EquipmentController.cs 12 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355
  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.isEquip)
  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. foreach (ItemInfo eqItem in keyValuePair.Value)
  73. {
  74. zyEqAddAttributeDic[zy].atk += eqItem.eqInfo.Attack;
  75. zyEqAddAttributeDic[zy].def += eqItem.eqInfo.Defense;
  76. zyEqAddAttributeDic[zy].hp += eqItem.eqInfo.Hp;
  77. }
  78. }
  79. }
  80. /// <summary>
  81. /// 生成装备的GUID
  82. /// </summary>
  83. /// <returns></returns>
  84. // public long GenerateGUID()
  85. // {
  86. // curGUID++;
  87. // AccountFileInfo.Instance.playerData.eqGUID = curGUID;
  88. // AccountFileInfo.Instance.SavePlayerData();
  89. // return curGUID;
  90. // }
  91. /// <summary>
  92. /// 通过品质获取装备的额外参数,装备属性会叠加这个值
  93. /// </summary>
  94. /// <param name="quality"></param>
  95. /// <returns></returns>
  96. public float GetEquipmentRarityAttributeFactor(int quality)
  97. {
  98. int[] factors = PlayerManager.Instance.gameConstantConfig.equipmentRarityAttributeFactor;
  99. // LogTool.Log(quality);
  100. return factors[quality - 1] / (float)100;
  101. }
  102. public ItemInfo BuildEquipment(int equipModelDropID, int qualityDropID, int lvDropID)
  103. {
  104. ItemInfo info = null;
  105. List<ItemInfo> equipModelDropItems = DropManager.Instance.DropItem(equipModelDropID);
  106. if (equipModelDropItems == null || equipModelDropItems.Count == 0)
  107. {
  108. return info;
  109. }
  110. ItemInfo equipModelInfo = equipModelDropItems[0];
  111. List<ItemInfo> qualityDropItems = DropManager.Instance.DropItem(qualityDropID);
  112. List<ItemInfo> lvDropItems = DropManager.Instance.DropItem(lvDropID);
  113. info = equipModelInfo;
  114. info.eqInfo = new EquipmentInfo();
  115. // info.eqInfo.InitEquipment(info.config,
  116. // lvDropItems[0].dropItemConfig.itemID[0],
  117. // qualityDropItems[0].dropItemConfig.itemID[0]);
  118. info.eqInfo.InitEquipment(equipModelInfo, lvDropItems[0], qualityDropItems[0]);
  119. return info;
  120. }
  121. /// <summary>
  122. /// 一键穿职业装备
  123. /// 把对应职业,对应部位的,最好的装备找出来 牵肠挂肚
  124. /// </summary>
  125. /// <param name="zy"></param>
  126. /// <returns>true = 有装备变动 </returns>
  127. public bool QuickEquip(int zy)
  128. {
  129. bool changed = false;
  130. //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
  131. if (allZyEqDic.TryGetValue(zy, out var bwDic))
  132. {
  133. foreach (KeyValuePair<int, List<ItemInfo>> keyValuePair in bwDic)
  134. {
  135. ItemInfo bestBwEq = null;
  136. foreach (ItemInfo bwItem in keyValuePair.Value)
  137. {
  138. // bwItem.eqInfo.isEquip = false;
  139. if (bestBwEq == null)
  140. {
  141. bestBwEq = bwItem;
  142. continue;
  143. }
  144. if (bwItem.eqInfo.Attack > bestBwEq.eqInfo.Attack ||
  145. bwItem.eqInfo.Defense > bestBwEq.eqInfo.Defense ||
  146. bwItem.eqInfo.Hp > bestBwEq.eqInfo.Hp)
  147. {
  148. bestBwEq = bwItem;
  149. }
  150. }
  151. if (bestBwEq != null)
  152. {
  153. bool b = AddToCurEquip(bestBwEq);
  154. if (!changed)
  155. {
  156. changed = b;
  157. }
  158. }
  159. }
  160. }
  161. return changed;
  162. }
  163. /// <summary>
  164. /// 把装备加到:当前已经穿的装备列表中管理
  165. /// </summary>
  166. /// <param name="bestEqItem"></param>
  167. /// <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>
  168. /// <returns></returns>
  169. public bool AddToCurEquip(ItemInfo bestEqItem, bool isInit = false)
  170. {
  171. int zy = bestEqItem.eqInfo.basicEquipConfig.profession;
  172. bool isAdd = true;
  173. if (equipZyEqDic.TryGetValue(zy, out var eqList))
