EquipmentController.cs 12 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.isEquip)
  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. /// 生成装备的GUID
  89. /// </summary>
  90. /// <returns></returns>
  91. // public long GenerateGUID()
  92. // {
  93. // curGUID++;
  94. // AccountFileInfo.Instance.playerData.eqGUID = curGUID;
  95. // AccountFileInfo.Instance.SavePlayerData();
  96. // return curGUID;
  97. // }
  98. /// <summary>
  99. /// 通过品质获取装备的额外参数,装备属性会叠加这个值
  100. /// </summary>
  101. /// <param name="quality"></param>
  102. /// <returns></returns>
  103. public float GetEquipmentRarityAttributeFactor(int quality)
  104. {
  105. int[] factors = PlayerManager.Instance.gameConstantConfig.equipmentRarityAttributeFactor;
  106. // LogTool.Log(quality);
  107. return factors[quality - 1] / (float)100;
  108. }
  109. public ItemInfo BuildEquipment(int equipModelDropID, int qualityDropID, int lvDropID)
  110. {
  111. ItemInfo info = null;
  112. List<ItemInfo> equipModelDropItems = DropManager.Instance.DropItem(equipModelDropID);
  113. if (equipModelDropItems == null || equipModelDropItems.Count == 0)
  114. {
  115. return info;
  116. }
  117. ItemInfo equipModelInfo = equipModelDropItems[0];
  118. List<ItemInfo> qualityDropItems = DropManager.Instance.DropItem(qualityDropID);
  119. List<ItemInfo> lvDropItems = DropManager.Instance.DropItem(lvDropID);
  120. info = equipModelInfo;
  121. info.eqInfo = new EquipmentInfo();
  122. // info.eqInfo.InitEquipment(info.config,
  123. // lvDropItems[0].dropItemConfig.itemID[0],
  124. // qualityDropItems[0].dropItemConfig.itemID[0]);
  125. info.eqInfo.InitEquipment(equipModelInfo, lvDropItems[0], qualityDropItems[0]);
  126. return info;
  127. }
  128. /// <summary>
  129. /// 一键穿职业装备
  130. /// 把对应职业,对应部位的,最好的装备找出来 牵肠挂肚
  131. /// </summary>
  132. /// <param name="zy"></param>
  133. /// <returns>true = 有装备变动 </returns>
  134. public bool QuickEquip(int zy)
  135. {
  136. bool changed = false;
  137. //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
  138. if (allZyEqDic.TryGetValue(zy, out var bwDic))
  139. {
  140. foreach (KeyValuePair<int, List<ItemInfo>> keyValuePair in bwDic)
  141. {
  142. ItemInfo bestBwEq = null;
  143. foreach (ItemInfo bwItem in keyValuePair.Value)
  144. {
  145. // bwItem.eqInfo.isEquip = false;
  146. if (bestBwEq == null)
  147. {
  148. bestBwEq = bwItem;
  149. continue;
  150. }
  151. if (bwItem.eqInfo.Attack > bestBwEq.eqInfo.Attack ||
  152. bwItem.eqInfo.Defense > bestBwEq.eqInfo.Defense ||
  153. bwItem.eqInfo.Hp > bestBwEq.eqInfo.Hp)
  154. {
  155. bestBwEq = bwItem;
  156. }
  157. }
  158. if (bestBwEq != null)
  159. {
  160. bool b = AddToCurEquip(bestBwEq);
  161. if (!changed)
  162. {
  163. changed = b;
  164. }
  165. }
  166. }
  167. }
  168. return changed;
  169. }
  170. /// <summary>
  171. /// 把装备加到:当前已经穿的装备列表中管理
  172. /// </summary>
  173. /// <param name="bestEqItem"></param>
  174. /// <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>
  175. /// <returns></returns>
  176. public bool AddToCurEquip(ItemInfo bestEqItem, bool isInit = false)
  177. {
  178. int zy = bestEqItem.eqInfo.basicEquipConfig.profession;
  179. bool isAdd = true;
  180. if (equipZyEqDic.TryGetValue(zy, out var eqList))
  181. {
  182. // 从后往前遍历,这样删除元素不会影响索引
  183. for (int i = eqList.Count - 1; i >= 0; i--)
  184. {
  185. ItemInfo itemInfo = eqList[i];
