BagController.cs 13 KB

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  1. using System.Collections.Generic;
  2. using Common.Utility.CombatEvent;
  3. using Core.Utility;
  4. using Fort23.Core;
  5. using Fort23.UTool;
  6. using UnityEngine;
  7. namespace GameLogic.Bag
  8. {
  9. public class BagController
  10. {
  11. /// <summary>
  12. /// 玩家的所有道具(包含货币)
  13. /// </summary>
  14. // private List<ItemInfo> m_bagList = new List<ItemInfo>();
  15. private Dictionary<string, ItemInfo> m_allBagDic = new Dictionary<string, ItemInfo>();
  16. /// <summary>
  17. /// 外部访问用
  18. /// </summary>
  19. public Dictionary<string, ItemInfo> allBagDic => m_allBagDic;
  20. public void Init()
  21. {
  22. foreach (var itemData in AccountFileInfo.Instance.playerData.ItemListData)
  23. {
  24. ItemInfo itemInfo = new ItemInfo(itemData);
  25. // m_bagList.Add(itemInfo);
  26. LogTool.Log(itemInfo.guid);
  27. m_allBagDic.Add(itemInfo.guid, itemInfo);
  28. // PlayerManager.Instance.eqController.Init(itemInfo);
  29. }
  30. }
  31. #region 快速添加和扣除常用道具
  32. /// <summary>
  33. /// 加金币
  34. /// </summary>
  35. /// <param name="count"></param>
  36. public void AddCoin(long count)
  37. {
  38. AddItem(GlobalParam.Item_Coin_ID, count);
  39. }
  40. /// <summary>
  41. /// 扣金币
  42. /// </summary>
  43. /// <param name="count"></param>
  44. public bool DeductCoin(long count)
  45. {
  46. return DeductItem(GlobalParam.Item_Coin_ID, count);
  47. }
  48. /// <summary>
  49. /// 加钻石
  50. /// </summary>
  51. /// <param name="count"></param>
  52. public void AddDiamond(long count)
  53. {
  54. AddItem(GlobalParam.Item_Diamond_ID, count);
  55. }
  56. /// <summary>
  57. /// 扣钻石
  58. /// </summary>
  59. /// <param name="count"></param>
  60. public bool DeductDiamond(long count)
  61. {
  62. return DeductItem(GlobalParam.Item_Diamond_ID, count);
  63. }
  64. /// <summary>
  65. /// 加英雄经验
  66. /// </summary>
  67. /// <param name="count"></param>
  68. public void AddHeroExp(long count)
  69. {
  70. AddItem(GlobalParam.Item_HeroExp_ID, count);
  71. }
  72. /// <summary>
  73. /// 扣英雄经验
  74. /// </summary>
  75. /// <param name="count"></param>
  76. public bool DuctHeroExp(long count)
  77. {
  78. return DeductItem(GlobalParam.Item_HeroExp_ID, count);
  79. }
  80. /// <summary>
  81. /// 道具是否足够
  82. /// </summary>
  83. /// <param name="itemId"></param>
  84. /// <param name="count"></param>
  85. /// <returns></returns>
  86. public bool IsEnough(ItemInfo item, long count)
  87. {
  88. if (item.config.ID <= 0)
  89. {
  90. return false;
  91. }
  92. if (item.count >= count)
  93. {
  94. return true;
  95. }
  96. else
  97. {
  98. return false;
  99. }
  100. }
  101. /// <summary>
  102. /// 道具是否足够
  103. /// </summary>
  104. /// <param name="itemId"></param>
  105. /// <param name="count"></param>
  106. /// <returns></returns>
  107. public bool IsEnough(int itemId, long count)
  108. {
  109. ItemInfo item = GetItemInfo(itemId);
  110. return IsEnough(item, count);
  111. }
  112. #endregion
  113. public bool AddItem(int itemId, long count, string guid = "")
  114. {
  115. string guidStr = string.IsNullOrEmpty(guid) ? itemId.ToString() : guid;
  116. if(count <= 0)
  117. return false;
  118. ItemInfo item = GetItemInfo(itemId, guidStr);
  119. return AddItemCount(item, count);
  120. }
  121. /// <summary>
  122. /// 添加道具,装备和普通道具都可以
  123. /// </summary>
  124. /// <param name="itemInfos"></param>
  125. public void AddItem(List<ItemInfo> itemInfos)
  126. {
  127. for (int i = 0; i < itemInfos.Count; i++)
  128. {
  129. ItemInfo item = itemInfos[i];
  130. LogTool.Log("获得了道具" + item.itemID);
  131. AddItem(item);
  132. // //掉落的数量
  133. // long count = itemInfo.count.Value;
  134. // ItemInfo item = GetItemInfo(itemInfo);
  135. //
  136. // if (item.IsEquipItem())
