Files
Main/Assets/Code/Logic/HolyEquip/HolyEquip.cs
2025-01-25 04:38:09 +08:00

551 lines
18 KiB
C#

//**********************************************//
//作者:#杨全福#
//日期:#2019.11.04#
//简述:#圣装数据结构#
//*********************************************//
using UnityEngine;
using System;
using System.Collections.Generic;
using Thousandto.Cfg.Data;
using Thousandto.Code.Global;
using Thousandto.Code.Center;
using XLua;
namespace Thousandto.Code.Logic
{
/// <summary>
/// HolyEquip
/// </summary>
public class HolyEquip : ItemBase
{
#region //私有变量
private DeclareEquip _equip; //装备表数据
//基础属性
private Dictionary<int, ulong> _baseAttrs;
//装备战斗力
private uint _power = 0;
//接收到的服务器数据
private MSG_HolyEquip.HolyEquipItem _itemInfoFromServer;
#endregion
#region //属性
//物品配置
public DeclareEquip ItemInfo
{
get
{
return _equip;
}
}
//是否可以分解
public bool CanFenJie { get; private set; }
//分解物品数量
public int FenJieCount { get; private set; }
//是否可以拆解
public bool CanChaiJian { get; private set; }
//拆解物品列表
public Dictionary<int, int> CaiJianItems { get; private set; }
//所属的套装ID
public int SuitID { get; private set; }
//激活的套装数量和ID
public Dictionary<int, int> ActiveSuits { get; private set; }
#endregion
#region//继承父类
public override bool Initialization()
{
base.Initialization();
_equip = DeclareEquip.Get(CfgID);
if (_equip == null)
{
//Debug.LogError("equip info initialization declareequip is null id = " + CfgID);
}
var resolveCfg = DeclareEquipHolyResolve.Get(CfgID);
if (resolveCfg != null)
{
CaiJianItems = new Dictionary<int, int>();
CanFenJie = resolveCfg.Type == 1;
CanChaiJian = resolveCfg.Type == 2;
var itemParam = resolveCfg.Item.Split(';');
if (itemParam != null && itemParam.Length > 0)
{
for (int i = 0; i < itemParam.Length; ++i)
{
var itemParamArray = itemParam[i].Split('_');
if(itemParamArray.Length >= 2)
{
if (CanFenJie)
{
FenJieCount = int.Parse(itemParamArray[1]);
break;
}
else if (CanChaiJian)
{
CaiJianItems[int.Parse(itemParamArray[0])] = int.Parse(itemParamArray[1]);
}
}
}
}
if(CanChaiJian)
{
itemParam = resolveCfg.HolyEquip.Split(';');
if (itemParam != null && itemParam.Length > 0)
{
for (int i = 0; i < itemParam.Length; ++i)
{
var itemParamArray = itemParam[i].Split('_');
int itemID = int.Parse(itemParamArray[0]);
int itemCount = int.Parse(itemParamArray[1]);
if (CaiJianItems.ContainsKey(itemID))
{
CaiJianItems[itemID] = CaiJianItems[itemID] + itemCount;
}
else
{
CaiJianItems[itemID] = itemCount;
}
}
}
}
}
//计算套装ID
SuitID = _equip.Grade * 10000 + _equip.Quality * 100 + _equip.HolySuitType;
ActiveSuits = new Dictionary<int, int>(4);
return true;
}
public override void UnInitialization()
{
_baseAttrs.Clear();
}
public override int GetItemType()
{
return ItemType.HolyEquip;
}
public override string GetName()
{
string ret = "";
if (null != ItemInfo)
{
ret = ItemInfo.Name;
}
return ret;
}
public override int GetIcon()
{
int ret = -1;
if (ItemInfo != null)
ret = ItemInfo.Icon;
return ret;
}
public override int GetEffect()