  186. if (itemInfo.eqInfo.basicEquipConfig.Type == bestEqItem.eqInfo.basicEquipConfig.Type)
  187. {
  188. //已经在已装备列表里面了,就不加了
  189. if (itemInfo.Equals(bestEqItem))
  190. {
  191. isAdd = false;
  192. }
  193. else
  194. {
  195. //老装备脱下来
  196. EquipLogic(false, itemInfo);
  197. //从已装备的列表处,移除
  198. eqList.RemoveAt(i);
  199. if (!isInit)
  200. {
  201. AccountFileInfo.Instance.SaveItemData(itemInfo);
  202. }
  203. }
  204. break;
  205. }
  206. }
  207. if (isAdd)
  208. {
  209. EquipLogic(true, bestEqItem);
  210. eqList.Add(bestEqItem);
  211. }
  212. }
  213. else
  214. {
  215. EquipLogic(true, bestEqItem);
  216. eqList = new List<ItemInfo>();
  217. eqList.Add(bestEqItem);
  218. equipZyEqDic.Add(zy, eqList);
  219. }
  220. //有装备变更时,计算一下装备提供的属性
  221. if (isAdd)
  222. {
  223. CalZyEqAddAttribute();
  224. if (!isInit)
  225. {
  226. AccountFileInfo.Instance.SaveItemData(bestEqItem);
  227. }
  228. }
  229. return isAdd;
  230. }
  231. /// <summary>
  232. /// 穿/脱 装备的逻辑
  233. /// </summary>
  234. /// <param name="equip">穿or脱</param>
  235. /// <param name="eqItemInfo">装备item</param>
  236. public void EquipLogic(bool equip, ItemInfo eqItemInfo)
  237. {
  238. eqItemInfo.eqInfo.isEquip = equip;
  239. if (equip)
  240. {
  241. eqItemInfo.count.Value--;
  242. }
  243. else
  244. {
  245. eqItemInfo.count.Value++;
  246. }
  247. }
  248. /// <summary>
  249. /// 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
  250. /// </summary>
  251. /// <param name="eqItemInfo"></param>
  252. public void AddEquipment(ItemInfo eqItemInfo)
  253. {
  254. if (eqItemInfo.eqInfo == null)
  255. {
  256. return;
  257. }
  258. // allEqDic.Add(eqItemInfo.guid, eqItemInfo);
  259. int zy = eqItemInfo.eqInfo.basicEquipConfig.profession;
  260. int bw = eqItemInfo.eqInfo.basicEquipConfig.Type;
  261. if (allZyEqDic.TryGetValue(zy, out var bwDic))
  262. {
  263. if (bwDic.TryGetValue(bw, out var eqBwList))
  264. {
  265. eqBwList.Add(eqItemInfo);
  266. }
  267. else
  268. {
  269. eqBwList = new List<ItemInfo>();
  270. eqBwList.Add(eqItemInfo);
  271. bwDic.Add(bw, eqBwList);
  272. }
  273. }
  274. else
  275. {
  276. bwDic = new Dictionary<int, List<ItemInfo>>();
  277. List<ItemInfo> eqBwList = new List<ItemInfo>();
  278. eqBwList.Add(eqItemInfo);
  279. bwDic.Add(bw, eqBwList);
  280. allZyEqDic.Add(zy, bwDic);
  281. }
  282. }
  283. // public void RemoveEquipment(ItemInfo eqItemInfo)
  284. // {
  285. // if (eqItemInfo.eqInfo == null)
  286. // {
  287. // return;
  288. // }
  289. //
  290. // int zy = eqItemInfo.eqInfo.basicEquipConfig.profession;
  291. // int bw = eqItemInfo.eqInfo.basicEquipConfig.Type;
  292. //
  293. // if (allZyEqDic.TryGetValue(zy, out var bwDic))
  294. // {
  295. // if (bwDic.TryGetValue(bw, out var eqList))
  296. // {
  297. // eqList.Remove(eqItemInfo);
  298. // }
  299. // else
  300. // {
  301. // LogTool.Error("移除一个在背包不存在的(bw),装备: guid=" + eqItemInfo.guid + " 职业=" + zy);
  302. // }
  303. // }
  304. // else
  305. // {
  306. // LogTool.Error("移除一个在背包不存在的(zy),装备: guid=" + eqItemInfo.guid + " 职业=" + zy);
  307. // }
  308. //
  309. // // if (zyEqDic.ContainsKey(pro) && zyEqDic[pro].Contains(eqItemInfo))
  310. // // {
  311. // // zyEqDic[pro].Remove(eqItemInfo);
  312. // // }
  313. // // else
  314. // // {
  315. // // LogTool.Error("移除一个在背包不存在的,装备: guid=" + eqItemInfo.guid + " 职业=" + pro);
  316. // // }
  317. // }
  318. }
  319. }