BagController.cs 13 KB

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  1. using System.Collections.Generic;
  2. using Common.Utility.CombatEvent;
  3. using Core.Utility;
  4. using Fort23.Core;
  5. using Fort23.UTool;
  6. using GameLogic.Equipment;
  7. using UnityEngine;
  8. using Utility;
  9. namespace GameLogic.Bag
  10. {
  11. public class BagController
  12. {
  13. /// <summary>
  14. /// 玩家的所有道具(包含货币)
  15. /// </summary>
  16. // private List<ItemInfo> m_bagList = new List<ItemInfo>();
  17. private Dictionary<string, ItemInfo> m_allBagDic = new Dictionary<string, ItemInfo>();
  18. /// <summary>
  19. /// 外部访问用
  20. /// </summary>
  21. public Dictionary<string, ItemInfo> allBagDic => m_allBagDic;
  22. public void Init()
  23. {
  24. foreach (var itemData in AccountFileInfo.Instance.playerData.ItemListData)
  25. {
  26. ItemInfo itemInfo = new ItemInfo(itemData);
  27. // m_bagList.Add(itemInfo);
  28. LogTool.Log(itemInfo.guid);
  29. m_allBagDic.Add(itemInfo.guid, itemInfo);
  30. // PlayerManager.Instance.eqController.Init(itemInfo);
  31. }
  32. }
  33. #region 快速添加和扣除常用道具
  34. /// <summary>
  35. /// 加金币
  36. /// </summary>
  37. /// <param name="count"></param>
  38. public void AddCoin(long count)
  39. {
  40. AddItem(GlobalParam.Item_Coin_ID, count);
  41. }
  42. /// <summary>
  43. /// 扣金币
  44. /// </summary>
  45. /// <param name="count"></param>
  46. public bool DeductCoin(long count)
  47. {
  48. return DeductItem(GlobalParam.Item_Coin_ID, count);
  49. }
  50. /// <summary>
  51. /// 加钻石
  52. /// </summary>
  53. /// <param name="count"></param>
  54. public void AddDiamond(long count)
  55. {
  56. AddItem(GlobalParam.Item_Diamond_ID, count);
  57. }
  58. /// <summary>
  59. /// 扣钻石
  60. /// </summary>
  61. /// <param name="count"></param>
  62. public bool DeductDiamond(long count)
  63. {
  64. return DeductItem(GlobalParam.Item_Diamond_ID, count);
  65. }
  66. /// <summary>
  67. /// 加英雄经验
  68. /// </summary>
  69. /// <param name="count"></param>
  70. public void AddHeroExp(long count)
  71. {
  72. AddItem(GlobalParam.Item_HeroExp_ID, count);
  73. }
  74. /// <summary>
  75. /// 扣英雄经验
  76. /// </summary>
  77. /// <param name="count"></param>
  78. public bool DuctHeroExp(long count)
  79. {
  80. return DeductItem(GlobalParam.Item_HeroExp_ID, count);
  81. }
  82. /// <summary>
  83. /// 道具是否足够
  84. /// </summary>
  85. /// <param name="itemId"></param>
  86. /// <param name="count"></param>
  87. /// <returns></returns>
  88. public bool IsEnough(ItemInfo item, long count)
  89. {
  90. if (item.config.ID <= 0)
  91. {
  92. return false;
  93. }
  94. if (item.count >= count)
  95. {
  96. return true;
  97. }
  98. else
  99. {
  100. return false;
  101. }
  102. }
  103. /// <summary>
  104. /// 道具是否足够
  105. /// </summary>
  106. /// <param name="itemId"></param>
  107. /// <param name="count"></param>
  108. /// <returns></returns>
  109. public bool IsEnough(int itemId, long count)
  110. {
  111. ItemInfo item = GetItemInfo(itemId);
  112. return IsEnough(item, count);
  113. }
  114. #endregion
  115. public bool AddItem(int itemId, long count, string guid = "")
  116. {
  117. string guidStr = string.IsNullOrEmpty(guid) ? itemId.ToString() : guid;
  118. ItemInfo item = GetItemInfo(itemId, guidStr);
  119. return AddItemCount(item, count);
  120. }
  121. /// <summary>
  122. /// 添加道具,装备和普通道具都可以
  123. /// </summary>
  124. /// <param name="itemInfos"></param>
  125. public void AddItem(List<ItemInfo> itemInfos)
  126. {
  127. for (int i = 0; i < itemInfos.Count; i++)
  128. {
  129. ItemInfo item = itemInfos[i];
  130. LogTool.Log("获得了道具"+item.itemID);
  131. AddItem(item);
  132. // //掉落的数量
  133. // long count = itemInfo.count.Value;
