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- using System.Collections.Generic;
- using Common.Utility.CombatEvent;
- using Core.Utility;
- using Fort23.Core;
- using Fort23.UTool;
- using GameLogic.Equipment;
- using UnityEngine;
- using Utility;
- namespace GameLogic.Bag
- {
- public class BagController : Singleton<BagController>
- {
- /// <summary>
- /// 玩家的所有道具(包含货币)
- /// </summary>
- // private List<ItemInfo> m_bagList = new List<ItemInfo>();
-
- private Dictionary<string, ItemInfo> m_allBagDic = new Dictionary<string, ItemInfo>();
- /// <summary>
- /// 外部访问用
- /// </summary>
- public Dictionary<string, ItemInfo> allBagDic => m_allBagDic;
- public void Init()
- {
- foreach (var itemData in AccountFileInfo.Instance.playerData.ItemListData)
- {
- ItemInfo itemInfo = new ItemInfo(itemData);
- // m_bagList.Add(itemInfo);
- LogTool.Log(itemInfo.guid);
- m_allBagDic.Add(itemInfo.guid, itemInfo);
- PlayerManager.Instance.eqController.Init(itemInfo);
- }
- }
- #region 快速添加和扣除常用道具
- /// <summary>
- /// 加金币
- /// </summary>
- /// <param name="count"></param>
- public void AddCoin(long count)
- {
- AddItem(GlobalParam.Item_Coin_ID, count);
- }
- /// <summary>
- /// 扣金币
- /// </summary>
- /// <param name="count"></param>
- public bool DeductCoin(long count)
- {
- return DeductItem(GlobalParam.Item_Coin_ID, count);
- }
- /// <summary>
- /// 加钻石
- /// </summary>
- /// <param name="count"></param>
- public void AddDiamond(long count)
- {
- AddItem(GlobalParam.Item_Diamond_ID, count);
- }
- /// <summary>
- /// 扣钻石
- /// </summary>
- /// <param name="count"></param>
- public bool DeductDiamond(long count)
- {
- return DeductItem(GlobalParam.Item_Diamond_ID, count);
- }
- /// <summary>
- /// 加英雄经验
- /// </summary>
- /// <param name="count"></param>
- public void AddHeroExp(long count)
- {
- AddItem(GlobalParam.Item_HeroExp_ID, count);
- }
- /// <summary>
- /// 扣英雄经验
- /// </summary>
- /// <param name="count"></param>
- public bool DuctHeroExp(long count)
- {
- return DeductItem(GlobalParam.Item_HeroExp_ID, count);
- }
- /// <summary>
- /// 道具是否足够
- /// </summary>
- /// <param name="itemId"></param>
- /// <param name="count"></param>
- /// <returns></returns>
- public bool IsEnough(ItemInfo item, long count)
- {
- if (item.config.ID <= 0)
- {
- return false;
- }
- if (item.count >= count)
- {
- return true;
- }
- else
- {
- return false;
- }
- }
- /// <summary>
- /// 道具是否足够
- /// </summary>
- /// <param name="itemId"></param>
- /// <param name="count"></param>
- /// <returns></returns>
- public bool IsEnough(int itemId, long count)
- {
- ItemInfo item = GetItemInfo(itemId);
- return IsEnough(item, count);
- }
- #endregion
- public bool AddItem(int itemId, long count, string guid = "")
- {
- string guidStr = string.IsNullOrEmpty(guid) ? itemId.ToString() : guid;
-
- ItemInfo item = GetItemInfo(itemId, guidStr);
- return AddItemCount(item, count);
- }
- /// <summary>
- /// 添加道具,装备和普通道具都可以
- /// </summary>
- /// <param name="itemInfos"></param>
- public void AddItem(List<ItemInfo> itemInfos)
- {
- for (int i = 0; i < itemInfos.Count; i++)
- {
-
- ItemInfo item = itemInfos[i];
- LogTool.Log("获得了道具"+item.itemID);
- AddItem(item);
