EquipmentInfo.cs 5.1 KB

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  1. 
  2. using Core.Utility;
  3. using Excel2Json;
  4. using Fort23.UTool;
  5. using UnityEngine;
  6. using ItemInfo = GameLogic.Bag.ItemInfo;
  7. namespace GameLogic.Equipment
  8. {
  9. public class EquipmentInfo
  10. {
  11. /// <summary>
  12. /// guid= itemID + eLv + quality
  13. /// 这几个值一样,那装备的属性就一定相同
  14. /// 后续要做特殊装备的话,在加新的字段,以及根据新资源,来组合新guid
  15. /// </summary>
  16. // public string guid;
  17. public HeroBasicEquipConfig basicEquipConfig;
  18. // public ItemConfig itemConfig;
  19. // public ItemInfo itemInfo;
  20. // public int count;
  21. public int quality;
  22. public int zy;
  23. public int level;
  24. public int dropLv;
  25. public bool isEquip;
  26. public int Attack => m_Attack;
  27. public int Defense => m_Defense;
  28. public int Hp => m_HP;
  29. private int m_Attack;
  30. private int m_Defense;
  31. private int m_HP;
  32. private ItemInfo myItemInfo;
  33. public EquipmentInfo(AccountFileInfo.EqData eqData, ItemInfo itemInfo)
  34. {
  35. myItemInfo = itemInfo;
  36. isEquip = eqData.isEquip;
  37. InitEquipment(eqData.itemConfigID, eqData.dropLv, eqData.quality);
  38. }
  39. public EquipmentInfo()
  40. {
  41. }
  42. public void InitEquipment(ItemInfo modelInfo, ItemInfo lvInfo, ItemInfo qualityInfo)
  43. {
  44. //有效性检查
  45. if (//modelInfo.dropItemConfig.dropItemType != 1 &&
  46. lvInfo.dropItemConfig.dropItemType != 3 &&
  47. qualityInfo.dropItemConfig.dropItemType != 2)
  48. {
  49. string errorTip = "modelInfo.dropItemConfig.dropItemType=" +
  50. modelInfo.dropItemConfig.dropItemType +
  51. " |lvInfo.dropItemConfig.dropItemType" +
  52. lvInfo.dropItemConfig.dropItemType +
  53. " |qualityInfo.dropItemConfig.dropItemType" +
  54. qualityInfo.dropItemConfig.dropItemType;
  55. LogTool.Error(errorTip);
  56. }
  57. myItemInfo = modelInfo;
  58. InitEquipment(modelInfo.config.ID,
  59. lvInfo.dropItemConfig.itemID[0],
  60. qualityInfo.dropItemConfig.itemID[0]);
  61. }
  62. public void InitEquipment(int itemID, int dropLv, int quality)
  63. {
  64. // itemInfo = new ItemInfo(itemID);
  65. ItemConfig itemConfig = ConfigComponent.Instance.Get<ItemConfig>(itemID);
  66. // this.itemConfig = itemConfig;
  67. this.quality = quality;
  68. this.dropLv = dropLv;
  69. // int equipmentConfigID = itemConfig.itemParam[0] * 10000 + itemConfig.itemParam[1] * 1000 + eLv;
  70. int equipmentConfigID =
  71. GlobalParam.GenerateEquipmentID(itemConfig.itemParam[0], itemConfig.itemParam[1], dropLv,
  72. PlayerManager.Instance.heroController.mainLevel);
  73. basicEquipConfig = ConfigComponent.Instance.Get<HeroBasicEquipConfig>(equipmentConfigID);
  74. level = basicEquipConfig.lv;
  75. // guid = GlobalParam.GenerateGUID();
  76. myItemInfo.guid = itemConfig.ID.ToString() + basicEquipConfig.lv + quality;
  77. // LogTool.Log("装备职业:"+ basicEquipConfig.profession +
  78. // "-装备位置:" + basicEquipConfig.Type +
  79. // "-装备品质:" + quality +
  80. // "-装备等级:" + basicEquipConfig.lv);
  81. //凯旋 诸葛 某个 津津有味 厌烦 繁琐 述说
  82. CalAtt();
  83. }
  84. public void CalAtt()
  85. {
  86. // m_Attack = basicEquipConfig.att
  87. // foreach (int attTyp in basicEquipConfig.AttType)
  88. for(int i=0; i < basicEquipConfig.AttType.Length; i++)
  89. {
  90. int attTyp = basicEquipConfig.AttType[i];
  91. int value = Mathf.RoundToInt( basicEquipConfig.AttValue[i] *
  92. PlayerManager.Instance.eqController.
  93. GetEquipmentRarityAttributeFactor(quality));
  94. switch (attTyp)
  95. {
  96. case 1:
  97. m_HP = value;
  98. break;
  99. case 2:
  100. m_Attack = value;
  101. break;
  102. case 3:
  103. m_Defense = value;
  104. break;
  105. }
  106. }
  107. }
  108. public AccountFileInfo.EqData ToData()
  109. {
  110. AccountFileInfo.EqData eqData = new AccountFileInfo.EqData
  111. {
  112. // guid = guid,
  113. // count = count,
  114. itemConfigID = myItemInfo.config.ID,
  115. dropLv = dropLv,
  116. quality = quality,
  117. // zy = zy,
  118. isEquip = isEquip,
  119. };
  120. return eqData;
  121. }
  122. }
  123. }