EquipmentController.cs 17 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.isWear)
  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. /// 通过品质获取装备的额外参数,装备属性会叠加这个值
  89. /// </summary>
  90. /// <param name="quality"></param>
  91. /// <returns></returns>
  92. public float GetEquipmentRarityAttributeFactor(int quality)
  93. {
  94. int[] factors = PlayerManager.Instance.gameConstantConfig.equipmentRarityAttributeFactor;
  95. // LogTool.Log(quality);
  96. return factors[quality - 1] / (float)100;
  97. }
  98. public ItemInfo BuildEquipment(int equipModelDropID, int qualityDropID, int lvDropID)
  99. {
  100. ItemInfo info = null;
  101. List<ItemInfo> equipModelDropItems = DropManager.Instance.DropItem(equipModelDropID);
  102. if (equipModelDropItems == null || equipModelDropItems.Count == 0)
  103. {
  104. return info;
  105. }
  106. ItemInfo equipModelInfo = equipModelDropItems[0];
  107. List<ItemInfo> qualityDropItems = DropManager.Instance.DropItem(qualityDropID);
  108. List<ItemInfo> lvDropItems = DropManager.Instance.DropItem(lvDropID);
  109. info = equipModelInfo;
  110. info.eqInfo = new EquipmentInfo();
  111. // info.eqInfo.InitEquipment(info.config,
  112. // lvDropItems[0].dropItemConfig.itemID[0],
  113. // qualityDropItems[0].dropItemConfig.itemID[0]);
  114. info.eqInfo.InitEquipment(equipModelInfo, lvDropItems[0], qualityDropItems[0]);
  115. return info;
  116. }
  117. public ItemInfo BuildEquipmentForItemId(int itemId, int qualityDropID, int lvDropID)
  118. {
  119. ItemInfo info = null;
  120. ItemInfo equipModelInfo = new ItemInfo(itemId, 1);
  121. List<ItemInfo> qualityDropItems = DropManager.Instance.DropItem(qualityDropID);
  122. List<ItemInfo> lvDropItems = DropManager.Instance.DropItem(lvDropID);
  123. info = equipModelInfo;
  124. info.eqInfo = new EquipmentInfo();
  125. // info.eqInfo.InitEquipment(info.config,
  126. // lvDropItems[0].dropItemConfig.itemID[0],
  127. // qualityDropItems[0].dropItemConfig.itemID[0]);
  128. info.eqInfo.InitEquipment(equipModelInfo, lvDropItems[0], qualityDropItems[0]);
  129. return info;
  130. }
  131. /// <summary>
  132. /// 是否有更好的装备
  133. /// </summary>
  134. /// <param name="isReCal">是否重新计算最好的装备</param>
  135. /// <returns></returns>
  136. public bool IsBetterEqs(bool isReCal = true)
  137. {
  138. if (isReCal)
  139. {
  140. UpdateAllBestEqs();
  141. }
  142. int count = 0;
  143. foreach (KeyValuePair<int,Dictionary<int,ItemInfo>> keyValuePair in allBestEqDic)
  144. {
  145. int zy = keyValuePair.Key;
  146. Dictionary<int, ItemInfo> bwDic = keyValuePair.Value;
  147. if (bwDic.Count > 0)
  148. {
  149. // return true;
  150. count++;
  151. }
  152. }
  153. //有2个以上的职业,有更好准备是再显示最外层的小红点.
