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. /// 所有的装备 按 这个逻辑存储 {职业, {部位, 装备列表}}
  35. /// 存在意义:一键换装的时候,可以快速找到目标装备
  36. ///
  37. /// </summary>
  38. public Dictionary<int, Dictionary<int ,List<ItemInfo>>> allZyEqDic = new Dictionary<int, Dictionary<int ,List<ItemInfo>>>();
  39. /// <summary>
  40. /// 已穿戴的装备
  41. /// </summary>
  42. public Dictionary<int, List<ItemInfo>> equipZyEqDic = new Dictionary<int, List<ItemInfo>>();
  43. /// <summary>
  44. /// 职业装备提供的属性
  45. /// </summary>
  46. public Dictionary<int, EqAddAttribute> zyEqAddAttributeDic = new Dictionary<int, EqAddAttribute>();
  47. // private long curGUID;
  48. public EquipmentController()
  49. {
  50. zyEqAddAttributeDic.Add(1, new EqAddAttribute());
  51. zyEqAddAttributeDic.Add(2, new EqAddAttribute());
  52. zyEqAddAttributeDic.Add(3, new EqAddAttribute());
  53. zyEqAddAttributeDic.Add(4, new EqAddAttribute());
  54. equipZyEqDic.Add(1, new List<ItemInfo>());
  55. equipZyEqDic.Add(2, new List<ItemInfo>());
  56. equipZyEqDic.Add(3, new List<ItemInfo>());
  57. equipZyEqDic.Add(4, new List<ItemInfo>());
  58. }
  59. public void Init(ItemInfo itemInfo)
  60. {
  61. AddEquipment(itemInfo);
  62. if (itemInfo.eqInfo != null && itemInfo.eqInfo.isWear)
  63. {
  64. AddToCurEquip(itemInfo, true);
  65. }
  66. }
  67. private void CalZyEqAddAttribute()
  68. {
  69. foreach (KeyValuePair<int,List<ItemInfo>> keyValuePair in equipZyEqDic)
  70. {
  71. int zy = keyValuePair.Key;
  72. ResetZyEqAddAttribute(zy);
  73. foreach (ItemInfo eqItem in keyValuePair.Value)
  74. {
  75. zyEqAddAttributeDic[zy].atk += eqItem.eqInfo.Attack;
  76. zyEqAddAttributeDic[zy].def += eqItem.eqInfo.Defense;
  77. zyEqAddAttributeDic[zy].hp += eqItem.eqInfo.Hp;
  78. }
  79. }
  80. }
  81. private void ResetZyEqAddAttribute(int zy)
  82. {
  83. zyEqAddAttributeDic[zy].atk = 0;
  84. zyEqAddAttributeDic[zy].def = 0;
  85. zyEqAddAttributeDic[zy].hp = 0;
  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. // LogTool.Log(quality);
  96. return factors[quality - 1] / (float)100;
  97. }
  98. public ItemInfo BuildEquipment(int equipModelDropID, int qualityDropID, int lvDropID)
  99. {
  100. ItemInfo info = null;
  101. List<ItemInfo> equipModelDropItems = DropManager.Instance.DropItem(equipModelDropID);
  102. if (equipModelDropItems == null || equipModelDropItems.Count == 0)
  103. {
  104. return info;
  105. }
  106. ItemInfo equipModelInfo = equipModelDropItems[0];
  107. List<ItemInfo> qualityDropItems = DropManager.Instance.DropItem(qualityDropID);
  108. List<ItemInfo> lvDropItems = DropManager.Instance.DropItem(lvDropID);
  109. info = equipModelInfo;
  110. info.eqInfo = new EquipmentInfo();
  111. // info.eqInfo.InitEquipment(info.config,
  112. // lvDropItems[0].dropItemConfig.itemID[0],
  113. // qualityDropItems[0].dropItemConfig.itemID[0]);
  114. info.eqInfo.InitEquipment(equipModelInfo, lvDropItems[0], qualityDropItems[0]);
  115. return info;
  116. }
  117. public ItemInfo BuildEquipmentForItemId(int itemId, int qualityDropID, int lvDropID)
