HeroController.cs 17 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469
  1. using System.Collections.Generic;
  2. using Common.Utility.CombatEvent;
  3. using Core.Utility;
  4. using Excel2Json;
  5. using Fort23.Core;
  6. using Fort23.UTool;
  7. using GameLogic.Bag;
  8. namespace GameLogic.Hero
  9. {
  10. public class HeroController
  11. {
  12. /// <summary>
  13. /// 所有英雄
  14. /// </summary>
  15. public Dictionary<int, HeroInfo> allHeroDic = new Dictionary<int, HeroInfo>();
  16. /// <summary>
  17. /// 也可以叫主力(afk的共鸣英雄),替补英雄等级=主力英雄的最低等级(和afk一样的)
  18. /// 主力英雄不一定等于上阵英雄,主力英雄只是决定了共鸣等级
  19. /// </summary>
  20. public Dictionary<int, HeroInfo> heroDicInLead = new Dictionary<int, HeroInfo>(4);
  21. /// <summary>
  22. /// 后备英雄(共享等级)
  23. /// </summary>
  24. public Dictionary<int, HeroInfo> heroDicInBack = new Dictionary<int, HeroInfo>();
  25. public int mainLevel => m_MainLevel;
  26. private int m_MainLevel;
  27. private void CalMainLevel()
  28. {
  29. //主力英雄不足4个时,就没有主力等级的说法
  30. // if (heroDicInLead.Count < GlobalParam.Max_Deploy_HERO)
  31. // {
  32. // m_MainLevel = -1;
  33. // return;
  34. // }
  35. //计算主力英雄的最低等级
  36. int tmpLv = 9999;
  37. foreach (var keyValuePair in heroDicInLead)
  38. {
  39. if (keyValuePair.Value.level.Value < tmpLv)
  40. {
  41. tmpLv = keyValuePair.Value.level.Value;
  42. }
  43. }
  44. m_MainLevel = tmpLv;
  45. EventManager.Instance.Dispatch(CustomEventType.MainLvUp, new SimpleEventData(){intData = m_MainLevel});
  46. }
  47. public HeroUpResultType CanUpgrade(HeroInfo heroInfo, bool isOpenPre = false)
  48. {
  49. if (PlayerManager.Instance.gameConstantConfig.maxLv <= heroInfo.level.Value)
  50. {
  51. LogTool.Log("已到达最高等级:" + PlayerManager.Instance.gameConstantConfig.maxLv);
  52. return HeroUpResultType.MaxLv;
  53. }
  54. //计算主力英雄等级差, 如果再升一级,就大于最大等级差了,就不允许升了.
  55. if (heroInfo.level.Value - m_MainLevel >= GlobalParam.Max_Main_Level_Difference)
  56. {
  57. LogTool.Log(heroInfo.modelID + "主力英雄等级差不能超过:" + GlobalParam.Max_Main_Level_Difference);
  58. return HeroUpResultType.MainLevelNotEnough;
  59. }
  60. //每10级,要打开预览界面后,再升级(如果已经打开,就不判断了)
  61. if (!isOpenPre && (heroInfo.level.Value + 1) % 10 == 1)
  62. {
  63. return HeroUpResultType.NeedOpenPreUI;
  64. }
  65. if (BagController.Instance.IsEnough(GlobalParam.Item_HeroExp_ID, heroInfo.powerUpConfig.levelUpExp))
  66. {
  67. if (isOpenPre)
  68. {
  69. return HeroUpResultType.PlayUpgradeEftFirst;
  70. }
  71. return HeroUpResultType.Success;
  72. }
  73. else
  74. {
  75. return HeroUpResultType.ExpNotEnough;
  76. }
  77. }
  78. private void DoUpgrade(HeroInfo heroInfo)
  79. {
  80. heroInfo.Upgrade();
  81. PlayerManager.Instance.SaveHeroData(heroInfo);
  82. //如果当前英雄等级等于主力等级,则升级时需要重新计算主力等级
  83. if (heroInfo.level.Value - 1 == m_MainLevel)
  84. {
  85. CalMainLevel();
  86. }
  87. SendEvent(HeroUpType.Level, heroInfo, HeroUpResultType.Success);
  88. }
  89. /// <summary>
  90. /// 英雄升级逻辑,主要是改数据,不在这里做UI表现
  91. /// </summary>
  92. /// <param name="heroInfo"></param>
  93. public HeroUpResultType UpgradeHeroLogic(HeroInfo heroInfo, bool isOpenPre = false)
  94. {
  95. HeroUpResultType resultType = CanUpgrade(heroInfo, isOpenPre);
