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- using System.Collections.Generic;
- using Excel2Json;
- using Fort23.UTool;
- using GameLogic.Bag;
- using GameLogic.Player;
- using UnityEditor;
- namespace GameLogic.Equipment
- {
-
- // public struct
-
- public class EquipmentController
- {
- /// <summary>
- /// 所有的职业装备
- /// </summary>
- public Dictionary<int, Dictionary<int ,List<ItemInfo>>> zyEqDic = new Dictionary<int, Dictionary<int ,List<ItemInfo>>>();
- /// <summary>
- /// 已穿戴的装备
- /// </summary>
- public Dictionary<int, List<ItemInfo>> equipZyEqDic = new Dictionary<int, List<ItemInfo>>();
-
- // private long curGUID;
-
- public void Init()
- {
- // curGUID = AccountFileInfo.Instance.playerData.eqGUID;
- }
- /// <summary>
- /// 生成装备的GUID
- /// </summary>
- /// <returns></returns>
- // public long GenerateGUID()
- // {
- // curGUID++;
- // AccountFileInfo.Instance.playerData.eqGUID = curGUID;
- // AccountFileInfo.Instance.SavePlayerData();
- // return curGUID;
- // }
- /// <summary>
- /// 通过品质获取装备的额外参数,装备属性会叠加这个值
- /// </summary>
- /// <param name="quality"></param>
- /// <returns></returns>
- public float GetEquipmentRarityAttributeFactor(int quality)
- {
- int[] factors = PlayerManager.Instance.gameConstantConfig.equipmentRarityAttributeFactor;
- return factors[quality - 1] / (float)100;
- }
-
- public ItemInfo BuildEquipment(int equipModelDropID, int qualityDropID, int lvDropID)
- {
- ItemInfo info = null;
- List<ItemInfo> equipModelDropItems = DropManager.Instance.DropItem(equipModelDropID);
- if (equipModelDropItems == null || equipModelDropItems.Count == 0)
- {
- return info;
- }
-
- ItemInfo equipModelInfo = equipModelDropItems[0];
-
- List<ItemInfo> qualityDropItems = DropManager.Instance.DropItem(qualityDropID);
- List<ItemInfo> lvDropItems = DropManager.Instance.DropItem(lvDropID);
- info = equipModelInfo;
- info.eqInfo = new EquipmentInfo();
- // info.eqInfo.InitEquipment(info.config,
- // lvDropItems[0].dropItemConfig.itemID[0],
- // qualityDropItems[0].dropItemConfig.itemID[0]);
- info.eqInfo.InitEquipment(equipModelInfo, lvDropItems[0], qualityDropItems[0]);
-
- return info;
- }
- /// <summary>
- /// 穿职业装备
- /// </summary>
- /// <param name="zy"></param>
- public void EquipZyEqs(int zy)
- {
- if (zyEqDic.TryGetValue(zy, out var bwDic))
- {
- foreach (KeyValuePair<int, List<ItemInfo>> keyValuePair in bwDic)
- {
- ItemInfo bestBwEq = null;
- foreach (ItemInfo bwItem in keyValuePair.Value)
- {
- bwItem.eqInfo.isEquip = false;
- if (bestBwEq == null)
- {
- bestBwEq = bwItem;
- continue;
- }
- if (bwItem.eqInfo.Attack > bestBwEq.eqInfo.Attack ||
- bwItem.eqInfo.Defense > bestBwEq.eqInfo.Defense ||
- bwItem.eqInfo.Hp > bestBwEq.eqInfo.Hp)
- {
- bestBwEq = bwItem;
- }
- }
- if (bestBwEq != null)
- bestBwEq.eqInfo.isEquip = true;
- }
- }
- }
-
- public void AddEquipment(ItemInfo eqItemInfo)
- {
- if (eqItemInfo.eqInfo == null)
- {
- return;
- }
-
- int pro = eqItemInfo.eqInfo.basicEquipConfig.profession;
- int bw = eqItemInfo.eqInfo.basicEquipConfig.Type;
- if (zyEqDic.TryGetValue(pro, out var bwDic))
- {
- if (bwDic.TryGetValue(bw, out var eqBwList))
- {
- eqBwList.Add(eqItemInfo);
- }
- else
- {
- eqBwList = new List<ItemInfo>();
- eqBwList.Add(eqItemInfo);
- bwDic.Add(bw, eqBwList);
- }
- // if (bwDic.ContainsKey(bw))
- // {
- // bwDic[bw].Add(eqItemInfo);
- // }
- // else
- // {
- // List<ItemInfo> eqBwList = new List<ItemInfo>();
- // eqBwList.Add(eqItemInfo);
- // bwDic.Add(bw, eqBwList);
- // }
- }
- else
- {
- bwDic = new Dictionary<int, List<ItemInfo>>();
- List<ItemInfo> eqBwList = new List<ItemInfo>();
- eqBwList.Add(eqItemInfo);
- bwDic.Add(bw, eqBwList);
- zyEqDic.Add(pro, bwDic);
-
- // zyEqDic.Add(pro, new List<ItemInfo>());
- // zyEqDic[pro].Add(eqItemInfo);
- }
- }
- public void RemoveEquipment(ItemInfo eqItemInfo)
- {
- if (eqItemInfo.eqInfo == null)
- {
- return;
- }
-
- int pro = eqItemInfo.eqInfo.basicEquipConfig.profession;
-
- // if (zyEqDic.ContainsKey(pro) && zyEqDic[pro].Contains(eqItemInfo))
- // {
- // zyEqDic[pro].Remove(eqItemInfo);
- // }
- // else
- // {
- // LogTool.Error("移除一个在背包不存在的,装备: guid=" + eqItemInfo.guid + " 职业=" + pro);
- // }
- }
- }
- }
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