EquipmentController.cs 13 KB

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  1. using System.Collections.Generic;
  2. using Excel2Json;
  3. using Fort23.Mono;
  4. using Fort23.UTool;
  5. using GameLogic.Bag;
  6. using GameLogic.Player;
  7. using UnityEditor;
  8. using UnityEngine;
  9. namespace GameLogic.Equipment
  10. {
  11. public class EqAddAttribute
  12. {
  13. public long atk;
  14. public long def;
  15. public long hp;
  16. // public void AddAtk(long atk)
  17. // {
  18. // this.atk += atk;
  19. // }
  20. //
  21. // public void AddDef(long def)
  22. // {
  23. // this.def += def;
  24. // }
  25. //
  26. // public void AddHp(long hp)
  27. // {
  28. // this.hp += hp;
  29. // }
  30. }
  31. public class EquipmentController
  32. {
  33. /// <summary>
  34. /// 所有的职业装备
  35. /// </summary>
  36. public Dictionary<int, Dictionary<int ,List<ItemInfo>>> zyEqDic = new Dictionary<int, Dictionary<int ,List<ItemInfo>>>();
  37. /// <summary>
  38. /// 已穿戴的装备
  39. /// </summary>
  40. public Dictionary<int, List<ItemInfo>> equipZyEqDic = new Dictionary<int, List<ItemInfo>>();
  41. /// <summary>
  42. /// 职业装备提供的属性
  43. /// </summary>
  44. public Dictionary<int, EqAddAttribute> zyEqAddAttributeDic = new Dictionary<int, EqAddAttribute>();
  45. // private long curGUID;
  46. public EquipmentController()
  47. {
  48. zyEqAddAttributeDic.Add(1, new EqAddAttribute());
  49. zyEqAddAttributeDic.Add(2, new EqAddAttribute());
  50. zyEqAddAttributeDic.Add(3, new EqAddAttribute());
  51. zyEqAddAttributeDic.Add(4, new EqAddAttribute());
  52. }
  53. public void Init(ItemInfo itemInfo)
  54. {
  55. AddEquipment(itemInfo);
  56. if (itemInfo.eqInfo != null && itemInfo.eqInfo.isEquip)
  57. {
  58. // equipZyEqDic.Add(itemInfo.eqInfo.basicEquipConfig.profession,);
  59. AddToCurEquip(itemInfo, true);
  60. }
  61. // curGUID = AccountFileInfo.Instance.playerData.eqGUID;
  62. }
  63. private void CalZyEqAddAttribute()
  64. {
  65. foreach (KeyValuePair<int,List<ItemInfo>> keyValuePair in equipZyEqDic)
  66. {
  67. int zy = keyValuePair.Key;
  68. foreach (ItemInfo eqItem in keyValuePair.Value)
  69. {
  70. zyEqAddAttributeDic[zy].atk += eqItem.eqInfo.Attack;
  71. zyEqAddAttributeDic[zy].def += eqItem.eqInfo.Defense;
  72. zyEqAddAttributeDic[zy].hp += eqItem.eqInfo.Hp;
  73. }
  74. }
  75. }
  76. /// <summary>
  77. /// 生成装备的GUID
  78. /// </summary>
  79. /// <returns></returns>
  80. // public long GenerateGUID()
  81. // {
  82. // curGUID++;
  83. // AccountFileInfo.Instance.playerData.eqGUID = curGUID;
  84. // AccountFileInfo.Instance.SavePlayerData();
  85. // return curGUID;
  86. // }
  87. /// <summary>
  88. /// 通过品质获取装备的额外参数,装备属性会叠加这个值
  89. /// </summary>
  90. /// <param name="quality"></param>
  91. /// <returns></returns>
  92. public float GetEquipmentRarityAttributeFactor(int quality)
  93. {
  94. int[] factors = PlayerManager.Instance.gameConstantConfig.equipmentRarityAttributeFactor;
  95. return factors[quality - 1] / (float)100;
  96. }
  97. public ItemInfo BuildEquipment(int equipModelDropID, int qualityDropID, int lvDropID)
