HeroController.cs 17 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. //计算主力英雄的最低等级
  30. int tmpLv = 9999;
  31. foreach (var keyValuePair in heroDicInLead)
  32. {
  33. if (keyValuePair.Value.level.Value < tmpLv)
  34. {
  35. tmpLv = keyValuePair.Value.level.Value;
  36. }
  37. }
  38. m_MainLevel = tmpLv;
  39. EventManager.Instance.Dispatch(CustomEventType.MainLvUp, new SimpleEventData(){intData = m_MainLevel});
  40. }
  41. public HeroUpResultType CanPromote(HeroInfo heroInfo)
  42. {
  43. long curHeroCount = BagController.Instance.GetItemInfo(heroInfo.modelConfig.itemID).count.Value;
  44. int costHeroCount = heroInfo.promoteConfig.costCount;
  45. if (curHeroCount < costHeroCount)
  46. {
  47. return HeroUpResultType.ResNotEnough;
  48. }
  49. return HeroUpResultType.Success;
  50. }
  51. public HeroUpResultType CanUpgrade(HeroInfo heroInfo, bool isOpenPre = false)
  52. {
  53. if (PlayerManager.Instance.gameConstantConfig.maxLv <= heroInfo.level.Value)
  54. {
  55. LogTool.Log("已到达最高等级:" + PlayerManager.Instance.gameConstantConfig.maxLv);
  56. return HeroUpResultType.MaxLv;
  57. }
  58. //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.
  59. if (heroInfo.level.Value - m_MainLevel >= GlobalParam.Max_Main_Level_Difference)
  60. {
  61. LogTool.Log(heroInfo.modelID + "主力英雄等级差不能超过:" + GlobalParam.Max_Main_Level_Difference);
  62. return HeroUpResultType.MainLevelNotEnough;
  63. }
  64. //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)
  65. if (!isOpenPre && (heroInfo.level.Value + 1) % 10 == 1)
  66. {
  67. return HeroUpResultType.NeedOpenPreUI;
  68. }
  69. if (BagController.Instance.IsEnough(GlobalParam.Item_HeroExp_ID, heroInfo.powerUpConfig.levelUpExp))
  70. {
  71. if (isOpenPre)
  72. {
  73. return HeroUpResultType.PlayUpgradeEftFirst;
  74. }
  75. return HeroUpResultType.Success;
  76. }
  77. else
  78. {
  79. return HeroUpResultType.ExpNotEnough;
  80. }
  81. }
  82. private void DoUpgrade(HeroInfo heroInfo)
  83. {
  84. heroInfo.Upgrade();
  85. PlayerManager.Instance.SaveHeroData(heroInfo);
  86. //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
  87. if (heroInfo.level.Value - 1 == m_MainLevel)
  88. {
  89. CalMainLevel();
  90. }
  91. SendEvent(HeroUpType.Level, heroInfo, HeroUpResultType.Success);
  92. }
  93. public HeroUpResultType PromoteHeroLogic(HeroInfo heroInfo)
  94. {
  95. HeroUpResultType resultType = CanPromote(heroInfo);
  96. if (resultType == HeroUpResultType.Success)
  97. {
  98. //扣除碎片
  99. bool isOk = BagController.Instance.DeductItem(heroInfo.modelConfig.itemID, heroInfo.promoteConfig.costCount);
  100. if (isOk)
  101. {
  102. if (resultType == HeroUpResultType.Success)
  103. {
  104. heroInfo.Promote();
  105. PlayerManager.Instance.SaveHeroData(heroInfo);
  106. SendEvent(HeroUpType.Promote, heroInfo, resultType);
  107. }
  108. }
  109. }
  110. return resultType;
  111. }
  112. /// <summary>
  113. /// 英雄升级逻辑,主要是改数据,不在这里做UI表现
  114. /// </summary>
  115. /// <param name="heroInfo"></param>
  116. public HeroUpResultType UpgradeHeroLogic(HeroInfo heroInfo, bool isOpenPre = false)
  117. {
  118. HeroUpResultType resultType = CanUpgrade(heroInfo, isOpenPre);
  119. if (resultType == HeroUpResultType.Success || resultType == HeroUpResultType.PlayUpgradeEftFirst)
  120. {
  121. //扣除经验
  122. bool isOk = BagController.Instance.DuctHeroExp(heroInfo.powerUpConfig.levelUpExp);
  123. if (isOk)
  124. {
  125. if (resultType == HeroUpResultType.Success)
  126. {
  127. DoUpgrade(heroInfo);
  128. }
  129. else if (resultType == HeroUpResultType.PlayUpgradeEftFirst)
  130. {
  131. //执行逻辑,返回播放特效的类型
  132. DoUpgrade(heroInfo);
  133. return resultType;
  134. }
  135. return HeroUpResultType.Success;
  136. }
  137. }
  138. return resultType;
  139. }
  140. /// <summary>
  141. /// 发送英雄提升的事件
  142. /// </summary>
  143. /// <param name="upType">提升类型:升级、升星等.</param>
  144. public void SendEvent(HeroUpType upType, HeroInfo heroInfo, HeroUpResultType resultType = HeroUpResultType.None)
  145. {
  146. HeroPowerUpEventData data = new HeroPowerUpEventData();
