HeroController.cs 17 KB

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  1. using System.Collections.Generic;
  2. using Common.Utility.CombatEvent;
  3. using Core.Utility;
  4. using Excel2Json;
  5. using Fort23.Core;
  6. using Fort23.UTool;
  7. using GameLogic.Bag;
  8. namespace GameLogic.Hero
  9. {
  10. public class HeroController
  11. {
  12. /// <summary>
  13. /// 所有英雄
  14. /// </summary>
  15. public Dictionary<int, HeroInfo> allHeroDic = new Dictionary<int, HeroInfo>();
  16. /// <summary>
  17. /// 也可以叫主力(afk的共鸣英雄),替补英雄等级=主力英雄的最低等级(和afk一样的)
  18. /// 主力英雄不一定等于上阵英雄,主力英雄只是决定了共鸣等级
  19. /// </summary>
  20. public Dictionary<int, HeroInfo> heroDicInLead = new Dictionary<int, HeroInfo>(4);
  21. /// <summary>
  22. /// 后备英雄(共享等级)
  23. /// </summary>
  24. public Dictionary<int, HeroInfo> heroDicInBack = new Dictionary<int, HeroInfo>();
  25. public int mainLevel => m_MainLevel;
  26. private int m_MainLevel;
  27. private void CalMainLevel()
  28. {
  29. //主力英雄不足4个时,就没有主力等级的说法
  30. // if (heroDicInLead.Count < GlobalParam.Max_Deploy_HERO)
  31. // {
  32. // m_MainLevel = -1;
  33. // return;
  34. // }
  35. //计算主力英雄的最低等级
  36. int tmpLv = 9999;
  37. foreach (var keyValuePair in heroDicInLead)
  38. {
  39. if (keyValuePair.Value.level.Value < tmpLv)
  40. {
  41. tmpLv = keyValuePair.Value.level.Value;
  42. }
  43. }
  44. m_MainLevel = tmpLv;
  45. EventManager.Instance.Dispatch(CustomEventType.MainLvUp, new SimpleEventData(){intData = m_MainLevel});
  46. }
  47. public HeroUpResultType CanPromote(HeroInfo heroInfo)
  48. {
  49. long curHeroCount = BagController.Instance.GetItemInfo(heroInfo.modelConfig.itemID).count.Value;
  50. int costHeroCount = heroInfo.promoteConfig.costCount;
  51. if (curHeroCount < costHeroCount)
  52. {
  53. return HeroUpResultType.ResNotEnough;
  54. }
  55. return HeroUpResultType.Success;
  56. }
  57. public HeroUpResultType CanUpgrade(HeroInfo heroInfo, bool isOpenPre = false)
  58. {
  59. if (PlayerManager.Instance.gameConstantConfig.maxLv <= heroInfo.level.Value)
  60. {
  61. LogTool.Log("已到达最高等级:" + PlayerManager.Instance.gameConstantConfig.maxLv);
  62. return HeroUpResultType.MaxLv;
  63. }
  64. //计算主力英雄等级差, 如果再升一级,就大于最大等级差了,就不允许升了.
  65. if (heroInfo.level.Value - m_MainLevel >= GlobalParam.Max_Main_Level_Difference)
  66. {
  67. LogTool.Log(heroInfo.modelID + "主力英雄等级差不能超过:" + GlobalParam.Max_Main_Level_Difference);
  68. return HeroUpResultType.MainLevelNotEnough;
  69. }
  70. //每10级,要打开预览界面后,再升级(如果已经打开,就不判断了)
  71. if (!isOpenPre && (heroInfo.level.Value + 1) % 10 == 1)
  72. {
  73. return HeroUpResultType.NeedOpenPreUI;
  74. }
  75. if (BagController.Instance.IsEnough(GlobalParam.Item_HeroExp_ID, heroInfo.powerUpConfig.levelUpExp))
  76. {
  77. if (isOpenPre)
  78. {
  79. return HeroUpResultType.PlayUpgradeEftFirst;
  80. }
  81. return HeroUpResultType.Success;
  82. }
  83. else
  84. {
  85. return HeroUpResultType.ExpNotEnough;
  86. }
  87. }
  88. private void DoUpgrade(HeroInfo heroInfo)
  89. {
  90. heroInfo.Upgrade();
  91. PlayerManager.Instance.SaveHeroData(heroInfo);
  92. //如果当前英雄等级等于主力等级,则升级时需要重新计算主力等级
  93. if (heroInfo.level.Value - 1 == m_MainLevel)
  94. {
  95. CalMainLevel();
  96. }
  97. SendEvent(HeroUpType.Level, heroInfo, HeroUpResultType.Success);