  154. if (count > 2)
  155. {
  156. return true;
  157. }
  158. return false;
  159. }
  160. /// <summary>
  161. /// 具体职业是否有更好装备
  162. /// </summary>
  163. /// <param name="zy"></param>
  164. /// <returns></returns>
  165. public bool IsBetterEqs4OneZy(int zy, bool isReCal = false)
  166. {
  167. if (isReCal)
  168. {
  169. UpdateAllBestEqs();
  170. }
  171. if (allBestEqDic != null)
  172. {
  173. if (allBestEqDic.TryGetValue(zy, out var bwDic))
  174. {
  175. if (bwDic.Count > 0)
  176. {
  177. return true;
  178. }
  179. }
  180. }
  181. return false;
  182. }
  183. public Dictionary<int, Dictionary<int, ItemInfo>> allBestEqDic;
  184. /// <summary>
  185. /// 计算所有职业最好的装备,用于小红点
  186. /// allBestEqDic里面存的,就是所有职业,最好的装备
  187. /// </summary>
  188. /// <returns></returns>
  189. public Dictionary<int, Dictionary<int, ItemInfo>> UpdateAllBestEqs()
  190. {
  191. allBestEqDic = new Dictionary<int, Dictionary<int, ItemInfo>>();
  192. allBestEqDic.Add(1, GetZyBestEqs(1));
  193. allBestEqDic.Add(2, GetZyBestEqs(2));
  194. allBestEqDic.Add(3, GetZyBestEqs(3));
  195. allBestEqDic.Add(4, GetZyBestEqs(4));
  196. return allBestEqDic;
  197. }
  198. public Dictionary<int, ItemInfo> GetZyBestEqs(int zy)
  199. {
  200. Dictionary<int, ItemInfo> bestEqDic = new Dictionary<int, ItemInfo>();
  201. bool changed = false;
  202. //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
  203. if (allZyEqDic.TryGetValue(zy, out var bwDic))
  204. {
  205. foreach (KeyValuePair<int, List<ItemInfo>> keyValuePair in bwDic)
  206. {
  207. ItemInfo bestBwEq = null;
  208. foreach (ItemInfo bwItem in keyValuePair.Value)
  209. {
  210. // if (bwItem.eqInfo.isWear)
  211. // {
  212. // continue;
  213. // }
  214. // bwItem.eqInfo.isEquip = false;
  215. if (bestBwEq == null)
  216. {
  217. bestBwEq = bwItem;
  218. continue;
  219. }
  220. if (bwItem.eqInfo.Attack > bestBwEq.eqInfo.Attack ||
  221. bwItem.eqInfo.Defense > bestBwEq.eqInfo.Defense ||
  222. bwItem.eqInfo.Hp > bestBwEq.eqInfo.Hp)
  223. {
  224. bestBwEq = bwItem;
  225. }
  226. }
  227. if (bestBwEq != null)
  228. {
  229. if(!bestBwEq.eqInfo.isWear)
  230. bestEqDic.Add(keyValuePair.Key, bestBwEq);
  231. }
  232. }
  233. }
  234. return bestEqDic;
  235. }
  236. /// <summary>
  237. /// 一键穿职业装备
  238. /// 把对应职业,对应部位的,最好的装备找出来
  239. /// </summary>
  240. /// <param name="zy"></param>
  241. /// <returns>true = 有装备变动 </returns>
  242. public bool QuickEquip(int zy)
  243. {
  244. bool changed = false;
  245. //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
  246. if (allZyEqDic.TryGetValue(zy, out var bwDic))
  247. {
  248. foreach (KeyValuePair<int, List<ItemInfo>> keyValuePair in bwDic)
  249. {
  250. ItemInfo bestBwEq = null;
  251. foreach (ItemInfo bwItem in keyValuePair.Value)
  252. {
  253. // if (bwItem.eqInfo.isWear)
  254. // {
  255. // continue;
  256. // }
  257. // bwItem.eqInfo.isEquip = false;
  258. if (bestBwEq == null)
  259. {
  260. bestBwEq = bwItem;
  261. continue;
  262. }
  263. if (bwItem.eqInfo.Attack > bestBwEq.eqInfo.Attack ||
  264. bwItem.eqInfo.Defense > bestBwEq.eqInfo.Defense ||
  265. bwItem.eqInfo.Hp > bestBwEq.eqInfo.Hp)
  266. {
  267. bestBwEq = bwItem;
  268. }
  269. }
  270. if (bestBwEq != null)
  271. {
  272. bool b = AddToCurEquip(bestBwEq);
  273. if (!changed)
  274. {
  275. changed = b;
  276. }
  277. }
  278. }
  279. }
  280. return changed;
  281. }
  282. /// <summary>
  283. /// 把装备加到:当前已经穿的装备列表中管理
  284. /// </summary>
  285. /// <param name="bestEqItem"></param>
  286. /// <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>
  287. /// <returns></returns>
  288. public bool AddToCurEquip(ItemInfo bestEqItem, bool isInit = false)
  289. {
  290. int zy = bestEqItem.eqInfo.basicEquipConfig.profession;
  291. bool isAdd = true;
  292. if (equipZyEqDic.TryGetValue(zy, out var eqList))
