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- using UnityEngine;
- using System;
- using System.Collections;
- using System.Collections.Generic;
- using Newtonsoft.Json.Linq;
- using System.Linq;
- /// <summary>
- /// 玩家收集的英雄列表
- /// </summary>
- public class GameCollectHero
- {
- /// <summary>
- /// 玩家获得英雄的数量上限
- /// </summary>
- public int maxCollectCount = 100;
- /// <summary>
- /// 当前展示的角色ID
- /// </summary>
- public string showPlayerUID { get; set; }
- /// <summary>
- ///
- /// </summary>
- private string _firendSupportHeroUID;
- /// <summary>
- /// 当前展示好友支援的英雄ID
- /// </summary>
- public string firendSupportHeroUID
- {
- get
- {
- return _firendSupportHeroUID;
- }
- }
- /// <summary>
- /// 玩家收集的英雄数据集合
- /// </summary>
- public Dictionary<string, GameHeroVo> collectHeroDic = new Dictionary<string, GameHeroVo>();
- /// <summary>
- /// 记录已经解锁的 英雄的模板的ID的集合
- /// key = 模板ID
- /// value = 0 未解锁 1解锁
- /// </summary>
- public Dictionary<string, int> recordUnLockHeroDic = new Dictionary<string, int>();
- /// <summary>
- /// 初始化玩家的圈养的英雄列表
- /// </summary>
- /// <param name="data"></param>
- public void InitData(JObject data, Player p)
- {
- recordUnLockHeroDic.Clear();
- collectHeroDic.Clear();
- showPlayerUID = LocalSettings.DisplayHeroUID; // 主屏显示英雄UID
- foreach (JProperty ele in (data["collectHeros"] as JObject).Properties())
- {
- GameHeroVo vo = ConverJobjToData(ele.Value as JObject, p);
- vo.IsMyOwnerHero = true;
- collectHeroDic.Add(vo.uid, vo);
- }
- if (data["maxCollectCount"] != null) // 最大英雄数量
- {
- maxCollectCount = data["maxCollectCount"].ToObject<int>();
- }
- else
- {
- maxCollectCount = int.Parse(GameConfigData.Ins.globalsettings.Game_CollectHero_BasicMaxCount.ToString());
- }
- if (data["recordUnLockHeroDic"] != null)
- {
- recordUnLockHeroDic = data["recordUnLockHeroDic"].ToObject<Dictionary<string, int>>();
- }
- }
- /// <summary>
- /// Jobject数据转换为游戏内自定义的英雄数据结构
- /// </summary>
- /// <param name="ele"></param>
- /// <returns></returns>
- public static GameHeroVo ConverJobjToData(JObject ele, Player p)
- {
- GameHeroVo vo = ele.ToObject<GameHeroVo>();
- #warning "需要添加子技能id"
- //JObject subskillsObj = ele["subSkills"] as JObject;
- //if (null != subskillsObj)
- //{
- // vo.subSkills = subskillsObj.ToObject<Dictionary<int, List<int>>>();
- //}
- vo.equips = new Dictionary<string, HeroGameVo_Equip>();
- JObject equipObj = ele["equip"] as JObject;
- if (equipObj != null)
- {
- foreach (JProperty st in equipObj.Properties())
- {
- HeroGameVo_Equip ep = new HeroGameVo_Equip();
- ep.equipType = st.Name;
- if (st.Value != null && st.Value.HasValues && !string.IsNullOrEmpty(st.Value.ToString()))
- {
- if (st.Value["itemuid"] != null)
- {
- ep.equipItemUID = st.Value["itemuid"].ToObject<string>();
- }
- else
- {
- ep.equipItemUID = "0";
- }
- if (st.Value["level"] != null)
- {
- ep.level = st.Value["level"].ToObject<int>();
- }
- else
- {
- ep.level = 1;
- }
- }
- else
- {
- ep.equipItemUID = "0";
- }
- vo.equips.Add(ep.equipType, ep);
- }
- }
- vo.yanling = new Dictionary<int, HeroGameVo_Yanling>();
- JObject yanlingObj = JObject.Parse(ele["yanling"].ToString());
- //JObject yanlingObj = ele["yanling"] as JObject;
- foreach (KeyValuePair<string, JToken> kv in yanlingObj)
- {
- HeroGameVo_Yanling yanlingItem = new HeroGameVo_Yanling();
- JObject jyanling = JObject.Parse(kv.Value.ToString());
- var yluid = int.Parse(jyanling["itemuid"].ToString());
- yanlingItem.itemuid = int.Parse(jyanling["itemuid"].ToString());
- if (p.collectYanling.items.ContainsKey(yluid))
- {
- yanlingItem.typeId = int.Parse(p.collectYanling.items[yluid].typeId);
- }
- vo.yanling.Add(int.Parse(kv.Key), yanlingItem);
- }
- return vo;
- }
- /// <summary>
- /// 获得新的英雄
- /// </summary>
- /// <param name="obj"></param>
- public void AddNewHero(JObject ele)
- {
- GameHeroVo vo = ConverJobjToData(ele, UserProxy.Instance.player);
