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. public bool atLeastOneBetterEq = false;
  132. /// <summary>
  133. /// 是否有更好的装备
  134. /// </summary>
  135. /// <param name="isReCal">是否重新计算最好的装备</param>
  136. /// <returns></returns>
  137. public bool IsBetterEqs(bool isReCal = true)
  138. {
  139. if (isReCal)
  140. {
  141. UpdateAllBestEqs();
  142. }
  143. atLeastOneBetterEq = false;
  144. int count = 0;
  145. foreach (KeyValuePair<int,Dictionary<int,ItemInfo>> keyValuePair in allBestEqDic)
  146. {
  147. int zy = keyValuePair.Key;
  148. Dictionary<int, ItemInfo> bwDic = keyValuePair.Value;
  149. count += bwDic.Count;
  150. // if (bwDic.Count > 0)
  151. // {
  152. // // return true;
  153. // count++;
  154. // }
  155. }
  156. if (count >= 1)
  157. {
  158. atLeastOneBetterEq = true;
  159. }
  160. //有2个以上的职业,有更好准备是再显示最外层的小红点.
  161. if (count > 3)
  162. {
  163. return true;
  164. }
  165. return false;
  166. }
  167. /// <summary>
  168. /// 具体职业是否有更好装备
  169. /// </summary>
  170. /// <param name="zy"></param>
  171. /// <returns></returns>
  172. public bool IsBetterEqs4OneZy(int zy, bool isReCal = false)
  173. {
  174. if (isReCal)
  175. {
  176. UpdateAllBestEqs();
  177. }
  178. if (allBestEqDic != null)
  179. {
  180. if (allBestEqDic.TryGetValue(zy, out var bwDic))
  181. {
  182. if (bwDic.Count > 0)
  183. {
  184. return true;
  185. }
  186. }
  187. }
  188. return false;
  189. }
  190. public Dictionary<int, Dictionary<int, ItemInfo>> allBestEqDic;
  191. /// <summary>
  192. /// 计算所有职业最好的装备,用于小红点
  193. /// allBestEqDic里面存的,就是所有职业,最好的装备
  194. /// </summary>
  195. /// <returns></returns>
  196. public Dictionary<int, Dictionary<int, ItemInfo>> UpdateAllBestEqs()
  197. {
  198. allBestEqDic = new Dictionary<int, Dictionary<int, ItemInfo>>();
  199. allBestEqDic.Add(1, GetZyBestEqs(1));
  200. allBestEqDic.Add(2, GetZyBestEqs(2));
  201. allBestEqDic.Add(3, GetZyBestEqs(3));
  202. allBestEqDic.Add(4, GetZyBestEqs(4));
  203. return allBestEqDic;
  204. }
  205. public Dictionary<int, ItemInfo> GetZyBestEqs(int zy)
  206. {
  207. Dictionary<int, ItemInfo> bestEqDic = new Dictionary<int, ItemInfo>();
  208. bool changed = false;
  209. //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
  210. if (allZyEqDic.TryGetValue(zy, out var bwDic))
  211. {
  212. foreach (KeyValuePair<int, List<ItemInfo>> keyValuePair in bwDic)
  213. {
  214. ItemInfo bestBwEq = null;
  215. foreach (ItemInfo bwItem in keyValuePair.Value)
  216. {
  217. // if (bwItem.eqInfo.isWear)
  218. // {
  219. // continue;
  220. // }
  221. // bwItem.eqInfo.isEquip = false;
  222. if (bestBwEq == null)
  223. {
  224. bestBwEq = bwItem;
  225. continue;
  226. }
  227. if (bwItem.eqInfo.Attack > bestBwEq.eqInfo.Attack ||
  228. bwItem.eqInfo.Defense > bestBwEq.eqInfo.Defense ||
  229. bwItem.eqInfo.Hp > bestBwEq.eqInfo.Hp)
