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. if (upConfig.ID > 0)
  106. {
  107. heroInfo.SkillData.UpdateSkills();
  108. data.isSkillUp = true;
  109. }
  110. EventManager.Instance.Dispatch(CustomEventType.HeroLvUp, data);
  111. }
  112. else if (upType == HeroUpType.Promote)
  113. {
  114. SkillUpConfig upConfig = PlayerManager.Instance.heroController
  115. .IsStarUpGetNewSkill(heroInfo.star.Value);
  116. // data.isSkillUp = upConfig.ID > 0;
  117. if (upConfig.ID > 0)
  118. {
  119. heroInfo.SkillData.UpdateSkills();
  120. data.isSkillUp = true;
  121. }
  122. EventManager.Instance.Dispatch(CustomEventType.HeroPromote, data);
  123. }
  124. }
  125. public void InitHeroes()
  126. {
  127. for (int i = 0; i < AccountFileInfo.Instance.playerData.HeroListData.Count; i++)
  128. {
  129. AccountFileInfo.HeroData heroData = AccountFileInfo.Instance.playerData.HeroListData[i];
  130. HeroInfo heroInfo = new HeroInfo();
  131. heroInfo.InitHero(heroData);
  132. AddHero(heroInfo);
  133. }
  134. CalMainLevel();
  135. }
  136. /// <summary>
  137. /// 获取英雄
  138. /// </summary>
  139. /// <param name="modelID">英雄ID modelID</param>
  140. /// <returns></returns>
  141. public CombatHeroInfo GetHeroInfo(int modelID)
  142. {
  143. if (allHeroDic.ContainsKey(modelID))
  144. {
  145. return allHeroDic[modelID];
  146. }
  147. LogTool.Error("没有这个英雄" + modelID);
  148. return null;
  149. }
  150. /// <summary>
  151. /// 添加英雄
  152. /// </summary>
  153. /// <param name="heroInfo"></param>
  154. public void AddHero(HeroInfo heroInfo)
  155. {
  156. if (heroInfo.isLead)
  157. {
  158. DeployHeroToLead(heroInfo);
  159. }
  160. else
  161. {
  162. DeployHeroToBack(heroInfo);
  163. }
  164. }
  165. /// <summary>
  166. /// 进入主力队伍
  167. /// </summary>
  168. /// <param name="heroInfo"></param>
  169. public void DeployHeroToLead(HeroInfo heroInfo)
  170. {
  171. if (heroDicInLead.Count >= GlobalParam.Max_Deploy_HERO)
  172. {
  173. return;
  174. }
  175. if (heroDicInLead.ContainsKey(heroInfo.modelID))
  176. {
  177. LogTool.Error("heroDicInLead不应该出现相同的英雄ID=" + heroInfo.modelID);
  178. return;
  179. }
  180. heroDicInLead.Add(heroInfo.modelID, heroInfo);
  181. heroInfo.isLead = true;
  182. allHeroDic.Add(heroInfo.modelID, heroInfo);
  183. }
  184. /// <summary>
  185. /// 更换主力
  186. /// </summary>
  187. /// <param name="heroInfo"></param>
  188. public void ChangeLeadHero(HeroInfo backHero, HeroInfo leadHero)
  189. {
  190. if (!heroDicInLead.ContainsKey(leadHero.modelID))
  191. {
  192. LogTool.Error("不是主力" + leadHero.modelID);
  193. return;
  194. }
  195. if (!heroDicInBack.ContainsKey(backHero.modelID))
  196. {
  197. LogTool.Error("不是替补" + backHero.modelID);
  198. return;
  199. }
  200. //从主力中移除,并加入后补
  201. heroDicInLead.Remove(leadHero.modelID);
  202. DeployHeroToBack(leadHero);
  203. //从后补中移除,并加入主力
  204. heroDicInBack.Remove(backHero.modelID);
  205. DeployHeroToLead(backHero);
  206. }
  207. /// <summary>
  208. /// 进入后备队伍(英雄背包)
  209. /// </summary>
  210. /// <param name="heroInfo"></param>
  211. public void DeployHeroToBack(HeroInfo heroInfo)
  212. {
  213. if (heroDicInBack.ContainsKey(heroInfo.modelID))
  214. {
  215. LogTool.Error("heroDicInBack不应该出现相同的英雄ID=" + heroInfo.modelID);
  216. return;
  217. }
  218. heroDicInBack.Add(heroInfo.modelID, heroInfo);
  219. heroInfo.isLead = false;
  220. allHeroDic.Add(heroInfo.modelID, heroInfo);
  221. }
  222. /// <summary>
  223. /// onlyUnLock=true, 获取已解锁的最高等级的技能
  224. /// 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
  225. /// </summary>
  226. /// <param name="groupID">技能组</param>
  227. /// <param name="level">英雄等级</param>
  228. /// <param name="star">英雄星级</param>
  229. /// <param name="onlyUnLock">ture=只返回解锁的</param>