{
int ret = -1;
if (ItemInfo != null)
ret = ItemInfo.Effect;
return ret;
}
public override int GetQuality()
{
int ret = -1;
if (ItemInfo != null)
ret = ItemInfo.Quality;
return ret;
}
public override int GetStarNum()
{
var ret = 0;
if (ItemInfo != null)
ret = ItemInfo.DiamondNumber;
return ret;
}
public override string GetOcc()
{
if (ItemInfo != null)
{
return ItemInfo.Gender;
}
return "";
}
public override int GetPart()
{
var ret = -1;
if (ItemInfo != null)
ret = ItemInfo.Part;
return ret;
}
public override int GetGrade()
{
var ret = 0;
if (ItemInfo != null)
ret = ItemInfo.Grade;
return ret;
}
public override uint GetPower()
{
return _power;
}
public override bool IsCanUse(int useType = ItemOpertion.Use)
{
return base.IsCanUse(useType);
}
public override bool CheckLevel(int level)
{
return ItemInfo.Level <= level;
}
public override bool CheackOcc(int sex)
{
if (Occ.IndexOf("9") >= 0)
return true;
bool ret = false;
if (ItemInfo.Gender.IndexOf(sex.ToString()) >= 0)
{
ret = true;
}
else
{
ret = false;
}
return ret;
}
public override bool CheckBetterThanDress()
{
var dressPower = GameCenter.LuaSystem.Adaptor.GetHolyPartFightPower(Part);
return Power > dressPower;
}
public override bool CheckCanEquip()
{
var localPlayer = GameCenter.GameSceneSystem.GetLocalPlayer();
if (localPlayer == null)
{
return false;
}
if (!CheckLevel(localPlayer.Level))
{
return false;
}
if (!CheackOcc((int)localPlayer.Occ))
{
return false;
}
return true;
}
public override bool CheckClass()
{
//if (Occ == 9)
// return true;
//LocalPlayer p = GameCenter.GameSceneSystem.GetLocalPlayer();
//if (p != null)
//{
// int curID = ((int)p.Occ + 1) * 1000 + p.GradeLevel;
// if (curID >= ItemInfo.Classlevel)
// {
// return true;
// }
// else
// {
// return false;
// }
//}
//return false;
return true;
}
public override bool isTimeOut()
{
return base.isTimeOut();
}
public override bool IsNeedSecond(int useType = ItemOpertion.Use)
{
bool ret = false;
if (ItemInfo == null)
{
return false;
}
switch (useType)
{
case ItemOpertion.Use:
ret = ItemInfo.Quality >= 4; //紫色以上装备就需要提示
break;
case ItemOpertion.Split:
ret = false;
break;
case ItemOpertion.Sell:
case ItemOpertion.Stall:
case ItemOpertion.Resolve:
ret = ItemInfo.Quality >= 4; //紫色以上装备就需要提示
break;
}
return ret;
}
public override bool IsUsedInBatches()
{
return false;
}
//检测是否可以上架
public override bool CanAuction()
{
if(!GameCenter.MainFunctionSystem.FunctionIsVisible(FunctionStartIdCode.Auchtion))
return false;
if (IsBind)
return false;
if (ItemInfo.AuctionMaxPrice == 0)
return false;
return true;
}
//使用物品
public override void UseItem()
{
MSG_HolyEquip.ReqInlayHoly msg = new MSG_HolyEquip.ReqInlayHoly();
msg.UID = DBID;
msg.Send();
}
//获取和已穿戴装备的战斗力差
public override int GetDressPowerDiff()
{
var dressPower = GameCenter.LuaSystem.Adaptor.GetHolyPartFightPower(Part);
return (int)Power - dressPower;
}
#endregion
#region//公共接口
public HolyEquip(MSG_backpack.ItemInfo info) :
base(info)
