BagController.cs 15 KB

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  1. using System.Collections.Generic;
  2. using System.Linq;
  3. using Common.Utility.CombatEvent;
  4. using Core.Utility;
  5. using Fort23.Core;
  6. using Fort23.UTool;
  7. using GameLogic.Hero;
  8. using UnityEngine;
  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. if(count <= 0)
  119. return false;
  120. ItemInfo item = GetItemInfo(itemId, guidStr);
  121. return AddItemCount(item, count);
  122. }
  123. /// <summary>
  124. /// 添加道具,装备和普通道具都可以
  125. /// </summary>
  126. /// <param name="itemInfos"></param>
  127. public void AddItem(List<ItemInfo> itemInfos)
  128. {
  129. for (int i = 0; i < itemInfos.Count; i++)
  130. {
  131. ItemInfo item = itemInfos[i];
  132. LogTool.Log("获得了道具" + item.itemID);
  133. AddItem(item);
  134. // //掉落的数量
  135. // long count = itemInfo.count.Value;
  136. // ItemInfo item = GetItemInfo(itemInfo);
  137. //
  138. // if (item.IsEquipItem())
  139. // {
  140. // PlayerManager.Instance.eqController.AddEquipment(item);
  141. // }
  142. //
  143. // AddItemCount(item, count);
  144. }
  145. }
  146. /// <summary>
  147. /// 添加道具数量,最后都走这里
  148. /// </summary>
  149. /// <param name="item"></param>
  150. /// <param name="count"></param>
  151. /// <returns></returns>
  152. private bool AddItemCount(ItemInfo item, long count)
  153. {
  154. if (item.config.ID <= 0 && string.IsNullOrEmpty(item.guid))
  155. {
  156. return false;
  157. }
  158. if( count <= 0 )
  159. return false;
  160. //法宝
  161. if (item.config.itemTag == 11)
  162. {
  163. AccountFileInfo.FaBaoData faaData = AccountFileInfo.Instance.playerData.AllFaBaoDatas.FirstOrDefault(f =>
  164. f.id == item.config.associateVlaue[1]);
  165. if (faaData != null)
  166. {
  167. return AddItem(item.config.associateVlaue[0], 1);
  168. }
  169. else
  170. {
  171. faaData = new AccountFileInfo.FaBaoData();
  172. faaData.id =item.config.associateVlaue[1];
  173. faaData.level = 1;
  174. faaData.useIndex = -1;
  175. AccountFileInfo.Instance.playerData.AllFaBaoDatas.Add(faaData);
  176. FaBaoInfo faBaoInfo = new FaBaoInfo(faaData);
  177. PlayerManager.Instance.FaBaoControl.AddFaBao(faBaoInfo);
  178. return true;
  179. }
  180. }
  181. //功法
  182. else if (item.config.itemTag == 13)
  183. {
  184. AccountFileInfo.SkillData skillData = AccountFileInfo.Instance.playerData.AllSkillDatas.FirstOrDefault(s =>
  185. s.id == item.config.associateVlaue[1]);
  186. if (skillData != null)
  187. {
  188. return AddItem(item.config.associateVlaue[0], 1);
  189. }
  190. else
  191. {
  192. skillData = new AccountFileInfo.SkillData();
  193. skillData.id =item.config.associateVlaue[1];
  194. skillData.star = 1;
  195. skillData.level = 1;
  196. skillData.useIndex = -1;
  197. AccountFileInfo.Instance.playerData.AllSkillDatas.Add(skillData);
  198. SkillInfo skillInfo = new SkillInfo(skillData);
  199. skillInfo.index = skillData.useIndex;
  200. PlayerManager.Instance.GongFaControl.AddSkillInfo(skillInfo);
  201. return true;
  202. }
  203. }
  204. else if (item.config.itemTag == 9)
  205. {
  206. return AddItem(item.config.associateVlaue[0], item.config.associateVlaue[1]);
  207. }
  208. item.count += count;
  209. EventManager.Instance.Dispatch(CustomEventType.ItemUpdate, new ItemUpdateData() { ItemInfo = item, Count = (int)count });
  210. EventManager.Instance.Dispatch(CustomEventType.AddItem, new ItemUpdateData() { ItemInfo = item, Count = (int)count });