  98. {
  99. ItemInfo info = null;
  100. List<ItemInfo> equipModelDropItems = DropManager.Instance.DropItem(equipModelDropID);
  101. if (equipModelDropItems == null || equipModelDropItems.Count == 0)
  102. {
  103. return info;
  104. }
  105. ItemInfo equipModelInfo = equipModelDropItems[0];
  106. List<ItemInfo> qualityDropItems = DropManager.Instance.DropItem(qualityDropID);
  107. List<ItemInfo> lvDropItems = DropManager.Instance.DropItem(lvDropID);
  108. info = equipModelInfo;
  109. info.eqInfo = new EquipmentInfo();
  110. // info.eqInfo.InitEquipment(info.config,
  111. // lvDropItems[0].dropItemConfig.itemID[0],
  112. // qualityDropItems[0].dropItemConfig.itemID[0]);
  113. info.eqInfo.InitEquipment(equipModelInfo, lvDropItems[0], qualityDropItems[0]);
  114. return info;
  115. }
  116. /// <summary>
  117. /// 一键穿职业装备
  118. /// 把对应职业,对应部位的,最好的装备找出来
  119. /// </summary>
  120. /// <param name="zy"></param>
  121. /// <returns>true = 有装备变动 </returns>
  122. public bool EquipZyEqs(int zy)
  123. {
  124. if (zyEqDic.TryGetValue(zy, out var bwDic))
  125. {
  126. foreach (KeyValuePair<int, List<ItemInfo>> keyValuePair in bwDic)
  127. {
  128. ItemInfo bestBwEq = null;
  129. //遍历完成后,可以把这个部位最好的装备找到
  130. foreach (ItemInfo bwItem in keyValuePair.Value)
  131. {
  132. // bwItem.eqInfo.isEquip = false;
  133. if (bestBwEq == null)
  134. {
  135. bestBwEq = bwItem;
  136. continue;
  137. }
  138. if (bwItem.eqInfo.Attack > bestBwEq.eqInfo.Attack ||
  139. bwItem.eqInfo.Defense > bestBwEq.eqInfo.Defense ||
  140. bwItem.eqInfo.Hp > bestBwEq.eqInfo.Hp)
  141. {
  142. bestBwEq = bwItem;
  143. }
  144. }
  145. if (bestBwEq != null)
  146. {
  147. return AddToCurEquip(bestBwEq);
  148. // bestBwEq.eqInfo.isEquip = true;
  149. // if (equipZyEqDic.TryGetValue(zy, out var eqList))
  150. // {
  151. // bool isAdd = true;
  152. // // 从后往前遍历,这样删除元素不会影响索引
  153. // for (int i = eqList.Count - 1; i >= 0; i--)
  154. // {
  155. // ItemInfo itemInfo = eqList[i];
  156. // if (itemInfo.eqInfo.basicEquipConfig.Type == bestBwEq.eqInfo.basicEquipConfig.Type)
  157. // {
  158. //
  159. // if (itemInfo.Equals(bestBwEq))
  160. // {
  161. // isAdd = false;
  162. // }
  163. // else
  164. // {
  165. // itemInfo.eqInfo.isEquip = false;
  166. // eqList.RemoveAt(i);
  167. // }
  168. //
  169. // break;
  170. // }
  171. // }
  172. //
  173. // if (isAdd)
  174. // {
  175. // eqList.Add(bestBwEq);
  176. // }
  177. //
  178. // }
  179. // else
  180. // {
  181. // eqList = new List<ItemInfo>();
  182. // eqList.Add(bestBwEq);
  183. // equipZyEqDic.Add(zy, eqList);
  184. // }
  185. }
  186. }
  187. }
  188. return false;
  189. }
  190. /// <summary>
  191. /// 把装备加到:当前已经穿的装备列表中管理
  192. /// </summary>
  193. /// <param name="eqItem"></param>
  194. public bool AddToCurEquip(ItemInfo eqItem, bool isInit = false)
  195. {
  196. int zy = eqItem.eqInfo.basicEquipConfig.profession;
  197. // bool changed = true;
  198. bool isAdd = true;
  199. if (equipZyEqDic.TryGetValue(zy, out var eqList))
  200. {
  201. // 从后往前遍历,这样删除元素不会影响索引