  98. }
  99. /// <summary>
  100. /// 英雄升级逻辑,主要是改数据,不在这里做UI表现
  101. /// </summary>
  102. /// <param name="heroInfo"></param>
  103. public HeroUpResultType UpgradeHeroLogic(HeroInfo heroInfo, bool isOpenPre = false)
  104. {
  105. HeroUpResultType resultType = CanUpgrade(heroInfo, isOpenPre);
  106. if (resultType == HeroUpResultType.Success || resultType == HeroUpResultType.PlayUpgradeEftFirst)
  107. {
  108. //扣除经验
  109. bool isOk = BagController.Instance.DuctHeroExp(heroInfo.powerUpConfig.levelUpExp);
  110. if (isOk)
  111. {
  112. if (resultType == HeroUpResultType.Success)
  113. {
  114. DoUpgrade(heroInfo);
  115. }
  116. else if (resultType == HeroUpResultType.PlayUpgradeEftFirst)
  117. {
  118. //执行逻辑,返回播放特效的类型
  119. DoUpgrade(heroInfo);
  120. return resultType;
  121. }
  122. return HeroUpResultType.Success;
  123. }
  124. }
  125. return resultType;
  126. }
  127. /// <summary>
  128. /// 发送英雄提升的事件
  129. /// </summary>
  130. /// <param name="upType">提升类型:升级、升星等.</param>
  131. public void SendEvent(HeroUpType upType, HeroInfo heroInfo, HeroUpResultType resultType = HeroUpResultType.None)
  132. {
  133. HeroPowerUpEventData data = new HeroPowerUpEventData();
  134. data.heroModelID = heroInfo.modelID;
  135. data.upType = upType;
  136. data.ResultType = resultType;
  137. PlayerManager.Instance.lastHeroInfo = heroInfo;
  138. if (upType == HeroUpType.Level)
  139. {
  140. SkillUpConfig upConfig = PlayerManager.Instance.heroController
  141. .GetSkillUpConfig4Lv(heroInfo.level.Value);
  142. if (upConfig.ID > 0)
  143. {
  144. heroInfo.SkillData.UpdateSkills();
  145. data.isSkillUp = true;
  146. }
  147. EventManager.Instance.Dispatch(CustomEventType.HeroLvUp, data);
  148. }
  149. else if (upType == HeroUpType.Promote)
  150. {
  151. // SkillUpConfig upConfig = PlayerManager.Instance.heroController
  152. // .IsStarUpGetNewSkill(heroInfo.star.Value);
  153. // data.isSkillUp = upConfig.ID > 0;
  154. SkillUpConfig upConfig = PlayerManager.Instance.heroController.GetSkillUpConfig4Star(heroInfo.star.Value);
  155. if (upConfig.ID > 0)
  156. {
  157. heroInfo.SkillData.UpdateSkills();
  158. data.isSkillUp = true;
  159. }
  160. EventManager.Instance.Dispatch(CustomEventType.HeroPromote, data);
  161. }
  162. EventManager.Instance.Dispatch(CustomEventType.HeroPowerUp, data);
  163. }
  164. public void InitHeroes()
  165. {
  166. for (int i = 0; i < AccountFileInfo.Instance.playerData.HeroListData.Count; i++)
  167. {
  168. AccountFileInfo.HeroData heroData = AccountFileInfo.Instance.playerData.HeroListData[i];
  169. HeroInfo heroInfo = new HeroInfo();
  170. heroInfo.InitHero(heroData);
  171. AddHero(heroInfo);
  172. }
  173. CalMainLevel();
  174. }
  175. /// <summary>
  176. /// 获取英雄
  177. /// </summary>
  178. /// <param name="modelID">英雄ID modelID</param>
  179. /// <returns></returns>
  180. public CombatHeroInfo GetHeroInfo(int modelID)
  181. {
  182. if (allHeroDic.ContainsKey(modelID))
  183. {
  184. return allHeroDic[modelID];
  185. }
  186. LogTool.Error("没有这个英雄" + modelID);
  187. return null;
  188. }
  189. /// <summary>
  190. /// 添加英雄
  191. /// </summary>
  192. /// <param name="heroInfo"></param>
  193. public void AddHero(HeroInfo heroInfo)
  194. {
  195. if (heroInfo.isLead)
  196. {
