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. /// <summary>
  121. /// 一键穿职业装备
  122. /// 把对应职业,对应部位的,最好的装备找出来 牵肠挂肚
  123. /// </summary>
  124. /// <param name="zy"></param>
  125. /// <returns>true = 有装备变动 </returns>
  126. public bool EquipZyEqs(int zy)
  127. {
  128. bool changed = false;
  129. if (zyEqDic.TryGetValue(zy, out var bwDic))
  130. {
  131. foreach (KeyValuePair<int, List<ItemInfo>> keyValuePair in bwDic)
  132. {
  133. ItemInfo bestBwEq = null;
  134. //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
  135. foreach (ItemInfo bwItem in keyValuePair.Value)
  136. {
  137. // bwItem.eqInfo.isEquip = false;
  138. if (bestBwEq == null)
  139. {
  140. bestBwEq = bwItem;
  141. continue;
  142. }
  143. if (bwItem.eqInfo.Attack > bestBwEq.eqInfo.Attack ||
  144. bwItem.eqInfo.Defense > bestBwEq.eqInfo.Defense ||
  145. bwItem.eqInfo.Hp > bestBwEq.eqInfo.Hp)
  146. {
  147. bestBwEq = bwItem;
  148. }
  149. }
  150. if (bestBwEq != null)
  151. {
  152. bool b = AddToCurEquip(bestBwEq);
  153. if (!changed)
  154. {
  155. changed = b;
  156. }
  157. // bestBwEq.eqInfo.isEquip = true;
  158. // if (equipZyEqDic.TryGetValue(zy, out var eqList))
  159. // {
  160. // bool isAdd = true;
  161. // // 从后往前遍历,这样删除元素不会影响索引
  162. // for (int i = eqList.Count - 1; i >= 0; i--)
  163. // {
  164. // ItemInfo itemInfo = eqList[i];
  165. // if (itemInfo.eqInfo.basicEquipConfig.Type == bestBwEq.eqInfo.basicEquipConfig.Type)
  166. // {
  167. //
  168. // if (itemInfo.Equals(bestBwEq))
  169. // {
  170. // isAdd = false;
  171. // }
  172. // else
  173. // {
  174. // itemInfo.eqInfo.isEquip = false;
  175. // eqList.RemoveAt(i);
  176. // }
  177. //
  178. // break;
  179. // }
  180. // }
  181. //
  182. // if (isAdd)
  183. // {
  184. // eqList.Add(bestBwEq);
  185. // }
  186. //
  187. // }
  188. // else
  189. // {
  190. // eqList = new List<ItemInfo>();
  191. // eqList.Add(bestBwEq);
  192. // equipZyEqDic.Add(zy, eqList);
  193. // }
  194. }
  195. }
  196. }
  197. return changed;
  198. }
  199. /// <summary>
  200. /// 把装备加到:当前已经穿的装备列表中管理
  201. /// </summary>
  202. /// <param name="eqItem"></param>
  203. public bool AddToCurEquip(ItemInfo eqItem, bool isInit = false)
  204. {
  205. int zy = eqItem.eqInfo.basicEquipConfig.profession;
  206. // bool changed = true;
  207. bool isAdd = true;
  208. if (equipZyEqDic.TryGetValue(zy, out var eqList))
  209. {
  210. // 从后往前遍历,这样删除元素不会影响索引
  211. for (int i = eqList.Count - 1; i >= 0; i--)
  212. {
  213. ItemInfo itemInfo = eqList[i];
  214. if (itemInfo.eqInfo.basicEquipConfig.Type == eqItem.eqInfo.basicEquipConfig.Type)
  215. {
  216. //已经在已装备列表里面了,就不加了
  217. if (itemInfo.Equals(eqItem))
  218. {
  219. isAdd = false;
  220. }
  221. else
  222. {
  223. itemInfo.eqInfo.isEquip = false;
  224. eqList.RemoveAt(i);
  225. if (!isInit)
  226. {
  227. AccountFileInfo.Instance.SaveItemData(itemInfo);
  228. }
  229. }
  230. break;
  231. }
  232. }
  233. if (isAdd)
  234. {
  235. eqList.Add(eqItem);
  236. eqItem.eqInfo.isEquip = true;
  237. }
  238. }
  239. else
  240. {
  241. eqItem.eqInfo.isEquip = true;
  242. eqList = new List<ItemInfo>();
  243. eqList.Add(eqItem);
  244. equipZyEqDic.Add(zy, eqList);
  245. }
  246. //有装备变更时,计算一下装备提供的属性
  247. if (isAdd)
  248. {
  249. CalZyEqAddAttribute();
  250. if (!isInit)
  251. {
  252. AccountFileInfo.Instance.SaveItemData(eqItem);
  253. }
  254. }
  255. return isAdd;
  256. }
  257. public void AddEquipment(ItemInfo eqItemInfo)
  258. {
  259. if (eqItemInfo.eqInfo == null)
  260. {
  261. return;
  262. }
  263. int zy = eqItemInfo.eqInfo.basicEquipConfig.profession;
  264. int bw = eqItemInfo.eqInfo.basicEquipConfig.Type;
  265. if (zyEqDic.TryGetValue(zy, out var bwDic))
  266. {
  267. if (bwDic.TryGetValue(bw, out var eqBwList))
  268. {
  269. eqBwList.Add(eqItemInfo);
  270. }
  271. else
  272. {
  273. eqBwList = new List<ItemInfo>();
  274. eqBwList.Add(eqItemInfo);
  275. bwDic.Add(bw, eqBwList);
  276. }
  277. // if (bwDic.ContainsKey(bw))
  278. // {
  279. // bwDic[bw].Add(eqItemInfo);
  280. // }
  281. // else
  282. // {
  283. // List<ItemInfo> 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. zyEqDic.Add(zy, bwDic);
  295. // zyEqDic.Add(pro, new List<ItemInfo>());
  296. // zyEqDic[pro].Add(eqItemInfo);
  297. }
  298. }
  299. public void RemoveEquipment(ItemInfo eqItemInfo)
  300. {
  301. if (eqItemInfo.eqInfo == null)
  302. {
  303. return;
  304. }
  305. int zy = eqItemInfo.eqInfo.basicEquipConfig.profession;
  306. int bw = eqItemInfo.eqInfo.basicEquipConfig.Type;
  307. if (zyEqDic.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. // if (zyEqDic.ContainsKey(pro) && zyEqDic[pro].Contains(eqItemInfo))
  323. // {
  324. // zyEqDic[pro].Remove(eqItemInfo);
  325. // }
  326. // else
  327. // {
  328. // LogTool.Error("移除一个在背包不存在的,装备: guid=" + eqItemInfo.guid + " 职业=" + pro);
  329. // }
  330. }
  331. }
  332. }