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							- using System.Collections.Generic;
 
- using Common.Utility.CombatEvent;
 
- using Core.Utility;
 
- using Excel2Json;
 
- using Fort23.Core;
 
- using Fort23.UTool;
 
- using GameLogic.Bag;
 
- namespace GameLogic.Hero
 
- {
 
-     public class HeroController
 
-     {
 
-         /// <summary>
 
-         /// 所有英雄
 
-         /// </summary>
 
-         public Dictionary<int, HeroInfo> allHeroDic = new Dictionary<int, HeroInfo>();
 
-         
 
-         /// <summary>
 
-         /// 也可以叫主力(afk的共鸣英雄),替补英雄等级=主力英雄的最低等级(和afk一样的)
 
-         /// 主力英雄不一定等于上阵英雄,主力英雄只是决定了共鸣等级
 
-         /// </summary>
 
-         public Dictionary<int, HeroInfo> heroDicInLead = new Dictionary<int, HeroInfo>(4);
 
-         /// <summary>
 
-         /// 后备英雄(共享等级)
 
-         /// </summary>
 
-         public Dictionary<int, HeroInfo> heroDicInBack = new Dictionary<int, HeroInfo>();
 
-         public int mainLevel => m_MainLevel;
 
-     
 
-         private int m_MainLevel;
 
-         private void CalMainLevel()
 
-         {
 
-             //计算主力英雄的最低等级
 
-             int tmpLv = 9999;
 
-             foreach (var keyValuePair in heroDicInLead)
 
-             {
 
-                 if (keyValuePair.Value.level.Value < tmpLv)
 
-                 {
 
-                     tmpLv = keyValuePair.Value.level.Value;
 
-                 }
 
-             }
 
-             
 
-             m_MainLevel = tmpLv;
 
-             
 
-             EventManager.Instance.Dispatch(CustomEventType.MainLvUp, new SimpleEventData(){intData = m_MainLevel});
 
-         }
 
-         public HeroUpResultType CanPromote(HeroInfo heroInfo)
 
-         {
 
-             long curHeroCount = BagController.Instance.GetItemInfo(heroInfo.modelConfig.itemID).count.Value;
 
-             int costHeroCount = heroInfo.promoteConfig.costCount;
 
-             if (curHeroCount < costHeroCount)
 
-             {
 
-                 return HeroUpResultType.ResNotEnough;    
 
-             }
 
-             
 
-             return HeroUpResultType.Success;
 
-         }
 
-         
 
-         public HeroUpResultType CanUpgrade(HeroInfo heroInfo, bool isOpenPre = false)
 
-         {
 
-             if (PlayerManager.Instance.gameConstantConfig.maxLv <= heroInfo.level.Value)
 
-             {
 
-                 LogTool.Log("已到达最高等级:" + PlayerManager.Instance.gameConstantConfig.maxLv);
 
-                 return HeroUpResultType.MaxLv;
 
-             }
 
-             
 
-             //计算主力英雄等级差, 如果再升一级,就大于最大等级差了,就不允许升了.
 
-             if (heroInfo.level.Value - m_MainLevel >= GlobalParam.Max_Main_Level_Difference)
 
-             {
 
-                 LogTool.Log(heroInfo.modelID + "主力英雄等级差不能超过:" + GlobalParam.Max_Main_Level_Difference);
 
-                 return HeroUpResultType.MainLevelNotEnough;
 
-             }
 
-             //每10级,要打开预览界面后,再升级(如果已经打开,就不判断了)
 
-             if (!isOpenPre && (heroInfo.level.Value + 1) % 10 == 1)
 
-             {
 
-                 return HeroUpResultType.NeedOpenPreUI;
 
-             }
 
-             
 
-             if (BagController.Instance.IsEnough(GlobalParam.Item_HeroExp_ID, heroInfo.powerUpConfig.levelUpExp))
 
-             {
 
-                 if (isOpenPre)
 
-                 {
 
-                     return HeroUpResultType.PlayUpgradeEftFirst;
 
-                 }
 
-                 return HeroUpResultType.Success;
 