  293. {
  294. // 从后往前遍历,这样删除元素不会影响索引
  295. for (int i = eqList.Count - 1; i >= 0; i--)
  296. {
  297. ItemInfo itemInfo = eqList[i];
  298. if (itemInfo.eqInfo.basicEquipConfig.Type == bestEqItem.eqInfo.basicEquipConfig.Type)
  299. {
  300. //已经在已装备列表里面了,就不加了
  301. if (itemInfo.Equals(bestEqItem))
  302. {
  303. isAdd = false;
  304. }
  305. else
  306. {
  307. //老装备脱下来
  308. EquipLogic(false, itemInfo);
  309. //从已装备的列表处,移除
  310. eqList.RemoveAt(i);
  311. if (!isInit)
  312. {
  313. AccountFileInfo.Instance.SaveItemData(itemInfo);
  314. }
  315. }
  316. break;
  317. }
  318. }
  319. if (isAdd)
  320. {
  321. EquipLogic(true, bestEqItem);
  322. eqList.Add(bestEqItem);
  323. }
  324. }
  325. else
  326. {
  327. EquipLogic(true, bestEqItem);
  328. eqList = new List<ItemInfo>();
  329. eqList.Add(bestEqItem);
  330. equipZyEqDic.Add(zy, eqList);
  331. }
  332. //有装备变更时,计算一下装备提供的属性
  333. if (isAdd)
  334. {
  335. CalZyEqAddAttribute();
  336. if (!isInit)
  337. {
  338. AccountFileInfo.Instance.SaveItemData(bestEqItem);
  339. }
  340. }
  341. return isAdd;
  342. }
  343. /// <summary>
  344. /// 穿/脱 装备的逻辑
  345. /// </summary>
  346. /// <param name="equip">穿or脱</param>
  347. /// <param name="eqItemInfo">装备item</param>
  348. public void EquipLogic(bool equip, ItemInfo eqItemInfo)
  349. {
  350. eqItemInfo.eqInfo.isWear = equip;
  351. if (equip)
  352. {
  353. eqItemInfo.count.Value--;
  354. }
  355. else
  356. {
  357. eqItemInfo.count.Value++;
  358. }
  359. }
  360. /// <summary>
  361. /// 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
  362. /// </summary>
  363. /// <param name="eqItemInfo"></param>
  364. public void AddEquipment(ItemInfo eqItemInfo)
  365. {
  366. if (!eqItemInfo.IsEquipItem())
  367. {
  368. return;
  369. }
  370. // allEqDic.Add(eqItemInfo.guid, eqItemInfo);
  371. int zy = eqItemInfo.eqInfo.basicEquipConfig.profession;
  372. int bw = eqItemInfo.eqInfo.basicEquipConfig.Type;
  373. if (allZyEqDic.TryGetValue(zy, out var bwDic))
  374. {
  375. if (bwDic.TryGetValue(bw, out var eqBwList))
  376. {
  377. bool isAdd = true;
  378. foreach (ItemInfo itemInfo in eqBwList)
  379. {
  380. if (itemInfo.guid == eqItemInfo.guid)
  381. {
  382. isAdd = false;
  383. // LogTool.Warning("已经有这个装备,不再重复添加:"+ eqItemInfo.guid);
  384. break;
  385. }
  386. }
  387. if (isAdd)
  388. {
  389. eqBwList.Add(eqItemInfo);
  390. }
  391. }
  392. else
  393. {
  394. eqBwList = new List<ItemInfo>();
  395. eqBwList.Add(eqItemInfo);
  396. bwDic.Add(bw, eqBwList);
  397. }
  398. }
  399. else
  400. {
  401. bwDic = new Dictionary<int, List<ItemInfo>>();
  402. List<ItemInfo> eqBwList = new List<ItemInfo>();
  403. eqBwList.Add(eqItemInfo);
  404. bwDic.Add(bw, eqBwList);
  405. allZyEqDic.Add(zy, bwDic);
  406. }
  407. }
  408. // public void RemoveEquipment(ItemInfo eqItemInfo)
  409. // {
  410. // if (eqItemInfo.eqInfo == null)
  411. // {
  412. // return;
  413. // }
  414. //
  415. // int zy = eqItemInfo.eqInfo.basicEquipConfig.profession;
  416. // int bw = eqItemInfo.eqInfo.basicEquipConfig.Type;
  417. //
  418. // if (allZyEqDic.TryGetValue(zy, out var bwDic))
  419. // {
  420. // if (bwDic.TryGetValue(bw, out var eqList))
  421. // {
  422. // eqList.Remove(eqItemInfo);
  423. // }
  424. // else
  425. // {
  426. // LogTool.Error("移除一个在背包不存在的(bw),装备: guid=" + eqItemInfo.guid + " 职业=" + zy);
  427. // }
  428. // }
  429. // else
  430. // {
  431. // LogTool.Error("移除一个在背包不存在的(zy),装备: guid=" + eqItemInfo.guid + " 职业=" + zy);
  432. // }
  433. //
  434. // // if (zyEqDic.ContainsKey(pro) && zyEqDic[pro].Contains(eqItemInfo))
  435. // // {
  436. // // zyEqDic[pro].Remove(eqItemInfo);
  437. // // }
  438. // // else
  439. // // {
  440. // // LogTool.Error("移除一个在背包不存在的,装备: guid=" + eqItemInfo.guid + " 职业=" + pro);
  441. // // }
  442. // }
  443. }
  444. }