  134. // ItemInfo item = GetItemInfo(itemInfo);
  135. //
  136. // if (item.IsEquipItem())
  137. // {
  138. // PlayerManager.Instance.eqController.AddEquipment(item);
  139. // }
  140. //
  141. // AddItemCount(item, count);
  142. }
  143. }
  144. /// <summary>
  145. /// 添加道具数量,最后都走这里
  146. /// </summary>
  147. /// <param name="item"></param>
  148. /// <param name="count"></param>
  149. /// <returns></returns>
  150. private bool AddItemCount(ItemInfo item, long count)
  151. {
  152. if (item.config.ID <= 0 && string.IsNullOrEmpty(item.guid))
  153. {
  154. return false;
  155. }
  156. item.count += count;
  157. EventManager.Instance.Dispatch(CustomEventType.ItemUpdate, new ItemUpdateData() { ItemInfo = item,Count = (int)count});
  158. EventManager.Instance.Dispatch(CustomEventType.AddItem, new ItemUpdateData() { ItemInfo = item,Count = (int)count});
  159. AccountFileInfo.Instance.SaveItemData(item);
  160. return true;
  161. }
  162. // private void AddEqToDic(ItemInfo eqItemInfo)
  163. // {
  164. // if (eqItemInfo.eqInfo == null)
  165. // {
  166. // return;
  167. // }
  168. //
  169. // int pro = eqItemInfo.eqInfo.basicEquipConfig.profession;
  170. //
  171. // if (m_EqDic.ContainsKey(pro))
  172. // {
  173. // m_EqDic[pro].Add(eqItemInfo);
  174. // }
  175. // else
  176. // {
  177. // m_EqDic.Add(pro, new List<ItemInfo>());
  178. // m_EqDic[pro].Add(eqItemInfo);
  179. // }
  180. // }
  181. /// <summary>
  182. /// 添加道具,装备和普通道具都可以
  183. /// </summary>
  184. /// <param name="item"></param>
  185. public void AddItem(ItemInfo item)
  186. {
  187. //掉落的数量
  188. long count = item.count.Value;
  189. ItemInfo itemInfo = GetItemInfo(item);
  190. // if (itemInfo.IsEquipItem())
  191. // {
  192. // PlayerManager.Instance.eqController.AddEquipment(itemInfo);
  193. // }
  194. AddItemCount(itemInfo, count);
  195. }
  196. // /// <summary>
  197. // /// 重新加载一次所有装备
  198. // /// 一般用于,分解装备之后
  199. // /// </summary>
  200. // public void ReInitAllEqItem()
  201. // {
  202. // PlayerManager.Instance.eqController.allZyEqDic.Clear();
  203. // foreach (KeyValuePair<string,ItemInfo> keyValuePair in m_allBagDic)
  204. // {
  205. // PlayerManager.Instance.eqController.AddEquipment(keyValuePair.Value);
  206. // }
  207. // }
  208. public void RemoveItem(ItemInfo itemInfo, bool saveNow, bool zeroDel)
  209. {
  210. itemInfo.count.Value = 0;
  211. if (zeroDel)
  212. {
  213. m_allBagDic.Remove(itemInfo.guid);
  214. }
  215. AccountFileInfo.Instance.SaveItemData(itemInfo, saveNow);
  216. }
  217. public void ModifyItem(ItemInfo itemInfo, bool saveNow)
  218. {
  219. itemInfo.count.Value -= itemInfo.count.Value;
  220. AccountFileInfo.Instance.SaveItemData(itemInfo, saveNow);
  221. }
  222. /// <summary>
  223. /// 获取道具信息
  224. /// 不传guid,默认itemId就是guid
  225. /// </summary>
  226. /// <param name="itemId"></param>
  227. /// <param name="guid"></param>
  228. /// <returns></returns>
  229. // public ItemInfo GetItemInfo(ItemInfo itemInfo)
  230. // {
  231. // string guidStr = string.IsNullOrEmpty(itemInfo.guid) ? itemInfo.itemID.ToString() : itemInfo.guid;
  232. //
  233. // if (m_allBagDic.TryGetValue(guidStr, out ItemInfo item))
  234. // {
  235. // return item;
  236. // }
  237. //
  238. // m_allBagDic.Add(itemInfo.guid, itemInfo);
  239. //
  240. // return itemInfo;
  241. // }
  242. /// <summary>
  243. /// 一般是掉了(随机)一个东西(ItemInfo),然后来背包找,是否之前掉过一样的
  244. /// 之前有,就把有的返回回去,加数量
  245. /// 之前无,就返回这个新东西
  246. /// /// 重要:加入背包管理都是通过这个方法(后续看是否优)
  247. /// </summary>
  248. /// <param name="itemInfo"></param>
  249. /// <returns></returns>
  250. public ItemInfo GetItemInfo(ItemInfo itemInfo)
  251. {
  252. string guidStr = string.IsNullOrEmpty(itemInfo.guid) ? itemInfo.itemID.ToString() : itemInfo.guid;