  137. // {
  138. // PlayerManager.Instance.eqController.AddEquipment(item);
  139. // }
  140. //
  141. // AddItemCount(item, count);
  142. }
  143. }
  144. /// <summary>
  145. /// 添加道具数量,最后都走这里
  146. /// </summary>
  147. /// <param name="item"></param>
  148. /// <param name="count"></param>
  149. /// <returns></returns>
  150. private bool AddItemCount(ItemInfo item, long count)
  151. {
  152. if (item.config.ID <= 0 && string.IsNullOrEmpty(item.guid))
  153. {
  154. return false;
  155. }
  156. if( count <= 0 )
  157. return false;
  158. item.count += count;
  159. EventManager.Instance.Dispatch(CustomEventType.ItemUpdate, new ItemUpdateData() { ItemInfo = item, Count = (int)count });
  160. EventManager.Instance.Dispatch(CustomEventType.AddItem, new ItemUpdateData() { ItemInfo = item, Count = (int)count });
  161. AccountFileInfo.Instance.SaveItemData(item);
  162. return true;
  163. }
  164. // private void AddEqToDic(ItemInfo eqItemInfo)
  165. // {
  166. // if (eqItemInfo.eqInfo == null)
  167. // {
  168. // return;
  169. // }
  170. //
  171. // int pro = eqItemInfo.eqInfo.basicEquipConfig.profession;
  172. //
  173. // if (m_EqDic.ContainsKey(pro))
  174. // {
  175. // m_EqDic[pro].Add(eqItemInfo);
  176. // }
  177. // else
  178. // {
  179. // m_EqDic.Add(pro, new List<ItemInfo>());
  180. // m_EqDic[pro].Add(eqItemInfo);
  181. // }
  182. // }
  183. /// <summary>
  184. /// 添加道具,装备和普通道具都可以
  185. /// </summary>
  186. /// <param name="item"></param>
  187. public void AddItem(ItemInfo item)
  188. {
  189. //掉落的数量
  190. long count = item.count.Value;
  191. ItemInfo itemInfo = GetItemInfo(item);
  192. // if (itemInfo.IsEquipItem())
  193. // {
  194. // PlayerManager.Instance.eqController.AddEquipment(itemInfo);
  195. // }
  196. AddItemCount(itemInfo, count);
  197. }
  198. // /// <summary>
  199. // /// 重新加载一次所有装备
  200. // /// 一般用于,分解装备之后
  201. // /// </summary>
  202. // public void ReInitAllEqItem()
  203. // {
  204. // PlayerManager.Instance.eqController.allZyEqDic.Clear();
  205. // foreach (KeyValuePair<string,ItemInfo> keyValuePair in m_allBagDic)
  206. // {
  207. // PlayerManager.Instance.eqController.AddEquipment(keyValuePair.Value);
  208. // }
  209. // }
  210. public void RemoveItem(ItemInfo itemInfo, bool saveNow, bool zeroDel)
  211. {
  212. itemInfo.count.Value = 0;
  213. if (zeroDel)
  214. {
  215. m_allBagDic.Remove(itemInfo.guid);
  216. }
  217. AccountFileInfo.Instance.SaveItemData(itemInfo, saveNow);
  218. }
  219. public void ModifyItem(ItemInfo itemInfo, bool saveNow)
  220. {
  221. itemInfo.count.Value -= itemInfo.count.Value;
  222. AccountFileInfo.Instance.SaveItemData(itemInfo, saveNow);
  223. }
  224. /// <summary>
  225. /// 获取道具信息
  226. /// 不传guid,默认itemId就是guid
  227. /// </summary>
  228. /// <param name="itemId"></param>
  229. /// <param name="guid"></param>
  230. /// <returns></returns>
  231. // public ItemInfo GetItemInfo(ItemInfo itemInfo)
  232. // {
  233. // string guidStr = string.IsNullOrEmpty(itemInfo.guid) ? itemInfo.itemID.ToString() : itemInfo.guid;
  234. //
  235. // if (m_allBagDic.TryGetValue(guidStr, out ItemInfo item))
  236. // {
  237. // return item;
  238. // }
  239. //
  240. // m_allBagDic.Add(itemInfo.guid, itemInfo);
  241. //
  242. // return itemInfo;
  243. // }
  244. /// <summary>
  245. /// 一般是掉了(随机)一个东西(ItemInfo),然后来背包找,是否之前掉过一样的
  246. /// 之前有,就把有的返回回去,加数量
  247. /// 之前无,就返回这个新东西
  248. /// /// 重要:加入背包管理都是通过这个方法(后续看是否优)
  249. /// </summary>
  250. /// <param name="itemInfo"></param>
  251. /// <returns></returns>
  252. public ItemInfo GetItemInfo(ItemInfo itemInfo)
  253. {
  254. string guidStr = string.IsNullOrEmpty(itemInfo.guid) ? itemInfo.itemID.ToString() : itemInfo.guid;
  255. if (m_allBagDic.TryGetValue(guidStr, out ItemInfo item))
  256. {
  257. return item;
