HeroController.cs 18 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. //计算主力英雄的最低等级
  30. int tmpLv = 9999;
  31. foreach (var keyValuePair in heroDicInLead)
  32. {
  33. if (keyValuePair.Value.level.Value < tmpLv)
  34. {
  35. tmpLv = keyValuePair.Value.level.Value;
  36. }
  37. }
  38. m_MainLevel = tmpLv;
  39. EventManager.Instance.Dispatch(CustomEventType.MainLvUp, new SimpleEventData(){intData = m_MainLevel});
  40. }
  41. public HeroUpResultType CanPromote(HeroInfo heroInfo)
  42. {
  43. long curHeroCount = BagController.Instance.GetItemInfo(heroInfo.modelConfig.itemID).count.Value;
  44. int costHeroCount = heroInfo.promoteConfig.costCount;
  45. if (curHeroCount < costHeroCount)
  46. {
  47. return HeroUpResultType.ResNotEnough;
  48. }
  49. return HeroUpResultType.Success;
  50. }
  51. public HeroUpResultType CanUpgrade(HeroInfo heroInfo, bool isOpenPre = false)
  52. {
  53. if (PlayerManager.Instance.gameConstantConfig.maxLv <= heroInfo.level.Value)
  54. {
  55. LogTool.Log("已到达最高等级:" + PlayerManager.Instance.gameConstantConfig.maxLv);
  56. return HeroUpResultType.MaxLv;
  57. }
  58. //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.
  59. if (heroInfo.level.Value - m_MainLevel >= GlobalParam.Max_Main_Level_Difference)
  60. {
  61. LogTool.Log(heroInfo.modelID + "主力英雄等级差不能超过:" + GlobalParam.Max_Main_Level_Difference);
  62. return HeroUpResultType.MainLevelNotEnough;
  63. }
  64. //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)
  65. if (!isOpenPre && (heroInfo.level.Value + 1) % 10 == 1)
  66. {
  67. return HeroUpResultType.NeedOpenPreUI;
  68. }
  69. if (BagController.Instance.IsEnough(GlobalParam.Item_HeroExp_ID, heroInfo.powerUpConfig.levelUpExp))
  70. {
  71. if (isOpenPre)
  72. {
  73. return HeroUpResultType.PlayUpgradeEftFirst;
  74. }
  75. return HeroUpResultType.Success;
  76. }
  77. else
  78. {
  79. return HeroUpResultType.ExpNotEnough;
  80. }
  81. }
  82. private void DoUpgrade(HeroInfo heroInfo)
  83. {
  84. heroInfo.Upgrade();
  85. PlayerManager.Instance.SaveHeroData(heroInfo);
  86. //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
  87. if (heroInfo.level.Value - 1 == m_MainLevel)
  88. {
  89. CalMainLevel();
  90. }
  91. // SendEvent(HeroUpType.Level, heroInfo, HeroUpResultType.Success);
  92. }
  93. public HeroUpResultType PromoteHeroLogic(HeroInfo heroInfo)
  94. {
  95. HeroUpResultType resultType = CanPromote(heroInfo);
  96. if (resultType == HeroUpResultType.Success)
  97. {
  98. //扣除碎片
  99. bool isOk = BagController.Instance.DeductItem(heroInfo.modelConfig.itemID, heroInfo.promoteConfig.costCount);
  100. if (isOk)
  101. {
  102. if (resultType == HeroUpResultType.Success)
  103. {
  104. heroInfo.Promote();
  105. PlayerManager.Instance.SaveHeroData(heroInfo);
  106. // SendEvent(HeroUpType.Promote, heroInfo, resultType);
  107. }
  108. }
  109. }
  110. return resultType;
  111. }
  112. /// <summary>
  113. /// 英雄升级逻辑,主要是改数据,不在这里做UI表现
  114. /// </summary>
  115. /// <param name="heroInfo"></param>
  116. public HeroUpResultType UpgradeHeroLogic(HeroInfo heroInfo, bool isOpenPre = false)
  117. {
  118. HeroUpResultType resultType = CanUpgrade(heroInfo, isOpenPre);
