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. /// <summary>
  94. /// 英雄升级逻辑,主要是改数据,不在这里做UI表现
  95. /// </summary>
  96. /// <param name="heroInfo"></param>
  97. public HeroUpResultType UpgradeHeroLogic(HeroInfo heroInfo, bool isOpenPre = false)
  98. {
  99. HeroUpResultType resultType = CanUpgrade(heroInfo, isOpenPre);
  100. if (resultType == HeroUpResultType.Success || resultType == HeroUpResultType.PlayUpgradeEftFirst)
  101. {
  102. //扣除经验
  103. bool isOk = BagController.Instance.DuctHeroExp(heroInfo.powerUpConfig.levelUpExp);
  104. if (isOk)
  105. {
  106. if (resultType == HeroUpResultType.Success)
  107. {
  108. DoUpgrade(heroInfo);
  109. }
  110. else if (resultType == HeroUpResultType.PlayUpgradeEftFirst)
  111. {
  112. //执行逻辑,返回播放特效的类型
  113. DoUpgrade(heroInfo);
  114. return resultType;
  115. }
  116. return HeroUpResultType.Success;
  117. }
  118. }
  119. return resultType;
  120. }
  121. /// <summary>
  122. /// 发送英雄提升的事件
  123. /// </summary>
  124. /// <param name="upType">提升类型:升级、升星等.</param>
  125. public void SendEvent(HeroUpType upType, HeroInfo heroInfo, HeroUpResultType resultType = HeroUpResultType.None)
  126. {
  127. HeroPowerUpEventData data = new HeroPowerUpEventData();
  128. data.heroModelID = heroInfo.modelID;
  129. data.upType = upType;
  130. data.ResultType = resultType;
  131. PlayerManager.Instance.lastHeroInfo = heroInfo;
  132. if (upType == HeroUpType.Level)
  133. {
  134. SkillUpConfig upConfig = PlayerManager.Instance.heroController
  135. .GetSkillUpConfig4Lv(heroInfo.level.Value);
  136. if (upConfig.ID > 0)
  137. {
  138. heroInfo.SkillData.UpdateSkills();
  139. data.isSkillUp = true;
  140. }
  141. EventManager.Instance.Dispatch(CustomEventType.HeroLvUp, data);
  142. }
  143. else if (upType == HeroUpType.Promote)
  144. {
  145. // SkillUpConfig upConfig = PlayerManager.Instance.heroController
  146. // .IsStarUpGetNewSkill(heroInfo.star.Value);
  147. // data.isSkillUp = upConfig.ID > 0;
  148. SkillUpConfig upConfig = PlayerManager.Instance.heroController.GetSkillUpConfig4Star(heroInfo.star.Value);
  149. if (upConfig.ID > 0)
  150. {
  151. heroInfo.SkillData.UpdateSkills();
  152. data.isSkillUp = true;
  153. }
  154. EventManager.Instance.Dispatch(CustomEventType.HeroPromote, data);
  155. }
  156. EventManager.Instance.Dispatch(CustomEventType.HeroPowerUp, data);
  157. }
  158. public void InitHeroes()
  159. {
  160. for (int i = 0; i < AccountFileInfo.Instance.playerData.HeroListData.Count; i++)
  161. {
  162. AccountFileInfo.HeroData heroData = AccountFileInfo.Instance.playerData.HeroListData[i];
  163. HeroInfo heroInfo = new HeroInfo();
  164. heroInfo.InitHero(heroData);
  165. AddHero(heroInfo);
  166. }
  167. CalMainLevel();
  168. }
  169. /// <summary>
  170. /// 获取英雄
  171. /// </summary>
  172. /// <param name="modelID">英雄ID modelID</param>
  173. /// <returns></returns>
  174. public CombatHeroInfo GetHeroInfo(int modelID)
  175. {
  176. if (allHeroDic.ContainsKey(modelID))
  177. {
  178. return allHeroDic[modelID];
  179. }
  180. LogTool.Error("没有这个英雄" + modelID);
  181. return null;
  182. }
  183. /// <summary>
  184. /// 添加英雄
  185. /// </summary>
  186. /// <param name="heroInfo"></param>
  187. public void AddHero(HeroInfo heroInfo)
  188. {
  189. if (heroInfo.isLead)
