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. //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. EventManager.Instance.Dispatch(CustomEventType.MainLvUp, new SimpleEventData(){intData = m_MainLevel});
  46. }
  47. public HeroUpResultType CanUpgrade(HeroInfo heroInfo, bool isOpenPre = false)
  48. {
  49. if (PlayerManager.Instance.gameConstantConfig.maxLv <= heroInfo.level.Value)
  50. {
  51. LogTool.Log("已到达最高等级:" + PlayerManager.Instance.gameConstantConfig.maxLv);
  52. return HeroUpResultType.MaxLv;
  53. }
  54. //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.
  55. if (heroInfo.level.Value - m_MainLevel >= GlobalParam.Max_Main_Level_Difference)
  56. {
  57. LogTool.Log(heroInfo.modelID + "主力英雄等级差不能超过:" + GlobalParam.Max_Main_Level_Difference);
  58. return HeroUpResultType.MainLevelNotEnough;
  59. }
  60. //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)
  61. if (!isOpenPre && (heroInfo.level.Value + 1) % 10 == 1)
  62. {
  63. return HeroUpResultType.NeedOpenPreUI;
  64. }
  65. if (BagController.Instance.IsEnough(GlobalParam.Item_HeroExp_ID, heroInfo.powerUpConfig.levelUpExp))
  66. {
  67. if (isOpenPre)
  68. {
  69. return HeroUpResultType.PlayUpgradeEftFirst;
  70. }
  71. return HeroUpResultType.Success;
  72. }
  73. else
  74. {
  75. return HeroUpResultType.ExpNotEnough;
  76. }
  77. }
  78. private void DoUpgrade(HeroInfo heroInfo)
  79. {
  80. heroInfo.Upgrade();
  81. PlayerManager.Instance.SaveHeroData(heroInfo);
  82. //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
  83. if (heroInfo.level.Value - 1 == m_MainLevel)
  84. {
  85. CalMainLevel();
  86. }
  87. SendEvent(HeroUpType.Level, heroInfo, HeroUpResultType.Success);
  88. }
  89. /// <summary>
  90. /// 英雄升级逻辑,主要是改数据,不在这里做UI表现
  91. /// </summary>
  92. /// <param name="heroInfo"></param>
  93. public HeroUpResultType UpgradeHeroLogic(HeroInfo heroInfo, bool isOpenPre = false)
  94. {
  95. HeroUpResultType resultType = CanUpgrade(heroInfo, isOpenPre);
  96. if (resultType == HeroUpResultType.Success || resultType == HeroUpResultType.PlayUpgradeEftFirst)
  97. {
  98. //扣除经验
  99. bool isOk = BagController.Instance.DuctHeroExp(heroInfo.powerUpConfig.levelUpExp);
  100. if (isOk)
  101. {
  102. if (resultType == HeroUpResultType.Success)
  103. {
  104. DoUpgrade(heroInfo);
  105. }
  106. else if (resultType == HeroUpResultType.PlayUpgradeEftFirst)
  107. {
  108. //执行逻辑,返回播放特效的类型
  109. DoUpgrade(heroInfo);
  110. return resultType;
  111. }
  112. return HeroUpResultType.Success;
  113. }
  114. }
  115. return resultType;
  116. }
  117. /// <summary>
  118. /// 发送英雄提升的事件
  119. /// </summary>
  120. /// <param name="upType">提升类型:升级、升星等.</param>
  121. public void SendEvent(HeroUpType upType, HeroInfo heroInfo, HeroUpResultType resultType = HeroUpResultType.None)
  122. {
  123. HeroPowerUpEventData data = new HeroPowerUpEventData();
  124. data.heroModelID = heroInfo.modelID;
  125. data.upType = upType;
  126. data.ResultType = resultType;
  127. PlayerManager.Instance.lastHeroInfo = heroInfo;
  128. EventManager.Instance.Dispatch(CustomEventType.HeroPowerUp, data);
  129. if (upType == HeroUpType.Level)
  130. {
  131. SkillUpConfig upConfig = PlayerManager.Instance.heroController
  132. .GetSkillUpConfig4Lv(heroInfo.level.Value);
  133. if (upConfig.ID > 0)
  134. {
  135. heroInfo.SkillData.UpdateSkills();
  136. data.isSkillUp = true;
  137. }
  138. EventManager.Instance.Dispatch(CustomEventType.HeroLvUp, data);
  139. }
  140. else if (upType == HeroUpType.Promote)
  141. {
  142. // SkillUpConfig upConfig = PlayerManager.Instance.heroController
  143. // .IsStarUpGetNewSkill(heroInfo.star.Value);
  144. // data.isSkillUp = upConfig.ID > 0;
  145. SkillUpConfig upConfig = PlayerManager.Instance.heroController.GetSkillUpConfig4Star(heroInfo.star.Value);
  146. if (upConfig.ID > 0)