  202. for (int i = eqList.Count - 1; i >= 0; i--)
  203. {
  204. ItemInfo itemInfo = eqList[i];
  205. if (itemInfo.eqInfo.basicEquipConfig.Type == eqItem.eqInfo.basicEquipConfig.Type)
  206. {
  207. //已经在已装备列表里面了,就不加了
  208. if (itemInfo.Equals(eqItem))
  209. {
  210. isAdd = false;
  211. }
  212. else
  213. {
  214. itemInfo.eqInfo.isEquip = false;
  215. eqList.RemoveAt(i);
  216. if (!isInit)
  217. {
  218. AccountFileInfo.Instance.SaveItemData(itemInfo);
  219. }
  220. }
  221. break;
  222. }
  223. }
  224. if (isAdd)
  225. {
  226. eqList.Add(eqItem);
  227. eqItem.eqInfo.isEquip = true;
  228. }
  229. }
  230. else
  231. {
  232. eqItem.eqInfo.isEquip = true;
  233. eqList = new List<ItemInfo>();
  234. eqList.Add(eqItem);
  235. equipZyEqDic.Add(zy, eqList);
  236. }
  237. //有装备变更时,计算一下装备提供的属性
  238. if (isAdd)
  239. {
  240. CalZyEqAddAttribute();
  241. if (!isInit)
  242. {
  243. AccountFileInfo.Instance.SaveItemData(eqItem);
  244. }
  245. }
  246. return isAdd;
  247. }
  248. public void AddEquipment(ItemInfo eqItemInfo)
  249. {
  250. if (eqItemInfo.eqInfo == null)
  251. {
  252. return;
  253. }
  254. int zy = eqItemInfo.eqInfo.basicEquipConfig.profession;
  255. int bw = eqItemInfo.eqInfo.basicEquipConfig.Type;
  256. if (zyEqDic.TryGetValue(zy, out var bwDic))
  257. {
  258. if (bwDic.TryGetValue(bw, out var eqBwList))
  259. {
  260. eqBwList.Add(eqItemInfo);
  261. }
  262. else
  263. {
  264. eqBwList = new List<ItemInfo>();
  265. eqBwList.Add(eqItemInfo);
  266. bwDic.Add(bw, eqBwList);
  267. }
  268. // if (bwDic.ContainsKey(bw))
  269. // {
  270. // bwDic[bw].Add(eqItemInfo);
  271. // }
  272. // else
  273. // {
  274. // List<ItemInfo> eqBwList = new List<ItemInfo>();
  275. // eqBwList.Add(eqItemInfo);
  276. // bwDic.Add(bw, eqBwList);
  277. // }
  278. }
  279. else
  280. {
  281. bwDic = new Dictionary<int, List<ItemInfo>>();
  282. List<ItemInfo> eqBwList = new List<ItemInfo>();
  283. eqBwList.Add(eqItemInfo);
  284. bwDic.Add(bw, eqBwList);
  285. zyEqDic.Add(zy, bwDic);
  286. // zyEqDic.Add(pro, new List<ItemInfo>());
  287. // zyEqDic[pro].Add(eqItemInfo);
  288. }
  289. }
  290. public void RemoveEquipment(ItemInfo eqItemInfo)
  291. {
  292. if (eqItemInfo.eqInfo == null)
  293. {
  294. return;
  295. }
  296. int zy = eqItemInfo.eqInfo.basicEquipConfig.profession;
  297. int bw = eqItemInfo.eqInfo.basicEquipConfig.Type;
  298. if (zyEqDic.TryGetValue(zy, out var bwDic))
  299. {
  300. if (bwDic.TryGetValue(bw, out var eqList))
  301. {
  302. eqList.Remove(eqItemInfo);
  303. }
  304. else
  305. {
  306. LogTool.Error("移除一个在背包不存在的(bw),装备: guid=" + eqItemInfo.guid + " 职业=" + zy);
  307. }
  308. }
  309. else
  310. {
  311. LogTool.Error("移除一个在背包不存在的(zy),装备: guid=" + eqItemInfo.guid + " 职业=" + zy);
  312. }
  313. // if (zyEqDic.ContainsKey(pro) && zyEqDic[pro].Contains(eqItemInfo))
  314. // {
  315. // zyEqDic[pro].Remove(eqItemInfo);
  316. // }
  317. // else
  318. // {
  319. // LogTool.Error("移除一个在背包不存在的,装备: guid=" + eqItemInfo.guid + " 职业=" + pro);
  320. // }
  321. }
  322. }
  323. }