EquipmentController.cs 13 KB

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  1. using System.Collections.Generic;
  2. using Excel2Json;
  3. using Fort23.Mono;
  4. using Fort23.UTool;
  5. using GameLogic.Bag;
  6. using GameLogic.Player;
  7. using UnityEditor;
  8. using UnityEngine;
  9. namespace GameLogic.Equipment
  10. {
  11. public class EqAddAttribute
  12. {
  13. public long atk;
  14. public long def;
  15. public long hp;
  16. // public void AddAtk(long atk)
  17. // {
  18. // this.atk += atk;
  19. // }
  20. //
  21. // public void AddDef(long def)
  22. // {
  23. // this.def += def;
  24. // }
  25. //
  26. // public void AddHp(long hp)
  27. // {
  28. // this.hp += hp;
  29. // }
  30. }
  31. public class EquipmentController
  32. {
  33. /// <summary>
  34. /// 所有的装备 按 这个逻辑存储 {职业, {部位, 装备列表}}
  35. /// 存在意义:一键换装的时候,可以快速找到目标装备
  36. ///
  37. /// </summary>
  38. public Dictionary<int, Dictionary<int ,List<ItemInfo>>> allZyEqDic = new Dictionary<int, Dictionary<int ,List<ItemInfo>>>();
  39. /// <summary>
  40. /// 已穿戴的装备
  41. /// </summary>
  42. public Dictionary<int, List<ItemInfo>> equipZyEqDic = new Dictionary<int, List<ItemInfo>>();
  43. /// <summary>
  44. /// 职业装备提供的属性
  45. /// </summary>
  46. public Dictionary<int, EqAddAttribute> zyEqAddAttributeDic = new Dictionary<int, EqAddAttribute>();
  47. // private long curGUID;
  48. public EquipmentController()
  49. {
  50. zyEqAddAttributeDic.Add(1, new EqAddAttribute());
  51. zyEqAddAttributeDic.Add(2, new EqAddAttribute());
  52. zyEqAddAttributeDic.Add(3, new EqAddAttribute());
  53. zyEqAddAttributeDic.Add(4, new EqAddAttribute());
  54. equipZyEqDic.Add(1, new List<ItemInfo>());
  55. equipZyEqDic.Add(2, new List<ItemInfo>());
  56. equipZyEqDic.Add(3, new List<ItemInfo>());
  57. equipZyEqDic.Add(4, new List<ItemInfo>());
  58. }
  59. public void Init(ItemInfo itemInfo)
  60. {
  61. AddEquipment(itemInfo);
  62. if (itemInfo.eqInfo != null && itemInfo.eqInfo.isEquip)
  63. {
  64. AddToCurEquip(itemInfo, true);
  65. }
  66. }
  67. private void CalZyEqAddAttribute()
  68. {
  69. foreach (KeyValuePair<int,List<ItemInfo>> keyValuePair in equipZyEqDic)
  70. {
  71. int zy = keyValuePair.Key;
  72. ResetZyEqAddAttribute(zy);
  73. foreach (ItemInfo eqItem in keyValuePair.Value)
  74. {
  75. zyEqAddAttributeDic[zy].atk += eqItem.eqInfo.Attack;
  76. zyEqAddAttributeDic[zy].def += eqItem.eqInfo.Defense;
  77. zyEqAddAttributeDic[zy].hp += eqItem.eqInfo.Hp;
  78. }
  79. }
  80. }
  81. private void ResetZyEqAddAttribute(int zy)
  82. {
  83. zyEqAddAttributeDic[zy].atk = 0;
  84. zyEqAddAttributeDic[zy].def = 0;
  85. zyEqAddAttributeDic[zy].hp = 0;
  86. }
  87. /// <summary>
  88. /// 生成装备的GUID
  89. /// </summary>
  90. /// <returns></returns>
  91. // public long GenerateGUID()
  92. // {
  93. // curGUID++;
  94. // AccountFileInfo.Instance.playerData.eqGUID = curGUID;
  95. // AccountFileInfo.Instance.SavePlayerData();
  96. // return curGUID;
  97. // }
  98. /// <summary>
  99. /// 通过品质获取装备的额外参数,装备属性会叠加这个值
  100. /// </summary>
  101. /// <param name="quality"></param>
  102. /// <returns></returns>
  103. public float GetEquipmentRarityAttributeFactor(int quality)
  104. {
  105. int[] factors = PlayerManager.Instance.gameConstantConfig.equipmentRarityAttributeFactor;
  106. // LogTool.Log(quality);