  197. DeployHeroToLead(heroInfo);
  198. }
  199. else
  200. {
  201. DeployHeroToBack(heroInfo);
  202. }
  203. }
  204. /// <summary>
  205. /// 进入主力队伍
  206. /// </summary>
  207. /// <param name="heroInfo"></param>
  208. public void DeployHeroToLead(HeroInfo heroInfo)
  209. {
  210. if (heroDicInLead.Count >= GlobalParam.Max_Deploy_HERO)
  211. {
  212. return;
  213. }
  214. if (heroDicInLead.ContainsKey(heroInfo.modelID))
  215. {
  216. LogTool.Error("heroDicInLead不应该出现相同的英雄ID=" + heroInfo.modelID);
  217. return;
  218. }
  219. heroDicInLead.Add(heroInfo.modelID, heroInfo);
  220. heroInfo.isLead = true;
  221. allHeroDic.Add(heroInfo.modelID, heroInfo);
  222. CalMainLevel();
  223. }
  224. /// <summary>
  225. /// 更换主力
  226. /// </summary>
  227. /// <param name="heroInfo"></param>
  228. public void ChangeLeadHero(HeroInfo backHero, HeroInfo leadHero)
  229. {
  230. if (!heroDicInLead.ContainsKey(leadHero.modelID))
  231. {
  232. LogTool.Error("不是主力" + leadHero.modelID);
  233. return;
  234. }
  235. if (!heroDicInBack.ContainsKey(backHero.modelID))
  236. {
  237. LogTool.Error("不是替补" + backHero.modelID);
  238. return;
  239. }
  240. //从主力中移除,并加入后补
  241. heroDicInLead.Remove(leadHero.modelID);
  242. DeployHeroToBack(leadHero);
  243. //从后补中移除,并加入主力
  244. heroDicInBack.Remove(backHero.modelID);
  245. DeployHeroToLead(backHero);
  246. }
  247. /// <summary>
  248. /// 进入后备队伍(英雄背包)
  249. /// </summary>
  250. /// <param name="heroInfo"></param>
  251. public void DeployHeroToBack(HeroInfo heroInfo)
  252. {
  253. if (heroDicInBack.ContainsKey(heroInfo.modelID))
  254. {
  255. LogTool.Error("heroDicInBack不应该出现相同的英雄ID=" + heroInfo.modelID);
  256. return;
  257. }
  258. heroDicInBack.Add(heroInfo.modelID, heroInfo);
  259. heroInfo.isLead = false;
  260. allHeroDic.Add(heroInfo.modelID, heroInfo);
  261. }
  262. /// <summary>
  263. /// onlyUnLock=true, 获取已解锁的最高等级的技能
  264. /// onlyUnLock=false,获取已解锁的最高等级的技能,若都没有解锁,则获取未解锁的1级技能
  265. /// </summary>
  266. /// <param name="groupID">技能组</param>
  267. /// <param name="level">英雄等级</param>
  268. /// <param name="star">英雄星级</param>
  269. /// <param name="onlyUnLock">ture=只返回解锁的</param>
  270. /// <returns></returns>
  271. public SkillConfig GetHighestLevelOr1(int groupID, int level, int star, bool onlyUnLock = false,bool isMonster=false)
  272. {
  273. SkillConfig skillConfig = new SkillConfig();
  274. int lv = 0;
  275. for(int i = 0; i < PlayerManager.Instance.groupSkillDic[groupID].Count; i++)
  276. {
  277. SkillConfig config = PlayerManager.Instance.groupSkillDic[groupID][i];
  278. if (i == 0 && !onlyUnLock)
  279. {
  280. skillConfig = config;
  281. }
  282. // if (config.isUnLock && config.skillConfig.level > lv)
  283. if(IsUnLockSkill(level, star, config.ID,isMonster) && config.level > lv)
  284. {
  285. lv = config.level;
  286. skillConfig = config;
  287. }
  288. }
  289. return skillConfig;
  290. }
  291. /// <summary>
  292. /// 技能是否解锁
  293. /// </summary>
  294. /// <param name="level">英雄等级</param>
  295. /// <param name="star">英雄星级</param>
  296. /// <param name="skillID">技能id</param>
  297. /// <returns></returns>
  298. public bool IsUnLockSkill(int level, int star, int skillID,bool isMonster=false)
  299. {
  300. bool isUnLock = false;
