HeroController.cs 16 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, bool isOpenPre = false)
  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. //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)
  60. if (!isOpenPre && (heroInfo.level.Value + 1) % 10 == 1)
  61. {
  62. return HeroUpResultType.NeedOpenPreUI;
  63. }
  64. if (BagController.Instance.IsEnough(GlobalParam.Item_HeroExp_ID, heroInfo.powerUpConfig.levelUpExp))
  65. {
  66. if (isOpenPre)
  67. {
  68. return HeroUpResultType.PlayUpgradeEftFirst;
  69. }
  70. return HeroUpResultType.Success;
  71. }
  72. else
  73. {
  74. return HeroUpResultType.ExpNotEnough;
  75. }
  76. }
  77. private void DoUpgrade(HeroInfo heroInfo)
  78. {
  79. heroInfo.Upgrade();
  80. PlayerManager.Instance.SaveHeroData(heroInfo);
  81. //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
  82. if (heroInfo.level.Value - 1 == m_MainLevel)
  83. {
  84. CalMainLevel();
  85. }
  86. SendEvent(HeroUpType.Level, heroInfo, HeroUpResultType.Success);
  87. }
  88. /// <summary>
  89. /// 英雄升级逻辑,主要是改数据,不在这里做UI表现
  90. /// </summary>
  91. /// <param name="heroInfo"></param>
  92. public HeroUpResultType UpgradeHeroLogic(HeroInfo heroInfo, bool isOpenPre = false)
  93. {
  94. HeroUpResultType resultType = CanUpgrade(heroInfo, isOpenPre);
  95. if (resultType == HeroUpResultType.Success || resultType == HeroUpResultType.PlayUpgradeEftFirst)
  96. {
  97. //扣除经验
  98. bool isOk = BagController.Instance.DuctHeroExp(heroInfo.powerUpConfig.levelUpExp);
  99. if (isOk )
  100. {
  101. if (resultType == HeroUpResultType.Success)
  102. {
  103. DoUpgrade(heroInfo);
  104. }
  105. else if (resultType == HeroUpResultType.PlayUpgradeEftFirst)
  106. {
  107. //执行逻辑,返回播放特效的类型
  108. DoUpgrade(heroInfo);
  109. return resultType;
  110. }
  111. return HeroUpResultType.Success;
  112. }
  113. }
  114. return resultType;
  115. }
  116. /// <summary>
  117. /// 发送英雄提升的事件
  118. /// </summary>
  119. /// <param name="upType">提升类型:升级、升星等.</param>
  120. private void SendEvent(HeroUpType upType, HeroInfo heroInfo, HeroUpResultType resultType = HeroUpResultType.None)
  121. {
  122. HeroPowerUpEventData data = new HeroPowerUpEventData();
  123. data.heroModelID = heroInfo.modelID;
  124. data.upType = upType;
  125. data.ResultType = resultType;
  126. PlayerManager.Instance.lastHeroInfo = heroInfo;
  127. EventManager.Instance.Dispatch(CustomEventType.HeroPowerUp, data);
  128. if (upType == HeroUpType.Level)
  129. {
  130. SkillUpConfig upConfig = PlayerManager.Instance.heroController
  131. .GetSkillUpConfig4Lv(heroInfo.level.Value);
  132. if (upConfig.ID > 0)
  133. {
  134. heroInfo.SkillData.UpdateSkills();
  135. data.isSkillUp = true;
  136. }
  137. EventManager.Instance.Dispatch(CustomEventType.HeroLvUp, data);
  138. }
  139. else if (upType == HeroUpType.Promote)
  140. {
  141. SkillUpConfig upConfig = PlayerManager.Instance.heroController
  142. .IsStarUpGetNewSkill(heroInfo.star.Value);
  143. // data.isSkillUp = upConfig.ID > 0;
  144. if (upConfig.ID > 0)
  145. {
  146. heroInfo.SkillData.UpdateSkills();
  147. data.isSkillUp = true;
  148. }
  149. EventManager.Instance.Dispatch(CustomEventType.HeroPromote, data);
  150. }
  151. }
  152. public void InitHeroes()
  153. {
  154. for (int i = 0; i < AccountFileInfo.Instance.playerData.HeroListData.Count; i++)
  155. {
  156. AccountFileInfo.HeroData heroData = AccountFileInfo.Instance.playerData.HeroListData[i];
  157. HeroInfo heroInfo = new HeroInfo();
  158. heroInfo.InitHero(heroData);
