EquipmentController.cs 14 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. /// 所有的职业装备
  35. /// </summary>
  36. public Dictionary<int, Dictionary<int ,List<ItemInfo>>> zyEqDic = new Dictionary<int, Dictionary<int ,List<ItemInfo>>>();
  37. /// <summary>
  38. /// 已穿戴的装备
  39. /// </summary>
  40. public Dictionary<int, List<ItemInfo>> equipZyEqDic = new Dictionary<int, List<ItemInfo>>();
  41. /// <summary>
  42. /// 职业装备提供的属性
  43. /// </summary>
  44. public Dictionary<int, EqAddAttribute> zyEqAddAttributeDic = new Dictionary<int, EqAddAttribute>();
  45. // private long curGUID;
  46. public EquipmentController()
  47. {
  48. zyEqAddAttributeDic.Add(1, new EqAddAttribute());
  49. zyEqAddAttributeDic.Add(2, new EqAddAttribute());
  50. zyEqAddAttributeDic.Add(3, new EqAddAttribute());
  51. zyEqAddAttributeDic.Add(4, new EqAddAttribute());
  52. equipZyEqDic.Add(1, new List<ItemInfo>());
  53. equipZyEqDic.Add(2, new List<ItemInfo>());
  54. equipZyEqDic.Add(3, new List<ItemInfo>());
  55. equipZyEqDic.Add(4, new List<ItemInfo>());
  56. }
  57. public void Init(ItemInfo itemInfo)
  58. {
  59. AddEquipment(itemInfo);
  60. if (itemInfo.eqInfo != null && itemInfo.eqInfo.isEquip)
  61. {
  62. // equipZyEqDic.Add(itemInfo.eqInfo.basicEquipConfig.profession,);
  63. AddToCurEquip(itemInfo, true);
  64. }
  65. // curGUID = AccountFileInfo.Instance.playerData.eqGUID;
  66. }
  67. private void CalZyEqAddAttribute()
  68. {
  69. foreach (KeyValuePair<int,List<ItemInfo>> keyValuePair in equipZyEqDic)
  70. {
  71. int zy = keyValuePair.Key;
  72. foreach (ItemInfo eqItem in keyValuePair.Value)
  73. {
  74. zyEqAddAttributeDic[zy].atk += eqItem.eqInfo.Attack;
  75. zyEqAddAttributeDic[zy].def += eqItem.eqInfo.Defense;
  76. zyEqAddAttributeDic[zy].hp += eqItem.eqInfo.Hp;
  77. }
  78. }
  79. }
  80. /// <summary>
  81. /// 生成装备的GUID
  82. /// </summary>
  83. /// <returns></returns>
  84. // public long GenerateGUID()
  85. // {
  86. // curGUID++;
  87. // AccountFileInfo.Instance.playerData.eqGUID = curGUID;
  88. // AccountFileInfo.Instance.SavePlayerData();
  89. // return curGUID;
  90. // }
  91. /// <summary>
  92. /// 通过品质获取装备的额外参数,装备属性会叠加这个值
  93. /// </summary>
  94. /// <param name="quality"></param>
  95. /// <returns></returns>
  96. public float GetEquipmentRarityAttributeFactor(int quality)
  97. {
  98. int[] factors = PlayerManager.Instance.gameConstantConfig.equipmentRarityAttributeFactor;
  99. return factors[quality - 1] / (float)100;
  100. }
  101. public ItemInfo BuildEquipment(int equipModelDropID, int qualityDropID, int lvDropID)
  102. {
  103. ItemInfo info = null;
  104. List<ItemInfo> equipModelDropItems = DropManager.Instance.DropItem(equipModelDropID);
  105. if (equipModelDropItems == null || equipModelDropItems.Count == 0)
  106. {
  107. return info;
  108. }
  109. ItemInfo equipModelInfo = equipModelDropItems[0];
  110. List<ItemInfo> qualityDropItems = DropManager.Instance.DropItem(qualityDropID);
  111. List<ItemInfo> lvDropItems = DropManager.Instance.DropItem(lvDropID);
  112. info = equipModelInfo;
  113. info.eqInfo = new EquipmentInfo();
  114. // info.eqInfo.InitEquipment(info.config,
