BagController.cs 16 KB

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  1. using System.Collections.Generic;
  2. using System.Linq;
  3. using Common.Utility.CombatEvent;
  4. using Core.Event.Event;
  5. using Core.Utility;
  6. using Fort23.Core;
  7. using Fort23.UTool;
  8. using GameLogic.Hero;
  9. using UnityEngine;
  10. namespace GameLogic.Bag
  11. {
  12. public class BagController
  13. {
  14. /// <summary>
  15. /// 玩家的所有道具(包含货币)
  16. /// </summary>
  17. // private List<ItemInfo> m_bagList = new List<ItemInfo>();
  18. private Dictionary<string, ItemInfo> m_allBagDic = new Dictionary<string, ItemInfo>();
  19. /// <summary>
  20. /// 外部访问用
  21. /// </summary>
  22. public Dictionary<string, ItemInfo> allBagDic => m_allBagDic;
  23. public void Init()
  24. {
  25. foreach (var itemData in AccountFileInfo.Instance.playerData.ItemListData)
  26. {
  27. ItemInfo itemInfo = new ItemInfo(itemData);
  28. // m_bagList.Add(itemInfo);
  29. LogTool.Log(itemInfo.guid);
  30. if (!m_allBagDic.ContainsKey(itemInfo.guid))
  31. {
  32. m_allBagDic.Add(itemInfo.guid, itemInfo);
  33. }
  34. // PlayerManager.Instance.eqController.Init(itemInfo);
  35. }
  36. }
  37. /// <summary>
  38. /// 道具是否足够
  39. /// </summary>
  40. /// <param name="itemId"></param>
  41. /// <param name="count"></param>
  42. /// <returns></returns>
  43. public bool IsEnough(ItemInfo item, long count)
  44. {
  45. if (item.config.ID <= 0)
  46. {
  47. return false;
  48. }
  49. if (item.count >= count)
  50. {
  51. return true;
  52. }
  53. else
  54. {
  55. return false;
  56. }
  57. }
  58. /// <summary>
  59. /// 道具是否足够
  60. /// </summary>
  61. /// <param name="itemId"></param>
  62. /// <param name="count"></param>
  63. /// <returns></returns>
  64. public bool IsEnough(int itemId, long count)
  65. {
  66. ItemInfo item = GetItemInfo(itemId);
  67. return IsEnough(item, count);
  68. }
  69. public bool AddItem(int itemId, long count, string guid = "")
  70. {
  71. string guidStr = string.IsNullOrEmpty(guid) ? itemId.ToString() : guid;
  72. if (count <= 0)
  73. return false;
  74. ItemInfo item = GetItemInfo(itemId, guidStr);
  75. return AddItemCount(item, count);
  76. }
  77. /// <summary>
  78. /// 添加道具,装备和普通道具都可以
  79. /// </summary>
  80. /// <param name="itemInfos"></param>
  81. public void AddItem(List<ItemInfo> itemInfos)
  82. {
  83. for (int i = 0; i < itemInfos.Count; i++)
  84. {
  85. ItemInfo item = itemInfos[i];
  86. LogTool.Log("获得了道具" + item.itemID);
  87. AddItem(item);
  88. // //掉落的数量
  89. // long count = itemInfo.count.Value;
  90. // ItemInfo item = GetItemInfo(itemInfo);
  91. //
  92. // if (item.IsEquipItem())
  93. // {
  94. // PlayerManager.Instance.eqController.AddEquipment(item);
  95. // }
  96. //
  97. // AddItemCount(item, count);
  98. }
  99. }
  100. /// <summary>
  101. /// 添加道具数量,最后都走这里
  102. /// </summary>
  103. /// <param name="item"></param>
  104. /// <param name="count"></param>
  105. /// <returns></returns>
  106. private bool AddItemCount(ItemInfo item, long count)
  107. {
  108. if (item.config.ID <= 0 && string.IsNullOrEmpty(item.guid))
  109. {
  110. return false;
  111. }
  112. if (count <= 0)
  113. return false;
  114. //法宝
  115. if (item.config.itemTag == 11)
  116. {
  117. AccountFileInfo.FaBaoData faaData = AccountFileInfo.Instance.playerData.AllFaBaoDatas.FirstOrDefault(
  118. f =>
  119. f.id == item.config.associateVlaue[1]);