  174. {
  175. // 从后往前遍历,这样删除元素不会影响索引
  176. for (int i = eqList.Count - 1; i >= 0; i--)
  177. {
  178. ItemInfo itemInfo = eqList[i];
  179. if (itemInfo.eqInfo.basicEquipConfig.Type == bestEqItem.eqInfo.basicEquipConfig.Type)
  180. {
  181. //已经在已装备列表里面了,就不加了
  182. if (itemInfo.Equals(bestEqItem))
  183. {
  184. isAdd = false;
  185. }
  186. else
  187. {
  188. //老装备脱下来
  189. EquipLogic(false, itemInfo);
  190. //从已装备的列表处,移除
  191. eqList.RemoveAt(i);
  192. if (!isInit)
  193. {
  194. AccountFileInfo.Instance.SaveItemData(itemInfo);
  195. }
  196. }
  197. break;
  198. }
  199. }
  200. if (isAdd)
  201. {
  202. EquipLogic(true, bestEqItem);
  203. eqList.Add(bestEqItem);
  204. }
  205. }
  206. else
  207. {
  208. EquipLogic(true, bestEqItem);
  209. eqList = new List<ItemInfo>();
  210. eqList.Add(bestEqItem);
  211. equipZyEqDic.Add(zy, eqList);
  212. }
  213. //有装备变更时,计算一下装备提供的属性
  214. if (isAdd)
  215. {
  216. CalZyEqAddAttribute();
  217. if (!isInit)
  218. {
  219. AccountFileInfo.Instance.SaveItemData(bestEqItem);
  220. }
  221. }
  222. return isAdd;
  223. }
  224. /// <summary>
  225. /// 穿/脱 装备的逻辑
  226. /// </summary>
  227. /// <param name="equip">穿or脱</param>
  228. /// <param name="eqItemInfo">装备item</param>
  229. public void EquipLogic(bool equip, ItemInfo eqItemInfo)
  230. {
  231. eqItemInfo.eqInfo.isEquip = equip;
  232. if (equip)
  233. {
  234. eqItemInfo.count.Value--;
  235. }
  236. else
  237. {
  238. eqItemInfo.count.Value++;
  239. }
  240. }
  241. /// <summary>
  242. /// 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
  243. /// </summary>
  244. /// <param name="eqItemInfo"></param>
  245. public void AddEquipment(ItemInfo eqItemInfo)
  246. {
  247. if (eqItemInfo.eqInfo == null)
  248. {
  249. return;
  250. }
  251. // allEqDic.Add(eqItemInfo.guid, eqItemInfo);
  252. int zy = eqItemInfo.eqInfo.basicEquipConfig.profession;
  253. int bw = eqItemInfo.eqInfo.basicEquipConfig.Type;
  254. if (allZyEqDic.TryGetValue(zy, out var bwDic))
  255. {
  256. if (bwDic.TryGetValue(bw, out var eqBwList))
  257. {
  258. eqBwList.Add(eqItemInfo);
  259. }
  260. else
  261. {
  262. eqBwList = new List<ItemInfo>();
  263. eqBwList.Add(eqItemInfo);
  264. bwDic.Add(bw, eqBwList);
  265. }
  266. }
  267. else
  268. {
  269. bwDic = new Dictionary<int, List<ItemInfo>>();
  270. List<ItemInfo> eqBwList = new List<ItemInfo>();
  271. eqBwList.Add(eqItemInfo);
  272. bwDic.Add(bw, eqBwList);
  273. allZyEqDic.Add(zy, bwDic);
  274. }
  275. }
  276. // public void RemoveEquipment(ItemInfo eqItemInfo)
  277. // {
  278. // if (eqItemInfo.eqInfo == null)
  279. // {
  280. // return;
  281. // }
  282. //
  283. // int zy = eqItemInfo.eqInfo.basicEquipConfig.profession;
  284. // int bw = eqItemInfo.eqInfo.basicEquipConfig.Type;
  285. //
  286. // if (allZyEqDic.TryGetValue(zy, out var bwDic))
  287. // {
  288. // if (bwDic.TryGetValue(bw, out var eqList))
  289. // {
  290. // eqList.Remove(eqItemInfo);
  291. // }
  292. // else
  293. // {
  294. // LogTool.Error("移除一个在背包不存在的(bw),装备: guid=" + eqItemInfo.guid + " 职业=" + zy);
  295. // }
  296. // }
  297. // else
  298. // {
  299. // LogTool.Error("移除一个在背包不存在的(zy),装备: guid=" + eqItemInfo.guid + " 职业=" + zy);
  300. // }
  301. //
  302. // // if (zyEqDic.ContainsKey(pro) && zyEqDic[pro].Contains(eqItemInfo))
  303. // // {
  304. // // zyEqDic[pro].Remove(eqItemInfo);
  305. // // }
  306. // // else
  307. // // {
  308. // // LogTool.Error("移除一个在背包不存在的,装备: guid=" + eqItemInfo.guid + " 职业=" + pro);
  309. // // }
  310. // }
  311. }
  312. }