DropManager.cs 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331
  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using System;
  5. /// <summary>
  6. /// 掉落管理者
  7. /// </summary>
  8. public class DropManager : MonoBehaviour
  9. {
  10. /// <summary>
  11. /// 单键
  12. /// </summary>
  13. private static DropManager m_Instance;
  14. private int _mapId;
  15. private float _refreshItemTime = 1.0f;
  16. private float _nowRefreshTime = 0.0f;
  17. /// <summary>
  18. /// 掉落道具
  19. /// </summary>
  20. private List<DropItemAuto> dropItems = new List<DropItemAuto>();
  21. /// <summary>
  22. /// 统计的掉落道具
  23. /// </summary>
  24. public static Dictionary<int, ItemVo> statisticsItems = new Dictionary<int, ItemVo>();
  25. public int MapId
  26. {
  27. get
  28. {
  29. return this._mapId;
  30. }
  31. set
  32. {
  33. this._mapId = value;
  34. }
  35. }
  36. private string _dropStr = "";
  37. public string DropStr
  38. {
  39. get
  40. {
  41. return this._dropStr;
  42. }
  43. set
  44. {
  45. this._dropStr = value;
  46. }
  47. }
  48. /// <summary>
  49. /// 单键
  50. /// </summary>
  51. public static DropManager Instance
  52. {
  53. get
  54. {
  55. if (m_Instance == null)
  56. {
  57. GameObject obj = new GameObject("DropManager");
  58. DontDestroyOnLoad(obj);
  59. if (obj)
  60. {
  61. m_Instance = obj.AddComponent<DropManager>();
  62. m_Instance.Init();
  63. }
  64. else
  65. {
  66. Debug.LogError("DropManager 初始化失败!!!");
  67. }
  68. }
  69. return m_Instance;
  70. }
  71. }
  72. public void Update()
  73. {
  74. if (_nowRefreshTime < _refreshItemTime)
  75. {
  76. _nowRefreshTime += Time.deltaTime;
  77. if (_nowRefreshTime >= _refreshItemTime)
  78. {
  79. RefreshItem();
  80. }
  81. }
  82. }
  83. public void RefreshItem()
  84. {
  85. _nowRefreshTime = 0;
  86. ItemProxy.Instance.AddItem(0, 0);
  87. }
  88. /// <summary>
  89. /// 初始化
  90. /// </summary>
  91. public void Init()
  92. {
  93. dropItems.Clear();
  94. }
  95. /// <summary>
  96. /// 新的掉落 世界中的所有掉落 指定道具 位置
  97. /// </summary>
  98. /// <param name="itemId"></param>
  99. /// <param name="num"></param>
  100. /// <param name="pos"></param>
  101. public void DropWorldItem(int itemId, int num, Vector3 pos, DropEffectNode node = null)
  102. {
  103. ItemVo itemVO = new ItemVo();
  104. itemVO.typeId = itemId.ToString();
  105. itemVO.count = num;
  106. SetDropItemData(itemVO, pos, node);
  107. if (statisticsItems.ContainsKey(itemId))
  108. {
  109. statisticsItems[itemId].count += num;
  110. }
  111. else
  112. {
  113. // 血瓶蓝瓶不统计
  114. if (itemVO.nMo.subType != 341 && itemVO.nMo.subType != 342)
  115. {
  116. statisticsItems.Add(itemId, itemVO);
  117. }
  118. }
  119. }
  120. /// <summary>
  121. /// 新的掉落 怪物死亡 爆宝掉落
  122. /// </summary>
  123. /// <param name="dropId"></param>
  124. /// <param name="pos"></param>
  125. public void DropItems(int dropId, Vector3 pos)
  126. {
  127. ResourceHelper.Instance.LoadAssetBundle("diaoluo", (ab) =>
  128. {
  129. sm_drop drop = sm_drop.GetMoById(dropId);
  130. if (drop == null)
  131. {
  132. return;
  133. }
  134. string[] randItems = drop.randItems.Split(';');