  118. {
  119. ItemInfo info = null;
  120. ItemInfo equipModelInfo = new ItemInfo(itemId, 1);
  121. List<ItemInfo> qualityDropItems = DropManager.Instance.DropItem(qualityDropID);
  122. List<ItemInfo> lvDropItems = DropManager.Instance.DropItem(lvDropID);
  123. info = equipModelInfo;
  124. info.eqInfo = new EquipmentInfo();
  125. // info.eqInfo.InitEquipment(info.config,
  126. // lvDropItems[0].dropItemConfig.itemID[0],
  127. // qualityDropItems[0].dropItemConfig.itemID[0]);
  128. info.eqInfo.InitEquipment(equipModelInfo, lvDropItems[0], qualityDropItems[0]);
  129. return info;
  130. }
  131. /// <summary>
  132. /// 一键穿职业装备
  133. /// 把对应职业,对应部位的,最好的装备找出来 牵肠挂肚
  134. /// </summary>
  135. /// <param name="zy"></param>
  136. /// <returns>true = 有装备变动 </returns>
  137. public bool QuickEquip(int zy)
  138. {
  139. bool changed = false;
  140. //拿到这个职业的所有部位的装备,bwDic就是一个按部位划分的字典key=部位,value=这个部位下的所有装备
  141. if (allZyEqDic.TryGetValue(zy, out var bwDic))
  142. {
  143. foreach (KeyValuePair<int, List<ItemInfo>> keyValuePair in bwDic)
  144. {
  145. ItemInfo bestBwEq = null;
  146. foreach (ItemInfo bwItem in keyValuePair.Value)
  147. {
  148. // bwItem.eqInfo.isEquip = false;
  149. if (bestBwEq == null)
  150. {
  151. bestBwEq = bwItem;
  152. continue;
  153. }
  154. if (bwItem.eqInfo.Attack > bestBwEq.eqInfo.Attack ||
  155. bwItem.eqInfo.Defense > bestBwEq.eqInfo.Defense ||
  156. bwItem.eqInfo.Hp > bestBwEq.eqInfo.Hp)
  157. {
  158. bestBwEq = bwItem;
  159. }
  160. }
  161. if (bestBwEq != null)
  162. {
  163. bool b = AddToCurEquip(bestBwEq);
  164. if (!changed)
  165. {
  166. changed = b;
  167. }
  168. }
  169. }
  170. }
  171. return changed;
  172. }
  173. /// <summary>
  174. /// 把装备加到:当前已经穿的装备列表中管理
  175. /// </summary>
  176. /// <param name="bestEqItem"></param>
  177. /// <param name="isInit">true 表示是初始化,初始化时,不支持保存数据的逻辑</param>
  178. /// <returns></returns>
  179. public bool AddToCurEquip(ItemInfo bestEqItem, bool isInit = false)
  180. {
  181. int zy = bestEqItem.eqInfo.basicEquipConfig.profession;
  182. bool isAdd = true;
  183. if (equipZyEqDic.TryGetValue(zy, out var eqList))
  184. {
  185. // 从后往前遍历,这样删除元素不会影响索引
  186. for (int i = eqList.Count - 1; i >= 0; i--)
  187. {
  188. ItemInfo itemInfo = eqList[i];
  189. if (itemInfo.eqInfo.basicEquipConfig.Type == bestEqItem.eqInfo.basicEquipConfig.Type)
  190. {
  191. //已经在已装备列表里面了,就不加了
  192. if (itemInfo.Equals(bestEqItem))
  193. {
  194. isAdd = false;
  195. }
  196. else
  197. {
  198. //老装备脱下来
  199. EquipLogic(false, itemInfo);
  200. //从已装备的列表处,移除
  201. eqList.RemoveAt(i);
  202. if (!isInit)
  203. {
  204. AccountFileInfo.Instance.SaveItemData(itemInfo);
  205. }
  206. }
  207. break;
  208. }
  209. }
  210. if (isAdd)
  211. {
  212. EquipLogic(true, bestEqItem);
  213. eqList.Add(bestEqItem);
  214. }
  215. }
  216. else
  217. {
  218. EquipLogic(true, bestEqItem);
  219. eqList = new List<ItemInfo>();
  220. eqList.Add(bestEqItem);
