SkillData.cs 4.1 KB

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  1. using System.Collections.Generic;
  2. using System.Linq;
  3. using Excel2Json;
  4. using Fort23.UTool;
  5. namespace GameLogic.Hero
  6. {
  7. public class SkillData
  8. {
  9. // public SkillConfig skillConfig;
  10. /// <summary>
  11. /// 所有技能
  12. /// </summary>
  13. // public List<SkillInfo> allSkills = new List<SkillInfo>();
  14. /// <summary>
  15. /// 已解锁的技能
  16. /// </summary>
  17. // public List<SkillInfo> allUnLockSkill = new List<SkillInfo>();
  18. /// <summary>
  19. /// 战斗中的技能数据
  20. /// </summary>
  21. // public List<SkillInfo> allSkill4Combat = new List<SkillInfo>();
  22. public Dictionary<int, List<SkillInfo>> mySkillDic = new Dictionary<int, List<SkillInfo>>();
  23. public CombatHeroInfo heroInfo;
  24. public SkillData(CombatHeroInfo heroInfo)
  25. {
  26. this.heroInfo = heroInfo;
  27. }
  28. /// <summary>
  29. /// 获取最高等级等技能(已解锁),或者1级技能(未解锁时)
  30. /// </summary>
  31. /// <returns>最高等级等技能(已解锁),或者1级技能(未解锁时)</returns>
  32. public SkillInfo GetHighestLevelOr1(int groupID, bool onlyUnLock = false)
  33. {
  34. SkillInfo skillInfo = null;
  35. int lv = 0;
  36. for(int i = 0; i < mySkillDic[groupID].Count; i++)
  37. {
  38. SkillInfo info = mySkillDic[groupID][i];
  39. if (i == 0 && !onlyUnLock)
  40. {
  41. skillInfo = info;
  42. }
  43. if (info.isUnLock && info.skillConfig.level > lv)
  44. {
  45. lv = info.skillConfig.level;
  46. skillInfo = info;
  47. }
  48. }
  49. return skillInfo;
  50. }
  51. // public void Init(HeroInfo heroInfo)
  52. // {
  53. // this.heroInfo = heroInfo;
  54. // }
  55. public void UpdateSkills()
  56. {
  57. // foreach (SkillInfo skillInfo in mySkillDic[groupID])
  58. // {
  59. // skillInfo.UpdateInfo();
  60. // }
  61. foreach (KeyValuePair<int,List<SkillInfo>> keyValuePair in mySkillDic)
  62. {
  63. foreach (SkillInfo skillInfo in keyValuePair.Value)
  64. {
  65. skillInfo.UpdateInfo();
  66. }
  67. }
  68. }
  69. public void InitSkills()
  70. {
  71. for (int i = 0; i < heroInfo.modelConfig.skillID.Length; i++)
  72. {
  73. int skillGroup = heroInfo.modelConfig.skillID[i];
  74. foreach (SkillConfig config in PlayerManager.Instance.groupSkillDic[skillGroup])
  75. {
  76. SkillInfo skillInfo = new SkillInfo();
  77. skillInfo.Init(this, config);
  78. // allSkills.Add(skillInfo);
  79. //
  80. // if (skillInfo.isUnLock)
  81. // {
  82. // allUnLockSkill.Add(skillInfo);
  83. // }
  84. if (mySkillDic.ContainsKey(skillGroup))
  85. {
  86. mySkillDic[skillGroup].Add(skillInfo);
  87. }
  88. else
  89. {
  90. mySkillDic.Add(skillGroup, new List<SkillInfo> { skillInfo });
  91. }
  92. }
  93. // UpdateSkill4Combat();
  94. }
  95. }
  96. /// <summary>
  97. /// 更新战斗中用得到的技能
  98. /// </summary>
  99. public void UpdateSkill4Combat()
  100. {
  101. // int idx = 0;
  102. // heroInfo.skillConfigs = new List<SkillConfig>();
  103. // foreach (KeyValuePair<int, List<SkillInfo>> keyValuePair in heroInfo.SkillData.mySkillDic)
  104. // {
  105. // SkillInfo combatSkill = GetHighestLevelOr1(keyValuePair.Key, true);
  106. // if (combatSkill != null)
  107. // {
  108. // allSkill4Combat.Add(combatSkill);
  109. // heroInfo.skillConfigs.Add(combatSkill.skillConfig);
  110. // }
  111. // }
  112. }
  113. }
  114. }