-             }
 
-             else
 
-             {
 
-                 return HeroUpResultType.ExpNotEnough;    
 
-             }
 
-         }
 
-         private void DoUpgrade(HeroInfo heroInfo)
 
-         {
 
-             heroInfo.Upgrade();
 
-             PlayerManager.Instance.SaveHeroData(heroInfo);
 
-             //如果当前英雄等级等于主力等级,则升级时需要重新计算主力等级
 
-             if (heroInfo.level.Value - 1 == m_MainLevel)
 
-             {
 
-                 CalMainLevel();
 
-             }
 
-             SendEvent(HeroUpType.Level, heroInfo, HeroUpResultType.Success);
 
-         }
 
-         public HeroUpResultType PromoteHeroLogic(HeroInfo heroInfo)
 
-         {
 
-             
 
-             HeroUpResultType resultType = CanPromote(heroInfo);
 
-             if (resultType == HeroUpResultType.Success)
 
-             {
 
-                 //扣除碎片
 
-                 bool isOk = BagController.Instance.DeductItem(heroInfo.modelConfig.itemID, heroInfo.promoteConfig.costCount);
 
-                 if (isOk)
 
-                 {
 
-                     if (resultType == HeroUpResultType.Success)
 
-                     {
 
-                         heroInfo.Promote();
 
-                         PlayerManager.Instance.SaveHeroData(heroInfo);
 
-                         SendEvent(HeroUpType.Promote, heroInfo, resultType);
 
-                     }
 
-                 }
 
-             }
 
-             
 
-             return resultType;
 
-             
 
-         }
 
-         /// <summary>
 
-         /// 英雄升级逻辑,主要是改数据,不在这里做UI表现
 
-         /// </summary>
 
-         /// <param name="heroInfo"></param>
 
-         public HeroUpResultType UpgradeHeroLogic(HeroInfo heroInfo, bool isOpenPre = false)
 
-         {
 
-             HeroUpResultType resultType = CanUpgrade(heroInfo, isOpenPre);
 
-             if (resultType == HeroUpResultType.Success || resultType == HeroUpResultType.PlayUpgradeEftFirst)
 
-             {
 
-                 //扣除经验
 
-                 bool isOk = BagController.Instance.DuctHeroExp(heroInfo.powerUpConfig.levelUpExp);
 
-                 if (isOk)
 
-                 {
 
-                     if (resultType == HeroUpResultType.Success)
 
-                     {
 
-                         DoUpgrade(heroInfo);
 
-                     }
 
-                     else if (resultType == HeroUpResultType.PlayUpgradeEftFirst)
 
-                     {
 
-                         //执行逻辑,返回播放特效的类型
 
-                         DoUpgrade(heroInfo);
 
-                         return resultType;
 
-                     }
 
-                     return HeroUpResultType.Success;
 
-                 }
 
-             }
 
-             return resultType;
 
-         }
 
-         
 
-         /// <summary>
 
-         /// 发送英雄提升的事件
 
-         /// </summary>
 
-         /// <param name="upType">提升类型:升级、升星等.</param>
 
-         public void SendEvent(HeroUpType upType, HeroInfo heroInfo, HeroUpResultType resultType = HeroUpResultType.None)
 
-         {
 
-             HeroPowerUpEventData data = new HeroPowerUpEventData();
 
-             data.heroModelID = heroInfo.modelID;
 
-             data.upType = upType;
 
-             data.ResultType = resultType;
 
-             
 
-             PlayerManager.Instance.lastHeroInfo = heroInfo;
 
-          
 
-             if (upType == HeroUpType.Level)
 
-             {
 
-                 SkillUpConfig upConfig = PlayerManager.Instance.heroController
 
-                     .GetSkillUpConfig4Lv(heroInfo.level.Value);
 
-                 
 
-                 
 
-                 if (upConfig.ID > 0)
 
-                 {
 
-                     heroInfo.SkillData.UpdateSkills();
 
-                     data.isSkillUp = true;
 
-                 }
 
-                 
 
-                 EventManager.Instance.Dispatch(CustomEventType.HeroLvUp, data);
 
