EquipmentInfo.cs 4.7 KB

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  1. using Codice.CM.Common;
  2. using Core.Utility;
  3. using Excel2Json;
  4. using Fort23.UTool;
  5. using UnityEngine;
  6. using ItemInfo = GameLogic.Bag.ItemInfo;
  7. namespace GameLogic.Equipment
  8. {
  9. public class EquipmentInfo
  10. {
  11. /// <summary>
  12. /// guid= itemID + eLv + quality
  13. /// 这几个值一样,那装备的属性就一定相同
  14. /// 后续要做特殊装备的话,在加新的字段,以及根据新资源,来组合新guid
  15. /// </summary>
  16. // public string guid;
  17. public HeroBasicEquipConfig basicEquipConfig;
  18. // public ItemConfig itemConfig;
  19. // public ItemInfo itemInfo;
  20. // public int count;
  21. public int quality;
  22. public int ownerID;
  23. public int level;
  24. public int dropLv;
  25. public bool isEquip;
  26. public int Attack => m_Attack;
  27. public int Defense => m_Defense;
  28. public int Hp => m_HP;
  29. private int m_Attack;
  30. private int m_Defense;
  31. private int m_HP;
  32. private ItemInfo myItemInfo;
  33. public EquipmentInfo(AccountFileInfo.EqData eqData, ItemInfo itemInfo)
  34. {
  35. myItemInfo = itemInfo;
  36. InitEquipment(eqData.itemConfigID, eqData.dropLv, eqData.quality);
  37. }
  38. public EquipmentInfo()
  39. {
  40. }
  41. public void InitEquipment(ItemInfo modelInfo, ItemInfo lvInfo, ItemInfo qualityInfo)
  42. {
  43. //有效性检查
  44. if (//modelInfo.dropItemConfig.dropItemType != 1 &&
  45. lvInfo.dropItemConfig.dropItemType != 3 &&
  46. qualityInfo.dropItemConfig.dropItemType != 2)
  47. {
  48. string errorTip = "modelInfo.dropItemConfig.dropItemType=" +
  49. modelInfo.dropItemConfig.dropItemType +
  50. " |lvInfo.dropItemConfig.dropItemType" +
  51. lvInfo.dropItemConfig.dropItemType +
  52. " |qualityInfo.dropItemConfig.dropItemType" +
  53. qualityInfo.dropItemConfig.dropItemType;
  54. LogTool.Error(errorTip);
  55. }
  56. myItemInfo = modelInfo;
  57. InitEquipment(modelInfo.config.ID,
  58. lvInfo.dropItemConfig.itemID[0],
  59. qualityInfo.dropItemConfig.itemID[0]);
  60. }
  61. public void InitEquipment(int itemID, int dropLv, int quality)
  62. {
  63. // itemInfo = new ItemInfo(itemID);
  64. ItemConfig itemConfig = ConfigComponent.Instance.Get<ItemConfig>(itemID);
  65. // this.itemConfig = itemConfig;
  66. this.quality = quality;
  67. this.dropLv = dropLv;
  68. // int equipmentConfigID = itemConfig.itemParam[0] * 10000 + itemConfig.itemParam[1] * 1000 + eLv;
  69. int equipmentConfigID =
  70. GlobalParam.GenerateEquipmentID(itemConfig.itemParam[0], itemConfig.itemParam[1], dropLv,
  71. PlayerManager.Instance.heroController.mainLevel);
  72. basicEquipConfig = ConfigComponent.Instance.Get<HeroBasicEquipConfig>(equipmentConfigID);
  73. level = basicEquipConfig.lv;
  74. // guid = GlobalParam.GenerateGUID();
  75. myItemInfo.guid = itemConfig.ID.ToString() + basicEquipConfig.lv + quality;
  76. CalAtt();
  77. }
  78. public void CalAtt()
  79. {
  80. // m_Attack = basicEquipConfig.att
  81. // foreach (int attTyp in basicEquipConfig.AttType)
  82. for(int i=0; i < basicEquipConfig.AttType.Length; i++)
  83. {
  84. int attTyp = basicEquipConfig.AttType[i];
  85. int value = Mathf.RoundToInt( basicEquipConfig.AttValue[i] *
  86. PlayerManager.Instance.eqController.
  87. GetEquipmentRarityAttributeFactor(quality));
  88. switch (attTyp)
  89. {
  90. case 1:
  91. m_HP = value;
  92. break;
  93. case 2:
  94. m_Attack = value;
  95. break;
  96. case 3:
  97. m_Defense = value;
  98. break;
  99. }
  100. }
  101. }
  102. public AccountFileInfo.EqData ToData()
  103. {
  104. AccountFileInfo.EqData eqData = new AccountFileInfo.EqData
  105. {
  106. // guid = guid,
  107. // count = count,
  108. itemConfigID = myItemInfo.config.ID,
  109. dropLv = dropLv,
  110. quality = quality,
  111. ownerID = ownerID,
  112. isEquip = isEquip
  113. };
  114. return eqData;
  115. }
  116. }
  117. }