  230. {
  231. bestBwEq = bwItem;
  232. }
  233. }
  234. if (bestBwEq != null)
  235. {
  236. if(!bestBwEq.eqInfo.isWear)
  237. bestEqDic.Add(keyValuePair.Key, bestBwEq);
  238. }
  239. }
  240. }
  241. return bestEqDic;
  242. }
  243. /// <summary>
  244. /// 一键穿职业装备
  245. /// 把对应职业,对应部位的,最好的装备找出来
  246. /// </summary>
  247. /// <param name="zy"></param>
  248. /// <returns>true = 有装备变动 </returns>
  249. public bool QuickEquip(int zy)
  250. {
  251. bool changed = false;
  252. //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
  253. if (allZyEqDic.TryGetValue(zy, out var bwDic))
  254. {
  255. foreach (KeyValuePair<int, List<ItemInfo>> keyValuePair in bwDic)
  256. {
  257. ItemInfo bestBwEq = null;
  258. foreach (ItemInfo bwItem in keyValuePair.Value)
  259. {
  260. // if (bwItem.eqInfo.isWear)
  261. // {
  262. // continue;
  263. // }
  264. // bwItem.eqInfo.isEquip = false;
  265. if (bestBwEq == null)
  266. {
  267. bestBwEq = bwItem;
  268. continue;
  269. }
  270. if (bwItem.eqInfo.Attack > bestBwEq.eqInfo.Attack ||
  271. bwItem.eqInfo.Defense > bestBwEq.eqInfo.Defense ||
  272. bwItem.eqInfo.Hp > bestBwEq.eqInfo.Hp)
  273. {
  274. bestBwEq = bwItem;
  275. }
  276. }
  277. if (bestBwEq != null)
  278. {
  279. bool b = AddToCurEquip(bestBwEq);
  280. if (!changed)
  281. {
  282. changed = b;
  283. }
  284. }
  285. }
  286. }
  287. return changed;
  288. }
  289. /// <summary>
  290. /// 把装备加到:当前已经穿的装备列表中管理
  291. /// </summary>
  292. /// <param name="bestEqItem"></param>
  293. /// <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>
  294. /// <returns></returns>
  295. public bool AddToCurEquip(ItemInfo bestEqItem, bool isInit = false)
  296. {
  297. int zy = bestEqItem.eqInfo.basicEquipConfig.profession;
  298. bool isAdd = true;
  299. if (equipZyEqDic.TryGetValue(zy, out var eqList))
  300. {
  301. // 从后往前遍历,这样删除元素不会影响索引
  302. for (int i = eqList.Count - 1; i >= 0; i--)
  303. {
  304. ItemInfo itemInfo = eqList[i];
  305. if (itemInfo.eqInfo.basicEquipConfig.Type == bestEqItem.eqInfo.basicEquipConfig.Type)
  306. {
  307. //已经在已装备列表里面了,就不加了
  308. if (itemInfo.Equals(bestEqItem))
  309. {
  310. isAdd = false;
  311. }
  312. else
  313. {
  314. //老装备脱下来
  315. EquipLogic(false, itemInfo);
  316. //从已装备的列表处,移除
  317. eqList.RemoveAt(i);
  318. if (!isInit)
  319. {
  320. AccountFileInfo.Instance.SaveItemData(itemInfo);
  321. }
  322. }
  323. break;
  324. }
  325. }
  326. if (isAdd)
  327. {
  328. EquipLogic(true, bestEqItem);
  329. eqList.Add(bestEqItem);
  330. }
  331. }
  332. else
  333. {
  334. EquipLogic(true, bestEqItem);
  335. eqList = new List<ItemInfo>();
  336. eqList.Add(bestEqItem);
  337. equipZyEqDic.Add(zy, eqList);
  338. }
  339. //有装备变更时,计算一下装备提供的属性
  340. if (isAdd)
  341. {
  342. CalZyEqAddAttribute();
  343. if (!isInit)
  344. {