-             }
 
-             else if (upType == HeroUpType.Promote)
 
-             {
 
-                 // SkillUpConfig upConfig = PlayerManager.Instance.heroController
 
-                 //     .IsStarUpGetNewSkill(heroInfo.star.Value);
 
-                 
 
-                 // data.isSkillUp = upConfig.ID > 0;
 
-                 
 
-                 SkillUpConfig upConfig = PlayerManager.Instance.heroController.GetSkillUpConfig4Star(heroInfo.star.Value);
 
-                 
 
-                 if (upConfig.ID > 0)
 
-                 {
 
-                     heroInfo.SkillData.UpdateSkills();
 
-                     data.isSkillUp = true;
 
-                 }
 
-                 
 
-                 EventManager.Instance.Dispatch(CustomEventType.HeroPromote, data);
 
-             }
 
-             EventManager.Instance.Dispatch(CustomEventType.HeroPowerUp, data);
 
-         }
 
-         
 
-         public void InitHeroes()
 
-         {
 
-             for (int i = 0; i < AccountFileInfo.Instance.playerData.HeroListData.Count; i++)
 
-             {
 
-                 AccountFileInfo.HeroData heroData = AccountFileInfo.Instance.playerData.HeroListData[i];
 
-                 HeroInfo heroInfo = new HeroInfo();
 
-                 heroInfo.InitHero(heroData);
 
-             
 
-                 AddHero(heroInfo);
 
-             }
 
-             
 
-             CalMainLevel();
 
-         }
 
-         
 
-         /// <summary>
 
-         /// 获取英雄
 
-         /// </summary>
 
-         /// <param name="modelID">英雄ID modelID</param>
 
-         /// <returns></returns>
 
-         public CombatHeroInfo GetHeroInfo(int modelID)
 
-         {
 
-             if (allHeroDic.ContainsKey(modelID))
 
-             {
 
-                 return allHeroDic[modelID];
 
-             }
 
-             
 
-             LogTool.Error("没有这个英雄" + modelID);
 
-             return null;
 
-         }
 
-         
 
-         
 
-         /// <summary>
 
-         /// 添加英雄
 
-         /// </summary>
 
-         /// <param name="heroInfo"></param>
 
-         public void AddHero(HeroInfo heroInfo)
 
-         {
 
-             if (heroInfo.isLead)
 
-             {
 
-                 DeployHeroToLead(heroInfo);
 
-             }
 
-             else
 
-             {
 
-                 DeployHeroToBack(heroInfo);
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// 进入主力队伍
 
-         /// </summary>
 
-         /// <param name="heroInfo"></param>
 
-         public void DeployHeroToLead(HeroInfo heroInfo)
 
-         {
 
-             if (heroDicInLead.Count >= GlobalParam.Max_Deploy_HERO)
 
-             {
 
-                 return;
 
-             }
 
-             if (heroDicInLead.ContainsKey(heroInfo.modelID))
 
-             {
 
-                 LogTool.Error("heroDicInLead不应该出现相同的英雄ID=" + heroInfo.modelID);
 
-                 return;
 
-             }
 
-             
 
-             heroDicInLead.Add(heroInfo.modelID, heroInfo);
 
-             heroInfo.isLead = true;
 
-             
 
-             allHeroDic.Add(heroInfo.modelID, heroInfo);
 
-             CalMainLevel();
 
-         }
 
-         /// <summary>
 
-         /// 更换主力
 
-         /// </summary>
 
-         /// <param name="heroInfo"></param>
 
-         public void ChangeLeadHero(HeroInfo backHero, HeroInfo leadHero)
 
-         {
 
-             if (!heroDicInLead.ContainsKey(leadHero.modelID))
 
-             {
 
-                 LogTool.Error("不是主力" + leadHero.modelID);
 
-                 return;
 
-             }
 
-             
 
-             if (!heroDicInBack.ContainsKey(backHero.modelID))
 
-             {
 
-                 LogTool.Error("不是替补" + backHero.modelID);
 
-                 return;
 