  120. if (faaData != null)
  121. {
  122. // item.isSuiPian = true;
  123. //TODO 转碎片
  124. return AddItem(item.config.associateVlaue[0], item.config.associateVlaue[2] * count);
  125. }
  126. else
  127. {
  128. //TODO 完全体
  129. faaData = new AccountFileInfo.FaBaoData();
  130. faaData.id = item.config.associateVlaue[1];
  131. faaData.level = 1;
  132. faaData.useIndex = -1;
  133. AccountFileInfo.Instance.playerData.AllFaBaoDatas.Add(faaData);
  134. FaBaoInfo faBaoInfo = new FaBaoInfo(faaData);
  135. PlayerManager.Instance.FaBaoControl.AddFaBao(faBaoInfo);
  136. return true;
  137. }
  138. }
  139. //功法
  140. else if (item.config.itemTag == 13)
  141. {
  142. AccountFileInfo.SkillData skillData = AccountFileInfo.Instance.playerData.AllSkillDatas.FirstOrDefault(
  143. s =>
  144. s.id == item.config.associateVlaue[1]);
  145. if (skillData != null)
  146. {
  147. // item.isSuiPian = true;
  148. //TODO 转碎片
  149. return AddItem(item.config.associateVlaue[0], item.config.associateVlaue[2] * count);
  150. }
  151. else
  152. {
  153. //TODO 完全体
  154. skillData = new AccountFileInfo.SkillData();
  155. skillData.id = item.config.associateVlaue[1];
  156. skillData.star = 1;
  157. skillData.level = 1;
  158. skillData.useIndex = -1;
  159. AccountFileInfo.Instance.playerData.AllSkillDatas.Add(skillData);
  160. SkillInfo skillInfo = new SkillInfo(skillData);
  161. skillInfo.index = skillData.useIndex;
  162. PlayerManager.Instance.GongFaControl.AddSkillInfo(skillInfo);
  163. return true;
  164. }
  165. }
  166. else if (item.config.associateID == 13)
  167. {
  168. PlayerManager.Instance.myHero.heroData.exp += count;
  169. AccountFileInfo.Instance.SavePlayerData();
  170. return true;
  171. }
  172. else if (item.config.itemTag == 9)
  173. {
  174. //TODO 代金卷需要二次计算数量
  175. return AddItem(item.config.associateVlaue[0], item.config.associateVlaue[1]);
  176. }
  177. else if (item.config.itemTag == 28)
  178. {
  179. EventManager.Instance.Dispatch(CustomEventType.AddEvent,
  180. new DefaultEventData() { eventData = (int)count });
  181. return true;
  182. }
  183. item.count += count;
  184. EventManager.Instance.Dispatch(CustomEventType.ItemUpdate,
  185. new ItemUpdateData() { ItemInfo = item, Count = (int)count });
  186. EventManager.Instance.Dispatch(CustomEventType.AddItem,
  187. new ItemUpdateData() { ItemInfo = item, Count = (int)count });
  188. AccountFileInfo.Instance.SaveItemData(item);
  189. RedDotManager.Instance.AllRedDotUpDate();
  190. //合成免广告道具
  191. if (item.config.associateID == 10)
  192. {
  193. if (item.count >= item.config.associateVlaue[0])
  194. {
  195. //TODO 合成广告卡
  196. AddItem(item.config.associateVlaue[1], 1);
  197. }
  198. }
  199. return true;
  200. }
  201. // private void AddEqToDic(ItemInfo eqItemInfo)
  202. // {
  203. // if (eqItemInfo.eqInfo == null)
  204. // {
  205. // return;
  206. // }
  207. //
  208. // int pro = eqItemInfo.eqInfo.basicEquipConfig.profession;
  209. //
  210. // if (m_EqDic.ContainsKey(pro))
  211. // {
  212. // m_EqDic[pro].Add(eqItemInfo);
  213. // }
  214. // else
  215. // {
  216. // m_EqDic.Add(pro, new List<ItemInfo>());
  217. // m_EqDic[pro].Add(eqItemInfo);
  218. // }
  219. // }
  220. /// <summary>
  221. /// 添加道具,装备和普通道具都可以
  222. /// </summary>
  223. /// <param name="item"></param>
  224. public void AddItem(ItemInfo item)
  225. {
  226. //掉落的数量