  345. AccountFileInfo.Instance.SaveItemData(bestEqItem);
  346. }
  347. }
  348. return isAdd;
  349. }
  350. /// <summary>
  351. /// 穿/脱 装备的逻辑
  352. /// </summary>
  353. /// <param name="equip">穿or脱</param>
  354. /// <param name="eqItemInfo">装备item</param>
  355. public void EquipLogic(bool equip, ItemInfo eqItemInfo)
  356. {
  357. eqItemInfo.eqInfo.isWear = equip;
  358. if (equip)
  359. {
  360. eqItemInfo.count.Value--;
  361. }
  362. else
  363. {
  364. eqItemInfo.count.Value++;
  365. }
  366. }
  367. /// <summary>
  368. /// 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
  369. /// </summary>
  370. /// <param name="eqItemInfo"></param>
  371. public void AddEquipment(ItemInfo eqItemInfo)
  372. {
  373. if (!eqItemInfo.IsEquipItem())
  374. {
  375. return;
  376. }
  377. // allEqDic.Add(eqItemInfo.guid, eqItemInfo);
  378. int zy = eqItemInfo.eqInfo.basicEquipConfig.profession;
  379. int bw = eqItemInfo.eqInfo.basicEquipConfig.Type;
  380. if (allZyEqDic.TryGetValue(zy, out var bwDic))
  381. {
  382. if (bwDic.TryGetValue(bw, out var eqBwList))
  383. {
  384. bool isAdd = true;
  385. foreach (ItemInfo itemInfo in eqBwList)
  386. {
  387. if (itemInfo.guid == eqItemInfo.guid)
  388. {
  389. isAdd = false;
  390. // LogTool.Warning("已经有这个装备,不再重复添加:"+ eqItemInfo.guid);
  391. break;
  392. }
  393. }
  394. if (isAdd)
  395. {
  396. eqBwList.Add(eqItemInfo);
  397. }
  398. }
  399. else
  400. {
  401. eqBwList = new List<ItemInfo>();
  402. eqBwList.Add(eqItemInfo);
  403. bwDic.Add(bw, eqBwList);
  404. }
  405. }
  406. else
  407. {
  408. bwDic = new Dictionary<int, List<ItemInfo>>();
  409. List<ItemInfo> eqBwList = new List<ItemInfo>();
  410. eqBwList.Add(eqItemInfo);
  411. bwDic.Add(bw, eqBwList);
  412. allZyEqDic.Add(zy, bwDic);
  413. }
  414. }
  415. // public void RemoveEquipment(ItemInfo eqItemInfo)
  416. // {
  417. // if (eqItemInfo.eqInfo == null)
  418. // {
  419. // return;
  420. // }
  421. //
  422. // int zy = eqItemInfo.eqInfo.basicEquipConfig.profession;
  423. // int bw = eqItemInfo.eqInfo.basicEquipConfig.Type;
  424. //
  425. // if (allZyEqDic.TryGetValue(zy, out var bwDic))
  426. // {
  427. // if (bwDic.TryGetValue(bw, out var eqList))
  428. // {
  429. // eqList.Remove(eqItemInfo);
  430. // }
  431. // else
  432. // {
  433. // LogTool.Error("移除一个在背包不存在的(bw),装备: guid=" + eqItemInfo.guid + " 职业=" + zy);
  434. // }
  435. // }
  436. // else
  437. // {
  438. // LogTool.Error("移除一个在背包不存在的(zy),装备: guid=" + eqItemInfo.guid + " 职业=" + zy);
  439. // }
  440. //
  441. // // if (zyEqDic.ContainsKey(pro) && zyEqDic[pro].Contains(eqItemInfo))
  442. // // {
  443. // // zyEqDic[pro].Remove(eqItemInfo);
  444. // // }
  445. // // else
  446. // // {
  447. // // LogTool.Error("移除一个在背包不存在的,装备: guid=" + eqItemInfo.guid + " 职业=" + pro);
  448. // // }
  449. // }
  450. }
  451. }