  107. return factors[quality - 1] / (float)100;
  108. }
  109. public ItemInfo BuildEquipment(int equipModelDropID, int qualityDropID, int lvDropID)
  110. {
  111. ItemInfo info = null;
  112. List<ItemInfo> equipModelDropItems = DropManager.Instance.DropItem(equipModelDropID);
  113. if (equipModelDropItems == null || equipModelDropItems.Count == 0)
  114. {
  115. return info;
  116. }
  117. ItemInfo equipModelInfo = equipModelDropItems[0];
  118. List<ItemInfo> qualityDropItems = DropManager.Instance.DropItem(qualityDropID);
  119. List<ItemInfo> lvDropItems = DropManager.Instance.DropItem(lvDropID);
  120. info = equipModelInfo;
  121. info.eqInfo = new EquipmentInfo();
  122. // info.eqInfo.InitEquipment(info.config,
  123. // lvDropItems[0].dropItemConfig.itemID[0],
  124. // qualityDropItems[0].dropItemConfig.itemID[0]);
  125. info.eqInfo.InitEquipment(equipModelInfo, lvDropItems[0], qualityDropItems[0]);
  126. return info;
  127. }
  128. public ItemInfo BuildEquipmentForItemId(int itemId, int qualityDropID, int lvDropID)
  129. {
  130. ItemInfo info = null;
  131. ItemInfo equipModelInfo = new ItemInfo(itemId);
  132. List<ItemInfo> qualityDropItems = DropManager.Instance.DropItem(qualityDropID);
  133. List<ItemInfo> lvDropItems = DropManager.Instance.DropItem(lvDropID);
  134. info = equipModelInfo;
  135. info.eqInfo = new EquipmentInfo();
  136. // info.eqInfo.InitEquipment(info.config,
  137. // lvDropItems[0].dropItemConfig.itemID[0],
  138. // qualityDropItems[0].dropItemConfig.itemID[0]);
  139. info.eqInfo.InitEquipment(equipModelInfo, lvDropItems[0], qualityDropItems[0]);
  140. return info;
  141. }
  142. /// <summary>
  143. /// 一键穿职业装备
  144. /// 把对应职业,对应部位的,最好的装备找出来 牵肠挂肚
  145. /// </summary>
  146. /// <param name="zy"></param>
  147. /// <returns>true = 有装备变动 </returns>
  148. public bool QuickEquip(int zy)
  149. {
  150. bool changed = false;
  151. //拿到这个职业的所有部位的装备,bwDic就是一个按部位划分的字典key=部位,value=这个部位下的所有装备
  152. if (allZyEqDic.TryGetValue(zy, out var bwDic))
  153. {
  154. foreach (KeyValuePair<int, List<ItemInfo>> keyValuePair in bwDic)
  155. {
  156. ItemInfo bestBwEq = null;
  157. foreach (ItemInfo bwItem in keyValuePair.Value)
  158. {
  159. // bwItem.eqInfo.isEquip = false;
  160. if (bestBwEq == null)
  161. {
  162. bestBwEq = bwItem;
  163. continue;
  164. }
  165. if (bwItem.eqInfo.Attack > bestBwEq.eqInfo.Attack ||
  166. bwItem.eqInfo.Defense > bestBwEq.eqInfo.Defense ||
  167. bwItem.eqInfo.Hp > bestBwEq.eqInfo.Hp)
  168. {
  169. bestBwEq = bwItem;
  170. }
  171. }
  172. if (bestBwEq != null)
  173. {
  174. bool b = AddToCurEquip(bestBwEq);
  175. if (!changed)
  176. {
  177. changed = b;
  178. }
  179. }
  180. }
  181. }
  182. return changed;
  183. }
  184. /// <summary>
  185. /// 把装备加到:当前已经穿的装备列表中管理
  186. /// </summary>
  187. /// <param name="bestEqItem"></param>
  188. /// <param name="isInit">true 表示是初始化,初始化时,不支持保存数据的逻辑</param>
  189. /// <returns></returns>
  190. public bool AddToCurEquip(ItemInfo bestEqItem, bool isInit = false)
  191. {
  192. int zy = bestEqItem.eqInfo.basicEquipConfig.profession;
  193. bool isAdd = true;
  194. if (equipZyEqDic.TryGetValue(zy, out var eqList))
  195. {
  196. // 从后往前遍历,这样删除元素不会影响索引
  197. for (int i = eqList.Count - 1; i >= 0; i--)
  198. {
  199. ItemInfo itemInfo = eqList[i];
  200. if (itemInfo.eqInfo.basicEquipConfig.Type == bestEqItem.eqInfo.basicEquipConfig.Type)
