123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519 |
- using System.Collections.Generic;
- using Excel2Json;
- using Fort23.Mono;
- using Fort23.UTool;
- using GameLogic.Bag;
- using GameLogic.Player;
- using UnityEditor;
- using UnityEngine;
- namespace GameLogic.Equipment
- {
- public class EqAddAttribute
- {
- public long atk;
- public long def;
- public long hp;
- // public void AddAtk(long atk)
- // {
- // this.atk += atk;
- // }
- //
- // public void AddDef(long def)
- // {
- // this.def += def;
- // }
- //
- // public void AddHp(long hp)
- // {
- // this.hp += hp;
- // }
- }
-
- public class EquipmentController
- {
- /// <summary>
- /// 所有的装备 按 这个逻辑存储 {职业, {部位, 装备列表}}
- /// 存在意义:一键换装的时候,可以快速找到目标装备
- ///
- /// </summary>
- public Dictionary<int, Dictionary<int ,List<ItemInfo>>> allZyEqDic = new Dictionary<int, Dictionary<int ,List<ItemInfo>>>();
- /// <summary>
- /// 已穿戴的装备
- /// </summary>
- public Dictionary<int, List<ItemInfo>> equipZyEqDic = new Dictionary<int, List<ItemInfo>>();
-
- /// <summary>
- /// 职业装备提供的属性
- /// </summary>
- public Dictionary<int, EqAddAttribute> zyEqAddAttributeDic = new Dictionary<int, EqAddAttribute>();
-
- // private long curGUID;
- public EquipmentController()
- {
- zyEqAddAttributeDic.Add(1, new EqAddAttribute());
- zyEqAddAttributeDic.Add(2, new EqAddAttribute());
- zyEqAddAttributeDic.Add(3, new EqAddAttribute());
- zyEqAddAttributeDic.Add(4, new EqAddAttribute());
-
- equipZyEqDic.Add(1, new List<ItemInfo>());
- equipZyEqDic.Add(2, new List<ItemInfo>());
- equipZyEqDic.Add(3, new List<ItemInfo>());
- equipZyEqDic.Add(4, new List<ItemInfo>());
- }
-
- public void Init(ItemInfo itemInfo)
- {
- AddEquipment(itemInfo);
- if (itemInfo.eqInfo != null && itemInfo.eqInfo.isWear)
- {
- AddToCurEquip(itemInfo, true);
- }
- }
- private void CalZyEqAddAttribute()
- {
- foreach (KeyValuePair<int,List<ItemInfo>> keyValuePair in equipZyEqDic)
- {
- int zy = keyValuePair.Key;
- ResetZyEqAddAttribute(zy);
- foreach (ItemInfo eqItem in keyValuePair.Value)
- {
- zyEqAddAttributeDic[zy].atk += eqItem.eqInfo.Attack;
- zyEqAddAttributeDic[zy].def += eqItem.eqInfo.Defense;
- zyEqAddAttributeDic[zy].hp += eqItem.eqInfo.Hp;
- }
- }
- }
- private void ResetZyEqAddAttribute(int zy)
- {
- zyEqAddAttributeDic[zy].atk = 0;
- zyEqAddAttributeDic[zy].def = 0;
- zyEqAddAttributeDic[zy].hp = 0;
- }
- /// <summary>
- /// 通过品质获取装备的额外参数,装备属性会叠加这个值
- /// </summary>
- /// <param name="quality"></param>
- /// <returns></returns>
- public float GetEquipmentRarityAttributeFactor(int quality)
- {
- int[] factors = PlayerManager.Instance.gameConstantConfig.equipmentRarityAttributeFactor;
- // LogTool.Log(quality);
- return factors[quality - 1] / (float)100;
- }
-
- public ItemInfo BuildEquipment(int equipModelDropID, int qualityDropID, int lvDropID)
