HeroController.cs 14 KB

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  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. }
  46. public HeroUpResultType CanUpgrade(HeroInfo heroInfo)
  47. {
  48. if (PlayerManager.Instance.gameConstantConfig.maxLv <= heroInfo.level.Value)
  49. {
  50. LogTool.Log("已到达最高等级:" + PlayerManager.Instance.gameConstantConfig.maxLv);
  51. return HeroUpResultType.MaxLv;
  52. }
  53. //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.
  54. if ((heroInfo.level.Value) - m_MainLevel >= GlobalParam.Max_Main_Level_Difference)
  55. {
  56. LogTool.Log(heroInfo.modelID + "主力英雄等级差不能超过:" + GlobalParam.Max_Main_Level_Difference);
  57. return HeroUpResultType.MainLevelNotEnough;
  58. }
  59. if (BagController.Instance.IsEnough(GlobalParam.Item_HeroExp_ID, heroInfo.powerUpConfig.levelUpExp))
  60. {
  61. return HeroUpResultType.Success;
  62. }
  63. else
  64. {
  65. return HeroUpResultType.ExpNotEnough;
  66. }
  67. }
  68. /// <summary>
  69. /// 英雄升级逻辑,主要是改数据,不在这里做UI表现
  70. /// </summary>
  71. /// <param name="heroInfo"></param>
  72. public HeroUpResultType UpgradeHeroLogic(HeroInfo heroInfo)
  73. {
  74. HeroUpResultType resultType = CanUpgrade(heroInfo);
  75. if (resultType == HeroUpResultType.Success &&
  76. BagController.Instance.DuctHeroExp(heroInfo.powerUpConfig.levelUpExp))
  77. {
  78. heroInfo.Upgrade();
  79. //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
  80. if (heroInfo.level.Value - 1 == m_MainLevel)
  81. {
  82. CalMainLevel();
  83. }
  84. SendEvent(HeroUpType.Level, heroInfo, HeroUpResultType.Success);
  85. return HeroUpResultType.Success;
  86. }
  87. return resultType;
  88. }
  89. /// <summary>
  90. /// 发送英雄提升的事件
  91. /// </summary>
  92. /// <param name="upType">提升类型:升级、升星等.</param>
  93. private void SendEvent(HeroUpType upType, HeroInfo heroInfo, HeroUpResultType resultType = HeroUpResultType.None)
  94. {
  95. HeroPowerUpEventData data = new HeroPowerUpEventData();
  96. data.heroModelID = heroInfo.modelID;
  97. data.upType = upType;
  98. data.ResultType = resultType;
  99. PlayerManager.Instance.lastHeroInfo = heroInfo;
  100. EventManager.Instance.Dispatch(CustomEventType.HeroPowerUp, data);
  101. if (upType == HeroUpType.Level)
  102. {
  103. SkillUpConfig upConfig = PlayerManager.Instance.heroController
  104. .IsLevelUpGetNewSkill(heroInfo.level.Value);
  105. data.isSkillUp = upConfig.ID > 0;
  106. EventManager.Instance.Dispatch(CustomEventType.HeroLvUp, data);
  107. }
  108. else if (upType == HeroUpType.Promote)
  109. {
  110. SkillUpConfig upConfig = PlayerManager.Instance.heroController
  111. .IsStarUpGetNewSkill(heroInfo.star.Value);
  112. data.isSkillUp = upConfig.ID > 0;
  113. EventManager.Instance.Dispatch(CustomEventType.HeroPromote, data);
  114. }
  115. }
  116. public void InitHeroes()
  117. {
  118. for (int i = 0; i < AccountFileInfo.Instance.playerData.HeroListData.Count; i++)
  119. {
  120. AccountFileInfo.HeroData heroData = AccountFileInfo.Instance.playerData.HeroListData[i];
  121. HeroInfo heroInfo = new HeroInfo();
  122. heroInfo.InitHero(heroData);
  123. AddHero(heroInfo);