  301. if (skillID == GlobalParam.Normal_Attack_Skill_Group_ID)
  302. {
  303. isUnLock = true;
  304. }
  305. else
  306. {
  307. //整体可能有点绕,后面再看优化不
  308. //取技能ID的后两位,后两位是技能解锁表SkillUpConfig的ID, 取这个ID来判断,这个技能技能的解锁情况
  309. int skillUpID = skillID % 100;
  310. SkillUpConfig upConfig = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpID);
  311. //取个位
  312. int gw = skillUpID % 10;
  313. int skillUpIDLevel1 = -1;
  314. //当个位>1时(表示技能等级>1),需要额外判断一下,技能的1级是否已经解锁(可能1级是星级解锁)
  315. //避免出现,技能是5星解锁解锁1级,200级解锁2级,但玩家现在4星,201级,就不该解锁2级,因为星级不够
  316. if (gw > 1)
  317. {
  318. //技能1级的解锁ID,例如: 33 - 3 + 1 = 31, 31就是技能1级的解锁条件id
  319. skillUpIDLevel1 = skillUpID - gw + 1;
  320. }
  321. //等级解锁
  322. if (upConfig.upType == 1)
  323. {
  324. SkillUpConfig skillUpConfigLevel1 = new SkillUpConfig();
  325. //准备判断,该技能1级时,是否为星级解锁
  326. if (skillUpIDLevel1 > 0)
  327. {
  328. skillUpConfigLevel1 = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpIDLevel1);
  329. }
  330. //如果技能的第一级需要星级解锁,需额外判断一下星级是否达到
  331. bool isStarEnough = skillUpConfigLevel1.upType != 2 || star > skillUpConfigLevel1.upValue;
  332. if (level >= upConfig.upValue && isStarEnough)
  333. {
  334. isUnLock = true;
  335. }
  336. }
  337. //星级解锁
  338. else if (upConfig.upType == 2)
  339. {
  340. if (star >= upConfig.upValue||isMonster)
  341. {
  342. isUnLock = true;
  343. }
  344. }
  345. }
  346. return isUnLock;
  347. }
  348. public SkillUpConfig GetSkillUpConfig(int skillID)
  349. {
  350. //取技能ID的后两位,后两位是技能解锁表SkillUpConfig的ID, 取这个ID来判断,这个技能技能的解锁情况
  351. int skillUpID = skillID % 100;
  352. SkillUpConfig upConfig = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpID);
  353. return upConfig;
  354. }
  355. /// <summary>
  356. /// 根据【等级】查找是否有技能
  357. /// </summary>
  358. /// <param name="level">英雄等级</param>
  359. /// <returns></returns>
  360. public SkillUpConfig GetSkillUpConfig4Lv(int level)
  361. {
  362. SkillUpConfig upConfig = new SkillUpConfig();
  363. foreach (SkillUpConfig skillUpConfig in PlayerManager.Instance.skillUpConfigs)
  364. {
  365. if (skillUpConfig.upType == 1 && level == skillUpConfig.upValue)
  366. {
  367. return skillUpConfig;
  368. }
  369. }
  370. return upConfig;
  371. }
  372. /// <summary>
  373. /// 根据【星级】查找是否有技能
  374. /// </summary>
  375. /// <param name="level">英雄等级</param>
  376. /// <returns></returns>
  377. public SkillUpConfig GetSkillUpConfig4Star(int star)
  378. {
  379. SkillUpConfig upConfig = new SkillUpConfig();
  380. foreach (SkillUpConfig skillUpConfig in PlayerManager.Instance.skillUpConfigs)
  381. {
  382. if (skillUpConfig.upType == 2 && star == skillUpConfig.upValue)
  383. {
  384. return skillUpConfig;
  385. }
  386. }
  387. return upConfig;
  388. }
  389. // /// <summary>
  390. // /// 判断【星级】是否可以解锁新技能
  391. // /// </summary>
  392. // /// <param name="star"></param>
  393. // /// <returns></returns>
  394. // public SkillUpConfig IsStarUpGetNewSkill(int star)
  395. // {
  396. // SkillUpConfig upConfig = new SkillUpConfig();
  397. // foreach (SkillUpConfig skillUpConfig in PlayerManager.Instance.skillUpConfigs)
  398. // {
  399. // if (skillUpConfig.upType == 2 && star == skillUpConfig.upValue)
  400. // {
  401. // return upConfig;
  402. // }
  403. // }
  404. // return upConfig;
  405. // }
  406. }
  407. }