  201. {
  202. //已经在已装备列表里面了,就不加了
  203. if (itemInfo.Equals(bestEqItem))
  204. {
  205. isAdd = false;
  206. }
  207. else
  208. {
  209. //老装备脱下来
  210. EquipLogic(false, itemInfo);
  211. //从已装备的列表处,移除
  212. eqList.RemoveAt(i);
  213. if (!isInit)
  214. {
  215. AccountFileInfo.Instance.SaveItemData(itemInfo);
  216. }
  217. }
  218. break;
  219. }
  220. }
  221. if (isAdd)
  222. {
  223. EquipLogic(true, bestEqItem);
  224. eqList.Add(bestEqItem);
  225. }
  226. }
  227. else
  228. {
  229. EquipLogic(true, bestEqItem);
  230. eqList = new List<ItemInfo>();
  231. eqList.Add(bestEqItem);
  232. equipZyEqDic.Add(zy, eqList);
  233. }
  234. //有装备变更时,计算一下装备提供的属性
  235. if (isAdd)
  236. {
  237. CalZyEqAddAttribute();
  238. if (!isInit)
  239. {
  240. AccountFileInfo.Instance.SaveItemData(bestEqItem);
  241. }
  242. }
  243. return isAdd;
  244. }
  245. /// <summary>
  246. /// 穿/脱 装备的逻辑
  247. /// </summary>
  248. /// <param name="equip">穿or脱</param>
  249. /// <param name="eqItemInfo">装备item</param>
  250. public void EquipLogic(bool equip, ItemInfo eqItemInfo)
  251. {
  252. eqItemInfo.eqInfo.isEquip = equip;
  253. if (equip)
  254. {
  255. eqItemInfo.count.Value--;
  256. }
  257. else
  258. {
  259. eqItemInfo.count.Value++;
  260. }
  261. }
  262. /// <summary>
  263. /// 这里2次管理装备item的目的是为了:后续穿脱装备时,遍历效率更高
  264. /// </summary>
  265. /// <param name="eqItemInfo"></param>
  266. public void AddEquipment(ItemInfo eqItemInfo)
  267. {
  268. if (eqItemInfo.eqInfo == null)
  269. {
  270. return;
  271. }
  272. // allEqDic.Add(eqItemInfo.guid, eqItemInfo);
  273. int zy = eqItemInfo.eqInfo.basicEquipConfig.profession;
  274. int bw = eqItemInfo.eqInfo.basicEquipConfig.Type;
  275. if (allZyEqDic.TryGetValue(zy, out var bwDic))
  276. {
  277. if (bwDic.TryGetValue(bw, out var eqBwList))
  278. {
  279. eqBwList.Add(eqItemInfo);
  280. }
  281. else
  282. {
  283. eqBwList = new List<ItemInfo>();
  284. eqBwList.Add(eqItemInfo);
  285. bwDic.Add(bw, eqBwList);
  286. }
  287. }
  288. else
  289. {
  290. bwDic = new Dictionary<int, List<ItemInfo>>();
  291. List<ItemInfo> eqBwList = new List<ItemInfo>();
  292. eqBwList.Add(eqItemInfo);
  293. bwDic.Add(bw, eqBwList);
  294. allZyEqDic.Add(zy, bwDic);
  295. }
  296. }
  297. // public void RemoveEquipment(ItemInfo eqItemInfo)
  298. // {
  299. // if (eqItemInfo.eqInfo == null)
  300. // {
  301. // return;
  302. // }
  303. //
  304. // int zy = eqItemInfo.eqInfo.basicEquipConfig.profession;
  305. // int bw = eqItemInfo.eqInfo.basicEquipConfig.Type;
  306. //
  307. // if (allZyEqDic.TryGetValue(zy, out var bwDic))
  308. // {
  309. // if (bwDic.TryGetValue(bw, out var eqList))
  310. // {
  311. // eqList.Remove(eqItemInfo);
  312. // }
  313. // else
  314. // {
  315. // LogTool.Error("移除一个在背包不存在的(bw),装备: guid=" + eqItemInfo.guid + " 职业=" + zy);
  316. // }
  317. // }
  318. // else
  319. // {
  320. // LogTool.Error("移除一个在背包不存在的(zy),装备: guid=" + eqItemInfo.guid + " 职业=" + zy);
  321. // }
  322. //
  323. // // if (zyEqDic.ContainsKey(pro) && zyEqDic[pro].Contains(eqItemInfo))
  324. // // {
  325. // // zyEqDic[pro].Remove(eqItemInfo);
  326. // // }
  327. // // else
  328. // // {
  329. // // LogTool.Error("移除一个在背包不存在的,装备: guid=" + eqItemInfo.guid + " 职业=" + pro);
  330. // // }
  331. // }
  332. }
  333. }