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- using System;
- using System.Collections;
- using System.Collections.Generic;
- using System.Linq;
- using Excel2Json;
- using Fort23.UTool;
- using GameLogic.Bag;
- using GameLogic.Player;
- using UnityEngine;
- using Utility;
- using Random = UnityEngine.Random;
- public class EventSystemManager : Singleton<EventSystemManager>
- {
- List<EventConfig> eventConfigs = new List<EventConfig>();
- private List<DivineSenseIntervalConfig> divineSenseIntervalConfigs = new List<DivineSenseIntervalConfig>();
- public void CustomInit()
- {
- eventConfigs = ConfigComponent.Instance.GetAll<EventConfig>().ToList();
- divineSenseIntervalConfigs = ConfigComponent.Instance.GetAll<DivineSenseIntervalConfig>().ToList();
- }
- public void DetectEvents(int bigMapId)
- {
- BigMap bigMap = ConfigComponent.Instance.Get<BigMap>(bigMapId);
- DivineSenseConfig divineSenseConfig = ConfigComponent.Instance.Get<DivineSenseConfig>(1);
- //先掉落出品质
- List<ItemInfo> itemInfos = DropManager.Instance.DropItem(1);
- // 获取通用事件
- List<EventConfig> globalEvents = eventConfigs.Where(e => e.EventTriggerType == 3 && CanTriggerEvent(e.ID) && e.EventQuality == itemInfos[0].dropItemConfig.itemID[0]).ToList();
- //神识场景事件
- List<EventConfig> candidateEvents = eventConfigs.Where(e => bigMap.DivineSenseGeneralEvent.Contains(e.ID) && CanTriggerEvent(e.ID) && e.EventQuality == itemInfos[0].dropItemConfig.itemID[0]).ToList();
- if (candidateEvents.Count == 0 && globalEvents.Count == 0)
- {
- LogTool.Warning("没有可以刷新的任务");
- return;
- }
- var triggeredEvents = new List<EventConfig>();
- for (int i = 0; i >= divineSenseConfig.DetectEventCount; i++)
- {
- int randomValue1 = Random.Range(0, 101);
- //刷场景事件
- if (randomValue1 >= bigMap.DivineSenseGeneralProbability && candidateEvents.Count > 0)
- {
- int randomValue2 = Random.Range(0, candidateEvents.Count);
- triggeredEvents.Add(candidateEvents[randomValue2]);
- candidateEvents.RemoveAll(ew => ew.ID == candidateEvents[randomValue2].ID);
- }
- else
- {
- int randomValue2 = Random.Range(0, globalEvents.Count);
- triggeredEvents.Add(globalEvents[randomValue2]);
- globalEvents.RemoveAll(ew => ew.ID == globalEvents[randomValue2].ID);
- }
- }
- // 触发事件
- foreach (var evt in triggeredEvents)
- {
- TriggerEvent(evt);
- }
- if (triggeredEvents.Count == 0)
- {
- Debug.Log("没有可以触发的事件");
- }
- }
- /// <summary>
- /// 根据神识值选择通用神识区间
- /// </summary>
- private DivineSenseIntervalConfig SelectInterval(float divineSenseValue)
- {
- var intervals = divineSenseIntervalConfigs
- .Where(i => divineSenseValue >= i.MinValue && divineSenseValue < i.MaxValue)
- .ToList();
- return intervals.FirstOrDefault();
- }
- /// <summary>
- /// 触发单个事件,处理对话、奖励和完成逻辑。
- /// </summary>
- public void TriggerEvent(EventConfig evt)
- {
- Debug.Log($"触发事件: {evt.Description} (ID: {evt.ID}, 品质: {evt.EventQuality})");
- if (evt.DialogueID > 0)
- {
- DialogueManager.Instance.StartDialogue(evt.DialogueID, evt.ID);
- }
- if (evt.RewardID.Length > 0)
- {
- // TODO: 实现奖励逻辑
- }
- CompleteEvent(evt.ID);
- }
- /// <summary>
- /// 检查事件是否满足触发条件。
- /// </summary>
- private bool CanTriggerEvent(int eventID)
- {
- var evt = eventConfigs.Find(e => e.ID == eventID);
- if (evt.ID == 0)
- return false;
- for (var i = 0; i < evt.EventConditionId.Length; i++)
- {
- if (!CheckCondition(evt.EventConditionId[i], evt.EventVlaue[i]))
- return false;
- }
- return true;
- }
- /// <summary>
- /// 检查单个触发条件。
- /// </summary>
- private bool CheckCondition(int conditionid, int EventVlaue)
- {
- //>=
- if (EventVlaue == 1)
- {
- }
- //=
- else if (EventVlaue == 2)
- {
- }
- // <=
- else if (EventVlaue == 3)
- {
- }
- return false;
- }
- /// <summary>
- /// 完成任务
- /// </summary>
- /// <param name="eventID">事件ID</param>
- public void CompleteEvent(int eventID)
- {
- LogTool.Log($"完成任务{eventID}");
- }
- }
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