  159. AddHero(heroInfo);
  160. }
  161. CalMainLevel();
  162. }
  163. /// <summary>
  164. /// 获取英雄
  165. /// </summary>
  166. /// <param name="modelID">英雄ID modelID</param>
  167. /// <returns></returns>
  168. public CombatHeroInfo GetHeroInfo(int modelID)
  169. {
  170. if (allHeroDic.ContainsKey(modelID))
  171. {
  172. return allHeroDic[modelID];
  173. }
  174. LogTool.Error("没有这个英雄" + modelID);
  175. return null;
  176. }
  177. /// <summary>
  178. /// 添加英雄
  179. /// </summary>
  180. /// <param name="heroInfo"></param>
  181. public void AddHero(HeroInfo heroInfo)
  182. {
  183. if (heroInfo.isLead)
  184. {
  185. DeployHeroToLead(heroInfo);
  186. }
  187. else
  188. {
  189. DeployHeroToBack(heroInfo);
  190. }
  191. }
  192. /// <summary>
  193. /// 进入主力队伍
  194. /// </summary>
  195. /// <param name="heroInfo"></param>
  196. public void DeployHeroToLead(HeroInfo heroInfo)
  197. {
  198. if (heroDicInLead.Count >= GlobalParam.Max_Deploy_HERO)
  199. {
  200. return;
  201. }
  202. if (heroDicInLead.ContainsKey(heroInfo.modelID))
  203. {
  204. LogTool.Error("heroDicInLead不应该出现相同的英雄ID=" + heroInfo.modelID);
  205. return;
  206. }
  207. heroDicInLead.Add(heroInfo.modelID, heroInfo);
  208. heroInfo.isLead = true;
  209. allHeroDic.Add(heroInfo.modelID, heroInfo);
  210. }
  211. /// <summary>
  212. /// 更换主力
  213. /// </summary>
  214. /// <param name="heroInfo"></param>
  215. public void ChangeLeadHero(HeroInfo backHero, HeroInfo leadHero)
  216. {
  217. if (!heroDicInLead.ContainsKey(leadHero.modelID))
  218. {
  219. LogTool.Error("不是主力" + leadHero.modelID);
  220. return;
  221. }
  222. if (!heroDicInBack.ContainsKey(backHero.modelID))
  223. {
  224. LogTool.Error("不是替补" + backHero.modelID);
  225. return;
  226. }
  227. //从主力中移除,并加入后补
  228. heroDicInLead.Remove(leadHero.modelID);
  229. DeployHeroToBack(leadHero);
  230. //从后补中移除,并加入主力
  231. heroDicInBack.Remove(backHero.modelID);
  232. DeployHeroToLead(backHero);
  233. }
  234. /// <summary>
  235. /// 进入后备队伍(英雄背包)
  236. /// </summary>
  237. /// <param name="heroInfo"></param>
  238. public void DeployHeroToBack(HeroInfo heroInfo)
  239. {
  240. if (heroDicInBack.ContainsKey(heroInfo.modelID))
  241. {
  242. LogTool.Error("heroDicInBack不应该出现相同的英雄ID=" + heroInfo.modelID);
  243. return;
  244. }
  245. heroDicInBack.Add(heroInfo.modelID, heroInfo);
  246. heroInfo.isLead = false;
  247. allHeroDic.Add(heroInfo.modelID, heroInfo);
  248. }
  249. /// <summary>
  250. /// onlyUnLock=true, 获取已解锁的最高等级的技能
  251. /// 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
  252. /// </summary>
  253. /// <param name="groupID">技能组</param>
  254. /// <param name="level">英雄等级</param>
  255. /// <param name="star">英雄星级</param>
  256. /// <param name="onlyUnLock">ture=只返回解锁的</param>
  257. /// <returns></returns>
  258. public SkillConfig GetHighestLevelOr1(int groupID, int level, int star, bool onlyUnLock = false)
  259. {
  260. SkillConfig skillConfig = new SkillConfig();
  261. int lv = 0;
  262. for(int i = 0; i < PlayerManager.Instance.groupSkillDic[groupID].Count; i++)
  263. {
  264. SkillConfig config = PlayerManager.Instance.groupSkillDic[groupID][i];
  265. if (i == 0 && !onlyUnLock)
  266. {
  267. skillConfig = config;
  268. }
  269. // if (config.isUnLock && config.skillConfig.level > lv)
  270. if(IsUnLockSkill(level, star, config.ID) && config.level > lv)
  271. {
  272. lv = config.level;
  273. skillConfig = config;
  274. }
  275. }
  276. return skillConfig;
  277. }
  278. /// <summary>
  279. /// 技能是否解锁
  280. /// </summary>