  96. if (resultType == HeroUpResultType.Success || resultType == HeroUpResultType.PlayUpgradeEftFirst)
  97. {
  98. //扣除经验
  99. bool isOk = BagController.Instance.DuctHeroExp(heroInfo.powerUpConfig.levelUpExp);
  100. if (isOk)
  101. {
  102. if (resultType == HeroUpResultType.Success)
  103. {
  104. DoUpgrade(heroInfo);
  105. }
  106. else if (resultType == HeroUpResultType.PlayUpgradeEftFirst)
  107. {
  108. //执行逻辑,返回播放特效的类型
  109. DoUpgrade(heroInfo);
  110. return resultType;
  111. }
  112. return HeroUpResultType.Success;
  113. }
  114. }
  115. return resultType;
  116. }
  117. /// <summary>
  118. /// 发送英雄提升的事件
  119. /// </summary>
  120. /// <param name="upType">提升类型:升级、升星等.</param>
  121. public void SendEvent(HeroUpType upType, HeroInfo heroInfo, HeroUpResultType resultType = HeroUpResultType.None)
  122. {
  123. HeroPowerUpEventData data = new HeroPowerUpEventData();
  124. data.heroModelID = heroInfo.modelID;
  125. data.upType = upType;
  126. data.ResultType = resultType;
  127. PlayerManager.Instance.lastHeroInfo = heroInfo;
  128. if (upType == HeroUpType.Level)
  129. {
  130. SkillUpConfig upConfig = PlayerManager.Instance.heroController
  131. .GetSkillUpConfig4Lv(heroInfo.level.Value);
  132. if (upConfig.ID > 0)
  133. {
  134. heroInfo.SkillData.UpdateSkills();
  135. data.isSkillUp = true;
  136. }
  137. EventManager.Instance.Dispatch(CustomEventType.HeroLvUp, data);
  138. }
  139. else if (upType == HeroUpType.Promote)
  140. {
  141. // SkillUpConfig upConfig = PlayerManager.Instance.heroController
  142. // .IsStarUpGetNewSkill(heroInfo.star.Value);
  143. // data.isSkillUp = upConfig.ID > 0;
  144. SkillUpConfig upConfig = PlayerManager.Instance.heroController.GetSkillUpConfig4Star(heroInfo.star.Value);
  145. if (upConfig.ID > 0)
  146. {
  147. heroInfo.SkillData.UpdateSkills();
  148. data.isSkillUp = true;
  149. }
  150. EventManager.Instance.Dispatch(CustomEventType.HeroPromote, data);
  151. }
  152. EventManager.Instance.Dispatch(CustomEventType.HeroPowerUp, data);
  153. }
  154. public void InitHeroes()
  155. {
  156. for (int i = 0; i < AccountFileInfo.Instance.playerData.HeroListData.Count; i++)
  157. {
  158. AccountFileInfo.HeroData heroData = AccountFileInfo.Instance.playerData.HeroListData[i];
  159. HeroInfo heroInfo = new HeroInfo();
  160. heroInfo.InitHero(heroData);
  161. AddHero(heroInfo);
  162. }
  163. CalMainLevel();
  164. }
  165. /// <summary>
  166. /// 获取英雄
  167. /// </summary>
  168. /// <param name="modelID">英雄ID modelID</param>
  169. /// <returns></returns>
  170. public CombatHeroInfo GetHeroInfo(int modelID)
  171. {
  172. if (allHeroDic.ContainsKey(modelID))
  173. {
  174. return allHeroDic[modelID];
  175. }
  176. LogTool.Error("没有这个英雄" + modelID);
  177. return null;
  178. }
  179. /// <summary>
  180. /// 添加英雄
  181. /// </summary>
  182. /// <param name="heroInfo"></param>
  183. public void AddHero(HeroInfo heroInfo)
  184. {
  185. if (heroInfo.isLead)
  186. {
  187. DeployHeroToLead(heroInfo);
  188. }
  189. else
  190. {
  191. DeployHeroToBack(heroInfo);
  192. }
  193. }
  194. /// <summary>
  195. /// 进入主力队伍
  196. /// </summary>
