestBwEq.eqInfo.Hp)
  259. {
  260. bestBwEq = bwItem;
  261. }
  262. }
  263. if (bestBwEq != null)
  264. {
  265. bool b = AddToCurEquip(bestBwEq);
  266. if (!changed)
  267. {
  268. changed = b;
  269. }
  270. }
  271. }
  272. }
  273. return changed;
  274. }
  275. /// <summary>
  276. /// 把装备加到:当前已经穿的装备列表中管理
  277. /// </summary>
  278. /// <param name="bestEqItem"></param>
  279. /// <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>
  280. /// <returns></returns>
  281. public bool AddToCurEquip(ItemInfo bestEqItem, bool isInit = false)
  282. {
  283. int zy = bestEqItem.eqInfo.basicEquipConfig.profession;
  284. bool isAdd = true;
  285. if (equipZyEqDic.TryGetValue(zy, out var eqList))
  286. {
  287. // 从后往前遍历,这样删除元素不会影响索引
  288. for (int i = eqList.Count - 1; i >= 0; i--)
  289. {
  290. ItemInfo itemInfo = eqList[i];
  291. if (itemInfo.eqInfo.basicEquipConfig.Type == bestEqItem.eqInfo.basicEquipConfig.Type)
  292. {
  293. //已经在已装备列表里面了,就不加了
  294. if (itemInfo.Equals(bestEqItem))
  295. {
  296. isAdd = false;
  297. }
  298. else
  299. {
  300. //老装备脱下来
  301. EquipLogic(false, itemInfo);
  302. //从已装备的列表处,移除
  303. eqList.RemoveAt(i);
  304. if (!isInit)
  305. {
  306. AccountFileInfo.Instance.SaveItemData(itemInfo);
  307. }
  308. }
  309. break;
  310. }
  311. }
  312. if (isAdd)
  313. {
  314. EquipLogic(true, bestEqItem);
  315. eqList.Add(bestEqItem);
  316. }
  317. }
  318. else
  319. {
  320. EquipLogic(true, bestEqItem);
  321. eqList = new List<ItemInfo>();
  322. eqList.Add(bestEqItem);
  323. equipZyEqDic.Add(zy, eqList);
  324. }
  325. //有装备变更时,计算一下装备提供的属性
  326. if (isAdd)
  327. {
  328. CalZyEqAddAttribute();
  329. if (!isInit)
  330. {
  331. AccountFileInfo.Instance.SaveItemData(bestEqItem);
  332. }
  333. }
  334. return isAdd;
  335. }
  336. /// <summary>
  337. /// 穿/脱 装备的逻辑
  338. /// </summary>
  339. /// <param name="equip">穿or脱</param>
  340. /// <param name="eqItemInfo">装备item</param>
  341. public void EquipLogic(bool equip, ItemInfo eqItemInfo)
  342. {
  343. eqItemInfo.eqInfo.isWear = equip;
  344. if (equip)
  345. {
  346. eqItemInfo.count.Value--;
  347. }
  348. else
  349. {
  350. eqItemInfo.count.Value++;
  351. }
  352. }
  353. /// <summary>
  354. /// 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
  355. /// </summary>
  356. /// <param name="eqItemInfo"></param>
  357. public void AddEquipment(ItemInfo eqItemInfo)
  358. {
  359. if (!eqItemInfo.IsEquipItem())
  360. {
  361. return;
  362. }
  363. // allEqDic.Add(eqItemInfo.guid, eqItemInfo);
  364. int zy = eqItemInfo.eqInfo.basicEquipConfig.profession;
  365. int bw = eqItemInfo.eqInfo.basicEquipConfig.Type;
  366. if (allZyEqDic.TryGetValue(zy, out var bwDic))
  367. {
  368. if (bwDic.TryGetValue(bw, out var eqBwList))
  369. {
  370. bool isAdd = true;
  371. foreach (ItemInfo itemInfo in eqBwList)
  372. {
  373. if (itemInfo.guid == eqItemInfo.guid)
  374. {
  375. isAdd = false;
  376. // LogTool.Warning("已经有这个装备,不再重复添加:"+ eqItemInfo.guid);
  377. break;
  378. }
  379. }
  380. if (isAdd)
  381. {
  382. eqBwList.Add(eqItemInfo);
  383. }
  384. }
  385. else
  386. {
  387. eqBwList = new List<ItemInfo>();
  388. eqBwList.Add(eqItemInfo);
  389. bwDic.Add(bw, eqBwList);
  390. }
  391. }
  392. else
  393. {
  394. bwDic = new Dictionary<int, List<ItemInfo>>();
  395. List<ItemInfo> eqBwList = new List<ItemInfo>();
  396. eqBwList.Add(eqItemInfo);
  397. bwDic.Add(bw, eqBwList);
  398. allZyEqDic.Add(zy, bwDic);
  399. }
  400. }
  401. // public void RemoveEquipment(ItemInfo eqItemInfo)
  402. // {
  403. // if (eqItemInfo.eqInfo == null)
  404. // {
  405. // return;
  406. // }
  407. //
  408. // int zy = eqItemInfo.eqInfo.basicEquipConfig.profession;
  409. // int bw = eqItemInfo.eqInfo.basicEquipConfig.Type;
  410. //
  411. // if (allZyEqDic.TryGetValue(zy, out var bwDic))
  412. // {
  413. // if (bwDic.TryGetValue(bw, out var eqList))
  414. // {
  415. // eqList.Remove(eqItemInfo);
  416. // }
  417. // else
  418. // {
  419. // LogTool.Error("移除一个在背包不存在的(bw),装备: guid=" + eqItemInfo.guid + " 职业=" + zy);
  420. // }
  421. // }
  422. // else
  423. // {
  424. // LogTool.Error("移除一个在背包不存在的(zy),装备: guid=" + eqItemInfo.guid + " 职业=" + zy);
  425. // }
  426. //
  427. // // if (zyEqDic.ContainsKey(pro) && zyEqDic[pro].Contains(eqItemInfo))
  428. // // {
  429. // // zyEqDic[pro].Remove(eqItemInfo);
  430. // // }
  431. // // else
  432. // // {
  433. // // LogTool.Error("移除一个在背包不存在的,装备: guid=" + eqItemInfo.guid + " 职业=" + pro);
  434. // // }
  435. // }
  436. }
  437. }