  281. /// <param name="level">英雄等级</param>
  282. /// <param name="star">英雄星级</param>
  283. /// <param name="skillID">技能id</param>
  284. /// <returns></returns>
  285. public bool IsUnLockSkill(int level, int star, int skillID)
  286. {
  287. bool isUnLock = false;
  288. if (skillID == GlobalParam.Normal_Attack_Skill_Group_ID)
  289. {
  290. isUnLock = true;
  291. }
  292. else
  293. {
  294. //整体可能有点绕,后面再看优化不
  295. //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
  296. int skillUpID = skillID % 100;
  297. SkillUpConfig upConfig = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpID);
  298. //取个位
  299. int gw = skillUpID % 10;
  300. int skillUpIDLevel1 = -1;
  301. //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)
  302. //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
  303. if (gw > 1)
  304. {
  305. //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
  306. skillUpIDLevel1 = skillUpID - gw + 1;
  307. }
  308. //等级解锁
  309. if (upConfig.upType == 1)
  310. {
  311. SkillUpConfig skillUpConfigLevel1 = new SkillUpConfig();
  312. //准备判断,该技能1级时,是否为星级解锁
  313. if (skillUpIDLevel1 > 0)
  314. {
  315. skillUpConfigLevel1 = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpIDLevel1);
  316. }
  317. //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
  318. bool isStarEnough = skillUpConfigLevel1.upType != 2 || star > skillUpConfigLevel1.upValue;
  319. if (level >= upConfig.upValue && isStarEnough)
  320. {
  321. isUnLock = true;
  322. }
  323. }
  324. //星级解锁
  325. else if (upConfig.upType == 2)
  326. {
  327. if (star >= upConfig.upValue)
  328. {
  329. isUnLock = true;
  330. }
  331. }
  332. }
  333. return isUnLock;
  334. }
  335. public SkillUpConfig GetSkillUpConfig(int skillID)
  336. {
  337. //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
  338. int skillUpID = skillID % 100;
  339. SkillUpConfig upConfig = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpID);
  340. return upConfig;
  341. }
  342. /// <summary>
  343. /// 根据【等级】查找是否有技能
  344. /// </summary>
  345. /// <param name="level">英雄等级</param>
  346. /// <returns></returns>
  347. public SkillUpConfig GetSkillUpConfig4Lv(int level)
  348. {
  349. SkillUpConfig upConfig = new SkillUpConfig();
  350. foreach (SkillUpConfig skillUpConfig in PlayerManager.Instance.skillUpConfigs)
  351. {
  352. if (skillUpConfig.upType == 1 && level == skillUpConfig.upValue)
  353. {
  354. return skillUpConfig;
  355. }
  356. }
  357. return upConfig;
  358. }
  359. /// <summary>
  360. /// 根据【星级】查找是否有技能
  361. /// </summary>
  362. /// <param name="level">英雄等级</param>
  363. /// <returns></returns>
  364. public SkillUpConfig GetSkillUpConfig4Star(int star)
  365. {
  366. SkillUpConfig upConfig = new SkillUpConfig();
  367. foreach (SkillUpConfig skillUpConfig in PlayerManager.Instance.skillUpConfigs)
  368. {
  369. if (skillUpConfig.upType == 2 && star == skillUpConfig.upValue)
  370. {
  371. return skillUpConfig;
  372. }
  373. }
  374. return upConfig;
  375. }
  376. /// <summary>
  377. /// 判断【星级】是否可以解锁新技能
  378. /// </summary>
  379. /// <param name="star"></param>
  380. /// <returns></returns>
  381. public SkillUpConfig IsStarUpGetNewSkill(int star)
  382. {
  383. SkillUpConfig upConfig = new SkillUpConfig();
  384. foreach (SkillUpConfig skillUpConfig in PlayerManager.Instance.skillUpConfigs)
  385. {
  386. if (skillUpConfig.upType == 2 && star == skillUpConfig.upValue)
  387. {
  388. return upConfig;
  389. }
  390. }
  391. return upConfig;
  392. }
  393. }
  394. }