{
Initialization();
SetAttribute();
//_itemInfoFromServer = info;
}
public HolyEquip(MSG_HolyEquip.HolyEquipItem info) :
base(info)
{
Initialization();
SetAttribute();
_itemInfoFromServer = info;
}
public HolyEquip(HolyEquip info) :
base(info)
{
Initialization();
SetAttribute();
_itemInfoFromServer = info._itemInfoFromServer;
}
public HolyEquip(int id) :
base(id)
{
Initialization();
SetAttribute();
}
public string ToProtoBufferBytes()
{
byte[] bytes = Plugins.Common.ProtoBufUtils.Serialize(_itemInfoFromServer);
return Convert.ToBase64String(bytes);
}
public static Equipment ToEquipment(string str)
{
Equipment result;
byte[] message = Convert.FromBase64String(str);
MSG_backpack.ItemInfo itemInfo = new MSG_backpack.ItemInfo();
Plugins.Common.ProtoBufUtils.Deserialize(itemInfo, message);
result = new Equipment(itemInfo);
return result;
}
/// <summary>
/// 获取装备的最基本的属性值
/// </summary>
/// <returns>属性类型,属性值</returns>
public Dictionary<int, ulong> GetBaseAttribute()
{
if (_baseAttrs != null)
return _baseAttrs;
return new Dictionary<int, ulong>();
}
//是否有效
public override bool IsValid()
{
return _equip != null;
}
//获取根据数量获取激活的套装
public int GetActiveSuitID(int count)
{
var result = 0;
ActiveSuits.TryGetValue(count, out result);
return result;
}
#endregion
#region//私有方法
/// <summary>
/// 计算当前装备的属性值
/// </summary>
/// <param name="level"></param>
/// <returns>属性类型,增加的属性值</returns>
private void SetAttribute()
{
if (_baseAttrs == null)
_baseAttrs = new Dictionary<int, ulong>();
_baseAttrs.Clear();
if (_equip == null) return;
var attrsArr = _equip.Attribute1.Split(GameDefine.SplitSemicolon, StringSplitOptions.RemoveEmptyEntries);
for (int i = 0; i < attrsArr.Length; i++)
{
string[] attrs = attrsArr[i].Split(GameDefine.SplitUnderline, StringSplitOptions.RemoveEmptyEntries);
if (attrs.Length == 2)
{
int iType = int.Parse(attrs[0]);
int baseAttr = int.Parse(attrs[1]);
if (_baseAttrs.ContainsKey(iType))
continue;
_baseAttrs.Add(iType, (ulong)baseAttr);
}
}
_power = FightPowerHelper.GetPropetryPower(_baseAttrs);
}
#endregion
#region //辅助方法 此为静态方法
//装备的类型名字
public static string GetEquipNameWithType(int type)
{
type = (type - 101) % 11;
switch (type)
{
case 0://圣装鞋子
return Thousandto.Cfg.Data.DeclareMessageString.Get(Thousandto.Cfg.Data.DeclareMessageString.C_HOLY_EQUIP_LV);
case 1://圣装裤子
return Thousandto.Cfg.Data.DeclareMessageString.Get(Thousandto.Cfg.Data.DeclareMessageString.C_HOLY_EQUIP_KU);
case 2://圣装护手
return Thousandto.Cfg.Data.DeclareMessageString.Get(Thousandto.Cfg.Data.DeclareMessageString.C_HOLY_EQUIP_WAN);
case 3://圣装武器
return Thousandto.Cfg.Data.DeclareMessageString.Get(Thousandto.Cfg.Data.DeclareMessageString.C_HOLY_EQUIP_WU);
case 4://圣装衣服
return Thousandto.Cfg.Data.DeclareMessageString.Get(Thousandto.Cfg.Data.DeclareMessageString.C_HOLY_EQUIP_YI);
case 5://圣装头盔
return Thousandto.Cfg.Data.DeclareMessageString.Get(Thousandto.Cfg.Data.DeclareMessageString.C_HOLY_EQUIP_GUAN);
case 6://圣装项链