  227. long count = item.count.Value;
  228. ItemInfo itemInfo = GetItemInfo(item);
  229. // if (itemInfo.IsEquipItem())
  230. // {
  231. // PlayerManager.Instance.eqController.AddEquipment(itemInfo);
  232. // }
  233. //法宝
  234. if (item.config.itemTag == 11)
  235. {
  236. AccountFileInfo.FaBaoData faaData = AccountFileInfo.Instance.playerData.AllFaBaoDatas.FirstOrDefault(
  237. f =>
  238. f.id == item.config.associateVlaue[1]);
  239. if (faaData != null)
  240. {
  241. item.isSuiPian = true;
  242. }
  243. }
  244. //功法
  245. else if (item.config.itemTag == 13)
  246. {
  247. AccountFileInfo.SkillData skillData = AccountFileInfo.Instance.playerData.AllSkillDatas.FirstOrDefault(
  248. s =>
  249. s.id == item.config.associateVlaue[1]);
  250. if (skillData != null)
  251. {
  252. item.isSuiPian = true;
  253. }
  254. }
  255. AddItemCount(itemInfo, count);
  256. }
  257. // /// <summary>
  258. // /// 重新加载一次所有装备
  259. // /// 一般用于,分解装备之后
  260. // /// </summary>
  261. // public void ReInitAllEqItem()
  262. // {
  263. // PlayerManager.Instance.eqController.allZyEqDic.Clear();
  264. // foreach (KeyValuePair<string,ItemInfo> keyValuePair in m_allBagDic)
  265. // {
  266. // PlayerManager.Instance.eqController.AddEquipment(keyValuePair.Value);
  267. // }
  268. // }
  269. public void RemoveItem(ItemInfo itemInfo, bool saveNow, bool zeroDel)
  270. {
  271. itemInfo.count.Value = 0;
  272. if (zeroDel)
  273. {
  274. m_allBagDic.Remove(itemInfo.guid);
  275. }
  276. AccountFileInfo.Instance.SaveItemData(itemInfo, saveNow);
  277. }
  278. public void ModifyItem(ItemInfo itemInfo, bool saveNow)
  279. {
  280. itemInfo.count.Value -= itemInfo.count.Value;
  281. AccountFileInfo.Instance.SaveItemData(itemInfo, saveNow);
  282. }
  283. /// <summary>
  284. /// 获取道具信息
  285. /// 不传guid,默认itemId就是guid
  286. /// </summary>
  287. /// <param name="itemId"></param>
  288. /// <param name="guid"></param>
  289. /// <returns></returns>
  290. // public ItemInfo GetItemInfo(ItemInfo itemInfo)
  291. // {
  292. // string guidStr = string.IsNullOrEmpty(itemInfo.guid) ? itemInfo.itemID.ToString() : itemInfo.guid;
  293. //
  294. // if (m_allBagDic.TryGetValue(guidStr, out ItemInfo item))
  295. // {
  296. // return item;
  297. // }
  298. //
  299. // m_allBagDic.Add(itemInfo.guid, itemInfo);
  300. //
  301. // return itemInfo;
  302. // }
  303. /// <summary>
  304. /// 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
  305. /// 之前有,就把有的返回回去,加数量
  306. /// 之前无,就返回这个新东西
  307. /// /// 重要:加入背包管理都是通过这个方法(后续看是否优)
  308. /// </summary>
  309. /// <param name="itemInfo"></param>
  310. /// <returns></returns>
  311. public ItemInfo GetItemInfo(ItemInfo itemInfo)
  312. {
  313. string guidStr = string.IsNullOrEmpty(itemInfo.guid) ? itemInfo.itemID.ToString() : itemInfo.guid;
  314. if (m_allBagDic.TryGetValue(guidStr, out ItemInfo item))
  315. {
  316. return item;
  317. }
  318. //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)
  319. //该方法结束后,有统一加数量的代码,看后续代码。
  320. // itemInfo.count.Value = 0l;
  321. ItemInfo newIteminfo = new ItemInfo(itemInfo.itemID, 0);
  322. m_allBagDic.Add(itemInfo.guid, newIteminfo);
  323. return newIteminfo;
  324. }
  325. public long GetItemCount(int itemId)
  326. {
  327. ItemInfo itemInfo = GetItemInfo(itemId);
  328. if (itemInfo == null)
  329. {
  330. return 0;
  331. }
  332. return itemInfo.count.Value;
  333. }
  334. /// <summary>
  335. /// 获取道具信息