- {
- ItemInfo info = null;
- List<ItemInfo> equipModelDropItems = DropManager.Instance.DropItem(equipModelDropID);
- if (equipModelDropItems == null || equipModelDropItems.Count == 0)
- {
- return info;
- }
-
- ItemInfo equipModelInfo = equipModelDropItems[0];
-
- List<ItemInfo> qualityDropItems = DropManager.Instance.DropItem(qualityDropID);
- List<ItemInfo> lvDropItems = DropManager.Instance.DropItem(lvDropID);
- info = equipModelInfo;
- info.eqInfo = new EquipmentInfo();
- // info.eqInfo.InitEquipment(info.config,
- // lvDropItems[0].dropItemConfig.itemID[0],
- // qualityDropItems[0].dropItemConfig.itemID[0]);
- info.eqInfo.InitEquipment(equipModelInfo, lvDropItems[0], qualityDropItems[0]);
-
- return info;
- }
- public ItemInfo BuildEquipmentForItemId(int itemId, int qualityDropID, int lvDropID)
- {
- ItemInfo info = null;
- ItemInfo equipModelInfo = new ItemInfo(itemId, 1);
-
- List<ItemInfo> qualityDropItems = DropManager.Instance.DropItem(qualityDropID);
- List<ItemInfo> lvDropItems = DropManager.Instance.DropItem(lvDropID);
- info = equipModelInfo;
- info.eqInfo = new EquipmentInfo();
- // info.eqInfo.InitEquipment(info.config,
- // lvDropItems[0].dropItemConfig.itemID[0],
- // qualityDropItems[0].dropItemConfig.itemID[0]);
- info.eqInfo.InitEquipment(equipModelInfo, lvDropItems[0], qualityDropItems[0]);
-
- return info;
- }
- public bool atLeastOneBetterEq = false;
- /// <summary>
- /// 是否有更好的装备
- /// </summary>
- /// <param name="isReCal">是否重新计算最好的装备</param>
- /// <returns></returns>
- public bool IsBetterEqs(bool isReCal = true)
- {
- if (isReCal)
- {
- UpdateAllBestEqs();
- }
- atLeastOneBetterEq = false;
- int count = 0;
-
- foreach (KeyValuePair<int,Dictionary<int,ItemInfo>> keyValuePair in allBestEqDic)
- {
- int zy = keyValuePair.Key;
- Dictionary<int, ItemInfo> bwDic = keyValuePair.Value;
- count += bwDic.Count;
- // if (bwDic.Count > 0)
- // {
- // // return true;
- // count++;
- // }
- }
- if (count >= 1)
- {
- atLeastOneBetterEq = true;
- }
-
- //有2个以上的职业,有更好准备是再显示最外层的小红点.
- if (count > 3)
- {
- return true;
- }
- return false;
- }
- /// <summary>
- /// 具体职业是否有更好装备
- /// </summary>
- /// <param name="zy"></param>
- /// <returns></returns>
- public bool IsBetterEqs4OneZy(int zy, bool isReCal = false)
- {
- if (isReCal)
- {
- UpdateAllBestEqs();
- }
- if (allBestEqDic != null)
- {
- if (allBestEqDic.TryGetValue(zy, out var bwDic))
- {
- if (bwDic.Count > 0)
- {
- return true;
- }
- }
-
- }
- return false;
- }
- public Dictionary<int, Dictionary<int, ItemInfo>> allBestEqDic;
- /// <summary>
- /// 计算所有职业最好的装备,用于小红点
- /// allBestEqDic里面存的,就是所有职业,最好的装备
- /// </summary>
- /// <returns></returns>
- public Dictionary<int, Dictionary<int, ItemInfo>> UpdateAllBestEqs()
- {
- allBestEqDic = new Dictionary<int, Dictionary<int, ItemInfo>>();
