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. private void CalZyEqAddAttribute()
  60. {
  61. foreach (KeyValuePair<int,List<ItemInfo>> keyValuePair in equipZyEqDic)
  62. {
  63. int zy = keyValuePair.Key;
  64. ResetZyEqAddAttribute(zy);
  65. foreach (ItemInfo eqItem in keyValuePair.Value)
  66. {
  67. zyEqAddAttributeDic[zy].atk += eqItem.eqInfo.Attack;
  68. zyEqAddAttributeDic[zy].def += eqItem.eqInfo.Defense;
  69. zyEqAddAttributeDic[zy].hp += eqItem.eqInfo.Hp;
  70. }
  71. }
  72. }
  73. private void ResetZyEqAddAttribute(int zy)
  74. {
  75. zyEqAddAttributeDic[zy].atk = 0;
  76. zyEqAddAttributeDic[zy].def = 0;
  77. zyEqAddAttributeDic[zy].hp = 0;
  78. }
  79. /// <summary>
  80. /// 通过品质获取装备的额外参数,装备属性会叠加这个值
  81. /// </summary>
  82. /// <param name="quality"></param>
  83. /// <returns></returns>
  84. public float GetEquipmentRarityAttributeFactor(int quality)
  85. {
  86. int[] factors = PlayerManager.Instance.gameConstantConfig.equipmentRarityAttributeFactor;
  87. // LogTool.Log(quality);
  88. return factors[quality - 1] / (float)100;
  89. }
  90. public ItemInfo BuildEquipment(int equipModelDropID, int qualityDropID, int lvDropID)
  91. {
  92. ItemInfo info = null;
  93. List<ItemInfo> equipModelDropItems = DropManager.Instance.DropItem(equipModelDropID);
  94. if (equipModelDropItems == null || equipModelDropItems.Count == 0)
  95. {
  96. return info;
  97. }
  98. ItemInfo equipModelInfo = equipModelDropItems[0];
  99. List<ItemInfo> qualityDropItems = DropManager.Instance.DropItem(qualityDropID);
  100. List<ItemInfo> lvDropItems = DropManager.Instance.DropItem(lvDropID);
  101. info = equipModelInfo;
  102. info.eqInfo = new EquipmentInfo();
  103. // info.eqInfo.InitEquipment(info.config,
  104. // lvDropItems[0].dropItemConfig.itemID[0],
  105. // qualityDropItems[0].dropItemConfig.itemID[0]);
  106. info.eqInfo.InitEquipment(equipModelInfo, lvDropItems[0], qualityDropItems[0]);
  107. return info;
  108. }
  109. public ItemInfo BuildEquipmentForItemId(int itemId, int qualityDropID, int lvDropID)
  110. {
  111. ItemInfo info = null;
  112. ItemInfo equipModelInfo = new ItemInfo(itemId, 1);
  113. List<ItemInfo> qualityDropItems = DropManager.Instance.DropItem(qualityDropID);
  114. List<ItemInfo> lvDropItems = DropManager.Instance.DropItem(lvDropID);
  115. info = equipModelInfo;
  116. info.eqInfo = new EquipmentInfo();
  117. // info.eqInfo.InitEquipment(info.config,
  118. // lvDropItems[0].dropItemConfig.itemID[0],
  119. // qualityDropItems[0].dropItemConfig.itemID[0]);
  120. info.eqInfo.InitEquipment(equipModelInfo, lvDropItems[0], qualityDropItems[0]);
  121. return info;
  122. }
  123. public bool atLeastOneBetterEq = false;
  124. /// <summary>
  125. /// 是否有更好的装备
  126. /// </summary>
  127. /// <param name="isReCal">是否重新计算最好的装备</param>
  128. /// <returns></returns>
  129. public bool IsBetterEqs(bool isReCal = true)
  130. {
  131. if (isReCal)
  132. {
  133. UpdateAllBestEqs();
  134. }
  135. atLeastOneBetterEq = false;
  136. int count = 0;
  137. foreach (KeyValuePair<int,Dictionary<int,ItemInfo>> keyValuePair in allBestEqDic)
  138. {
  139. int zy = keyValuePair.Key;
  140. Dictionary<int, ItemInfo> bwDic = keyValuePair.Value;
  141. count += bwDic.Count;
  142. // if (bwDic.Count > 0)
  143. // {
  144. // // return true;
  145. // count++;
  146. // }
  147. }
  148. if (count >= 1)
  149. {
  150. atLeastOneBetterEq = true;
  151. }
  152. //有2个以上的职业,有更好准备是再显示最外层的小红点.