  147. data.heroModelID = heroInfo.modelID;
  148. data.upType = upType;
  149. data.ResultType = resultType;
  150. PlayerManager.Instance.lastHeroInfo = heroInfo;
  151. if (upType == HeroUpType.Level)
  152. {
  153. SkillUpConfig upConfig = PlayerManager.Instance.heroController
  154. .GetSkillUpConfig4Lv(heroInfo.level.Value);
  155. if (upConfig.ID > 0)
  156. {
  157. heroInfo.SkillData.UpdateSkills();
  158. data.isSkillUp = true;
  159. }
  160. EventManager.Instance.Dispatch(CustomEventType.HeroLvUp, data);
  161. }
  162. else if (upType == HeroUpType.Promote)
  163. {
  164. // SkillUpConfig upConfig = PlayerManager.Instance.heroController
  165. // .IsStarUpGetNewSkill(heroInfo.star.Value);
  166. // data.isSkillUp = upConfig.ID > 0;
  167. // SkillUpConfig upConfig = PlayerManager.Instance.heroController.GetSkillUpConfig4Star(heroInfo.star.Value);
  168. //
  169. // if (upConfig.ID > 0)
  170. // {
  171. // heroInfo.SkillData.UpdateSkills();
  172. // data.isSkillUp = true;
  173. // }
  174. EventManager.Instance.Dispatch(CustomEventType.HeroPromote, data);
  175. }
  176. EventManager.Instance.Dispatch(CustomEventType.HeroPowerUp, data);
  177. }
  178. public void InitHeroes()
  179. {
  180. CalMainLevel();
  181. }
  182. /// <summary>
  183. /// 获取英雄
  184. /// </summary>
  185. /// <param name="modelID">英雄ID modelID</param>
  186. /// <returns></returns>
  187. public CombatHeroInfo GetHeroInfo(int modelID)
  188. {
  189. if (allHeroDic.ContainsKey(modelID))
  190. {
  191. return allHeroDic[modelID];
  192. }
  193. LogTool.Error("没有这个英雄" + modelID);
  194. return null;
  195. }
  196. /// <summary>
  197. /// 添加英雄
  198. /// </summary>
  199. /// <param name="heroInfo"></param>
  200. public void AddHero(HeroInfo heroInfo)
  201. {
  202. if (heroInfo.isLead)
  203. {
  204. DeployHeroToLead(heroInfo);
  205. }
  206. else
  207. {
  208. DeployHeroToBack(heroInfo);
  209. }
  210. }
  211. /// <summary>
  212. /// 进入主力队伍
  213. /// </summary>
  214. /// <param name="heroInfo"></param>
  215. public void DeployHeroToLead(HeroInfo heroInfo)
  216. {
  217. if (heroDicInLead.Count >= GlobalParam.Max_Deploy_HERO)
  218. {
  219. return;
  220. }
  221. if (heroDicInLead.ContainsKey(heroInfo.modelID))
  222. {
  223. LogTool.Error("heroDicInLead不应该出现相同的英雄ID=" + heroInfo.modelID);
  224. return;
  225. }
  226. heroDicInLead.Add(heroInfo.modelID, heroInfo);
  227. heroInfo.isLead = true;
  228. allHeroDic.Add(heroInfo.modelID, heroInfo);
  229. CalMainLevel();
  230. }
  231. /// <summary>
  232. /// 更换主力
  233. /// </summary>
  234. /// <param name="heroInfo"></param>
  235. public void ChangeLeadHero(HeroInfo backHero, HeroInfo leadHero)
  236. {
  237. if (!heroDicInLead.ContainsKey(leadHero.modelID))
  238. {
  239. LogTool.Error("不是主力" + leadHero.modelID);
  240. return;
  241. }
  242. if (!heroDicInBack.ContainsKey(backHero.modelID))
  243. {
  244. LogTool.Error("不是替补" + backHero.modelID);
  245. return;
  246. }
  247. //从主力中移除,并加入后补
  248. heroDicInLead.Remove(leadHero.modelID);
  249. DeployHeroToBack(leadHero);
  250. //从后补中移除,并加入主力
  251. heroDicInBack.Remove(backHero.modelID);
  252. DeployHeroToLead(backHero);
  253. }
  254. /// <summary>
  255. /// 进入后备队伍(英雄背包)
  256. /// </summary>
  257. /// <param name="heroInfo"></param>
  258. public void DeployHeroToBack(HeroInfo heroInfo)
  259. {
  260. if (heroDicInBack.ContainsKey(heroInfo.modelID))
  261. {
  262. LogTool.Error("heroDicInBack不应该出现相同的英雄ID=" + heroInfo.modelID);
  263. return;
  264. }
  265. heroDicInBack.Add(heroInfo.modelID, heroInfo);
  266. heroInfo.isLead = false;
  267. allHeroDic.Add(heroInfo.modelID, heroInfo);
  268. }
  269. /// <summary>
  270. /// onlyUnLock=true, 获取已解锁的最高等级的技能
  271. /// 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
  272. /// </summary>
  273. /// <param name="groupID">技能组</param>
  274. /// <param name="level">英雄等级</param>
  275. /// <param name="star">英雄星级</param>
  276. /// <param name="onlyUnLock">ture=只返回解锁的</param>
  277. /// <returns></returns>
  278. public SkillConfig GetHighestLevelOr1(int groupID, int level, int star, bool onlyUnLock = false,bool isMonster=false)