  211. AccountFileInfo.Instance.SaveItemData(item);
  212. return true;
  213. }
  214. // private void AddEqToDic(ItemInfo eqItemInfo)
  215. // {
  216. // if (eqItemInfo.eqInfo == null)
  217. // {
  218. // return;
  219. // }
  220. //
  221. // int pro = eqItemInfo.eqInfo.basicEquipConfig.profession;
  222. //
  223. // if (m_EqDic.ContainsKey(pro))
  224. // {
  225. // m_EqDic[pro].Add(eqItemInfo);
  226. // }
  227. // else
  228. // {
  229. // m_EqDic.Add(pro, new List<ItemInfo>());
  230. // m_EqDic[pro].Add(eqItemInfo);
  231. // }
  232. // }
  233. /// <summary>
  234. /// 添加道具,装备和普通道具都可以
  235. /// </summary>
  236. /// <param name="item"></param>
  237. public void AddItem(ItemInfo item)
  238. {
  239. //掉落的数量
  240. long count = item.count.Value;
  241. ItemInfo itemInfo = GetItemInfo(item);
  242. // if (itemInfo.IsEquipItem())
  243. // {
  244. // PlayerManager.Instance.eqController.AddEquipment(itemInfo);
  245. // }
  246. AddItemCount(itemInfo, count);
  247. }
  248. // /// <summary>
  249. // /// 重新加载一次所有装备
  250. // /// 一般用于,分解装备之后
  251. // /// </summary>
  252. // public void ReInitAllEqItem()
  253. // {
  254. // PlayerManager.Instance.eqController.allZyEqDic.Clear();
  255. // foreach (KeyValuePair<string,ItemInfo> keyValuePair in m_allBagDic)
  256. // {
  257. // PlayerManager.Instance.eqController.AddEquipment(keyValuePair.Value);
  258. // }
  259. // }
  260. public void RemoveItem(ItemInfo itemInfo, bool saveNow, bool zeroDel)
  261. {
  262. itemInfo.count.Value = 0;
  263. if (zeroDel)
  264. {
  265. m_allBagDic.Remove(itemInfo.guid);
  266. }
  267. AccountFileInfo.Instance.SaveItemData(itemInfo, saveNow);
  268. }
  269. public void ModifyItem(ItemInfo itemInfo, bool saveNow)
  270. {
  271. itemInfo.count.Value -= itemInfo.count.Value;
  272. AccountFileInfo.Instance.SaveItemData(itemInfo, saveNow);
  273. }
  274. /// <summary>
  275. /// 获取道具信息
  276. /// 不传guid,默认itemId就是guid
  277. /// </summary>
  278. /// <param name="itemId"></param>
  279. /// <param name="guid"></param>
  280. /// <returns></returns>
  281. // public ItemInfo GetItemInfo(ItemInfo itemInfo)
  282. // {
  283. // string guidStr = string.IsNullOrEmpty(itemInfo.guid) ? itemInfo.itemID.ToString() : itemInfo.guid;
  284. //
  285. // if (m_allBagDic.TryGetValue(guidStr, out ItemInfo item))
  286. // {
  287. // return item;
  288. // }
  289. //
  290. // m_allBagDic.Add(itemInfo.guid, itemInfo);
  291. //
  292. // return itemInfo;
  293. // }
  294. /// <summary>
  295. /// 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
  296. /// 之前有,就把有的返回回去,加数量
  297. /// 之前无,就返回这个新东西
  298. /// /// 重要:加入背包管理都是通过这个方法(后续看是否优)
  299. /// </summary>
  300. /// <param name="itemInfo"></param>
  301. /// <returns></returns>
  302. public ItemInfo GetItemInfo(ItemInfo itemInfo)
  303. {
  304. string guidStr = string.IsNullOrEmpty(itemInfo.guid) ? itemInfo.itemID.ToString() : itemInfo.guid;
  305. if (m_allBagDic.TryGetValue(guidStr, out ItemInfo item))
  306. {
  307. return item;
  308. }
  309. //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)
  310. //该方法结束后,有统一加数量的代码,看后续代码。
  311. itemInfo.count.Value = 0l;
  312. m_allBagDic.Add(itemInfo.guid, itemInfo);
  313. return itemInfo;
  314. }
  315. public long GetItemCount(int itemId)
  316. {
  317. ItemInfo itemInfo = GetItemInfo(itemId);
  318. if (itemInfo == null)
  319. {
  320. return 0;
  321. }