  253. if (m_allBagDic.TryGetValue(guidStr, out ItemInfo item))
  254. {
  255. return item;
  256. }
  257. //这里要设成0是因为,随机掉落的东西,第一次进背包时,先把数量去掉(否则会掉会多加1个)
  258. //该方法结束后,有统一加数量的代码,看后续代码。
  259. itemInfo.count.Value = 0l;
  260. m_allBagDic.Add(itemInfo.guid, itemInfo);
  261. return itemInfo;
  262. }
  263. public long GetItemCount(int itemId)
  264. {
  265. ItemInfo itemInfo = GetItemInfo(itemId);
  266. return itemInfo.count.Value;
  267. }
  268. /// <summary>
  269. /// 获取道具信息
  270. /// 不传guid,默认itemId就是guid
  271. /// </summary>
  272. /// <param name="itemId"></param>
  273. /// <param name="guid"></param>
  274. /// <returns></returns>
  275. public ItemInfo GetItemInfo(int itemId, string guid = "")
  276. {
  277. string guidStr = string.IsNullOrEmpty(guid) ? itemId.ToString() : guid;
  278. if (m_allBagDic.TryGetValue(guidStr, out ItemInfo item))
  279. {
  280. return item;
  281. }
  282. ItemInfo newItem = new ItemInfo(itemId);
  283. if (newItem.config.ID > 0)
  284. {
  285. m_allBagDic.Add(newItem.guid, newItem);
  286. }
  287. else
  288. {
  289. LogTool.Error("没有找到这个道具:" + itemId);
  290. return null;
  291. }
  292. return newItem;
  293. }
  294. /// <summary>
  295. /// 扣除道具,最后都这里
  296. /// </summary>
  297. /// <param name="item"></param>
  298. /// <param name="count"></param>
  299. /// <returns></returns>
  300. public bool DeductItem(ItemInfo item, long count)
  301. {
  302. if (item.config.ID <= 0)
  303. {
  304. return false;
  305. }
  306. if (item.count >= count)
  307. {
  308. item.count -= count;
  309. }
  310. else
  311. {
  312. return false;
  313. }
  314. EventManager.Instance.Dispatch(CustomEventType.ItemUpdate, new ItemUpdateData() { ItemInfo = item });
  315. AccountFileInfo.Instance.SaveItemData(item);
  316. return true;
  317. }
  318. public bool DeductItem(int itemId, long count)
  319. {
  320. ItemInfo item = GetItemInfo(itemId);
  321. return DeductItem(item, count);
  322. }
  323. public void DropHeroExp(Vector3 startPos_WorldPos, int showCount, int itemCount)
  324. {
  325. CombatItemShowEventData combatItemShowEventData = CombatItemShowEventData.Create();
  326. combatItemShowEventData.count = showCount;
  327. combatItemShowEventData.startPos_WorldPos = startPos_WorldPos;
  328. combatItemShowEventData.showName = "icon_res_upgrade_1";
  329. combatItemShowEventData.showType = CombatItemShowEventData.ShowType.HeroExp;
  330. combatItemShowEventData.addValue = itemCount;
  331. EventManager.Instance.Dispatch(CustomEventType.Combat_ItemShow, combatItemShowEventData);
  332. }
  333. public void DropLevelExp(Vector3 startPos_WorldPos, int showCount, int itemCount)
  334. {
  335. CombatItemShowEventData combatItemShowEventData = CombatItemShowEventData.Create();
  336. combatItemShowEventData.count = showCount;
  337. combatItemShowEventData.startPos_WorldPos = startPos_WorldPos;
  338. combatItemShowEventData.showName = "icon_Energy";
  339. combatItemShowEventData.showType = CombatItemShowEventData.ShowType.LevelExp;
  340. combatItemShowEventData.addValue = itemCount;
  341. EventManager.Instance.Dispatch(CustomEventType.Combat_ItemShow, combatItemShowEventData);
  342. }
  343. public void DropMonsterGold(Vector3 startPos_WorldPos, int showCount, int itemCount)
  344. {
  345. CombatItemShowEventData combatItemShowEventData = CombatItemShowEventData.Create();
  346. combatItemShowEventData.count = showCount;
  347. combatItemShowEventData.startPos_WorldPos = startPos_WorldPos;
  348. combatItemShowEventData.showName = "icon_Coin";
  349. combatItemShowEventData.showType = CombatItemShowEventData.ShowType.MonsterGold;
  350. combatItemShowEventData.addValue = itemCount;
  351. EventManager.Instance.Dispatch(CustomEventType.Combat_ItemShow, combatItemShowEventData);
  352. }
  353. }
  354. }