  115. // lvDropItems[0].dropItemConfig.itemID[0],
  116. // qualityDropItems[0].dropItemConfig.itemID[0]);
  117. info.eqInfo.InitEquipment(equipModelInfo, lvDropItems[0], qualityDropItems[0]);
  118. return info;
  119. }
  120. public ItemInfo BuildEquipmentForItemId(int itemId, int qualityDropID, int lvDropID)
  121. {
  122. ItemInfo info = null;
  123. ItemInfo equipModelInfo = new ItemInfo(itemId);
  124. List<ItemInfo> qualityDropItems = DropManager.Instance.DropItem(qualityDropID);
  125. List<ItemInfo> lvDropItems = DropManager.Instance.DropItem(lvDropID);
  126. info = equipModelInfo;
  127. info.eqInfo = new EquipmentInfo();
  128. // info.eqInfo.InitEquipment(info.config,
  129. // lvDropItems[0].dropItemConfig.itemID[0],
  130. // qualityDropItems[0].dropItemConfig.itemID[0]);
  131. info.eqInfo.InitEquipment(equipModelInfo, lvDropItems[0], qualityDropItems[0]);
  132. return info;
  133. }
  134. /// <summary>
  135. /// 一键穿职业装备
  136. /// 把对应职业,对应部位的,最好的装备找出来 牵肠挂肚
  137. /// </summary>
  138. /// <param name="zy"></param>
  139. /// <returns>true = 有装备变动 </returns>
  140. public bool EquipZyEqs(int zy)
  141. {
  142. bool changed = false;
  143. if (zyEqDic.TryGetValue(zy, out var bwDic))
  144. {
  145. foreach (KeyValuePair<int, List<ItemInfo>> keyValuePair in bwDic)
  146. {
  147. ItemInfo bestBwEq = null;
  148. //遍历完成后,可以把这个部位最好的装备找到 称谓 安慰 琐碎 栩栩如生 浮想联翩 囫囵吞枣
  149. foreach (ItemInfo bwItem in keyValuePair.Value)
  150. {
  151. // bwItem.eqInfo.isEquip = false;
  152. if (bestBwEq == null)
  153. {
  154. bestBwEq = bwItem;
  155. continue;
  156. }
  157. if (bwItem.eqInfo.Attack > bestBwEq.eqInfo.Attack ||
  158. bwItem.eqInfo.Defense > bestBwEq.eqInfo.Defense ||
  159. bwItem.eqInfo.Hp > bestBwEq.eqInfo.Hp)
  160. {
  161. bestBwEq = bwItem;
  162. }
  163. }
  164. if (bestBwEq != null)
  165. {
  166. bool b = AddToCurEquip(bestBwEq);
  167. if (!changed)
  168. {
  169. changed = b;
  170. }
  171. // bestBwEq.eqInfo.isEquip = true;
  172. // if (equipZyEqDic.TryGetValue(zy, out var eqList))
  173. // {
  174. // bool isAdd = true;
  175. // // 从后往前遍历,这样删除元素不会影响索引
  176. // for (int i = eqList.Count - 1; i >= 0; i--)
  177. // {
  178. // ItemInfo itemInfo = eqList[i];
  179. // if (itemInfo.eqInfo.basicEquipConfig.Type == bestBwEq.eqInfo.basicEquipConfig.Type)
  180. // {
  181. //
  182. // if (itemInfo.Equals(bestBwEq))
  183. // {
  184. // isAdd = false;
  185. // }
  186. // else
  187. // {
  188. // itemInfo.eqInfo.isEquip = false;
  189. // eqList.RemoveAt(i);
  190. // }
  191. //
  192. // break;
  193. // }
  194. // }
  195. //
  196. // if (isAdd)
  197. // {
  198. // eqList.Add(bestBwEq);
  199. // }
  200. //
  201. // }
  202. // else
  203. // {
  204. // eqList = new List<ItemInfo>();
  205. // eqList.Add(bestBwEq);
  206. // equipZyEqDic.Add(zy, eqList);
  207. // }
  208. }
  209. }
  210. }
  211. return changed;
  212. }
  213. /// <summary>
  214. /// 把装备加到:当前已经穿的装备列表中管理
  215. /// </summary>
  216. /// <param name="eqItem"></param>
  217. public bool AddToCurEquip(ItemInfo eqItem, bool isInit = false)
  218. {
  219. int zy = eqItem.eqInfo.basicEquipConfig.profession;
  220. // bool changed = true;
  221. bool isAdd = true;
