SkillData.cs 4.3 KB

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  1. using System.Collections.Generic;
  2. using System.Linq;
  3. using Excel2Json;
  4. using Fort23.UTool;
  5. namespace GameLogic.Hero
  6. {
  7. public class SkillData
  8. {
  9. public Dictionary<int, List<SkillInfo>> mySkillDic = new Dictionary<int, List<SkillInfo>>();
  10. public CombatHeroInfo heroInfo;
  11. public SkillData(CombatHeroInfo heroInfo)
  12. {
  13. this.heroInfo = heroInfo;
  14. }
  15. /// <summary>
  16. /// 获取最高等级等技能(已解锁),或者1级技能(未解锁时)
  17. /// </summary>
  18. /// <returns>最高等级等技能(已解锁),或者1级技能(未解锁时)</returns>
  19. public SkillInfo GetHighestLevelOr1(int groupID, bool onlyUnLock = false)
  20. {
  21. SkillInfo skillInfo = null;
  22. int lv = 0;
  23. for(int i = 0; i < mySkillDic[groupID].Count; i++)
  24. {
  25. SkillInfo info = mySkillDic[groupID][i];
  26. if (i == 0 && !onlyUnLock)
  27. {
  28. skillInfo = info;
  29. }
  30. if (info.isUnLock && info.skillConfig.level > lv)
  31. {
  32. lv = info.skillConfig.level;
  33. skillInfo = info;
  34. }
  35. }
  36. return skillInfo;
  37. }
  38. /// <summary>
  39. /// 获取SkillConfig
  40. /// </summary>
  41. /// <param name="upSkillID">技能解锁表的ID</param>
  42. /// <returns></returns>
  43. public SkillConfig GetSkillConfig(int upSkillID)
  44. {
  45. // SkillConfig config = new SkillConfig();
  46. foreach (KeyValuePair<int,List<SkillInfo>> keyValuePair in mySkillDic)
  47. {
  48. foreach (SkillInfo skillInfo in keyValuePair.Value)
  49. {
  50. // skillInfo.UpdateInfo();
  51. if (skillInfo.upConfig.ID == upSkillID)
  52. {
  53. return skillInfo.skillConfig;
  54. }
  55. }
  56. }
  57. return new SkillConfig();;
  58. }
  59. // public void Init(HeroInfo heroInfo)
  60. // {
  61. // this.heroInfo = heroInfo;
  62. // }
  63. public void UpdateSkills()
  64. {
  65. // foreach (SkillInfo skillInfo in mySkillDic[groupID])
  66. // {
  67. // skillInfo.UpdateInfo();
  68. // }
  69. foreach (KeyValuePair<int,List<SkillInfo>> keyValuePair in mySkillDic)
  70. {
  71. foreach (SkillInfo skillInfo in keyValuePair.Value)
  72. {
  73. skillInfo.UpdateInfo();
  74. }
  75. }
  76. }
  77. public void InitSkills()
  78. {
  79. for (int i = 0; i < heroInfo.modelConfig.skillID.Length; i++)
  80. {
  81. int skillGroup = heroInfo.modelConfig.skillID[i];
  82. foreach (SkillConfig config in PlayerManager.Instance.groupSkillDic[skillGroup])
  83. {
  84. SkillInfo skillInfo = new SkillInfo();
  85. skillInfo.Init(this, config);
  86. // allSkills.Add(skillInfo);
  87. //
  88. // if (skillInfo.isUnLock)
  89. // {
  90. // allUnLockSkill.Add(skillInfo);
  91. // }
  92. if (mySkillDic.ContainsKey(skillGroup))
  93. {
  94. mySkillDic[skillGroup].Add(skillInfo);
  95. }
  96. else
  97. {
  98. mySkillDic.Add(skillGroup, new List<SkillInfo> { skillInfo });
  99. }
  100. }
  101. // UpdateSkill4Combat();
  102. }
  103. }
  104. /// <summary>
  105. /// 更新战斗中用得到的技能
  106. /// </summary>
  107. public void UpdateSkill4Combat()
  108. {
  109. // int idx = 0;
  110. // heroInfo.skillConfigs = new List<SkillConfig>();
  111. // foreach (KeyValuePair<int, List<SkillInfo>> keyValuePair in heroInfo.SkillData.mySkillDic)
  112. // {
  113. // SkillInfo combatSkill = GetHighestLevelOr1(keyValuePair.Key, true);
  114. // if (combatSkill != null)
  115. // {
  116. // allSkill4Combat.Add(combatSkill);
  117. // heroInfo.skillConfigs.Add(combatSkill.skillConfig);
  118. // }
  119. // }
  120. }
  121. }
  122. }