| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385 | using System.Collections.Generic;using Excel2Json;using Fort23.Mono;using Fort23.UTool;using GameLogic.Bag;using GameLogic.Player;using UnityEditor;using UnityEngine;namespace GameLogic.Equipment{    public class EqAddAttribute    {        public long atk;        public long def;        public long hp;        // public void AddAtk(long atk)        // {        //     this.atk += atk;        // }        //        // public void AddDef(long def)        // {        //     this.def += def;        // }        //        // public void AddHp(long hp)        // {        //     this.hp += hp;        // }    }         public class EquipmentController    {        /// <summary>        /// 所有的装备 按 这个逻辑存储 {职业, {部位, 装备列表}}        /// 存在意义:一键换装的时候,可以快速找到目标装备        ///         /// </summary>        public Dictionary<int, Dictionary<int ,List<ItemInfo>>> allZyEqDic = new Dictionary<int, Dictionary<int ,List<ItemInfo>>>();        /// <summary>        /// 已穿戴的装备        /// </summary>        public Dictionary<int, List<ItemInfo>> equipZyEqDic = new Dictionary<int, List<ItemInfo>>();                /// <summary>        /// 职业装备提供的属性        /// </summary>        public Dictionary<int, EqAddAttribute> zyEqAddAttributeDic = new Dictionary<int, EqAddAttribute>();                // private long curGUID;        public EquipmentController()        {            zyEqAddAttributeDic.Add(1, new EqAddAttribute());            zyEqAddAttributeDic.Add(2, new EqAddAttribute());            zyEqAddAttributeDic.Add(3, new EqAddAttribute());            zyEqAddAttributeDic.Add(4, new EqAddAttribute());                        equipZyEqDic.Add(1, new List<ItemInfo>());            equipZyEqDic.Add(2, new List<ItemInfo>());            equipZyEqDic.Add(3, new List<ItemInfo>());            equipZyEqDic.Add(4, new List<ItemInfo>());        }                    private void CalZyEqAddAttribute()        {            foreach (KeyValuePair<int,List<ItemInfo>> keyValuePair in equipZyEqDic)            {                int zy = keyValuePair.Key;                ResetZyEqAddAttribute(zy);                foreach (ItemInfo eqItem in keyValuePair.Value)                {                    zyEqAddAttributeDic[zy].atk += eqItem.eqInfo.Attack;                    zyEqAddAttributeDic[zy].def += eqItem.eqInfo.Defense;                    zyEqAddAttributeDic[zy].hp += eqItem.eqInfo.Hp;                }            }        }        private void ResetZyEqAddAttribute(int zy)        {            zyEqAddAttributeDic[zy].atk = 0;            zyEqAddAttributeDic[zy].def = 0;            zyEqAddAttributeDic[zy].hp = 0;        }        /// <summary>        /// 通过品质获取装备的额外参数,装备属性会叠加这个值        /// </summary>        /// <param name="quality"></param>        /// <returns></returns>        public float GetEquipmentRarityAttributeFactor(int quality)        {            int[] factors = PlayerManager.Instance.gameConstantConfig.equipmentRarityAttributeFactor;            // LogTool.Log(quality);            return factors[quality - 1] / (float)100;        }                public ItemInfo BuildEquipment(int equipModelDropID, int qualityDropID, int lvDropID)        {            ItemInfo info = null;            List<ItemInfo> equipModelDropItems = DropManager.Instance.DropItem(equipModelDropID);            if (equipModelDropItems == null || equipModelDropItems.Count == 0)            {                return info;            }                        ItemInfo equipModelInfo = equipModelDropItems[0];                        List<ItemInfo> qualityDropItems = DropManager.Instance.DropItem(qualityDropID);            List<ItemInfo> lvDropItems = DropManager.Instance.DropItem(lvDropID);            info = equipModelInfo;            info.eqInfo = new EquipmentInfo();            // info.eqInfo.InitEquipment(info.config,            //     lvDropItems[0].dropItemConfig.itemID[0],             //     qualityDropItems[0].dropItemConfig.itemID[0]);            info.eqInfo.InitEquipment(equipModelInfo, lvDropItems[0], qualityDropItems[0]);                        return info;        }        public ItemInfo BuildEquipmentForItemId(int itemId, int qualityDropID, int lvDropID)        {            ItemInfo info = null;            ItemInfo equipModelInfo = new ItemInfo(itemId, 1);                        List<ItemInfo> qualityDropItems = DropManager.Instance.DropItem(qualityDropID);            List<ItemInfo> lvDropItems = DropManager.Instance.DropItem(lvDropID);            info = equipModelInfo;            info.eqInfo = new EquipmentInfo();            // info.eqInfo.InitEquipment(info.config,            //     lvDropItems[0].dropItemConfig.itemID[0],             //     qualityDropItems[0].dropItemConfig.itemID[0]);            info.eqInfo.InitEquipment(equipModelInfo, lvDropItems[0], qualityDropItems[0]);                        return info;        }        public bool atLeastOneBetterEq = false;        /// <summary>        /// 是否有更好的装备        /// </summary>        /// <param name="isReCal">是否重新计算最好的装备</param>        /// <returns></returns>        public bool IsBetterEqs(bool isReCal = true)        {            if (isReCal)            {                UpdateAllBestEqs();            }            atLeastOneBetterEq = false;            int count = 0;                        foreach (KeyValuePair<int,Dictionary<int,ItemInfo>> keyValuePair in allBestEqDic)            {                int zy = keyValuePair.Key;                Dictionary<int, ItemInfo> bwDic = keyValuePair.Value;                count += bwDic.Count;                // if (bwDic.Count > 0)                // {                //     // return true;                //     count++;                // }            }            if (count >= 1)            {                atLeastOneBetterEq = true;            }                        //有2个以上的职业,有更好准备是再显示最外层的小红点.            