  221. equipZyEqDic.Add(zy, eqList);
  222. }
  223. //有装备变更时,计算一下装备提供的属性
  224. if (isAdd)
  225. {
  226. CalZyEqAddAttribute();
  227. if (!isInit)
  228. {
  229. AccountFileInfo.Instance.SaveItemData(bestEqItem);
  230. }
  231. }
  232. return isAdd;
  233. }
  234. /// <summary>
  235. /// 穿/脱 装备的逻辑
  236. /// </summary>
  237. /// <param name="equip">穿or脱</param>
  238. /// <param name="eqItemInfo">装备item</param>
  239. public void EquipLogic(bool equip, ItemInfo eqItemInfo)
  240. {
  241. eqItemInfo.eqInfo.isWear = equip;
  242. if (equip)
  243. {
  244. eqItemInfo.count.Value--;
  245. }
  246. else
  247. {
  248. eqItemInfo.count.Value++;
  249. }
  250. }
  251. /// <summary>
  252. /// 这里2次管理装备item的目的是为了:后续穿脱装备时,遍历效率更高
  253. /// </summary>
  254. /// <param name="eqItemInfo"></param>
  255. public void AddEquipment(ItemInfo eqItemInfo)
  256. {
  257. if (eqItemInfo.eqInfo == null)
  258. {
  259. return;
  260. }
  261. // allEqDic.Add(eqItemInfo.guid, eqItemInfo);
  262. int zy = eqItemInfo.eqInfo.basicEquipConfig.profession;
  263. int bw = eqItemInfo.eqInfo.basicEquipConfig.Type;
  264. if (allZyEqDic.TryGetValue(zy, out var bwDic))
  265. {
  266. if (bwDic.TryGetValue(bw, out var eqBwList))
  267. {
  268. bool isAdd = true;
  269. foreach (ItemInfo itemInfo in eqBwList)
  270. {
  271. if (itemInfo.guid == eqItemInfo.guid)
  272. {
  273. isAdd = false;
  274. // LogTool.Warning("已经有这个装备,不再重复添加:"+ eqItemInfo.guid);
  275. break;
  276. }
  277. }
  278. if (isAdd)
  279. {
  280. eqBwList.Add(eqItemInfo);
  281. }
  282. }
  283. else
  284. {
  285. eqBwList = new List<ItemInfo>();
  286. eqBwList.Add(eqItemInfo);
  287. bwDic.Add(bw, eqBwList);
  288. }
  289. }
  290. else
  291. {
  292. bwDic = new Dictionary<int, List<ItemInfo>>();
  293. List<ItemInfo> eqBwList = new List<ItemInfo>();
  294. eqBwList.Add(eqItemInfo);
  295. bwDic.Add(bw, eqBwList);
  296. allZyEqDic.Add(zy, bwDic);
  297. }
  298. }
  299. // public void RemoveEquipment(ItemInfo eqItemInfo)
  300. // {
  301. // if (eqItemInfo.eqInfo == null)
  302. // {
  303. // return;
  304. // }
  305. //
  306. // int zy = eqItemInfo.eqInfo.basicEquipConfig.profession;
  307. // int bw = eqItemInfo.eqInfo.basicEquipConfig.Type;
  308. //
  309. // if (allZyEqDic.TryGetValue(zy, out var bwDic))
  310. // {
  311. // if (bwDic.TryGetValue(bw, out var eqList))
  312. // {
  313. // eqList.Remove(eqItemInfo);
  314. // }
  315. // else
  316. // {
  317. // LogTool.Error("移除一个在背包不存在的(bw),装备: guid=" + eqItemInfo.guid + " 职业=" + zy);
  318. // }
  319. // }
  320. // else
  321. // {
  322. // LogTool.Error("移除一个在背包不存在的(zy),装备: guid=" + eqItemInfo.guid + " 职业=" + zy);
  323. // }
  324. //
  325. // // if (zyEqDic.ContainsKey(pro) && zyEqDic[pro].Contains(eqItemInfo))
  326. // // {
  327. // // zyEqDic[pro].Remove(eqItemInfo);
  328. // // }
  329. // // else
  330. // // {
  331. // // LogTool.Error("移除一个在背包不存在的,装备: guid=" + eqItemInfo.guid + " 职业=" + pro);
  332. // // }
  333. // }
  334. }
  335. }