  230. /// <returns></returns>
  231. public SkillConfig GetHighestLevelOr1(int groupID, int level, int star, bool onlyUnLock = false)
  232. {
  233. SkillConfig skillConfig = new SkillConfig();
  234. int lv = 0;
  235. for(int i = 0; i < PlayerManager.Instance.groupSkillDic[groupID].Count; i++)
  236. {
  237. SkillConfig config = PlayerManager.Instance.groupSkillDic[groupID][i];
  238. if (i == 0 && !onlyUnLock)
  239. {
  240. skillConfig = config;
  241. }
  242. // if (config.isUnLock && config.skillConfig.level > lv)
  243. if(IsUnLockSkill(level, star, config.ID) && config.level > lv)
  244. {
  245. lv = config.level;
  246. skillConfig = config;
  247. }
  248. }
  249. return skillConfig;
  250. }
  251. /// <summary>
  252. /// 技能是否解锁
  253. /// </summary>
  254. /// <param name="level">英雄等级</param>
  255. /// <param name="star">英雄星级</param>
  256. /// <param name="skillID">技能id</param>
  257. /// <returns></returns>
  258. public bool IsUnLockSkill(int level, int star, int skillID)
  259. {
  260. bool isUnLock = false;
  261. if (skillID == GlobalParam.Normal_Attack_Skill_Group_ID)
  262. {
  263. isUnLock = true;
  264. }
  265. else
  266. {
  267. //整体可能有点绕,后面再看优化不
  268. //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
  269. int skillUpID = skillID % 100;
  270. SkillUpConfig upConfig = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpID);
  271. //取个位
  272. int gw = skillUpID % 10;
  273. int skillUpIDLevel1 = -1;
  274. //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)
  275. //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
  276. if (gw > 1)
  277. {
  278. //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
  279. skillUpIDLevel1 = skillUpID - gw + 1;
  280. }
  281. //等级解锁
  282. if (upConfig.upType == 1)
  283. {
  284. SkillUpConfig skillUpConfigLevel1 = new SkillUpConfig();
  285. //准备判断,该技能1级时,是否为星级解锁
  286. if (skillUpIDLevel1 > 0)
  287. {
  288. skillUpConfigLevel1 = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpIDLevel1);
  289. }
  290. //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
  291. bool isStarEnough = skillUpConfigLevel1.upType != 2 || star > skillUpConfigLevel1.upValue;
  292. if (level >= upConfig.upValue && isStarEnough)
  293. {
  294. isUnLock = true;
  295. }
  296. }
  297. //星级解锁
  298. else if (upConfig.upType == 2)
  299. {
  300. if (star >= upConfig.upValue)
  301. {
  302. isUnLock = true;
  303. }
  304. }
  305. }
  306. return isUnLock;
  307. }
  308. public SkillUpConfig GetSkillUpConfig(int skillID)
  309. {
  310. //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
  311. int skillUpID = skillID % 100;
  312. SkillUpConfig upConfig = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpID);
  313. return upConfig;
  314. }
  315. /// <summary>
  316. /// 判断【等级】是否可以解锁新技能
  317. /// </summary>
  318. /// <param name="level"></param>
  319. /// <returns></returns>
  320. public SkillUpConfig IsLevelUpGetNewSkill(int level)
  321. {
  322. SkillUpConfig upConfig = new SkillUpConfig();
  323. foreach (SkillUpConfig skillUpConfig in PlayerManager.Instance.skillUpConfigs)
  324. {
  325. if (skillUpConfig.upType == 1 && level == skillUpConfig.upValue)
  326. {
  327. return skillUpConfig;
  328. }
  329. }
  330. return upConfig;
  331. }
  332. /// <summary>
  333. /// 判断【星级】是否可以解锁新技能
  334. /// </summary>
  335. /// <param name="star"></param>
  336. /// <returns></returns>
  337. public SkillUpConfig IsStarUpGetNewSkill(int star)
  338. {
  339. SkillUpConfig upConfig = new SkillUpConfig();
  340. foreach (SkillUpConfig skillUpConfig in PlayerManager.Instance.skillUpConfigs)
  341. {
  342. if (skillUpConfig.upType == 2 && star == skillUpConfig.upValue)
  343. {
  344. return upConfig;
  345. }
  346. }
  347. return upConfig;
  348. }
  349. }
  350. }