  147. {
  148. heroInfo.SkillData.UpdateSkills();
  149. data.isSkillUp = true;
  150. }
  151. EventManager.Instance.Dispatch(CustomEventType.HeroPromote, data);
  152. }
  153. }
  154. public void InitHeroes()
  155. {
  156. for (int i = 0; i < AccountFileInfo.Instance.playerData.HeroListData.Count; i++)
  157. {
  158. AccountFileInfo.HeroData heroData = AccountFileInfo.Instance.playerData.HeroListData[i];
  159. HeroInfo heroInfo = new HeroInfo();
  160. heroInfo.InitHero(heroData);
  161. AddHero(heroInfo);
  162. }
  163. CalMainLevel();
  164. }
  165. /// <summary>
  166. /// 获取英雄
  167. /// </summary>
  168. /// <param name="modelID">英雄ID modelID</param>
  169. /// <returns></returns>
  170. public CombatHeroInfo GetHeroInfo(int modelID)
  171. {
  172. if (allHeroDic.ContainsKey(modelID))
  173. {
  174. return allHeroDic[modelID];
  175. }
  176. LogTool.Error("没有这个英雄" + modelID);
  177. return null;
  178. }
  179. /// <summary>
  180. /// 添加英雄
  181. /// </summary>
  182. /// <param name="heroInfo"></param>
  183. public void AddHero(HeroInfo heroInfo)
  184. {
  185. if (heroInfo.isLead)
  186. {
  187. DeployHeroToLead(heroInfo);
  188. }
  189. else
  190. {
  191. DeployHeroToBack(heroInfo);
  192. }
  193. }
  194. /// <summary>
  195. /// 进入主力队伍
  196. /// </summary>
  197. /// <param name="heroInfo"></param>
  198. public void DeployHeroToLead(HeroInfo heroInfo)
  199. {
  200. if (heroDicInLead.Count >= GlobalParam.Max_Deploy_HERO)
  201. {
  202. return;
  203. }
  204. if (heroDicInLead.ContainsKey(heroInfo.modelID))
  205. {
  206. LogTool.Error("heroDicInLead不应该出现相同的英雄ID=" + heroInfo.modelID);
  207. return;
  208. }
  209. heroDicInLead.Add(heroInfo.modelID, heroInfo);
  210. heroInfo.isLead = true;
  211. allHeroDic.Add(heroInfo.modelID, heroInfo);
  212. }
  213. /// <summary>
  214. /// 更换主力
  215. /// </summary>
  216. /// <param name="heroInfo"></param>
  217. public void ChangeLeadHero(HeroInfo backHero, HeroInfo leadHero)
  218. {
  219. if (!heroDicInLead.ContainsKey(leadHero.modelID))
  220. {
  221. LogTool.Error("不是主力" + leadHero.modelID);
  222. return;
  223. }
  224. if (!heroDicInBack.ContainsKey(backHero.modelID))
  225. {
  226. LogTool.Error("不是替补" + backHero.modelID);
  227. return;
  228. }
  229. //从主力中移除,并加入后补
  230. heroDicInLead.Remove(leadHero.modelID);
  231. DeployHeroToBack(leadHero);
  232. //从后补中移除,并加入主力
  233. heroDicInBack.Remove(backHero.modelID);
  234. DeployHeroToLead(backHero);
  235. }
  236. /// <summary>
  237. /// 进入后备队伍(英雄背包)
  238. /// </summary>
  239. /// <param name="heroInfo"></param>
  240. public void DeployHeroToBack(HeroInfo heroInfo)
  241. {
  242. if (heroDicInBack.ContainsKey(heroInfo.modelID))
  243. {
  244. LogTool.Error("heroDicInBack不应该出现相同的英雄ID=" + heroInfo.modelID);
  245. return;
  246. }
  247. heroDicInBack.Add(heroInfo.modelID, heroInfo);
  248. heroInfo.isLead = false;
  249. allHeroDic.Add(heroInfo.modelID, heroInfo);
  250. }
  251. /// <summary>
  252. /// onlyUnLock=true, 获取已解锁的最高等级的技能
  253. /// 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
  254. /// </summary>
  255. /// <param name="groupID">技能组</param>
  256. /// <param name="level">英雄等级</param>
  257. /// <param name="star">英雄星级</param>
  258. /// <param name="onlyUnLock">ture=只返回解锁的</param>
  259. /// <returns></returns>
  260. public SkillConfig GetHighestLevelOr1(int groupID, int level, int star, bool onlyUnLock = false,bool isMonster=false)
  261. {
  262. SkillConfig skillConfig = new SkillConfig();
  263. int lv = 0;
  264. for(int i = 0; i < PlayerManager.Instance.groupSkillDic[groupID].Count; i++)
  265. {
  266. SkillConfig config = PlayerManager.Instance.groupSkillDic[groupID][i];
  267. if (i == 0 && !onlyUnLock)
  268. {
  269. skillConfig = config;
  270. }
  271. // if (config.isUnLock && config.skillConfig.level > lv)