if (count > 3)            {                return true;            }            return false;        }        /// <summary>        /// 具体职业是否有更好装备        /// </summary>        /// <param name="zy"></param>        /// <returns></returns>        public bool IsBetterEqs4OneZy(int zy, bool isReCal = false)        {            if (isReCal)            {                UpdateAllBestEqs();            }            if (allBestEqDic != null)            {                if (allBestEqDic.TryGetValue(zy, out var bwDic))                {                    if (bwDic.Count > 0)                    {                        return true;                    }                }                             }            return false;        }        public Dictionary<int, Dictionary<int, ItemInfo>> allBestEqDic;        /// <summary>        /// 计算所有职业最好的装备,用于小红点        /// allBestEqDic里面存的,就是所有职业,最好的装备        /// </summary>        /// <returns></returns>        public Dictionary<int, Dictionary<int, ItemInfo>> UpdateAllBestEqs()        {            allBestEqDic = new Dictionary<int, Dictionary<int, ItemInfo>>();            allBestEqDic.Add(1, GetZyBestEqs(1));            allBestEqDic.Add(2, GetZyBestEqs(2));            allBestEqDic.Add(3, GetZyBestEqs(3));            allBestEqDic.Add(4, GetZyBestEqs(4));            return allBestEqDic;        }        public Dictionary<int, ItemInfo> GetZyBestEqs(int zy)        {            Dictionary<int, ItemInfo> bestEqDic = new Dictionary<int, ItemInfo>();            bool changed = false;            //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            if (allZyEqDic.TryGetValue(zy, out var bwDic))            {                foreach (KeyValuePair<int, List<ItemInfo>> keyValuePair in bwDic)                {                    ItemInfo bestBwEq = null;                    foreach (ItemInfo bwItem in keyValuePair.Value)                    {                        // if (bwItem.eqInfo.isWear)                        // {                        //     continue;                        // }                        // bwItem.eqInfo.isEquip = false;                        if (bestBwEq == null)                        {                            bestBwEq = bwItem;                            continue;                        }                        if (bwItem.eqInfo.Attack > bestBwEq.eqInfo.Attack ||                            bwItem.eqInfo.Defense > bestBwEq.eqInfo.Defense ||                            bwItem.eqInfo.Hp > bestBwEq.eqInfo.Hp)                        {                            bestBwEq = bwItem;                        }                    }                    if (bestBwEq != null)                    {                        if(!bestBwEq.eqInfo.isWear)                            bestEqDic.Add(keyValuePair.Key, bestBwEq);                    }                }            }                        return bestEqDic;        }        /// <summary>        /// 一键穿职业装备        /// 把对应职业,对应部位的,最好的装备找出来        /// </summary>        /// <param name="zy"></param>        /// <returns>true = 有装备变动 </returns>        public bool QuickEquip(int zy)        {            bool changed = false;            //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            if (allZyEqDic.TryGetValue(zy, out var bwDic))            {                foreach (KeyValuePair<int, List<ItemInfo>> keyValuePair in bwDic)                {                    ItemInfo bestBwEq = null;                    foreach (ItemInfo bwItem in keyValuePair.Value)                    {                        // if (bwItem.eqInfo.isWear)                        // {                        //     continue;                        // }                        // bwItem.eqInfo.isEquip = false;                        if (bestBwEq == null)                        {                            bestBwEq = bwItem;                            continue;                        }                        if (bwItem.eqInfo.Attack > bestBwEq.eqInfo.Attack ||                            bwItem.eqInfo.Defense > bestBwEq.eqInfo.Defense ||                            bwItem.eqInfo.Hp > bestBwEq.eqInfo.Hp)                        {                            bestBwEq = bwItem;                        }                    }                                }            }                        return changed;        }              /// <summary>        /// 穿/脱 装备的逻辑        /// </summary>        /// <param name="equip">穿or脱</param>        /// <param name="eqItemInfo">装备item</param>        public void EquipLogic(bool equip, ItemInfo eqItemInfo)        {            eqItemInfo.eqInfo.isWear = equip;            if (equip)            {                eqItemInfo.count.Value--;            }            else            {                eqItemInfo.count.Value++;            }        }                     // public void RemoveEquipment(ItemInfo eqItemInfo)        // {        //     if (eqItemInfo.eqInfo == null)        //     {        //         return;        //     }        //        //     int zy = eqItemInfo.eqInfo.basicEquipConfig.profession;        //     int bw = eqItemInfo.eqInfo.basicEquipConfig.Type;        //        //     if (allZyEqDic.TryGetValue(zy, out var bwDic))        //     {        //         if (bwDic.TryGetValue(bw, out var eqList))        //         {        //             eqList.Remove(eqItemInfo);        //         }        //         else        //         {        //             LogTool.Error("移除一个在背包不存在的(bw),装备: guid=" + eqItemInfo.guid + "   职业=" + zy);        //         }        //     }        //     else        //     {        //         LogTool.Error("移除一个在背包不存在的(zy),装备: guid=" + eqItemInfo.guid + "   职业=" + zy);        //     }        //             //     // if (zyEqDic.ContainsKey(pro) && zyEqDic[pro].Contains(eqItemInfo))        //     // {        //     //     zyEqDic[pro].Remove(eqItemInfo);        //     // }        //     // else        //     // {        //     //     LogTool.Error("移除一个在背包不存在的,装备: guid=" + eqItemInfo.guid + "   职业=" + pro);        //     // }        // }    }}
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