  153. if (count > 3)
  154. {
  155. return true;
  156. }
  157. return false;
  158. }
  159. /// <summary>
  160. /// 具体职业是否有更好装备
  161. /// </summary>
  162. /// <param name="zy"></param>
  163. /// <returns></returns>
  164. public bool IsBetterEqs4OneZy(int zy, bool isReCal = false)
  165. {
  166. if (isReCal)
  167. {
  168. UpdateAllBestEqs();
  169. }
  170. if (allBestEqDic != null)
  171. {
  172. if (allBestEqDic.TryGetValue(zy, out var bwDic))
  173. {
  174. if (bwDic.Count > 0)
  175. {
  176. return true;
  177. }
  178. }
  179. }
  180. return false;
  181. }
  182. public Dictionary<int, Dictionary<int, ItemInfo>> allBestEqDic;
  183. /// <summary>
  184. /// 计算所有职业最好的装备,用于小红点
  185. /// allBestEqDic里面存的,就是所有职业,最好的装备
  186. /// </summary>
  187. /// <returns></returns>
  188. public Dictionary<int, Dictionary<int, ItemInfo>> UpdateAllBestEqs()
  189. {
  190. allBestEqDic = new Dictionary<int, Dictionary<int, ItemInfo>>();
  191. allBestEqDic.Add(1, GetZyBestEqs(1));
  192. allBestEqDic.Add(2, GetZyBestEqs(2));
  193. allBestEqDic.Add(3, GetZyBestEqs(3));
  194. allBestEqDic.Add(4, GetZyBestEqs(4));
  195. return allBestEqDic;
  196. }
  197. public Dictionary<int, ItemInfo> GetZyBestEqs(int zy)
  198. {
  199. Dictionary<int, ItemInfo> bestEqDic = new Dictionary<int, ItemInfo>();
  200. bool changed = false;
  201. //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
  202. if (allZyEqDic.TryGetValue(zy, out var bwDic))
  203. {
  204. foreach (KeyValuePair<int, List<ItemInfo>> keyValuePair in bwDic)
  205. {
  206. ItemInfo bestBwEq = null;
  207. foreach (ItemInfo bwItem in keyValuePair.Value)
  208. {
  209. // if (bwItem.eqInfo.isWear)
  210. // {
  211. // continue;
  212. // }
  213. // bwItem.eqInfo.isEquip = false;
  214. if (bestBwEq == null)
  215. {
  216. bestBwEq = bwItem;
  217. continue;
  218. }
  219. if (bwItem.eqInfo.Attack > bestBwEq.eqInfo.Attack ||
  220. bwItem.eqInfo.Defense > bestBwEq.eqInfo.Defense ||
  221. bwItem.eqInfo.Hp > bestBwEq.eqInfo.Hp)
  222. {
  223. bestBwEq = bwItem;
  224. }
  225. }
  226. if (bestBwEq != null)
  227. {
  228. if(!bestBwEq.eqInfo.isWear)
  229. bestEqDic.Add(keyValuePair.Key, bestBwEq);
  230. }
  231. }
  232. }
  233. return bestEqDic;
  234. }
  235. /// <summary>
  236. /// 一键穿职业装备
  237. /// 把对应职业,对应部位的,最好的装备找出来
  238. /// </summary>
  239. /// <param name="zy"></param>
  240. /// <returns>true = 有装备变动 </returns>
  241. public bool QuickEquip(int zy)
  242. {
  243. bool changed = false;
  244. //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
  245. if (allZyEqDic.TryGetValue(zy, out var bwDic))
  246. {
  247. foreach (KeyValuePair<int, List<ItemInfo>> keyValuePair in bwDic)
  248. {
  249. ItemInfo bestBwEq = null;
  250. foreach (ItemInfo bwItem in keyValuePair.Value)
  251. {
  252. // if (bwItem.eqInfo.isWear)
  253. // {
  254. // continue;
  255. // }
  256. // bwItem.eqInfo.isEquip = false;
  257. if (bestBwEq == null)
  258. {
  259. bestBwEq = bwItem;
  260. continue;
  261. }
  262. if (bwItem.eqInfo.Attack > bestBwEq.eqInfo.Attack ||
  263. bwItem.eqInfo.Defense > bestBwEq.eqInfo.Defense ||
  264. bwItem.eqInfo.Hp > bestBwEq.eqInfo.Hp)
  265. {
  266. bestBwEq = bwItem;
  267. }
  268. }
  269. }
  270. }
  271. return changed;
  272. }
  273. /// <summary>
  274. /// 穿/脱 装备的逻辑
  275. /// </summary>
  276. /// <param name="equip">穿or脱</param>
  277. /// <param name="eqItemInfo">装备item</param>
  278. public void EquipLogic(bool equip, ItemInfo eqItemInfo)
  279. {
  280. eqItemInfo.eqInfo.isWear = equip;
  281. if (equip)
  282. {
  283. eqItemInfo.count.Value--;
  284. }
  285. else
  286. {
  287. eqItemInfo.count.Value++;
  288. }
  289. }
  290. // public void RemoveEquipment(ItemInfo eqItemInfo)
  291. // {
  292. // if (eqItemInfo.eqInfo == null)
  293. // {
  294. // return;
  295. // }
  296. //
  297. // int zy = eqItemInfo.eqInfo.basicEquipConfig.profession;
  298. // int bw = eqItemInfo.eqInfo.basicEquipConfig.Type;
  299. //
  300. // if (allZyEqDic.TryGetValue(zy, out var bwDic))
  301. // {
  302. // if (bwDic.TryGetValue(bw, out var eqList))
  303. // {
  304. // eqList.Remove(eqItemInfo);
  305. // }
  306. // else
  307. // {
  308. // LogTool.Error("移除一个在背包不存在的(bw),装备: guid=" + eqItemInfo.guid + " 职业=" + zy);
  309. // }
  310. // }
  311. // else
  312. // {
  313. // LogTool.Error("移除一个在背包不存在的(zy),装备: guid=" + eqItemInfo.guid + " 职业=" + zy);
  314. // }
  315. //
  316. // // if (zyEqDic.ContainsKey(pro) && zyEqDic[pro].Contains(eqItemInfo))
  317. // // {
  318. // // zyEqDic[pro].Remove(eqItemInfo);
  319. // // }
  320. // // else
  321. // // {
  322. // // LogTool.Error("移除一个在背包不存在的,装备: guid=" + eqItemInfo.guid + " 职业=" + pro);
  323. // // }
  324. // }
  325. }
  326. }