  279. {
  280. SkillConfig skillConfig = new SkillConfig();
  281. int lv = 0;
  282. for(int i = 0; i < PlayerManager.Instance.groupSkillDic[groupID].Count; i++)
  283. {
  284. SkillConfig config = PlayerManager.Instance.groupSkillDic[groupID][i];
  285. if (i == 0 && !onlyUnLock)
  286. {
  287. skillConfig = config;
  288. }
  289. // if (config.isUnLock && config.skillConfig.level > lv)
  290. if(IsUnLockSkill(level, star, config.ID,isMonster) && config.level > lv)
  291. {
  292. lv = config.level;
  293. skillConfig = config;
  294. }
  295. }
  296. return skillConfig;
  297. }
  298. /// <summary>
  299. /// 技能是否解锁
  300. /// </summary>
  301. /// <param name="level">英雄等级</param>
  302. /// <param name="star">英雄星级</param>
  303. /// <param name="skillID">技能id</param>
  304. /// <returns></returns>
  305. public bool IsUnLockSkill(int level, int star, int skillID,bool isMonster=false)
  306. {
  307. bool isUnLock = false;
  308. if (skillID == GlobalParam.Normal_Attack_Skill_Group_ID)
  309. {
  310. isUnLock = true;
  311. }
  312. else
  313. {
  314. //整体可能有点绕,后面再看优化不
  315. //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
  316. int skillUpID = skillID % 100;
  317. SkillUpConfig upConfig = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpID);
  318. //取个位
  319. int gw = skillUpID % 10;
  320. int skillUpIDLevel1 = -1;
  321. //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)
  322. //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
  323. if (gw > 1)
  324. {
  325. //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
  326. skillUpIDLevel1 = skillUpID - gw + 1;
  327. }
  328. //等级解锁
  329. if (upConfig.upType == 1)
  330. {
  331. SkillUpConfig skillUpConfigLevel1 = new SkillUpConfig();
  332. //准备判断,该技能1级时,是否为星级解锁
  333. if (skillUpIDLevel1 > 0)
  334. {
  335. skillUpConfigLevel1 = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpIDLevel1);
  336. }
  337. //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
  338. bool isStarEnough = skillUpConfigLevel1.upType != 2 || star > skillUpConfigLevel1.upValue;
  339. if (level >= upConfig.upValue && isStarEnough)
  340. {
  341. isUnLock = true;
  342. }
  343. }
  344. //星级解锁
  345. else if (upConfig.upType == 2)
  346. {
  347. if (star >= upConfig.upValue||isMonster)
  348. {
  349. isUnLock = true;
  350. }
  351. }
  352. }
  353. return isUnLock;
  354. }
  355. public SkillUpConfig GetSkillUpConfig(int skillID)
  356. {
  357. //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
  358. int skillUpID = skillID % 100;
  359. SkillUpConfig upConfig = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpID);
  360. return upConfig;
  361. }
  362. /// <summary>
  363. /// 根据【等级】查找是否有技能
  364. /// </summary>
  365. /// <param name="level">英雄等级</param>
  366. /// <returns></returns>
  367. public SkillUpConfig GetSkillUpConfig4Lv(int level)
  368. {
  369. SkillUpConfig upConfig = new SkillUpConfig();
  370. foreach (SkillUpConfig skillUpConfig in PlayerManager.Instance.skillUpConfigs)
  371. {
  372. if (skillUpConfig.upType == 1 && level == skillUpConfig.upValue)
  373. {
  374. return skillUpConfig;
  375. }
  376. }
  377. return upConfig;
  378. }
  379. /// <summary>
  380. /// 根据【星级】查找是否有技能
  381. /// </summary>
  382. /// <param name="level">英雄等级</param>
  383. /// <returns></returns>
  384. public SkillUpConfig GetSkillUpConfig4Star(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 skillUpConfig;
  392. }
  393. }
  394. return upConfig;
  395. }
  396. // /// <summary>
  397. // /// 判断【星级】是否可以解锁新技能
  398. // /// </summary>
  399. // /// <param name="star"></param>
  400. // /// <returns></returns>
  401. // public SkillUpConfig IsStarUpGetNewSkill(int star)
  402. // {
  403. // SkillUpConfig upConfig = new SkillUpConfig();
  404. // foreach (SkillUpConfig skillUpConfig in PlayerManager.Instance.skillUpConfigs)
  405. // {
  406. // if (skillUpConfig.upType == 2 && star == skillUpConfig.upValue)
  407. // {
  408. // return upConfig;
  409. // }
  410. // }
  411. // return upConfig;
  412. // }
  413. }
  414. }