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- using System.Collections.Generic;
- using Excel2Json;
- using Fort23.Mono;
- using Fort23.UTool;
- using GameLogic.Bag;
- using GameLogic.Player;
- using UnityEditor;
- using UnityEngine;
- namespace GameLogic.Equipment
- {
- public class EqAddAttribute
- {
- public long atk;
- public long def;
- public long hp;
- // public void AddAtk(long atk)
- // {
- // this.atk += atk;
- // }
- //
- // public void AddDef(long def)
- // {
- // this.def += def;
- // }
- //
- // public void AddHp(long hp)
- // {
- // this.hp += hp;
- // }
- }
-
- 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>>();
-
- /// <summary>
- /// 职业装备提供的属性
- /// </summary>
- public Dictionary<int, EqAddAttribute> zyEqAddAttributeDic = new Dictionary<int, EqAddAttribute>();
-
- // private long curGUID;
- public EquipmentController()
- {
- zyEqAddAttributeDic.Add(1, new EqAddAttribute());
- zyEqAddAttributeDic.Add(2, new EqAddAttribute());
- zyEqAddAttributeDic.Add(3, new EqAddAttribute());
- zyEqAddAttributeDic.Add(4, new EqAddAttribute());
-
- equipZyEqDic.Add(1, new List<ItemInfo>());
- equipZyEqDic.Add(2, new List<ItemInfo>());
- equipZyEqDic.Add(3, new List<ItemInfo>());
- equipZyEqDic.Add(4, new List<ItemInfo>());
- }
-
- public void Init(ItemInfo itemInfo)
- {
- AddEquipment(itemInfo);
- if (itemInfo.eqInfo != null && itemInfo.eqInfo.isEquip)
- {
- // equipZyEqDic.Add(itemInfo.eqInfo.basicEquipConfig.profession,);
- AddToCurEquip(itemInfo, true);
- }
- // curGUID = AccountFileInfo.Instance.playerData.eqGUID;
- }
- private void CalZyEqAddAttribute()
- {
- foreach (KeyValuePair<int,List<ItemInfo>> keyValuePair in equipZyEqDic)
- {
- int zy = keyValuePair.Key;
- foreach (ItemInfo eqItem in keyValuePair.Value)
- {
- zyEqAddAttributeDic[zy].atk += eqItem.eqInfo.Attack;
- zyEqAddAttributeDic[zy].def += eqItem.eqInfo.Defense;
- zyEqAddAttributeDic[zy].hp += eqItem.eqInfo.Hp;
- }
- }
- }
- /// <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>
- /// 一键穿职业装备
- /// 把对应职业,对应部位的,最好的装备找出来 牵肠挂肚
- /// </summary>
- /// <param name="zy"></param>
- /// <returns>true = 有装备变动 </returns>
- public bool EquipZyEqs(int zy)
- {
- bool changed = false;
- if (zyEqDic.TryGetValue(zy, out var bwDic))
- {
- foreach (KeyValuePair<int, List<ItemInfo>> keyValuePair in bwDic)
- {
- ItemInfo bestBwEq = null;
- //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
- 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)
- {
- bool b = AddToCurEquip(bestBwEq);
- if (!changed)
- {
- changed = b;
- }
- // bestBwEq.eqInfo.isEquip = true;
- // if (equipZyEqDic.TryGetValue(zy, out var eqList))
- // {
- // bool isAdd = true;
- // // 从后往前遍历,这样删除元素不会影响索引
- // for (int i = eqList.Count - 1; i >= 0; i--)
- // {
- // ItemInfo itemInfo = eqList[i];
- // if (itemInfo.eqInfo.basicEquipConfig.Type == bestBwEq.eqInfo.basicEquipConfig.Type)
- // {
- //
- // if (itemInfo.Equals(bestBwEq))
- // {
- // isAdd = false;
- // }
- // else
- // {
- // itemInfo.eqInfo.isEquip = false;
- // eqList.RemoveAt(i);
- // }
- //
- // break;
- // }
- // }
- //
- // if (isAdd)
- // {
- // eqList.Add(bestBwEq);
- // }
- //
- // }
- // else
- // {
- // eqList = new List<ItemInfo>();
- // eqList.Add(bestBwEq);
- // equipZyEqDic.Add(zy, eqList);
- // }
-
- }
- }
- }
-
- return changed;
- }
- /// <summary>
- /// 把装备加到:当前已经穿的装备列表中管理
- /// </summary>
- /// <param name="eqItem"></param>
- public bool AddToCurEquip(ItemInfo eqItem, bool isInit = false)
- {
- int zy = eqItem.eqInfo.basicEquipConfig.profession;
- // bool changed = true;
- bool isAdd = true;
-
- if (equipZyEqDic.TryGetValue(zy, out var eqList))
- {
-
- // 从后往前遍历,这样删除元素不会影响索引
- for (int i = eqList.Count - 1; i >= 0; i--)
- {
- ItemInfo itemInfo = eqList[i];
- if (itemInfo.eqInfo.basicEquipConfig.Type == eqItem.eqInfo.basicEquipConfig.Type)
- {
- //已经在已装备列表里面了,就不加了
- if (itemInfo.Equals(eqItem))
- {
- isAdd = false;
- }
- else
- {
- itemInfo.eqInfo.isEquip = false;
- eqList.RemoveAt(i);
- if (!isInit)
- {
- AccountFileInfo.Instance.SaveItemData(itemInfo);
- }
-
- }
-
- break;
- }
- }
- if (isAdd)
- {
- eqList.Add(eqItem);
- eqItem.eqInfo.isEquip = true;
- }
- }
- else
- {
- eqItem.eqInfo.isEquip = true;
-
- eqList = new List<ItemInfo>();
- eqList.Add(eqItem);
- equipZyEqDic.Add(zy, eqList);
- }
- //有装备变更时,计算一下装备提供的属性
- if (isAdd)
- {
- CalZyEqAddAttribute();
- if (!isInit)
- {
- AccountFileInfo.Instance.SaveItemData(eqItem);
- }
- }
- return isAdd;
- }
-
- public void AddEquipment(ItemInfo eqItemInfo)
- {
- if (eqItemInfo.eqInfo == null)
- {
- return;
- }
-
- int zy = eqItemInfo.eqInfo.basicEquipConfig.profession;
- int bw = eqItemInfo.eqInfo.basicEquipConfig.Type;
- if (zyEqDic.TryGetValue(zy, 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(zy, bwDic);
-
- // zyEqDic.Add(pro, new List<ItemInfo>());
- // zyEqDic[pro].Add(eqItemInfo);
- }
- }
- public void RemoveEquipment(ItemInfo eqItemInfo)
- {
- if (eqItemInfo.eqInfo == null)
- {
- return;
- }
- int zy = eqItemInfo.eqInfo.basicEquipConfig.profession;
- int bw = eqItemInfo.eqInfo.basicEquipConfig.Type;
- if (zyEqDic.TryGetValue(zy, out var bwDic))
- {
- if (bwDic.TryGetValue(bw, out var eqList))
- {
- eqList.Remove(eqItemInfo);
- }
- else
- {
- LogTool.Error("移除一个在背包不存在的(bw),装备: guid=" + eqItemInfo.guid + " 职业=" + zy);
- }
- }
- else
- {
- LogTool.Error("移除一个在背包不存在的(zy),装备: guid=" + eqItemInfo.guid + " 职业=" + zy);
- }
-
- // 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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