  190. {
  191. DeployHeroToLead(heroInfo);
  192. }
  193. else
  194. {
  195. DeployHeroToBack(heroInfo);
  196. }
  197. }
  198. /// <summary>
  199. /// 进入主力队伍
  200. /// </summary>
  201. /// <param name="heroInfo"></param>
  202. public void DeployHeroToLead(HeroInfo heroInfo)
  203. {
  204. if (heroDicInLead.Count >= GlobalParam.Max_Deploy_HERO)
  205. {
  206. return;
  207. }
  208. if (heroDicInLead.ContainsKey(heroInfo.modelID))
  209. {
  210. LogTool.Error("heroDicInLead不应该出现相同的英雄ID=" + heroInfo.modelID);
  211. return;
  212. }
  213. heroDicInLead.Add(heroInfo.modelID, heroInfo);
  214. heroInfo.isLead = true;
  215. allHeroDic.Add(heroInfo.modelID, heroInfo);
  216. CalMainLevel();
  217. }
  218. /// <summary>
  219. /// 更换主力
  220. /// </summary>
  221. /// <param name="heroInfo"></param>
  222. public void ChangeLeadHero(HeroInfo backHero, HeroInfo leadHero)
  223. {
  224. if (!heroDicInLead.ContainsKey(leadHero.modelID))
  225. {
  226. LogTool.Error("不是主力" + leadHero.modelID);
  227. return;
  228. }
  229. if (!heroDicInBack.ContainsKey(backHero.modelID))
  230. {
  231. LogTool.Error("不是替补" + backHero.modelID);
  232. return;
  233. }
  234. //从主力中移除,并加入后补
  235. heroDicInLead.Remove(leadHero.modelID);
  236. DeployHeroToBack(leadHero);
  237. //从后补中移除,并加入主力
  238. heroDicInBack.Remove(backHero.modelID);
  239. DeployHeroToLead(backHero);
  240. }
  241. /// <summary>
  242. /// 进入后备队伍(英雄背包)
  243. /// </summary>
  244. /// <param name="heroInfo"></param>
  245. public void DeployHeroToBack(HeroInfo heroInfo)
  246. {
  247. if (heroDicInBack.ContainsKey(heroInfo.modelID))
  248. {
  249. LogTool.Error("heroDicInBack不应该出现相同的英雄ID=" + heroInfo.modelID);
  250. return;
  251. }
  252. heroDicInBack.Add(heroInfo.modelID, heroInfo);
  253. heroInfo.isLead = false;
  254. allHeroDic.Add(heroInfo.modelID, heroInfo);
  255. }
  256. /// <summary>
  257. /// onlyUnLock=true, 获取已解锁的最高等级的技能
  258. /// 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
  259. /// </summary>
  260. /// <param name="groupID">技能组</param>
  261. /// <param name="level">英雄等级</param>
  262. /// <param name="star">英雄星级</param>
  263. /// <param name="onlyUnLock">ture=只返回解锁的</param>
  264. /// <returns></returns>
  265. public SkillConfig GetHighestLevelOr1(int groupID, int level, int star, bool onlyUnLock = false,bool isMonster=false)
  266. {
  267. SkillConfig skillConfig = new SkillConfig();
  268. int lv = 0;
  269. for(int i = 0; i < PlayerManager.Instance.groupSkillDic[groupID].Count; i++)
  270. {
  271. SkillConfig config = PlayerManager.Instance.groupSkillDic[groupID][i];
  272. if (i == 0 && !onlyUnLock)
  273. {
  274. skillConfig = config;
  275. }
  276. // if (config.isUnLock && config.skillConfig.level > lv)
  277. if(IsUnLockSkill(level, star, config.ID,isMonster) && config.level > lv)
  278. {
  279. lv = config.level;
  280. skillConfig = config;
  281. }
  282. }
  283. return skillConfig;
  284. }
  285. /// <summary>
  286. /// 技能是否解锁
  287. /// </summary>
  288. /// <param name="level">英雄等级</param>
  289. /// <param name="star">英雄星级</param>
  290. /// <param name="skillID">技能id</param>
  291. /// <returns></returns>
  292. public bool IsUnLockSkill(int level, int star, int skillID,bool isMonster=false)
  293. {
  294. bool isUnLock = false;