- allBestEqDic.Add(1, GetZyBestEqs(1));
- allBestEqDic.Add(2, GetZyBestEqs(2));
- allBestEqDic.Add(3, GetZyBestEqs(3));
- allBestEqDic.Add(4, GetZyBestEqs(4));
- return allBestEqDic;
- }
- public Dictionary<int, ItemInfo> GetZyBestEqs(int zy)
- {
- Dictionary<int, ItemInfo> bestEqDic = new Dictionary<int, ItemInfo>();
- bool changed = false;
- //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
- if (allZyEqDic.TryGetValue(zy, out var bwDic))
- {
- foreach (KeyValuePair<int, List<ItemInfo>> keyValuePair in bwDic)
- {
- ItemInfo bestBwEq = null;
- foreach (ItemInfo bwItem in keyValuePair.Value)
- {
- // if (bwItem.eqInfo.isWear)
- // {
- // continue;
- // }
- // bwItem.eqInfo.isEquip = false;
- if (bestBwEq == null)
- {
- bestBwEq = bwItem;
- continue;
- }
- if (bwItem.eqInfo.Attack > bestBwEq.eqInfo.Attack ||
- bwItem.eqInfo.Defense > bestBwEq.eqInfo.Defense ||
- bwItem.eqInfo.Hp > bestBwEq.eqInfo.Hp)
- {
- bestBwEq = bwItem;
- }
- }
- if (bestBwEq != null)
- {
- if(!bestBwEq.eqInfo.isWear)
- bestEqDic.Add(keyValuePair.Key, bestBwEq);
- }
- }
- }
-
- return bestEqDic;
- }
- /// <summary>
- /// 一键穿职业装备
- /// 把对应职业,对应部位的,最好的装备找出来
- /// </summary>
- /// <param name="zy"></param>
- /// <returns>true = 有装备变动 </returns>
- public bool QuickEquip(int zy)
- {
- bool changed = false;
- //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
- if (allZyEqDic.TryGetValue(zy, out var bwDic))
- {
- foreach (KeyValuePair<int, List<ItemInfo>> keyValuePair in bwDic)
- {
- ItemInfo bestBwEq = null;
- foreach (ItemInfo bwItem in keyValuePair.Value)
- {
- // if (bwItem.eqInfo.isWear)
- // {
- // continue;
- // }
- // bwItem.eqInfo.isEquip = false;
- if (bestBwEq == null)
- {
- bestBwEq = bwItem;
- continue;
- }
- if (bwItem.eqInfo.Attack > bestBwEq.eqInfo.Attack ||
- bwItem.eqInfo.Defense > bestBwEq.eqInfo.Defense ||
- bwItem.eqInfo.Hp > bestBwEq.eqInfo.Hp)
- {
- bestBwEq = bwItem;
- }
- }
- if (bestBwEq != null)
- {
- bool b = AddToCurEquip(bestBwEq);
- if (!changed)
- {
- changed = b;
- }
- }
- }
- }
-
- return changed;
- }
- /// <summary>
- /// 把装备加到:当前已经穿的装备列表中管理
- /// </summary>
- /// <param name="bestEqItem"></param>
- /// <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>
- /// <returns></returns>
- public bool AddToCurEquip(ItemInfo bestEqItem, bool isInit = false)
- {
- int zy = bestEqItem.eqInfo.basicEquipConfig.profession;
-
- bool isAdd = true;
-
- if (equipZyEqDic.TryGetValue(zy, out var eqList))
- {
- // 从后往前遍历,这样删除元素不会影响索引
- for (int i = eqList.Count - 1; i >= 0; i--)
- {
- ItemInfo itemInfo = eqList[i];
- if (itemInfo.eqInfo.basicEquipConfig.Type == bestEqItem.eqInfo.basicEquipConfig.Type)
- {
- //已经在已装备列表里面了,就不加了
- if (itemInfo.Equals(bestEqItem))
- {
- isAdd = false;
- }
- else
- {
- //老装备脱下来
- EquipLogic(false, itemInfo);
- //从已装备的列表处,移除