  322. return itemInfo.count.Value;
  323. }
  324. /// <summary>
  325. /// 获取道具信息
  326. /// 不传guid,默认itemId就是guid
  327. /// </summary>
  328. /// <param name="itemId"></param>
  329. /// <param name="guid"></param>
  330. /// <returns></returns>
  331. public ItemInfo GetItemInfo(int itemId, string guid = "")
  332. {
  333. string guidStr = string.IsNullOrEmpty(guid) ? itemId.ToString() : guid;
  334. if (m_allBagDic.TryGetValue(guidStr, out ItemInfo item))
  335. {
  336. return item;
  337. }
  338. ItemInfo newItem = new ItemInfo(itemId);
  339. if (newItem.config.ID > 0)
  340. {
  341. m_allBagDic.Add(newItem.guid, newItem);
  342. }
  343. else
  344. {
  345. LogTool.Error("没有找到这个道具:" + itemId);
  346. return null;
  347. }
  348. return newItem;
  349. }
  350. /// <summary>
  351. /// 扣除道具,最后都这里
  352. /// </summary>
  353. /// <param name="item"></param>
  354. /// <param name="count"></param>
  355. /// <returns></returns>
  356. public bool DeductItem(ItemInfo item, long count)
  357. {
  358. if (item == null)
  359. {
  360. return false;
  361. }
  362. if (item.config.ID <= 0)
  363. {
  364. return false;
  365. }
  366. if (item.count >= count)
  367. {
  368. item.count -= count;
  369. }
  370. else
  371. {
  372. return false;
  373. }
  374. EventManager.Instance.Dispatch(CustomEventType.ItemUpdate, new ItemUpdateData() { ItemInfo = item });
  375. AccountFileInfo.Instance.SaveItemData(item);
  376. return true;
  377. }
  378. public bool DeductItem(int itemId, long count)
  379. {
  380. ItemInfo item = GetItemInfo(itemId);
  381. return DeductItem(item, count);
  382. }
  383. public void DropHeroExp(Vector3 startPos_WorldPos, int showCount, int itemCount)
  384. {
  385. CombatItemShowEventData combatItemShowEventData = CombatItemShowEventData.Create();
  386. combatItemShowEventData.count = showCount;
  387. combatItemShowEventData.startPos_WorldPos = startPos_WorldPos;
  388. combatItemShowEventData.showName = "icon_res_upgrade_1";
  389. combatItemShowEventData.showType = CombatItemShowEventData.ShowType.HeroExp;
  390. combatItemShowEventData.addValue = itemCount;
  391. EventManager.Instance.Dispatch(CustomEventType.Combat_ItemShow, combatItemShowEventData);
  392. }
  393. public void DropLevelExp(Vector3 startPos_WorldPos, int showCount, int itemCount)
  394. {
  395. CombatItemShowEventData combatItemShowEventData = CombatItemShowEventData.Create();
  396. combatItemShowEventData.count = showCount;
  397. combatItemShowEventData.startPos_WorldPos = startPos_WorldPos;
  398. combatItemShowEventData.showName = "icon_Energy";
  399. combatItemShowEventData.showType = CombatItemShowEventData.ShowType.LevelExp;
  400. combatItemShowEventData.addValue = itemCount;
  401. EventManager.Instance.Dispatch(CustomEventType.Combat_ItemShow, combatItemShowEventData);
  402. }
  403. public void DropMonsterGold(Vector3 startPos_WorldPos, int showCount, int itemCount)
  404. {
  405. CombatItemShowEventData combatItemShowEventData = CombatItemShowEventData.Create();
  406. combatItemShowEventData.count = showCount;
  407. combatItemShowEventData.startPos_WorldPos = startPos_WorldPos;
  408. combatItemShowEventData.showName = "icon_Coin";
  409. combatItemShowEventData.showType = CombatItemShowEventData.ShowType.MonsterGold;
  410. combatItemShowEventData.addValue = itemCount;
  411. EventManager.Instance.Dispatch(CustomEventType.Combat_ItemShow, combatItemShowEventData);
  412. }
  413. }
  414. }