HeroController.cs 12 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. }
  46. public HeroUpResultType CanUpgrade(HeroInfo heroInfo)
  47. {
  48. if (PlayerManager.Instance.gameConstantConfig.maxLv <= heroInfo.level.Value)
  49. {
  50. LogTool.Log("已到达最高等级:" + PlayerManager.Instance.gameConstantConfig.maxLv);
  51. return HeroUpResultType.MaxLv;
  52. }
  53. //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.
  54. if ((heroInfo.level.Value) - m_MainLevel >= GlobalParam.Max_Main_Level_Difference)
  55. {
  56. LogTool.Log(heroInfo.modelID + "主力英雄等级差不能超过:" + GlobalParam.Max_Main_Level_Difference);
  57. return HeroUpResultType.MainLevelNotEnough;
  58. }
  59. if (BagController.Instance.IsEnough(GlobalParam.Item_HeroExp_ID, heroInfo.powerUpConfig.levelUpExp))
  60. {
  61. return HeroUpResultType.Success;
  62. }
  63. else
  64. {
  65. return HeroUpResultType.ExpNotEnough;
  66. }
  67. }
  68. /// <summary>
  69. /// 英雄升级逻辑,主要是改数据,不在这里做UI表现
  70. /// </summary>
  71. /// <param name="heroInfo"></param>
  72. public HeroUpResultType UpgradeHeroLogic(HeroInfo heroInfo)
  73. {
  74. HeroUpResultType resultType = CanUpgrade(heroInfo);
  75. if (resultType == HeroUpResultType.Success &&
  76. BagController.Instance.DuctHeroExp(heroInfo.powerUpConfig.levelUpExp))
  77. {
  78. heroInfo.Upgrade();
  79. //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
  80. if (heroInfo.level.Value - 1 == m_MainLevel)
  81. {
  82. CalMainLevel();
  83. }
  84. SendEvent(HeroUpType.Level, heroInfo, HeroUpResultType.Success);
  85. return HeroUpResultType.Success;
  86. }
  87. return resultType;
  88. }
  89. /// <summary>
  90. /// 发送英雄提升的事件
  91. /// </summary>
  92. /// <param name="upType">提升类型:升级、升星等.</param>
  93. private void SendEvent(HeroUpType upType, HeroInfo heroInfo, HeroUpResultType resultType = HeroUpResultType.None)
  94. {
  95. HeroPowerUpEventData data = new HeroPowerUpEventData();
  96. data.heroModelID = heroInfo.modelID;
  97. data.upType = upType;
  98. data.ResultType = resultType;
  99. PlayerManager.Instance.lastHeroInfo = heroInfo;
  100. EventManager.Instance.Dispatch(CustomEventType.HeroPowerUp, data);
  101. if (upType == HeroUpType.Level)
  102. {
  103. EventManager.Instance.Dispatch(CustomEventType.HeroLvUp, data);
  104. }
  105. else if (upType == HeroUpType.Promote)
  106. {
  107. EventManager.Instance.Dispatch(CustomEventType.HeroPromote, data);
  108. }
  109. }
  110. public void InitHeroes()
  111. {
  112. for (int i = 0; i < AccountFileInfo.Instance.playerData.HeroListData.Count; i++)
  113. {
  114. AccountFileInfo.HeroData heroData = AccountFileInfo.Instance.playerData.HeroListData[i];
  115. HeroInfo heroInfo = new HeroInfo();
  116. heroInfo.InitHero(heroData);
  117. AddHero(heroInfo);
  118. }
  119. CalMainLevel();
  120. }
  121. /// <summary>
  122. /// 获取英雄
  123. /// </summary>
  124. /// <param name="modelID">英雄ID modelID</param>
  125. /// <returns></returns>
  126. public CombatHeroInfo GetHeroInfo(int modelID)
  127. {
  128. if (allHeroDic.ContainsKey(modelID))
  129. {
  130. return allHeroDic[modelID];
  131. }
  132. LogTool.Error("没有这个英雄" + modelID);
  133. return null;
  134. }
  135. /// <summary>
  136. /// 添加英雄
  137. /// </summary>
  138. /// <param name="heroInfo"></param>
  139. public void AddHero(HeroInfo heroInfo)
  140. {
  141. if (heroInfo.isLead)
  142. {
  143. DeployHeroToLead(heroInfo);
  144. }
  145. else
  146. {
  147. DeployHeroToBack(heroInfo);
  148. }
  149. }
  150. /// <summary>
  151. /// 进入主力队伍
  152. /// </summary>
  153. /// <param name="heroInfo"></param>
  154. public void DeployHeroToLead(HeroInfo heroInfo)
  155. {
  156. if (heroDicInLead.Count >= GlobalParam.Max_Deploy_HERO)
  157. {
  158. return;
  159. }
  160. if (heroDicInLead.ContainsKey(heroInfo.modelID))
  161. {
  162. LogTool.Error("heroDicInLead不应该出现相同的英雄ID=" + heroInfo.modelID);
  163. return;
  164. }
  165. heroDicInLead.Add(heroInfo.modelID, heroInfo);
  166. heroInfo.isLead = true;