  222. if (equipZyEqDic.TryGetValue(zy, out var eqList))
  223. {
  224. // 从后往前遍历,这样删除元素不会影响索引
  225. for (int i = eqList.Count - 1; i >= 0; i--)
  226. {
  227. ItemInfo itemInfo = eqList[i];
  228. if (itemInfo.eqInfo.basicEquipConfig.Type == eqItem.eqInfo.basicEquipConfig.Type)
  229. {
  230. //已经在已装备列表里面了,就不加了
  231. if (itemInfo.Equals(eqItem))
  232. {
  233. isAdd = false;
  234. }
  235. else
  236. {
  237. itemInfo.eqInfo.isEquip = false;
  238. eqList.RemoveAt(i);
  239. if (!isInit)
  240. {
  241. AccountFileInfo.Instance.SaveItemData(itemInfo);
  242. }
  243. }
  244. break;
  245. }
  246. }
  247. if (isAdd)
  248. {
  249. eqList.Add(eqItem);
  250. eqItem.eqInfo.isEquip = true;
  251. }
  252. }
  253. else
  254. {
  255. eqItem.eqInfo.isEquip = true;
  256. eqList = new List<ItemInfo>();
  257. eqList.Add(eqItem);
  258. equipZyEqDic.Add(zy, eqList);
  259. }
  260. //有装备变更时,计算一下装备提供的属性
  261. if (isAdd)
  262. {
  263. CalZyEqAddAttribute();
  264. if (!isInit)
  265. {
  266. AccountFileInfo.Instance.SaveItemData(eqItem);
  267. }
  268. }
  269. return isAdd;
  270. }
  271. public void AddEquipment(ItemInfo eqItemInfo)
  272. {
  273. if (eqItemInfo.eqInfo == null)
  274. {
  275. return;
  276. }
  277. int zy = eqItemInfo.eqInfo.basicEquipConfig.profession;
  278. int bw = eqItemInfo.eqInfo.basicEquipConfig.Type;
  279. if (zyEqDic.TryGetValue(zy, out var bwDic))
  280. {
  281. if (bwDic.TryGetValue(bw, out var eqBwList))
  282. {
  283. eqBwList.Add(eqItemInfo);
  284. }
  285. else
  286. {
  287. eqBwList = new List<ItemInfo>();
  288. eqBwList.Add(eqItemInfo);
  289. bwDic.Add(bw, eqBwList);
  290. }
  291. // if (bwDic.ContainsKey(bw))
  292. // {
  293. // bwDic[bw].Add(eqItemInfo);
  294. // }
  295. // else
  296. // {
  297. // List<ItemInfo> eqBwList = new List<ItemInfo>();
  298. // eqBwList.Add(eqItemInfo);
  299. // bwDic.Add(bw, eqBwList);
  300. // }
  301. }
  302. else
  303. {
  304. bwDic = new Dictionary<int, List<ItemInfo>>();
  305. List<ItemInfo> eqBwList = new List<ItemInfo>();
  306. eqBwList.Add(eqItemInfo);
  307. bwDic.Add(bw, eqBwList);
  308. zyEqDic.Add(zy, bwDic);
  309. // zyEqDic.Add(pro, new List<ItemInfo>());
  310. // zyEqDic[pro].Add(eqItemInfo);
  311. }
  312. }
  313. public void RemoveEquipment(ItemInfo eqItemInfo)
  314. {
  315. if (eqItemInfo.eqInfo == null)
  316. {
  317. return;
  318. }
  319. int zy = eqItemInfo.eqInfo.basicEquipConfig.profession;
  320. int bw = eqItemInfo.eqInfo.basicEquipConfig.Type;
  321. if (zyEqDic.TryGetValue(zy, out var bwDic))
  322. {
  323. if (bwDic.TryGetValue(bw, out var eqList))
  324. {
  325. eqList.Remove(eqItemInfo);
  326. }
  327. else
  328. {
  329. LogTool.Error("移除一个在背包不存在的(bw),装备: guid=" + eqItemInfo.guid + " 职业=" + zy);
  330. }
  331. }
  332. else
  333. {
  334. LogTool.Error("移除一个在背包不存在的(zy),装备: guid=" + eqItemInfo.guid + " 职业=" + zy);
  335. }
  336. // if (zyEqDic.ContainsKey(pro) && zyEqDic[pro].Contains(eqItemInfo))
  337. // {
  338. // zyEqDic[pro].Remove(eqItemInfo);
  339. // }
  340. // else
  341. // {
  342. // LogTool.Error("移除一个在背包不存在的,装备: guid=" + eqItemInfo.guid + " 职业=" + pro);
  343. // }
  344. }
  345. }
  346. }