- // //掉落的数量
- // long count = itemInfo.count.Value;
- // ItemInfo item = GetItemInfo(itemInfo);
- //
- // if (item.IsEquipItem())
- // {
- // PlayerManager.Instance.eqController.AddEquipment(item);
- // }
- //
-
- // AddItemCount(item, count);
- }
- }
- /// <summary>
- /// 添加道具数量,最后都走这里
- /// </summary>
- /// <param name="item"></param>
- /// <param name="count"></param>
- /// <returns></returns>
- private bool AddItemCount(ItemInfo item, long count)
- {
- if (item.config.ID <= 0 && string.IsNullOrEmpty(item.guid))
- {
- return false;
- }
- item.count += count;
- EventManager.Instance.Dispatch(CustomEventType.ItemUpdate, new ItemUpdateData() { ItemInfo = item });
- AccountFileInfo.Instance.SaveItemData(item);
- return true;
- }
- // private void AddEqToDic(ItemInfo eqItemInfo)
- // {
- // if (eqItemInfo.eqInfo == null)
- // {
- // return;
- // }
- //
- // int pro = eqItemInfo.eqInfo.basicEquipConfig.profession;
- //
- // if (m_EqDic.ContainsKey(pro))
- // {
- // m_EqDic[pro].Add(eqItemInfo);
- // }
- // else
- // {
- // m_EqDic.Add(pro, new List<ItemInfo>());
- // m_EqDic[pro].Add(eqItemInfo);
- // }
- // }
- /// <summary>
- /// 添加道具,装备和普通道具都可以
- /// </summary>
- /// <param name="item"></param>
- public void AddItem(ItemInfo item)
- {
- //掉落的数量
- long count = item.count.Value;
- ItemInfo itemInfo = GetItemInfo(item);
-
- if (itemInfo.IsEquipItem())
- {
- PlayerManager.Instance.eqController.AddEquipment(itemInfo);
- }
- AddItemCount(itemInfo, count);
- }
- /// <summary>
- /// 重新加载一次所有装备
- /// 一般用于,分解装备之后
- /// </summary>
- public void ReInitAllEqItem()
- {
- PlayerManager.Instance.eqController.allZyEqDic.Clear();
- foreach (KeyValuePair<string,ItemInfo> keyValuePair in m_allBagDic)
- {
- PlayerManager.Instance.eqController.AddEquipment(keyValuePair.Value);
- }
- }
- public void RemoveItem(ItemInfo itemInfo, bool saveNow, bool zeroDel)
- {
- itemInfo.count.Value = 0;
- if (zeroDel)
- {
- m_allBagDic.Remove(itemInfo.guid);
- }
- AccountFileInfo.Instance.SaveItemData(itemInfo, saveNow);
- }
- public void ModifyItem(ItemInfo itemInfo, bool saveNow)
- {
- itemInfo.count.Value -= itemInfo.count.Value;
- AccountFileInfo.Instance.SaveItemData(itemInfo, saveNow);
- }
-
- /// <summary>
- /// 获取道具信息
- /// 不传guid,默认itemId就是guid
- /// </summary>
- /// <param name="itemId"></param>
- /// <param name="guid"></param>
- /// <returns></returns>
- // public ItemInfo GetItemInfo(ItemInfo itemInfo)
- // {
- // string guidStr = string.IsNullOrEmpty(itemInfo.guid) ? itemInfo.itemID.ToString() : itemInfo.guid;
- //
- // if (m_allBagDic.TryGetValue(guidStr, out ItemInfo item))
- // {
- // return item;
- // }
- //
- // m_allBagDic.Add(itemInfo.guid, itemInfo);
- //
- // return itemInfo;
- // }
- /// <summary>
- /// 一般是掉了(随机)一个东西(ItemInfo),然后来背包找,是否之前掉过一样的
- /// 之前有,就把有的返回回去,加数量
- /// 之前无,就返回这个新东西
- /// /// 重要:加入背包管理都是通过这个方法(后续看是否优)
- /// </summary>
- /// <param name="itemInfo"></param>
- /// <returns></returns>
- public ItemInfo GetItemInfo(ItemInfo itemInfo)
- {
-
- string guidStr = string.IsNullOrEmpty(itemInfo.guid) ? itemInfo.itemID.ToString() : itemInfo.guid;
- if (m_allBagDic.TryGetValue(guidStr, out ItemInfo item))
- {
- return item;
