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-
- using Core.Utility;
- using Excel2Json;
- using Fort23.UTool;
- using UnityEngine;
- using ItemInfo = GameLogic.Bag.ItemInfo;
- namespace GameLogic.Equipment
- {
- public class EquipmentInfo
- {
- /// <summary>
- /// guid= itemID + eLv + quality
- /// 这几个值一样,那装备的属性就一定相同
- /// 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
- /// </summary>
- // public string guid;
- public HeroBasicEquipConfig basicEquipConfig;
- // public ItemConfig itemConfig;
- // public ItemInfo itemInfo;
- // public int count;
- public int quality;
- public int zy;
- public int level;
- public int dropLv;
-
- public bool isWear;
-
- public int Attack => m_Attack;
- public int Defense => m_Defense;
- public int Hp => m_HP;
-
- private int m_Attack;
- private int m_Defense;
- private int m_HP;
- private ItemInfo myItemInfo;
- public EquipmentInfo(AccountFileInfo.EqData eqData, ItemInfo itemInfo)
- {
- myItemInfo = itemInfo;
- isWear = eqData.isEquip;
-
- basicEquipConfig = ConfigComponent.Instance.Get<HeroBasicEquipConfig>(eqData.zyEqId);
- level = basicEquipConfig.lv;
- quality = eqData.quality;
- // CalAtt();
- }
- public EquipmentInfo()
- {
-
- }
- public void InitEquipment(ItemInfo modelInfo, ItemInfo lvInfo, ItemInfo qualityInfo)
- {
- //有效性检查
- if (//modelInfo.dropItemConfig.dropItemType != 1 &&
- lvInfo.dropItemConfig.dropItemType != 3 &&
- qualityInfo.dropItemConfig.dropItemType != 2)
- {
- // string errorTip = "modelInfo.dropItemConfig.dropItemType=" +
- // modelInfo.dropItemConfig.dropItemType +
- // " |lvInfo.dropItemConfig.dropItemType" +
- // lvInfo.dropItemConfig.dropItemType +
- // " |qualityInfo.dropItemConfig.dropItemType" +
- // qualityInfo.dropItemConfig.dropItemType;
- // LogTool.Error(errorTip);
- }
- myItemInfo = modelInfo;
- InitEquipment(modelInfo.config.ID,
- lvInfo.dropItemConfig.itemID[0],
- qualityInfo.dropItemConfig.itemID[0]);
- }
-
- public void InitEquipment(int itemID, int dropLv, int quality)
- {
- // itemInfo = new ItemInfo(itemID);
- ItemConfig itemConfig = ConfigComponent.Instance.Get<ItemConfig>(itemID);
- // this.itemConfig = itemConfig;
- this.quality = quality;
- this.dropLv = dropLv;
- // int equipmentConfigID = itemConfig.itemParam[0] * 10000 + itemConfig.itemParam[1] * 1000 + eLv;
-
- // int equipmentConfigID =
- // GlobalParam.GenerateEquipmentID(itemConfig.itemParam[0], itemConfig.itemParam[1], dropLv,
- // PlayerManager.Instance.heroController.mainLevel);
- //
-
- // basicEquipConfig = ConfigComponent.Instance.Get<HeroBasicEquipConfig>(equipmentConfigID);
- level = basicEquipConfig.lv;
- // guid = GlobalParam.GenerateGUID();
- myItemInfo.guid = itemConfig.ID.ToString() + basicEquipConfig.lv + quality;
-
- // LogTool.Log("装备职业:"+ basicEquipConfig.profession +
- // "-装备位置:" + basicEquipConfig.Type +
- // "-装备品质:" + quality +
- // "-装备等级:" + basicEquipConfig.lv);
- // CalAtt();
- }
-
- // public void CalAtt()
- // {
- // // m_Attack = basicEquipConfig.att
- // // foreach (int attTyp in basicEquipConfig.AttType)
- // for(int i=0; i < basicEquipConfig.AttType.Length; i++)
- // {
- // int attTyp = basicEquipConfig.AttType[i];
- // int value = Mathf.RoundToInt( basicEquipConfig.AttValue[i] *
- // PlayerManager.Instance.eqController.
- // GetEquipmentRarityAttributeFactor(quality));
- // switch (attTyp)
- // {
- // case 1:
- // m_HP = value;
- // break;
- // case 2:
- // m_Attack = value;
- // break;
- // case 3:
- // m_Defense = value;
- // break;
- // }
- // }
- // }
-
-
- public AccountFileInfo.EqData ToData()
- {
- AccountFileInfo.EqData eqData = new AccountFileInfo.EqData
- {
- // guid = guid,
- // count = count,
- // itemConfigID = myItemInfo.config.ID,
- // dropLv = dropLv,
- zyEqId = basicEquipConfig.ID,
- quality = quality,
- // zy = zy,
- isEquip = isWear,
- };
- return eqData;
- }
-
-
- }
-
- }
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