  119. if (resultType == HeroUpResultType.Success || resultType == HeroUpResultType.PlayUpgradeEftFirst)
  120. {
  121. //扣除经验
  122. bool isOk = BagController.Instance.DuctHeroExp(heroInfo.powerUpConfig.levelUpExp);
  123. if (isOk)
  124. {
  125. if (resultType == HeroUpResultType.Success)
  126. {
  127. DoUpgrade(heroInfo);
  128. }
  129. else if (resultType == HeroUpResultType.PlayUpgradeEftFirst)
  130. {
  131. //执行逻辑,返回播放特效的类型
  132. DoUpgrade(heroInfo);
  133. return resultType;
  134. }
  135. return HeroUpResultType.Success;
  136. }
  137. }
  138. return resultType;
  139. }
  140. // /// <summary>
  141. // /// 发送英雄提升的事件
  142. // /// </summary>
  143. // /// <param name="upType">提升类型:升级、升星等.</param>
  144. // public void SendEvent(HeroUpType upType, HeroInfo heroInfo, HeroUpResultType resultType = HeroUpResultType.None)
  145. // {
  146. // HeroPowerUpEventData data = new HeroPowerUpEventData();
  147. // data.heroModelID = heroInfo.modelID;
  148. // data.upType = upType;
  149. // data.ResultType = resultType;
  150. //
  151. // PlayerManager.Instance.lastHeroInfo = heroInfo;
  152. //
  153. // if (upType == HeroUpType.Level)
  154. // {
  155. // SkillUpConfig upConfig = PlayerManager.Instance.heroController
  156. // .GetSkillUpConfig4Lv(heroInfo.level.Value);
  157. //
  158. //
  159. // if (upConfig.ID > 0)
  160. // {
  161. // heroInfo.SkillData.UpdateSkills();
  162. // data.isSkillUp = true;
  163. // }
  164. //
  165. // EventManager.Instance.Dispatch(CustomEventType.HeroLvUp, data);
  166. // }
  167. // else if (upType == HeroUpType.Promote)
  168. // {
  169. // // SkillUpConfig upConfig = PlayerManager.Instance.heroController
  170. // // .IsStarUpGetNewSkill(heroInfo.star.Value);
  171. //
  172. // // data.isSkillUp = upConfig.ID > 0;
  173. //
  174. // // SkillUpConfig upConfig = PlayerManager.Instance.heroController.GetSkillUpConfig4Star(heroInfo.star.Value);
  175. // //
  176. // // if (upConfig.ID > 0)
  177. // // {
  178. // // heroInfo.SkillData.UpdateSkills();
  179. // // data.isSkillUp = true;
  180. // // }
  181. //
  182. // EventManager.Instance.Dispatch(CustomEventType.HeroPromote, data);
  183. // }
  184. // EventManager.Instance.Dispatch(CustomEventType.HeroPowerUp, data);
  185. // }
  186. //
  187. public void InitHeroes()
  188. {
  189. CalMainLevel();
  190. }
  191. /// <summary>
  192. /// 获取英雄
  193. /// </summary>
  194. /// <param name="modelID">英雄ID modelID</param>
  195. /// <returns></returns>
  196. public CombatHeroInfo GetHeroInfo(int modelID)
  197. {
  198. if (allHeroDic.ContainsKey(modelID))
  199. {
  200. return allHeroDic[modelID];
  201. }
  202. LogTool.Error("没有这个英雄" + modelID);
  203. return null;
  204. }
  205. /// <summary>
  206. /// 添加英雄
  207. /// </summary>
  208. /// <param name="heroInfo"></param>
  209. public void AddHero(HeroInfo heroInfo)
  210. {
  211. if (heroInfo.isLead)
  212. {
  213. DeployHeroToLead(heroInfo);
  214. }
  215. else
  216. {
  217. DeployHeroToBack(heroInfo);
  218. }
  219. }
  220. /// <summary>
  221. /// 进入主力队伍
  222. /// </summary>
  223. /// <param name="heroInfo"></param>
  224. public void DeployHeroToLead(HeroInfo heroInfo)
  225. {
  226. if (heroDicInLead.Count >= GlobalParam.Max_Deploy_HERO)