  197. /// <param name="heroInfo"></param>
  198. public void DeployHeroToLead(HeroInfo heroInfo)
  199. {
  200. if (heroDicInLead.Count >= GlobalParam.Max_Deploy_HERO)
  201. {
  202. return;
  203. }
  204. if (heroDicInLead.ContainsKey(heroInfo.modelID))
  205. {
  206. LogTool.Error("heroDicInLead不应该出现相同的英雄ID=" + heroInfo.modelID);
  207. return;
  208. }
  209. heroDicInLead.Add(heroInfo.modelID, heroInfo);
  210. heroInfo.isLead = true;
  211. allHeroDic.Add(heroInfo.modelID, heroInfo);
  212. CalMainLevel();
  213. }
  214. /// <summary>
  215. /// 更换主力
  216. /// </summary>
  217. /// <param name="heroInfo"></param>
  218. public void ChangeLeadHero(HeroInfo backHero, HeroInfo leadHero)
  219. {
  220. if (!heroDicInLead.ContainsKey(leadHero.modelID))
  221. {
  222. LogTool.Error("不是主力" + leadHero.modelID);
  223. return;
  224. }
  225. if (!heroDicInBack.ContainsKey(backHero.modelID))
  226. {
  227. LogTool.Error("不是替补" + backHero.modelID);
  228. return;
  229. }
  230. //从主力中移除,并加入后补
  231. heroDicInLead.Remove(leadHero.modelID);
  232. DeployHeroToBack(leadHero);
  233. //从后补中移除,并加入主力
  234. heroDicInBack.Remove(backHero.modelID);
  235. DeployHeroToLead(backHero);
  236. }
  237. /// <summary>
  238. /// 进入后备队伍(英雄背包)
  239. /// </summary>
  240. /// <param name="heroInfo"></param>
  241. public void DeployHeroToBack(HeroInfo heroInfo)
  242. {
  243. if (heroDicInBack.ContainsKey(heroInfo.modelID))
  244. {
  245. LogTool.Error("heroDicInBack不应该出现相同的英雄ID=" + heroInfo.modelID);
  246. return;
  247. }
  248. heroDicInBack.Add(heroInfo.modelID, heroInfo);
  249. heroInfo.isLead = false;
  250. allHeroDic.Add(heroInfo.modelID, heroInfo);
  251. }
  252. /// <summary>
  253. /// onlyUnLock=true, 获取已解锁的最高等级的技能
  254. /// onlyUnLock=false,获取已解锁的最高等级的技能,若都没有解锁,则获取未解锁的1级技能
  255. /// </summary>
  256. /// <param name="groupID">技能组</param>
  257. /// <param name="level">英雄等级</param>
  258. /// <param name="star">英雄星级</param>
  259. /// <param name="onlyUnLock">ture=只返回解锁的</param>
  260. /// <returns></returns>
  261. public SkillConfig GetHighestLevelOr1(int groupID, int level, int star, bool onlyUnLock = false,bool isMonster=false)
  262. {
  263. SkillConfig skillConfig = new SkillConfig();
  264. int lv = 0;
  265. for(int i = 0; i < PlayerManager.Instance.groupSkillDic[groupID].Count; i++)
  266. {
  267. SkillConfig config = PlayerManager.Instance.groupSkillDic[groupID][i];
  268. if (i == 0 && !onlyUnLock)
  269. {
  270. skillConfig = config;
  271. }
  272. // if (config.isUnLock && config.skillConfig.level > lv)
  273. if(IsUnLockSkill(level, star, config.ID,isMonster) && config.level > lv)
  274. {
  275. lv = config.level;
  276. skillConfig = config;
  277. }
  278. }
  279. return skillConfig;
  280. }
  281. /// <summary>
  282. /// 技能是否解锁
  283. /// </summary>
  284. /// <param name="level">英雄等级</param>
  285. /// <param name="star">英雄星级</param>
  286. /// <param name="skillID">技能id</param>
  287. /// <returns></returns>
  288. public bool IsUnLockSkill(int level, int star, int skillID,bool isMonster=false)
  289. {
  290. bool isUnLock = false;
  291. if (skillID == GlobalParam.Normal_Attack_Skill_Group_ID)
  292. {
  293. isUnLock = true;
  294. }
  295. else