  135. string[] assignItems = drop.assignItems.Split(';');
  136. for(int c = 0; c < randItems.Length / 8 + 1; ++c)
  137. {
  138. if (drop.randItems == "")
  139. {
  140. break;
  141. }
  142. GameObject obj = Instantiate(ab.LoadAsset<GameObject>("diaoluo"));
  143. obj.SetActive(true);
  144. obj.transform.position = pos;
  145. obj.transform.Rotate(Vector3.up, UnityEngine.Random.Range(0, 180));
  146. Animator anim = obj.GetComponent<Animator>();
  147. anim.Play("diaoluo");
  148. DropEffectNode[] nodeList = obj.GetComponentsInChildren<DropEffectNode>();
  149. for (int i = c * 8; i < (c + 1) * 8 && i < randItems.Length; ++i)
  150. {
  151. int contrast = UnityEngine.Random.Range(0, 10000);
  152. string[] randData = randItems[i].Split(',');
  153. string[] itemIdList = randData[0].Split('_');
  154. int itemId = int.Parse(itemIdList[UnityEngine.Random.Range(0, itemIdList.Length - 1)]);
  155. int itemMixNum = int.Parse(randData[1]);
  156. int itemMaxNum = int.Parse(randData[2]);
  157. int itemProbability = (int)(float.Parse(randData[3]) * 100);
  158. if (contrast < itemProbability)
  159. {
  160. int val = UnityEngine.Random.Range(itemMixNum, itemMaxNum);
  161. DropWorldItem(itemId, val, pos, nodeList[i % 8]);
  162. }
  163. }
  164. }
  165. for (int c = 0; c < assignItems.Length / 8 + 1; ++c)
  166. {
  167. if (drop.assignItems == "")
  168. {
  169. break;
  170. }
  171. GameObject obj = Instantiate(ab.LoadAsset<GameObject>("diaoluo"));
  172. obj.SetActive(true);
  173. obj.transform.position = pos;
  174. obj.transform.Rotate(Vector3.up, UnityEngine.Random.Range(0, 180));
  175. Animator anim = obj.GetComponent<Animator>();
  176. anim.Play("diaoluo");
  177. DropEffectNode[] nodeList = obj.GetComponentsInChildren<DropEffectNode>();
  178. for (int i = c * 8; i < (c + 1) * 8 && i < assignItems.Length; ++i)
  179. {
  180. string[] randData = assignItems[i].Split(',');
  181. string[] itemIdList = randData[0].Split('_');
  182. int itemId = int.Parse(itemIdList[UnityEngine.Random.Range(0,itemIdList.Length - 1)]);
  183. int itemMixNum = int.Parse(randData[1]);
  184. int itemMaxNum = int.Parse(randData[2]);
  185. int val = UnityEngine.Random.Range(itemMixNum, itemMaxNum);
  186. DropWorldItem(itemId, val, pos, nodeList[i % 8]);
  187. }
  188. }
  189. });
  190. }
  191. /// <summary>
  192. /// 删除道具
  193. /// </summary>
  194. /// <param name="auto"></param>
  195. public void RemoveDropItem(DropItemAuto auto)
  196. {
  197. dropItems.Remove(auto);
  198. Destroy(auto.gameObject);
  199. }
  200. /// <summary>
  201. /// 一件回收所有未捡的掉落道具
  202. /// </summary>
  203. public void OneKeyGetAllDropItem()
  204. {
  205. for (int i = 0; i < dropItems.Count; i++)
  206. {
  207. if (dropItems[i] != null)
  208. {
  209. ItemProxy.Instance.AddItem(int.Parse(dropItems[i].mItemVo.typeId), dropItems[i].mItemVo.count);
  210. Destroy(dropItems[i].gameObject);
  211. }
  212. }
  213. dropItems.Clear();
  214. // 立马刷新
  215. ItemProxy.Instance.AddItem(0, 0);
  216. }
  217. public void SetDropItemData(ItemVo item, Vector3 pos, DropEffectNode node = null)
  218. {
  219. string iconPrefixStr = null;