return Thousandto.Cfg.Data.DeclareMessageString.Get(Thousandto.Cfg.Data.DeclareMessageString.C_EQUIP_NAME_NECKLACE);
case 7://圣装戒指
return Thousandto.Cfg.Data.DeclareMessageString.Get(Thousandto.Cfg.Data.DeclareMessageString.C_EQUIP_NAME_FINGERRING);
case 8://圣装配饰
return Thousandto.Cfg.Data.DeclareMessageString.Get(Thousandto.Cfg.Data.DeclareMessageString.C_HOLY_EQUIP_PEISHI);
case 9://圣装耳环
return Thousandto.Cfg.Data.DeclareMessageString.Get(Thousandto.Cfg.Data.DeclareMessageString.C_HOLY_EQUIP_ERHUAN);
case 10://圣装斗心
return Thousandto.Cfg.Data.DeclareMessageString.Get(Thousandto.Cfg.Data.DeclareMessageString.C_HOLY_EQUIP_DOUXIN);
}
return Thousandto.Cfg.Data.DeclareMessageString.Get(Thousandto.Cfg.Data.DeclareMessageString.C_ITEM_OCC_NAME_COMMON);
}
//装备职业名字
public static string GetOccNameWithOcc(int occ)
{
//如果在配置文件中找到,那么就返回名字,如果找不到,返回通用
var cfg = DeclarePlayerOccupation.Get(occ);
if (cfg != null)
{
return cfg.JobName;
}
return DeclareMessageString.Get(DeclareMessageString.C_ITEM_OCC_NAME_COMMON);
}
/// <summary>
/// 阶数转换,输入等阶
/// </summary>
/// <param name="level"></param>
/// <returns></returns>
public static string LevelConvert(int level)
{
string str = "";
switch (level)
{
case 1:
str = DeclareMessageString.Get(DeclareMessageString.C_GUILD_SORT_LEVEL_1);
break;
case 2:
str = DeclareMessageString.Get(DeclareMessageString.C_GUILD_SORT_LEVEL_2);
break;
case 3:
str = DeclareMessageString.Get(DeclareMessageString.C_GUILD_SORT_LEVEL_3);
break;
case 4:
str = DeclareMessageString.Get(DeclareMessageString.C_GUILD_SORT_LEVEL_4);
break;
case 5:
str = DeclareMessageString.Get(DeclareMessageString.C_GUILD_SORT_LEVEL_5);
break;
case 6:
str = DeclareMessageString.Get(DeclareMessageString.C_GUILD_SORT_LEVEL_6);
break;
case 7:
str = DeclareMessageString.Get(DeclareMessageString.C_GUILD_SORT_LEVEL_7);
break;
case 8:
str = DeclareMessageString.Get(DeclareMessageString.C_GUILD_SORT_LEVEL_8);
break;
case 9:
str = DeclareMessageString.Get(DeclareMessageString.C_GUILD_SORT_LEVEL_9);
break;
case 10:
str = DeclareMessageString.Get(DeclareMessageString.C_GUILD_SORT_LEVEL_10);
break;
case 11:
str = DeclareMessageString.Get(DeclareMessageString.C_GUILD_SORT_LEVEL_11);
break;
case 12:
str = DeclareMessageString.Get(DeclareMessageString.C_GUILD_SORT_LEVEL_12);
break;
case 13:
str = DeclareMessageString.Get(DeclareMessageString.C_GUILD_SORT_LEVEL_13);
break;
case 14:
str = DeclareMessageString.Get(DeclareMessageString.C_GUILD_SORT_LEVEL_14);
break;
case 15:
str = DeclareMessageString.Get(DeclareMessageString.C_GUILD_SORT_LEVEL_15);
break;
}
return str;
}
//根据luamsg创建圣装
public static HolyEquip CreateByLuaMsg(LuaTable msgTable)
{
var msg = new MSG_HolyEquip.HolyEquipItem();
if (!msgTable.TryGet("uid", out msg.uid))//物品唯一ID值
return null;
if (!msgTable.TryGet("itemId", out msg.itemId))//物品模板ID值
return null;
if (!msgTable.TryGet("isBind", out msg.isBind))//是否绑定
return null;
return new HolyEquip(msg);
}
#endregion
}
}