- }
- //这里要设成0是因为,随机掉落的东西,第一次进背包时,先把数量去掉(否则会掉会多加1个)
- //该方法结束后,有统一加数量的代码,看后续代码。
- itemInfo.count.Value = 0l;
- m_allBagDic.Add(itemInfo.guid, itemInfo);
- return itemInfo;
- }
- /// <summary>
- /// 获取道具信息
- /// 不传guid,默认itemId就是guid
- /// </summary>
- /// <param name="itemId"></param>
- /// <param name="guid"></param>
- /// <returns></returns>
- public ItemInfo GetItemInfo(int itemId, string guid = "")
- {
- string guidStr = string.IsNullOrEmpty(guid) ? itemId.ToString() : guid;
- if (m_allBagDic.TryGetValue(guidStr, out ItemInfo item))
- {
- return item;
- }
- ItemInfo newItem = new ItemInfo(itemId);
- if (newItem.config.ID > 0)
- {
- m_allBagDic.Add(newItem.guid, newItem);
- }
- else
- {
- LogTool.Error("没有找到这个道具:" + itemId);
- return null;
- }
- return newItem;
- }
-
-
-
- /// <summary>
- /// 扣除道具,最后都这里
- /// </summary>
- /// <param name="item"></param>
- /// <param name="count"></param>
- /// <returns></returns>
- public bool DeductItem(ItemInfo item, long count)
- {
- if (item.config.ID <= 0)
- {
- return false;
- }
- if (item.count >= count)
- {
- item.count -= count;
- }
- else
- {
- return false;
- }
- EventManager.Instance.Dispatch(CustomEventType.ItemUpdate, new ItemUpdateData() { ItemInfo = item });
- AccountFileInfo.Instance.SaveItemData(item);
- return true;
- }
- public bool DeductItem(int itemId, long count)
- {
- ItemInfo item = GetItemInfo(itemId);
- return DeductItem(item, count);
- }
- public void DropHeroExp(Vector3 startPos_WorldPos, int showCount, int itemCount)
- {
- CombatItemShowEventData combatItemShowEventData = CombatItemShowEventData.Create();
- combatItemShowEventData.count = showCount;
- combatItemShowEventData.startPos_WorldPos = startPos_WorldPos;
- combatItemShowEventData.showName = "icon_res_upgrade_1";
- combatItemShowEventData.showType = CombatItemShowEventData.ShowType.HeroExp;
- combatItemShowEventData.addValue = itemCount;
- EventManager.Instance.Dispatch(CustomEventType.Combat_ItemShow, combatItemShowEventData);
- }
- public void DropLevelExp(Vector3 startPos_WorldPos, int showCount, int itemCount)
- {
- CombatItemShowEventData combatItemShowEventData = CombatItemShowEventData.Create();
- combatItemShowEventData.count = showCount;
- combatItemShowEventData.startPos_WorldPos = startPos_WorldPos;
- combatItemShowEventData.showName = "icon_Energy";
- combatItemShowEventData.showType = CombatItemShowEventData.ShowType.LevelExp;
- combatItemShowEventData.addValue = itemCount;
- EventManager.Instance.Dispatch(CustomEventType.Combat_ItemShow, combatItemShowEventData);
- }
- public void DropMonsterGold(Vector3 startPos_WorldPos, int showCount, int itemCount)
- {
- CombatItemShowEventData combatItemShowEventData = CombatItemShowEventData.Create();
- combatItemShowEventData.count = showCount;
- combatItemShowEventData.startPos_WorldPos = startPos_WorldPos;
- combatItemShowEventData.showName = "icon_Coin";
- combatItemShowEventData.showType = CombatItemShowEventData.ShowType.MonsterGold;
- combatItemShowEventData.addValue = itemCount;
- EventManager.Instance.Dispatch(CustomEventType.Combat_ItemShow, combatItemShowEventData);
- }
- }
- }
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