  220. if (item.nMo == null)
  221. {
  222. LogHelper.LogError("未知的掉落道具:" + item.typeId);
  223. return;
  224. }
  225. // 道具名称
  226. string showName = item.nMo.name;
  227. switch ((EItemSubType)item.nMo.subType)
  228. {
  229. case EItemSubType.Weapon:
  230. AudioManager.Instance.PlayUISoundEffect("装备掉落");
  231. iconPrefixStr = IconPrefixConst.YLIcon;
  232. break;
  233. case EItemSubType.Gold: // 金币
  234. case EItemSubType.Gem: // 钻石
  235. AudioManager.Instance.PlayUISoundEffect("金币掉落");
  236. iconPrefixStr = IconPrefixConst.YLIcon;
  237. showName = showName + "<color=#ffff00ff>x" + item.count + "</color>";
  238. break;
  239. case EItemSubType.Segment: // 碎片
  240. case EItemSubType.BuffCard: // 消耗品 | 经验卡
  241. case EItemSubType.Package: // 消耗品 | 礼包
  242. case EItemSubType.Pill: // 药品(体力)
  243. case EItemSubType.Gene: // 基础材料 | 基因(角色经验丹)
  244. {
  245. AudioManager.Instance.PlayUISoundEffect("材料掉落");
  246. iconPrefixStr = IconPrefixConst.YLIcon;
  247. }
  248. break;
  249. case EItemSubType.StrengthStone: // 基础材料 | 强化石(用于武器、言灵强化)
  250. {
  251. AudioManager.Instance.PlayUISoundEffect("装备掉落");
  252. iconPrefixStr = IconPrefixConst.YLIcon;
  253. }
  254. break;
  255. case EItemSubType.AdvancedStone: // 进阶材料 | 进阶石(用于武器、言灵升阶)
  256. {
  257. AudioManager.Instance.PlayUISoundEffect("装备掉落");
  258. iconPrefixStr = IconPrefixConst.YLIcon;
  259. }
  260. break;
  261. case EItemSubType.AdvancedFineStone: // 进阶材料 | 进阶 精华石(用于武器、言灵的升阶)
  262. case EItemSubType.ForgingMaterial: // 锻造材料 | 用于武器言灵锻造
  263. case EItemSubType.Box:
  264. case EItemSubType.BattleItem_HP: // 战场道具 | 血瓶
  265. case EItemSubType.BattleItem_MP: // 战场道具 | 蓝瓶
  266. case EItemSubType.BattleItem_Box: // 战场道具 | 箱子
  267. {
  268. AudioManager.Instance.PlayUISoundEffect("材料掉落");
  269. iconPrefixStr = IconPrefixConst.YLIcon;
  270. }
  271. break;
  272. case EItemSubType.YanLing: // 言灵
  273. {
  274. AudioManager.Instance.PlayUISoundEffect("装备掉落");
  275. iconPrefixStr = IconPrefixConst.YanLingIcon;
  276. }
  277. break;
  278. }
  279. if((EItemSubType)item.nMo.subType != EItemSubType.Gold && item.count > 1)
  280. {
  281. showName = showName + " <color=#ffffffff>" + item.count + "</color>";
  282. }
  283. Material material = new Material(Shader.Find("Mobile/Particles/Alpha Blended"));
  284. string dropName = item.nMo.pfbRes;
  285. if(dropName == "")
  286. {
  287. dropName = "Drop_Card_White";
  288. }
  289. ResourceHelper.Instance.LoadAssetBundle(dropName, (AssetBundle bundle) =>
  290. {
  291. if (bundle != null)
  292. {
  293. GameObject itemObj = (GameObject)Instantiate(bundle.LoadAsset(dropName), transform, false);
  294. DropItemAuto auto = itemObj.AddComponent<DropItemAuto>();
  295. itemObj.name = iconPrefixStr + "_" + item.nMo.typeId;
  296. itemObj.transform.position = pos + Vector3.up * 0.5f;
  297. itemObj.SetActive(true);
  298. auto.Init(HeroPlayerController.Instance.m_Hero.transform, item);
  299. // 散落机制
  300. if (node)
  301. {
  302. node.SetDropItem(itemObj.transform);
  303. }
  304. HpbarManager.Instance.ShowItemName(itemObj.transform, showName, item.nMo.quality);
  305. dropItems.Add(auto);
  306. }
  307. });
  308. }
  309. }