  336. /// 不传guid,默认itemId就是guid
  337. /// </summary>
  338. /// <param name="itemId"></param>
  339. /// <param name="guid"></param>
  340. /// <returns></returns>
  341. public ItemInfo GetItemInfo(int itemId, string guid = "")
  342. {
  343. string guidStr = string.IsNullOrEmpty(guid) ? itemId.ToString() : guid;
  344. if (m_allBagDic.TryGetValue(guidStr, out ItemInfo item))
  345. {
  346. return item;
  347. }
  348. ItemInfo newItem = new ItemInfo(itemId);
  349. if (newItem.config.ID > 0)
  350. {
  351. m_allBagDic.Add(newItem.guid, newItem);
  352. }
  353. else
  354. {
  355. LogTool.Error("没有找到这个道具:" + itemId);
  356. return null;
  357. }
  358. return newItem;
  359. }
  360. /// <summary>
  361. /// 扣除道具,最后都这里
  362. /// </summary>
  363. /// <param name="item"></param>
  364. /// <param name="count"></param>
  365. /// <returns></returns>
  366. public bool DeductItem(ItemInfo item, long count)
  367. {
  368. if (item == null)
  369. {
  370. return false;
  371. }
  372. if (item.config.ID <= 0)
  373. {
  374. return false;
  375. }
  376. if (item.count >= count)
  377. {
  378. item.count -= count;
  379. }
  380. else
  381. {
  382. return false;
  383. }
  384. EventManager.Instance.Dispatch(CustomEventType.ItemUpdate, new ItemUpdateData() { ItemInfo = item });
  385. AccountFileInfo.Instance.SaveItemData(item);
  386. RedDotManager.Instance.AllRedDotUpDate();
  387. return true;
  388. }
  389. public bool DeductItem(int itemId, long count)
  390. {
  391. ItemInfo item = GetItemInfo(itemId);
  392. return DeductItem(item, count);
  393. }
  394. public void DropHeroExp(Vector3 startPos_WorldPos, int showCount, int itemCount)
  395. {
  396. CombatItemShowEventData combatItemShowEventData = CombatItemShowEventData.Create();
  397. combatItemShowEventData.count = showCount;
  398. combatItemShowEventData.startPos_WorldPos = startPos_WorldPos;
  399. combatItemShowEventData.showName = "icon_res_upgrade_1";
  400. combatItemShowEventData.showType = CombatItemShowEventData.ShowType.HeroExp;
  401. combatItemShowEventData.addValue = itemCount;
  402. EventManager.Instance.Dispatch(CustomEventType.Combat_ItemShow, combatItemShowEventData);
  403. }
  404. public void DropLevelExp(Vector3 startPos_WorldPos, int showCount, int itemCount)
  405. {
  406. CombatItemShowEventData combatItemShowEventData = CombatItemShowEventData.Create();
  407. combatItemShowEventData.count = showCount;
  408. combatItemShowEventData.startPos_WorldPos = startPos_WorldPos;
  409. combatItemShowEventData.showName = "icon_Energy";
  410. combatItemShowEventData.showType = CombatItemShowEventData.ShowType.LevelExp;
  411. combatItemShowEventData.addValue = itemCount;
  412. EventManager.Instance.Dispatch(CustomEventType.Combat_ItemShow, combatItemShowEventData);
  413. }
  414. public void DropMonsterGold(Vector3 startPos_WorldPos, int showCount, int itemCount)
  415. {
  416. CombatItemShowEventData combatItemShowEventData = CombatItemShowEventData.Create();
  417. combatItemShowEventData.count = showCount;
  418. combatItemShowEventData.startPos_WorldPos = startPos_WorldPos;
  419. combatItemShowEventData.showName = "icon_Coin";
  420. combatItemShowEventData.showType = CombatItemShowEventData.ShowType.MonsterGold;
  421. combatItemShowEventData.addValue = itemCount;
  422. EventManager.Instance.Dispatch(CustomEventType.Combat_ItemShow, combatItemShowEventData);
  423. }
  424. }
  425. }