  295. if (skillID == GlobalParam.Normal_Attack_Skill_Group_ID)
  296. {
  297. isUnLock = true;
  298. }
  299. else
  300. {
  301. //整体可能有点绕,后面再看优化不
  302. //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
  303. int skillUpID = skillID % 100;
  304. SkillUpConfig upConfig = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpID);
  305. //取个位
  306. int gw = skillUpID % 10;
  307. int skillUpIDLevel1 = -1;
  308. //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)
  309. //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
  310. if (gw > 1)
  311. {
  312. //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
  313. skillUpIDLevel1 = skillUpID - gw + 1;
  314. }
  315. //等级解锁
  316. if (upConfig.upType == 1)
  317. {
  318. SkillUpConfig skillUpConfigLevel1 = new SkillUpConfig();
  319. //准备判断,该技能1级时,是否为星级解锁
  320. if (skillUpIDLevel1 > 0)
  321. {
  322. skillUpConfigLevel1 = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpIDLevel1);
  323. }
  324. //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
  325. bool isStarEnough = skillUpConfigLevel1.upType != 2 || star > skillUpConfigLevel1.upValue;
  326. if (level >= upConfig.upValue && isStarEnough)
  327. {
  328. isUnLock = true;
  329. }
  330. }
  331. //星级解锁
  332. else if (upConfig.upType == 2)
  333. {
  334. if (star >= upConfig.upValue||isMonster)
  335. {
  336. isUnLock = true;
  337. }
  338. }
  339. }
  340. return isUnLock;
  341. }
  342. public SkillUpConfig GetSkillUpConfig(int skillID)
  343. {
  344. //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
  345. int skillUpID = skillID % 100;
  346. SkillUpConfig upConfig = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpID);
  347. return upConfig;
  348. }
  349. /// <summary>
  350. /// 根据【等级】查找是否有技能
  351. /// </summary>
  352. /// <param name="level">英雄等级</param>
  353. /// <returns></returns>
  354. public SkillUpConfig GetSkillUpConfig4Lv(int level)
  355. {
  356. SkillUpConfig upConfig = new SkillUpConfig();
  357. foreach (SkillUpConfig skillUpConfig in PlayerManager.Instance.skillUpConfigs)
  358. {
  359. if (skillUpConfig.upType == 1 && level == skillUpConfig.upValue)
  360. {
  361. return skillUpConfig;
  362. }
  363. }
  364. return upConfig;
  365. }
  366. /// <summary>
  367. /// 根据【星级】查找是否有技能
  368. /// </summary>
  369. /// <param name="level">英雄等级</param>
  370. /// <returns></returns>
  371. public SkillUpConfig GetSkillUpConfig4Star(int star)
  372. {
  373. SkillUpConfig upConfig = new SkillUpConfig();
  374. foreach (SkillUpConfig skillUpConfig in PlayerManager.Instance.skillUpConfigs)
  375. {
  376. if (skillUpConfig.upType == 2 && star == skillUpConfig.upValue)
  377. {
  378. return skillUpConfig;
  379. }
  380. }
  381. return upConfig;
  382. }
  383. // /// <summary>
  384. // /// 判断【星级】是否可以解锁新技能
  385. // /// </summary>
  386. // /// <param name="star"></param>
  387. // /// <returns></returns>
  388. // public SkillUpConfig IsStarUpGetNewSkill(int star)
  389. // {
  390. // SkillUpConfig upConfig = new SkillUpConfig();
  391. // foreach (SkillUpConfig skillUpConfig in PlayerManager.Instance.skillUpConfigs)
  392. // {
  393. // if (skillUpConfig.upType == 2 && star == skillUpConfig.upValue)
  394. // {
  395. // return upConfig;
  396. // }
  397. // }
  398. // return upConfig;
  399. // }
  400. }
  401. }