  167. allHeroDic.Add(heroInfo.modelID, heroInfo);
  168. }
  169. /// <summary>
  170. /// 更换主力
  171. /// </summary>
  172. /// <param name="heroInfo"></param>
  173. public void ChangeLeadHero(HeroInfo backHero, HeroInfo leadHero)
  174. {
  175. if (!heroDicInLead.ContainsKey(leadHero.modelID))
  176. {
  177. LogTool.Error("不是主力" + leadHero.modelID);
  178. return;
  179. }
  180. if (!heroDicInBack.ContainsKey(backHero.modelID))
  181. {
  182. LogTool.Error("不是替补" + backHero.modelID);
  183. return;
  184. }
  185. //从主力中移除,并加入后补
  186. heroDicInLead.Remove(leadHero.modelID);
  187. DeployHeroToBack(leadHero);
  188. //从后补中移除,并加入主力
  189. heroDicInBack.Remove(backHero.modelID);
  190. DeployHeroToLead(backHero);
  191. }
  192. /// <summary>
  193. /// 进入后备队伍(英雄背包)
  194. /// </summary>
  195. /// <param name="heroInfo"></param>
  196. public void DeployHeroToBack(HeroInfo heroInfo)
  197. {
  198. if (heroDicInBack.ContainsKey(heroInfo.modelID))
  199. {
  200. LogTool.Error("heroDicInBack不应该出现相同的英雄ID=" + heroInfo.modelID);
  201. return;
  202. }
  203. heroDicInBack.Add(heroInfo.modelID, heroInfo);
  204. heroInfo.isLead = false;
  205. allHeroDic.Add(heroInfo.modelID, heroInfo);
  206. }
  207. /// <summary>
  208. /// onlyUnLock=true, 获取已解锁的最高等级的技能
  209. /// 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
  210. /// </summary>
  211. /// <param name="groupID">技能组</param>
  212. /// <param name="level">英雄等级</param>
  213. /// <param name="star">英雄星级</param>
  214. /// <param name="onlyUnLock">ture=只返回解锁的</param>
  215. /// <returns></returns>
  216. public SkillConfig GetHighestLevelOr1(int groupID, int level, int star, bool onlyUnLock = false)
  217. {
  218. SkillConfig skillConfig = new SkillConfig();
  219. int lv = 0;
  220. for(int i = 0; i < PlayerManager.Instance.groupSkillDIc[groupID].Count; i++)
  221. {
  222. SkillConfig config = PlayerManager.Instance.groupSkillDIc[groupID][i];
  223. if (i == 0 && !onlyUnLock)
  224. {
  225. skillConfig = config;
  226. }
  227. // if (config.isUnLock && config.skillConfig.level > lv)
  228. if(IsUnLockSkill(level, star, config.ID) && config.level > lv)
  229. {
  230. lv = config.level;
  231. skillConfig = config;
  232. }
  233. }
  234. return skillConfig;
  235. }
  236. /// <summary>
  237. /// 技能是否解锁
  238. /// </summary>
  239. /// <param name="level">英雄等级</param>
  240. /// <param name="star">英雄星级</param>
  241. /// <param name="skillID">技能id</param>
  242. /// <returns></returns>
  243. public bool IsUnLockSkill(int level, int star, int skillID)
  244. {
  245. bool isUnLock = false;
  246. if (skillID == GlobalParam.Normal_Attack_Skill_Group_ID)
  247. {
  248. isUnLock = true;
  249. }
  250. else
  251. {
  252. //整体可能有点绕,后面再看优化不
  253. //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,这个技能是否解锁,以及还差多少差解锁
  254. int skillUpID = skillID % 100;
  255. SkillUpConfig skillUpConfig = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpID);
  256. //取个位
  257. int gw = skillUpID % 10;
  258. int skillUpID1 = -1;
  259. //当个位>1时,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)
  260. //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
  261. if (gw > 1)
  262. {
  263. //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
  264. skillUpID1 = skillUpID - gw + 1;
  265. }
  266. //等级解锁
  267. if (skillUpConfig.upType == 1)
  268. {
  269. SkillUpConfig skillUpConfig1 = new SkillUpConfig();
  270. //准备判断,该技能1级时,是否为星级解锁
  271. if (skillUpID1 > 0)
  272. {
  273. skillUpConfig1 = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpID1);
  274. }
  275. //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
  276. bool isStarOk = skillUpConfig1.upType != 2 || star > skillUpConfig1.upValue;
  277. if (level >= skillUpConfig.upValue && isStarOk)
  278. {
  279. isUnLock = true;
  280. }
  281. }
  282. //星级解锁
  283. else if (skillUpConfig.upType == 2)
  284. {
  285. if (star >= skillUpConfig.upValue)
  286. {
  287. isUnLock = true;
  288. }
  289. }
  290. }
  291. return isUnLock;
  292. }
  293. }
  294. }