  227. {
  228. return;
  229. }
  230. if (heroDicInLead.ContainsKey(heroInfo.modelID))
  231. {
  232. LogTool.Error("heroDicInLead不应该出现相同的英雄ID=" + heroInfo.modelID);
  233. return;
  234. }
  235. heroDicInLead.Add(heroInfo.modelID, heroInfo);
  236. heroInfo.isLead = true;
  237. allHeroDic.Add(heroInfo.modelID, heroInfo);
  238. CalMainLevel();
  239. }
  240. /// <summary>
  241. /// 更换主力
  242. /// </summary>
  243. /// <param name="heroInfo"></param>
  244. public void ChangeLeadHero(HeroInfo backHero, HeroInfo leadHero)
  245. {
  246. if (!heroDicInLead.ContainsKey(leadHero.modelID))
  247. {
  248. LogTool.Error("不是主力" + leadHero.modelID);
  249. return;
  250. }
  251. if (!heroDicInBack.ContainsKey(backHero.modelID))
  252. {
  253. LogTool.Error("不是替补" + backHero.modelID);
  254. return;
  255. }
  256. //从主力中移除,并加入后补
  257. heroDicInLead.Remove(leadHero.modelID);
  258. DeployHeroToBack(leadHero);
  259. //从后补中移除,并加入主力
  260. heroDicInBack.Remove(backHero.modelID);
  261. DeployHeroToLead(backHero);
  262. }
  263. /// <summary>
  264. /// 进入后备队伍(英雄背包)
  265. /// </summary>
  266. /// <param name="heroInfo"></param>
  267. public void DeployHeroToBack(HeroInfo heroInfo)
  268. {
  269. if (heroDicInBack.ContainsKey(heroInfo.modelID))
  270. {
  271. LogTool.Error("heroDicInBack不应该出现相同的英雄ID=" + heroInfo.modelID);
  272. return;
  273. }
  274. heroDicInBack.Add(heroInfo.modelID, heroInfo);
  275. heroInfo.isLead = false;
  276. allHeroDic.Add(heroInfo.modelID, heroInfo);
  277. }
  278. /// <summary>
  279. /// onlyUnLock=true, 获取已解锁的最高等级的技能
  280. /// 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
  281. /// </summary>
  282. /// <param name="groupID">技能组</param>
  283. /// <param name="level">英雄等级</param>
  284. /// <param name="star">英雄星级</param>
  285. /// <param name="onlyUnLock">ture=只返回解锁的</param>
  286. /// <returns></returns>
  287. // public SkillConfig GetHighestLevelOr1(int groupID, int level, int star, bool onlyUnLock = false,bool isMonster=false)
  288. // {
  289. // SkillConfig skillConfig = new SkillConfig();
  290. //
  291. // int lv = 0;
  292. // for(int i = 0; i < PlayerManager.Instance.groupSkillDic[groupID].Count; i++)
  293. // {
  294. // SkillConfig config = PlayerManager.Instance.groupSkillDic[groupID][i];
  295. //
  296. // if (i == 0 && !onlyUnLock)
  297. // {
  298. // skillConfig = config;
  299. // }
  300. //
  301. // // if (config.isUnLock && config.skillConfig.level > lv)
  302. // if(IsUnLockSkill(level, star, config.ID,isMonster) && config.level > lv)
  303. // {
  304. // lv = config.level;
  305. // skillConfig = config;
  306. // }
  307. // }
  308. // return skillConfig;
  309. // }
  310. //
  311. /// <summary>
  312. /// 技能是否解锁
  313. /// </summary>
  314. /// <param name="level">英雄等级</param>
  315. /// <param name="star">英雄星级</param>
  316. /// <param name="skillID">技能id</param>
  317. /// <returns></returns>
  318. public bool IsUnLockSkill(int level, int star, int skillID,bool isMonster=false)
  319. {
  320. bool isUnLock = false;
  321. if (skillID == GlobalParam.Normal_Attack_Skill_Group_ID)
  322. {
  323. isUnLock = true;
  324. }
  325. else
  326. {
  327. //整体可能有点绕,后面再看优化不
  328. //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