  296. {
  297. //整体可能有点绕,后面再看优化不
  298. //取技能ID的后两位,后两位是技能解锁表SkillUpConfig的ID, 取这个ID来判断,这个技能技能的解锁情况
  299. int skillUpID = skillID % 100;
  300. SkillUpConfig upConfig = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpID);
  301. //取个位
  302. int gw = skillUpID % 10;
  303. int skillUpIDLevel1 = -1;
  304. //当个位>1时(表示技能等级>1),需要额外判断一下,技能的1级是否已经解锁(可能1级是星级解锁)
  305. //避免出现,技能是5星解锁解锁1级,200级解锁2级,但玩家现在4星,201级,就不该解锁2级,因为星级不够
  306. if (gw > 1)
  307. {
  308. //技能1级的解锁ID,例如: 33 - 3 + 1 = 31, 31就是技能1级的解锁条件id
  309. skillUpIDLevel1 = skillUpID - gw + 1;
  310. }
  311. //等级解锁
  312. if (upConfig.upType == 1)
  313. {
  314. SkillUpConfig skillUpConfigLevel1 = new SkillUpConfig();
  315. //准备判断,该技能1级时,是否为星级解锁
  316. if (skillUpIDLevel1 > 0)
  317. {
  318. skillUpConfigLevel1 = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpIDLevel1);
  319. }
  320. //如果技能的第一级需要星级解锁,需额外判断一下星级是否达到
  321. bool isStarEnough = skillUpConfigLevel1.upType != 2 || star > skillUpConfigLevel1.upValue;
  322. if (level >= upConfig.upValue && isStarEnough)
  323. {
  324. isUnLock = true;
  325. }
  326. }
  327. //星级解锁
  328. else if (upConfig.upType == 2)
  329. {
  330. if (star >= upConfig.upValue||isMonster)
  331. {
  332. isUnLock = true;
  333. }
  334. }
  335. }
  336. return isUnLock;
  337. }
  338. public SkillUpConfig GetSkillUpConfig(int skillID)
  339. {
  340. //取技能ID的后两位,后两位是技能解锁表SkillUpConfig的ID, 取这个ID来判断,这个技能技能的解锁情况
  341. int skillUpID = skillID % 100;
  342. SkillUpConfig upConfig = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpID);
  343. return upConfig;
  344. }
  345. /// <summary>
  346. /// 根据【等级】查找是否有技能
  347. /// </summary>
  348. /// <param name="level">英雄等级</param>
  349. /// <returns></returns>
  350. public SkillUpConfig GetSkillUpConfig4Lv(int level)
  351. {
  352. SkillUpConfig upConfig = new SkillUpConfig();
  353. foreach (SkillUpConfig skillUpConfig in PlayerManager.Instance.skillUpConfigs)
  354. {
  355. if (skillUpConfig.upType == 1 && level == skillUpConfig.upValue)
  356. {
  357. return skillUpConfig;
  358. }
  359. }
  360. return upConfig;
  361. }
  362. /// <summary>
  363. /// 根据【星级】查找是否有技能
  364. /// </summary>
  365. /// <param name="level">英雄等级</param>
  366. /// <returns></returns>
  367. public SkillUpConfig GetSkillUpConfig4Star(int star)
  368. {
  369. SkillUpConfig upConfig = new SkillUpConfig();
  370. foreach (SkillUpConfig skillUpConfig in PlayerManager.Instance.skillUpConfigs)
  371. {
  372. if (skillUpConfig.upType == 2 && star == skillUpConfig.upValue)
  373. {
  374. return skillUpConfig;
  375. }
  376. }
  377. return upConfig;
  378. }
  379. // /// <summary>
  380. // /// 判断【星级】是否可以解锁新技能
  381. // /// </summary>
  382. // /// <param name="star"></param>
  383. // /// <returns></returns>
  384. // public SkillUpConfig IsStarUpGetNewSkill(int star)
  385. // {
  386. // SkillUpConfig upConfig = new SkillUpConfig();
  387. // foreach (SkillUpConfig skillUpConfig in PlayerManager.Instance.skillUpConfigs)
  388. // {
  389. // if (skillUpConfig.upType == 2 && star == skillUpConfig.upValue)
  390. // {
  391. // return upConfig;
  392. // }
  393. // }
  394. // return upConfig;
  395. // }
  396. }
  397. }