EquipmentInfo.cs 3.6 KB

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  1. using Codice.CM.Common;
  2. using Core.Utility;
  3. using Excel2Json;
  4. using Fort23.UTool;
  5. using ItemInfo = GameLogic.Bag.ItemInfo;
  6. namespace GameLogic.Equipment
  7. {
  8. public class EquipmentInfo
  9. {
  10. //装备ID+装等+Type+品质11011
  11. public string guid;
  12. public HeroBasicEquipConfig basicEquipConfig;
  13. public ItemConfig itemConfig;
  14. // public ItemInfo itemInfo;
  15. public int count;
  16. public int quality;
  17. public int ownerID;
  18. public int level;
  19. public int Attack => m_Attack;
  20. public int Defense => m_Defense;
  21. public int Hp => m_HP;
  22. private int m_Attack;
  23. private int m_Defense;
  24. private int m_HP;
  25. public void InitEquipment(ItemInfo modelInfo, ItemInfo lvInfo, ItemInfo qualityInfo)
  26. {
  27. //有效性检查
  28. if (modelInfo.dropItemConfig.dropItemType != 1 &&
  29. lvInfo.dropItemConfig.dropItemType != 3 &&
  30. qualityInfo.dropItemConfig.dropItemType != 2)
  31. {
  32. string errorTip = "modelInfo.dropItemConfig.dropItemType=" +
  33. modelInfo.dropItemConfig.dropItemType +
  34. " |lvInfo.dropItemConfig.dropItemType" +
  35. lvInfo.dropItemConfig.dropItemType +
  36. " |qualityInfo.dropItemConfig.dropItemType" +
  37. qualityInfo.dropItemConfig.dropItemType;
  38. LogTool.Error(errorTip);
  39. }
  40. }
  41. public void InitEquipment(ItemConfig itemConfig, int eLv, int quality)
  42. {
  43. // itemInfo = new ItemInfo(itemID);
  44. // itemConfig = ConfigComponent.Instance.Get<ItemConfig>(itemID);
  45. this.itemConfig = itemConfig;
  46. this.quality = quality;
  47. // int equipmentConfigID = itemConfig.itemParam[0] * 10000 + itemConfig.itemParam[1] * 1000 + eLv;
  48. int equipmentConfigID =
  49. GlobalParam.GenerateEquipmentID(itemConfig.itemParam[0], itemConfig.itemParam[1], eLv);
  50. level = eLv;
  51. basicEquipConfig = ConfigComponent.Instance.Get<HeroBasicEquipConfig>(equipmentConfigID);
  52. guid = GlobalParam.GenerateGUID();
  53. CalAtt();
  54. }
  55. public void CalAtt()
  56. {
  57. // m_Attack = basicEquipConfig.att
  58. // foreach (int attTyp in basicEquipConfig.AttType)
  59. for(int i=0; i < basicEquipConfig.AttType.Length; i++)
  60. {
  61. int attTyp = basicEquipConfig.AttType[i];
  62. int value = basicEquipConfig.AttValue[i] *
  63. PlayerManager.Instance.eqController.
  64. GetEquipmentRarityAttributeFactor(quality);
  65. switch (attTyp)
  66. {
  67. case 1:
  68. m_HP = value;
  69. break;
  70. case 2:
  71. m_Attack = value;
  72. break;
  73. case 3:
  74. m_Defense = value;
  75. break;
  76. }
  77. }
  78. }
  79. public AccountFileInfo.EqData ToData()
  80. {
  81. AccountFileInfo.EqData eqData = new AccountFileInfo.EqData
  82. {
  83. guid = guid,
  84. count = count,
  85. itemConfigID = itemConfig.ID,
  86. level = level,
  87. quality = quality,
  88. ownerID = ownerID
  89. };
  90. return eqData;
  91. }
  92. }
  93. }