  258. }
  259. //这里要设成0是因为,随机掉落的东西,第一次进背包时,先把数量去掉(否则会掉会多加1个)
  260. //该方法结束后,有统一加数量的代码,看后续代码。
  261. itemInfo.count.Value = 0l;
  262. m_allBagDic.Add(itemInfo.guid, itemInfo);
  263. return itemInfo;
  264. }
  265. public long GetItemCount(int itemId)
  266. {
  267. ItemInfo itemInfo = GetItemInfo(itemId);
  268. if (itemInfo == null)
  269. {
  270. return 0;
  271. }
  272. return itemInfo.count.Value;
  273. }
  274. /// <summary>
  275. /// 获取道具信息
  276. /// 不传guid,默认itemId就是guid
  277. /// </summary>
  278. /// <param name="itemId"></param>
  279. /// <param name="guid"></param>
  280. /// <returns></returns>
  281. public ItemInfo GetItemInfo(int itemId, string guid = "")
  282. {
  283. string guidStr = string.IsNullOrEmpty(guid) ? itemId.ToString() : guid;
  284. if (m_allBagDic.TryGetValue(guidStr, out ItemInfo item))
  285. {
  286. return item;
  287. }
  288. ItemInfo newItem = new ItemInfo(itemId);
  289. if (newItem.config.ID > 0)
  290. {
  291. m_allBagDic.Add(newItem.guid, newItem);
  292. }
  293. else
  294. {
  295. LogTool.Error("没有找到这个道具:" + itemId);
  296. return null;
  297. }
  298. return newItem;
  299. }
  300. /// <summary>
  301. /// 扣除道具,最后都这里
  302. /// </summary>
  303. /// <param name="item"></param>
  304. /// <param name="count"></param>
  305. /// <returns></returns>
  306. public bool DeductItem(ItemInfo item, long count)
  307. {
  308. if (item == null)
  309. {
  310. return false;
  311. }
  312. if (item.config.ID <= 0)
  313. {
  314. return false;
  315. }
  316. if (item.count >= count)
  317. {
  318. item.count -= count;
  319. }
  320. else
  321. {
  322. return false;
  323. }
  324. EventManager.Instance.Dispatch(CustomEventType.ItemUpdate, new ItemUpdateData() { ItemInfo = item });
  325. AccountFileInfo.Instance.SaveItemData(item);
  326. return true;
  327. }
  328. public bool DeductItem(int itemId, long count)
  329. {
  330. ItemInfo item = GetItemInfo(itemId);
  331. return DeductItem(item, count);
  332. }
  333. public void DropHeroExp(Vector3 startPos_WorldPos, int showCount, int itemCount)
  334. {
  335. CombatItemShowEventData combatItemShowEventData = CombatItemShowEventData.Create();
  336. combatItemShowEventData.count = showCount;
  337. combatItemShowEventData.startPos_WorldPos = startPos_WorldPos;
  338. combatItemShowEventData.showName = "icon_res_upgrade_1";
  339. combatItemShowEventData.showType = CombatItemShowEventData.ShowType.HeroExp;
  340. combatItemShowEventData.addValue = itemCount;
  341. EventManager.Instance.Dispatch(CustomEventType.Combat_ItemShow, combatItemShowEventData);
  342. }
  343. public void DropLevelExp(Vector3 startPos_WorldPos, int showCount, int itemCount)
  344. {
  345. CombatItemShowEventData combatItemShowEventData = CombatItemShowEventData.Create();
  346. combatItemShowEventData.count = showCount;
  347. combatItemShowEventData.startPos_WorldPos = startPos_WorldPos;
  348. combatItemShowEventData.showName = "icon_Energy";
  349. combatItemShowEventData.showType = CombatItemShowEventData.ShowType.LevelExp;
  350. combatItemShowEventData.addValue = itemCount;
  351. EventManager.Instance.Dispatch(CustomEventType.Combat_ItemShow, combatItemShowEventData);
  352. }
  353. public void DropMonsterGold(Vector3 startPos_WorldPos, int showCount, int itemCount)
  354. {
  355. CombatItemShowEventData combatItemShowEventData = CombatItemShowEventData.Create();
  356. combatItemShowEventData.count = showCount;
  357. combatItemShowEventData.startPos_WorldPos = startPos_WorldPos;
  358. combatItemShowEventData.showName = "icon_Coin";
  359. combatItemShowEventData.showType = CombatItemShowEventData.ShowType.MonsterGold;
  360. combatItemShowEventData.addValue = itemCount;
  361. EventManager.Instance.Dispatch(CustomEventType.Combat_ItemShow, combatItemShowEventData);
  362. }
  363. }
  364. }