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