  124. }
  125. CalMainLevel();
  126. }
  127. /// <summary>
  128. /// 获取英雄
  129. /// </summary>
  130. /// <param name="modelID">英雄ID modelID</param>
  131. /// <returns></returns>
  132. public CombatHeroInfo GetHeroInfo(int modelID)
  133. {
  134. if (allHeroDic.ContainsKey(modelID))
  135. {
  136. return allHeroDic[modelID];
  137. }
  138. LogTool.Error("没有这个英雄" + modelID);
  139. return null;
  140. }
  141. /// <summary>
  142. /// 添加英雄
  143. /// </summary>
  144. /// <param name="heroInfo"></param>
  145. public void AddHero(HeroInfo heroInfo)
  146. {
  147. if (heroInfo.isLead)
  148. {
  149. DeployHeroToLead(heroInfo);
  150. }
  151. else
  152. {
  153. DeployHeroToBack(heroInfo);
  154. }
  155. }
  156. /// <summary>
  157. /// 进入主力队伍
  158. /// </summary>
  159. /// <param name="heroInfo"></param>
  160. public void DeployHeroToLead(HeroInfo heroInfo)
  161. {
  162. if (heroDicInLead.Count >= GlobalParam.Max_Deploy_HERO)
  163. {
  164. return;
  165. }
  166. if (heroDicInLead.ContainsKey(heroInfo.modelID))
  167. {
  168. LogTool.Error("heroDicInLead不应该出现相同的英雄ID=" + heroInfo.modelID);
  169. return;
  170. }
  171. heroDicInLead.Add(heroInfo.modelID, heroInfo);
  172. heroInfo.isLead = true;
  173. allHeroDic.Add(heroInfo.modelID, heroInfo);
  174. }
  175. /// <summary>
  176. /// 更换主力
  177. /// </summary>
  178. /// <param name="heroInfo"></param>
  179. public void ChangeLeadHero(HeroInfo backHero, HeroInfo leadHero)
  180. {
  181. if (!heroDicInLead.ContainsKey(leadHero.modelID))
  182. {
  183. LogTool.Error("不是主力" + leadHero.modelID);
  184. return;
  185. }
  186. if (!heroDicInBack.ContainsKey(backHero.modelID))
  187. {
  188. LogTool.Error("不是替补" + backHero.modelID);
  189. return;
  190. }
  191. //从主力中移除,并加入后补
  192. heroDicInLead.Remove(leadHero.modelID);
  193. DeployHeroToBack(leadHero);
  194. //从后补中移除,并加入主力
  195. heroDicInBack.Remove(backHero.modelID);
  196. DeployHeroToLead(backHero);
  197. }
  198. /// <summary>
  199. /// 进入后备队伍(英雄背包)
  200. /// </summary>
  201. /// <param name="heroInfo"></param>
  202. public void DeployHeroToBack(HeroInfo heroInfo)
  203. {
  204. if (heroDicInBack.ContainsKey(heroInfo.modelID))
  205. {
  206. LogTool.Error("heroDicInBack不应该出现相同的英雄ID=" + heroInfo.modelID);
  207. return;
  208. }
  209. heroDicInBack.Add(heroInfo.modelID, heroInfo);
  210. heroInfo.isLead = false;
  211. allHeroDic.Add(heroInfo.modelID, heroInfo);
  212. }
  213. /// <summary>
  214. /// onlyUnLock=true, 获取已解锁的最高等级的技能
  215. /// 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
  216. /// </summary>
  217. /// <param name="groupID">技能组</param>
  218. /// <param name="level">英雄等级</param>
  219. /// <param name="star">英雄星级</param>
  220. /// <param name="onlyUnLock">ture=只返回解锁的</param>
  221. /// <returns></returns>
  222. public SkillConfig GetHighestLevelOr1(int groupID, int level, int star, bool onlyUnLock = false)
  223. {
  224. SkillConfig skillConfig = new SkillConfig();
  225. int lv = 0;
  226. for(int i = 0; i < PlayerManager.Instance.groupSkillDIc[groupID].Count; i++)
  227. {
  228. SkillConfig config = PlayerManager.Instance.groupSkillDIc[groupID][i];
