EquipmentInfo.cs 5.3 KB

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  1. 
  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 zy;
  23. public int level;
  24. public int dropLv;
  25. public bool isWear;
  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. isWear = eqData.isEquip;
  37. basicEquipConfig = ConfigComponent.Instance.Get<HeroBasicEquipConfig>(eqData.zyEqId);
  38. level = basicEquipConfig.lv;
  39. quality = eqData.quality;
  40. // CalAtt();
  41. }
  42. public EquipmentInfo()
  43. {
  44. }
  45. public void InitEquipment(ItemInfo modelInfo, ItemInfo lvInfo, ItemInfo qualityInfo)
  46. {
  47. //有效性检查
  48. if (//modelInfo.dropItemConfig.dropItemType != 1 &&
  49. lvInfo.dropItemConfig.dropItemType != 3 &&
  50. qualityInfo.dropItemConfig.dropItemType != 2)
  51. {
  52. // string errorTip = "modelInfo.dropItemConfig.dropItemType=" +
  53. // modelInfo.dropItemConfig.dropItemType +
  54. // " |lvInfo.dropItemConfig.dropItemType" +
  55. // lvInfo.dropItemConfig.dropItemType +
  56. // " |qualityInfo.dropItemConfig.dropItemType" +
  57. // qualityInfo.dropItemConfig.dropItemType;
  58. // LogTool.Error(errorTip);
  59. }
  60. myItemInfo = modelInfo;
  61. InitEquipment(modelInfo.config.ID,
  62. lvInfo.dropItemConfig.itemID[0],
  63. qualityInfo.dropItemConfig.itemID[0]);
  64. }
  65. public void InitEquipment(int itemID, int dropLv, int quality)
  66. {
  67. // itemInfo = new ItemInfo(itemID);
  68. ItemConfig itemConfig = ConfigComponent.Instance.Get<ItemConfig>(itemID);
  69. // this.itemConfig = itemConfig;
  70. this.quality = quality;
  71. this.dropLv = dropLv;
  72. // int equipmentConfigID = itemConfig.itemParam[0] * 10000 + itemConfig.itemParam[1] * 1000 + eLv;
  73. // int equipmentConfigID =
  74. // GlobalParam.GenerateEquipmentID(itemConfig.itemParam[0], itemConfig.itemParam[1], dropLv,
  75. // PlayerManager.Instance.heroController.mainLevel);
  76. //
  77. // basicEquipConfig = ConfigComponent.Instance.Get<HeroBasicEquipConfig>(equipmentConfigID);
  78. level = basicEquipConfig.lv;
  79. // guid = GlobalParam.GenerateGUID();
  80. myItemInfo.guid = itemConfig.ID.ToString() + basicEquipConfig.lv + quality;
  81. // LogTool.Log("装备职业:"+ basicEquipConfig.profession +
  82. // "-装备位置:" + basicEquipConfig.Type +
  83. // "-装备品质:" + quality +
  84. // "-装备等级:" + basicEquipConfig.lv);
  85. // CalAtt();
  86. }
  87. // public void CalAtt()
  88. // {
  89. // // m_Attack = basicEquipConfig.att
  90. // // foreach (int attTyp in basicEquipConfig.AttType)
  91. // for(int i=0; i < basicEquipConfig.AttType.Length; i++)
  92. // {
  93. // int attTyp = basicEquipConfig.AttType[i];
  94. // int value = Mathf.RoundToInt( basicEquipConfig.AttValue[i] *
  95. // PlayerManager.Instance.eqController.
  96. // GetEquipmentRarityAttributeFactor(quality));
  97. // switch (attTyp)
  98. // {
  99. // case 1:
  100. // m_HP = value;
  101. // break;
  102. // case 2:
  103. // m_Attack = value;
  104. // break;
  105. // case 3:
  106. // m_Defense = value;
  107. // break;
  108. // }
  109. // }
  110. // }
  111. public AccountFileInfo.EqData ToData()
  112. {
  113. AccountFileInfo.EqData eqData = new AccountFileInfo.EqData
  114. {
  115. // guid = guid,
  116. // count = count,
  117. // itemConfigID = myItemInfo.config.ID,
  118. // dropLv = dropLv,
  119. zyEqId = basicEquipConfig.ID,
  120. quality = quality,
  121. // zy = zy,
  122. isEquip = isWear,
  123. };
  124. return eqData;
  125. }
  126. }
  127. }