  272. if(IsUnLockSkill(level, star, config.ID,isMonster) && config.level > lv)
  273. {
  274. lv = config.level;
  275. skillConfig = config;
  276. }
  277. }
  278. return skillConfig;
  279. }
  280. /// <summary>
  281. /// 技能是否解锁
  282. /// </summary>
  283. /// <param name="level">英雄等级</param>
  284. /// <param name="star">英雄星级</param>
  285. /// <param name="skillID">技能id</param>
  286. /// <returns></returns>
  287. public bool IsUnLockSkill(int level, int star, int skillID,bool isMonster=false)
  288. {
  289. bool isUnLock = false;
  290. if (skillID == GlobalParam.Normal_Attack_Skill_Group_ID)
  291. {
  292. isUnLock = true;
  293. }
  294. else
  295. {
  296. //整体可能有点绕,后面再看优化不
  297. //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
  298. int skillUpID = skillID % 100;
  299. SkillUpConfig upConfig = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpID);
  300. //取个位
  301. int gw = skillUpID % 10;
  302. int skillUpIDLevel1 = -1;
  303. //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)
  304. //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
  305. if (gw > 1)
  306. {
  307. //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
  308. skillUpIDLevel1 = skillUpID - gw + 1;
  309. }
  310. //等级解锁
  311. if (upConfig.upType == 1)
  312. {
  313. SkillUpConfig skillUpConfigLevel1 = new SkillUpConfig();
  314. //准备判断,该技能1级时,是否为星级解锁
  315. if (skillUpIDLevel1 > 0)
  316. {
  317. skillUpConfigLevel1 = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpIDLevel1);
  318. }
  319. //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
  320. bool isStarEnough = skillUpConfigLevel1.upType != 2 || star > skillUpConfigLevel1.upValue;
  321. if (level >= upConfig.upValue && isStarEnough)
  322. {
  323. isUnLock = true;
  324. }
  325. }
  326. //星级解锁
  327. else if (upConfig.upType == 2)
  328. {
  329. if (star >= upConfig.upValue||isMonster)
  330. {
  331. isUnLock = true;
  332. }
  333. }
  334. }
  335. return isUnLock;
  336. }
  337. public SkillUpConfig GetSkillUpConfig(int skillID)
  338. {
  339. //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
  340. int skillUpID = skillID % 100;
  341. SkillUpConfig upConfig = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpID);
  342. return upConfig;
  343. }
  344. /// <summary>
  345. /// 根据【等级】查找是否有技能
  346. /// </summary>
  347. /// <param name="level">英雄等级</param>
  348. /// <returns></returns>
  349. public SkillUpConfig GetSkillUpConfig4Lv(int level)
  350. {
  351. SkillUpConfig upConfig = new SkillUpConfig();
  352. foreach (SkillUpConfig skillUpConfig in PlayerManager.Instance.skillUpConfigs)
  353. {
  354. if (skillUpConfig.upType == 1 && level == skillUpConfig.upValue)
  355. {
  356. return skillUpConfig;
  357. }
  358. }
  359. return upConfig;
  360. }
  361. /// <summary>
  362. /// 根据【星级】查找是否有技能
  363. /// </summary>
  364. /// <param name="level">英雄等级</param>
  365. /// <returns></returns>
  366. public SkillUpConfig GetSkillUpConfig4Star(int star)
  367. {
  368. SkillUpConfig upConfig = new SkillUpConfig();
  369. foreach (SkillUpConfig skillUpConfig in PlayerManager.Instance.skillUpConfigs)
  370. {
  371. if (skillUpConfig.upType == 2 && star == skillUpConfig.upValue)
  372. {
  373. return skillUpConfig;
  374. }
  375. }
  376. return upConfig;
  377. }
  378. // /// <summary>
  379. // /// 判断【星级】是否可以解锁新技能
  380. // /// </summary>
  381. // /// <param name="star"></param>
  382. // /// <returns></returns>
  383. // public SkillUpConfig IsStarUpGetNewSkill(int star)
  384. // {
  385. // SkillUpConfig upConfig = new SkillUpConfig();
  386. // foreach (SkillUpConfig skillUpConfig in PlayerManager.Instance.skillUpConfigs)
  387. // {
  388. // if (skillUpConfig.upType == 2 && star == skillUpConfig.upValue)
  389. // {
  390. // return upConfig;
  391. // }
  392. // }
  393. // return upConfig;
  394. // }
  395. }
  396. }