  229. if (i == 0 && !onlyUnLock)
  230. {
  231. skillConfig = config;
  232. }
  233. // if (config.isUnLock && config.skillConfig.level > lv)
  234. if(IsUnLockSkill(level, star, config.ID) && config.level > lv)
  235. {
  236. lv = config.level;
  237. skillConfig = config;
  238. }
  239. }
  240. return skillConfig;
  241. }
  242. /// <summary>
  243. /// 技能是否解锁
  244. /// </summary>
  245. /// <param name="level">英雄等级</param>
  246. /// <param name="star">英雄星级</param>
  247. /// <param name="skillID">技能id</param>
  248. /// <returns></returns>
  249. public bool IsUnLockSkill(int level, int star, int skillID)
  250. {
  251. bool isUnLock = false;
  252. if (skillID == GlobalParam.Normal_Attack_Skill_Group_ID)
  253. {
  254. isUnLock = true;
  255. }
  256. else
  257. {
  258. //整体可能有点绕,后面再看优化不
  259. //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
  260. int skillUpID = skillID % 100;
  261. SkillUpConfig upConfig = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpID);
  262. //取个位
  263. int gw = skillUpID % 10;
  264. int skillUpIDLevel1 = -1;
  265. //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)
  266. //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
  267. if (gw > 1)
  268. {
  269. //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
  270. skillUpIDLevel1 = skillUpID - gw + 1;
  271. }
  272. //等级解锁
  273. if (upConfig.upType == 1)
  274. {
  275. SkillUpConfig skillUpConfigLevel1 = new SkillUpConfig();
  276. //准备判断,该技能1级时,是否为星级解锁
  277. if (skillUpIDLevel1 > 0)
  278. {
  279. skillUpConfigLevel1 = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpIDLevel1);
  280. }
  281. //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
  282. bool isStarEnough = skillUpConfigLevel1.upType != 2 || star > skillUpConfigLevel1.upValue;
  283. if (level >= upConfig.upValue && isStarEnough)
  284. {
  285. isUnLock = true;
  286. }
  287. }
  288. //星级解锁
  289. else if (upConfig.upType == 2)
  290. {
  291. if (star >= upConfig.upValue)
  292. {
  293. isUnLock = true;
  294. }
  295. }
  296. }
  297. return isUnLock;
  298. }
  299. /// <summary>
  300. /// 判断【等级】是否可以解锁新技能
  301. /// </summary>
  302. /// <param name="level"></param>
  303. /// <returns></returns>
  304. public SkillUpConfig IsLevelUpGetNewSkill(int level)
  305. {
  306. SkillUpConfig upConfig = new SkillUpConfig();
  307. foreach (SkillUpConfig skillUpConfig in PlayerManager.Instance.skillUpConfigs)
  308. {
  309. if (skillUpConfig.upType == 1 && level == skillUpConfig.upValue)
  310. {
  311. return upConfig;
  312. }
  313. }
  314. return upConfig;
  315. }
  316. /// <summary>
  317. /// 判断【星级】是否可以解锁新技能
  318. /// </summary>
  319. /// <param name="star"></param>
  320. /// <returns></returns>
  321. public SkillUpConfig IsStarUpGetNewSkill(int star)
  322. {
  323. SkillUpConfig upConfig = new SkillUpConfig();
  324. foreach (SkillUpConfig skillUpConfig in PlayerManager.Instance.skillUpConfigs)
  325. {
  326. if (skillUpConfig.upType == 2 && star == skillUpConfig.upValue)
  327. {
  328. return upConfig;
  329. }
  330. }
  331. return upConfig;
  332. }
  333. }
  334. }