  329. int skillUpID = skillID % 100;
  330. SkillUpConfig upConfig = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpID);
  331. //取个位
  332. int gw = skillUpID % 10;
  333. int skillUpIDLevel1 = -1;
  334. //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)
  335. //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
  336. if (gw > 1)
  337. {
  338. //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
  339. skillUpIDLevel1 = skillUpID - gw + 1;
  340. }
  341. //等级解锁
  342. if (upConfig.upType == 1)
  343. {
  344. SkillUpConfig skillUpConfigLevel1 = new SkillUpConfig();
  345. //准备判断,该技能1级时,是否为星级解锁
  346. if (skillUpIDLevel1 > 0)
  347. {
  348. skillUpConfigLevel1 = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpIDLevel1);
  349. }
  350. //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
  351. bool isStarEnough = skillUpConfigLevel1.upType != 2 || star > skillUpConfigLevel1.upValue;
  352. if (level >= upConfig.upValue && isStarEnough)
  353. {
  354. isUnLock = true;
  355. }
  356. }
  357. //星级解锁
  358. else if (upConfig.upType == 2)
  359. {
  360. if (star >= upConfig.upValue||isMonster)
  361. {
  362. isUnLock = true;
  363. }
  364. }
  365. }
  366. return isUnLock;
  367. }
  368. public SkillUpConfig GetSkillUpConfig(int skillID)
  369. {
  370. //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
  371. int skillUpID = skillID % 100;
  372. SkillUpConfig upConfig = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpID);
  373. return upConfig;
  374. }
  375. /// <summary>
  376. /// 根据【等级】查找是否有技能
  377. /// </summary>
  378. /// <param name="level">英雄等级</param>
  379. /// <returns></returns>
  380. // public SkillUpConfig GetSkillUpConfig4Lv(int level)
  381. // {
  382. // SkillUpConfig upConfig = new SkillUpConfig();
  383. // foreach (SkillUpConfig skillUpConfig in PlayerManager.Instance.skillUpConfigs)
  384. // {
  385. // if (skillUpConfig.upType == 1 && level == skillUpConfig.upValue)
  386. // {
  387. // return skillUpConfig;
  388. // }
  389. // }
  390. // return upConfig;
  391. // }
  392. /// <summary>
  393. /// 根据【星级】查找是否有技能
  394. /// </summary>
  395. /// <param name="level">英雄等级</param>
  396. /// <returns></returns>
  397. // public SkillUpConfig GetSkillUpConfig4Star(int star)
  398. // {
  399. // SkillUpConfig upConfig = new SkillUpConfig();
  400. // foreach (SkillUpConfig skillUpConfig in PlayerManager.Instance.skillUpConfigs)
  401. // {
  402. // if (skillUpConfig.upType == 2 && star == skillUpConfig.upValue)
  403. // {
  404. // return skillUpConfig;
  405. // }
  406. // }
  407. // return upConfig;
  408. // }
  409. // /// <summary>
  410. // /// 判断【星级】是否可以解锁新技能
  411. // /// </summary>
  412. // /// <param name="star"></param>
  413. // /// <returns></returns>
  414. // public SkillUpConfig IsStarUpGetNewSkill(int star)
  415. // {
  416. // SkillUpConfig upConfig = new SkillUpConfig();
  417. // foreach (SkillUpConfig skillUpConfig in PlayerManager.Instance.skillUpConfigs)
  418. // {
  419. // if (skillUpConfig.upType == 2 && star == skillUpConfig.upValue)
  420. // {
  421. // return upConfig;
  422. // }
  423. // }
  424. // return upConfig;
  425. // }
  426. }
  427. }