-             }
 
-             
 
-             //从主力中移除,并加入后补
 
-             heroDicInLead.Remove(leadHero.modelID);
 
-             DeployHeroToBack(leadHero);
 
-             //从后补中移除,并加入主力
 
-             heroDicInBack.Remove(backHero.modelID);
 
-             DeployHeroToLead(backHero);
 
-             
 
-             
 
-         }
 
-         
 
-         /// <summary>
 
-         /// 进入后备队伍(英雄背包)
 
-         /// </summary>
 
-         /// <param name="heroInfo"></param>
 
-         public void DeployHeroToBack(HeroInfo heroInfo)
 
-         {
 
-             if (heroDicInBack.ContainsKey(heroInfo.modelID))
 
-             {
 
-                 LogTool.Error("heroDicInBack不应该出现相同的英雄ID=" + heroInfo.modelID);
 
-                 return;
 
-             }
 
-             
 
-             heroDicInBack.Add(heroInfo.modelID, heroInfo);
 
-             heroInfo.isLead = false;
 
-             
 
-             allHeroDic.Add(heroInfo.modelID, heroInfo);
 
-         }
 
-         
 
-         
 
-          /// <summary>
 
-         /// onlyUnLock=true, 获取已解锁的最高等级的技能
 
-         /// onlyUnLock=false,获取已解锁的最高等级的技能,若都没有解锁,则获取未解锁的1级技能
 
-         /// </summary>
 
-         /// <param name="groupID">技能组</param>
 
-         /// <param name="level">英雄等级</param>
 
-         /// <param name="star">英雄星级</param>
 
-         /// <param name="onlyUnLock">ture=只返回解锁的</param>
 
-         /// <returns></returns>
 
-         public SkillConfig GetHighestLevelOr1(int groupID, int level, int star, bool onlyUnLock = false,bool isMonster=false)
 
-         {
 
-             SkillConfig skillConfig = new SkillConfig();
 
-             
 
-             int lv = 0;
 
-             for(int i = 0; i <  PlayerManager.Instance.groupSkillDic[groupID].Count; i++)
 
-             {
 
-                 SkillConfig config = PlayerManager.Instance.groupSkillDic[groupID][i];
 
-                 if (i == 0 && !onlyUnLock)
 
-                 {
 
-                     skillConfig = config;
 
-                 }
 
-                 
 
-                 // if (config.isUnLock && config.skillConfig.level > lv)
 
-                 if(IsUnLockSkill(level, star, config.ID,isMonster) && config.level > lv)
 
-                 {
 
-                     lv = config.level;
 
-                     skillConfig = config;
 
-                 }
 
-             }
 
-             return skillConfig;
 
-         }
 
-         
 
-         /// <summary>
 
-         /// 技能是否解锁
 
-         /// </summary>
 
-         /// <param name="level">英雄等级</param>
 
-         /// <param name="star">英雄星级</param>
 
-         /// <param name="skillID">技能id</param>
 
-         /// <returns></returns>
 
-         public bool IsUnLockSkill(int level, int star, int skillID,bool isMonster=false)
 
-         {
 
-             bool isUnLock = false;
 
-             if (skillID == GlobalParam.Normal_Attack_Skill_Group_ID)
 
-             {
 
-                 isUnLock = true;
 
-             }
 
-             else
 
-             {
 
-                 //整体可能有点绕,后面再看优化不
 
-                 
 
-                 //取技能ID的后两位,后两位是技能解锁表SkillUpConfig的ID, 取这个ID来判断,这个技能技能的解锁情况
 
-                 int skillUpID = skillID % 100;
 
-                 SkillUpConfig upConfig = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpID);
 
-                 //取个位
 
-                 int gw = skillUpID % 10;
 
-                 
 
-                 int skillUpIDLevel1 = -1;
 
-                 //当个位>1时(表示技能等级>1),需要额外判断一下,技能的1级是否已经解锁(可能1级是星级解锁)
 
-                 //避免出现,技能是5星解锁解锁1级,200级解锁2级,但玩家现在4星,201级,就不该解锁2级,因为星级不够
 
-                 if (gw > 1)
 