- eqList.RemoveAt(i);
- if (!isInit)
- {
- AccountFileInfo.Instance.SaveItemData(itemInfo);
- }
- }
- break;
- }
- }
- if (isAdd)
- {
- EquipLogic(true, bestEqItem);
- eqList.Add(bestEqItem);
- }
- }
- else
- {
- EquipLogic(true, bestEqItem);
-
- eqList = new List<ItemInfo>();
- eqList.Add(bestEqItem);
- equipZyEqDic.Add(zy, eqList);
- }
- //有装备变更时,计算一下装备提供的属性
- if (isAdd)
- {
- CalZyEqAddAttribute();
- if (!isInit)
- {
- AccountFileInfo.Instance.SaveItemData(bestEqItem);
- }
- }
- return isAdd;
- }
- /// <summary>
- /// 穿/脱 装备的逻辑
- /// </summary>
- /// <param name="equip">穿or脱</param>
- /// <param name="eqItemInfo">装备item</param>
- public void EquipLogic(bool equip, ItemInfo eqItemInfo)
- {
- eqItemInfo.eqInfo.isWear = equip;
- if (equip)
- {
- eqItemInfo.count.Value--;
- }
- else
- {
- eqItemInfo.count.Value++;
- }
- }
-
- /// <summary>
- /// 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
- /// </summary>
- /// <param name="eqItemInfo"></param>
- public void AddEquipment(ItemInfo eqItemInfo)
- {
- if (!eqItemInfo.IsEquipItem())
- {
- return;
- }
-
- // allEqDic.Add(eqItemInfo.guid, eqItemInfo);
-
- int zy = eqItemInfo.eqInfo.basicEquipConfig.profession;
- int bw = eqItemInfo.eqInfo.basicEquipConfig.Type;
- if (allZyEqDic.TryGetValue(zy, out var bwDic))
- {
- if (bwDic.TryGetValue(bw, out var eqBwList))
- {
- bool isAdd = true;
- foreach (ItemInfo itemInfo in eqBwList)
- {
- if (itemInfo.guid == eqItemInfo.guid)
- {
- isAdd = false;
- // LogTool.Warning("已经有这个装备,不再重复添加:"+ eqItemInfo.guid);
- break;
- }
- }
- if (isAdd)
- {
- eqBwList.Add(eqItemInfo);
- }
-
- }
- else
- {
- eqBwList = new List<ItemInfo>();
- eqBwList.Add(eqItemInfo);
- bwDic.Add(bw, eqBwList);
- }
- }
- else
- {
- bwDic = new Dictionary<int, List<ItemInfo>>();
- List<ItemInfo> eqBwList = new List<ItemInfo>();
- eqBwList.Add(eqItemInfo);
- bwDic.Add(bw, eqBwList);
- allZyEqDic.Add(zy, bwDic);
- }
- }
- // public void RemoveEquipment(ItemInfo eqItemInfo)
- // {
- // if (eqItemInfo.eqInfo == null)
- // {
- // return;
- // }
- //
- // int zy = eqItemInfo.eqInfo.basicEquipConfig.profession;
- // int bw = eqItemInfo.eqInfo.basicEquipConfig.Type;
- //
- // if (allZyEqDic.TryGetValue(zy, out var bwDic))
- // {
- // if (bwDic.TryGetValue(bw, out var eqList))
- // {
- // eqList.Remove(eqItemInfo);
- // }
- // else
- // {
- // LogTool.Error("移除一个在背包不存在的(bw),装备: guid=" + eqItemInfo.guid + " 职业=" + zy);
- // }
- // }
- // else
- // {
- // LogTool.Error("移除一个在背包不存在的(zy),装备: guid=" + eqItemInfo.guid + " 职业=" + zy);
- // }
- //
- // // if (zyEqDic.ContainsKey(pro) && zyEqDic[pro].Contains(eqItemInfo))
- // // {
- // // zyEqDic[pro].Remove(eqItemInfo);
- // // }
- // // else
- // // {
- // // LogTool.Error("移除一个在背包不存在的,装备: guid=" + eqItemInfo.guid + " 职业=" + pro);
- // // }
- // }
- }
- }
|