-                 {
 
-                     //技能1级的解锁ID,例如: 33 - 3 + 1 = 31, 31就是技能1级的解锁条件id
 
-                     skillUpIDLevel1 = skillUpID - gw + 1;
 
-                 }
 
-                 
 
-                 //等级解锁
 
-                 if (upConfig.upType == 1)
 
-                 {
 
-                     SkillUpConfig skillUpConfigLevel1 = new SkillUpConfig();
 
-                     //准备判断,该技能1级时,是否为星级解锁
 
-                     if (skillUpIDLevel1 > 0)
 
-                     {
 
-                         skillUpConfigLevel1 = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpIDLevel1);
 
-                     }
 
-                     //如果技能的第一级需要星级解锁,需额外判断一下星级是否达到
 
-                     bool isStarEnough = skillUpConfigLevel1.upType != 2 || star > skillUpConfigLevel1.upValue;
 
-                     
 
-                     if (level >= upConfig.upValue && isStarEnough)
 
-                     {
 
-                         isUnLock = true;
 
-                     }
 
-                 }
 
-                 //星级解锁
 
-                 else if (upConfig.upType == 2)
 
-                 {
 
-                     if (star >= upConfig.upValue||isMonster)
 
-                     {
 
-                         isUnLock = true;
 
-                     }
 
-                 }
 
-             }
 
-             return isUnLock;
 
-         }
 
-         public SkillUpConfig GetSkillUpConfig(int skillID)
 
-         {
 
-             //取技能ID的后两位,后两位是技能解锁表SkillUpConfig的ID, 取这个ID来判断,这个技能技能的解锁情况
 
-             int skillUpID = skillID % 100;
 
-             SkillUpConfig upConfig = ConfigComponent.Instance.Get<SkillUpConfig>(skillUpID);
 
-             return upConfig;
 
-         }
 
-         /// <summary>
 
-         /// 根据【等级】查找是否有技能
 
-         /// </summary>
 
-         /// <param name="level">英雄等级</param>
 
-         /// <returns></returns>
 
-         public SkillUpConfig GetSkillUpConfig4Lv(int level)
 
-         {
 
-             SkillUpConfig upConfig = new SkillUpConfig();
 
-             foreach (SkillUpConfig skillUpConfig in PlayerManager.Instance.skillUpConfigs)
 
-             {
 
-                 if (skillUpConfig.upType == 1 && level == skillUpConfig.upValue)
 
-                 {
 
-                     return skillUpConfig;
 
-                 }
 
-             }
 
-             return upConfig;
 
-         }
 
-         
 
-         
 
-         /// <summary>
 
-         /// 根据【星级】查找是否有技能
 
-         /// </summary>
 
-         /// <param name="level">英雄等级</param>
 
-         /// <returns></returns>
 
-         public SkillUpConfig GetSkillUpConfig4Star(int star)
 
-         {
 
-             SkillUpConfig upConfig = new SkillUpConfig();
 
-             foreach (SkillUpConfig skillUpConfig in PlayerManager.Instance.skillUpConfigs)
 
-             {
 
-                 if (skillUpConfig.upType == 2 && star == skillUpConfig.upValue)
 
-                 {
 
-                     return skillUpConfig;
 
-                 }
 
-             }
 
-             return upConfig;
 
-         }
 
-         
 
-         // /// <summary>
 
-         // /// 判断【星级】是否可以解锁新技能
 
-         // /// </summary>
 
-         // /// <param name="star"></param>
 
-         // /// <returns></returns>
 
-         // public SkillUpConfig IsStarUpGetNewSkill(int star)
 
-         // {
 
-         //     SkillUpConfig upConfig = new SkillUpConfig();
 
-         //     foreach (SkillUpConfig skillUpConfig in PlayerManager.Instance.skillUpConfigs)
 
-         //     {
 
-         //         if (skillUpConfig.upType == 2 && star == skillUpConfig.upValue)
 
-         //         {
 
-         //             return upConfig;
 
-         //         }
 
-         //     }
 
-         //     return upConfig;
 
-         // }
 
-         
 
-     }
 
- }
 
 
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