- vo.IsMyOwnerHero = true;
- collectHeroDic.Add(vo.uid, vo);
- }
- /// <summary>
- /// 更新英雄数据
- /// </summary>
- /// <param name="obj"></param>
- public GameHeroVo UpdateHero(JObject ele)
- {
- GameHeroVo vo = ConverJobjToData(ele, UserProxy.Instance.player);
- vo.IsMyOwnerHero = true;
- if (collectHeroDic.ContainsKey(vo.uid))
- {
- collectHeroDic[vo.uid].ReloadData(vo);
- }
- return collectHeroDic[vo.uid];
- }
- /// <summary>
- /// 获得玩家收集的某个英雄的数据信息
- /// </summary>
- /// <param name="id">英雄模板ID</param>
- /// <returns></returns>
- public GameHeroVo GetHeroGameInfoByHeroUId(string uid)
- {
- if (!string.IsNullOrEmpty(uid))
- {
- if (collectHeroDic.ContainsKey(uid))
- {
- return collectHeroDic[uid];
- }
- }
- return null;
- }
- /// <summary>
- /// 查找玩家 的某个英雄模板ID与参数一致 的 英雄的
- /// </summary>
- /// <param name="modelId"></param>
- /// <returns></returns>
- public GameHeroVo GetHeroGameInfoByModelID(string modelId)
- {
- foreach (string key in collectHeroDic.Keys)
- {
- GameHeroVo vo = collectHeroDic[key];
- if (vo.typeId == modelId)
- {
- return vo;
- }
- }
- return null;
- }
- /// <summary>
- /// 获得当前玩家拥有的英雄列表
- /// </summary>
- /// <returns></returns>
- public List<GameHeroVo> GetAllHeroGameList()
- {
- List<GameHeroVo> tempList = new List<GameHeroVo>();
- tempList.AddRange(collectHeroDic.Values);
- return tempList;
- }
- /// <summary>
- /// 检查某个装备,是否已经被某英雄使用了.
- /// </summary>
- /// <param name="equipitemUId">物品UID</param>
- /// <returns></returns>
- public bool CheckHasEquipSomeItem(string equipitemUId, out GameHeroVo queryResult)
- {
- queryResult = null;
- foreach (string key in collectHeroDic.Keys)
- {
- GameHeroVo vo = collectHeroDic[key];
- foreach (string type in vo.equips.Keys)
- {
- if (equipitemUId == vo.equips[type].equipItemUID)
- {
- queryResult = vo;
- return true;
- }
- }
- }
- return false;
- }
- /// <summary>
- /// 检查主界面展示的英雄是否正确存在
- /// 如果不存在的话,进行一下调整
- /// false = 不存在
- /// </summary>
- public bool CheckDisplayHeroIsExist()
- {
- GameHeroVo vo = UserProxy.Instance.player.collectHero.GetHeroGameInfoByHeroUId(showPlayerUID);
- if (vo == null)
- {
- if (collectHeroDic.Count > 0)
- {
- List<GameHeroVo> all = GetAllHeroGameList();
- ModifyDisplayHero(all[0].uid);
- }
- return false;
- }
- return true;
- }
- /// <summary>
- /// 计算玩家总战力(所有英雄战力之和)
- /// </summary>
- /// <returns></returns>
- public int GetTotalFightPower() => this.collectHeroDic.Values.ToList().Sum(h => h.GetPower());
- #region 整理 关于对英雄的数据修正入口函数整理
- /// <summary>
- /// 关于玩家积攒的英雄的相关数据发生变化
- /// 通知UI层,重新刷新显示的事件触发
- /// 锁定 展示 好友支援等信息发生变化
- /// </summary>
- public System.EventHandler RefreshUIViewHeroDataChangeEvent;
- /// <summary>
- /// 关于玩家的主界面展示的好友 发生变化
- /// </summary>
- public System.EventHandler RefreshMainUIDisplayChangedEvent;
- /// <summary>
- /// 玩家装备的道具发生变化事件
- /// </summary>
- public System.EventHandler RefreshUIViewHero_EquipChangeEvent;
- /// <summary>
- /// 对当前主界面展示的英雄进行修正
- /// </summary>
- /// <param name="uid"></param>
- public void ModifyDisplayHero(string uid)
- {
- if (showPlayerUID != uid)
- {
- showPlayerUID = uid;
- LocalSettings.DisplayHeroUID = uid;
- GameCfg.SaveLocalSettings();
- //---------------Event触发通知 相关的英雄的展示数据---------------------
- if (RefreshMainUIDisplayChangedEvent != null)
- RefreshMainUIDisplayChangedEvent.Invoke(uid, EventArgs.Empty);
- }
- }
- /// <summary>
- /// 英雄的等级发生变化
- /// </summary>
- /// <param name="uid"></param>
- /// <param name="newLv"></param>
- /// <param name="curXp"></param>
- /// <param name="curMaxXp"></param>
- public void ModifyGameHeroLevel(string uid, int newLv, int curXp, int curMaxXp)
- {
- if (collectHeroDic.ContainsKey(uid))
- {
- GameHeroVo vo = collectHeroDic[uid];
- vo.level = newLv;
- vo.xp = curXp;
- //vo.maxXp = curMaxXp;
- }
- //---------------Event触发通知 相关的英雄的展示数据---------------------
- if (RefreshUIViewHeroDataChangeEvent != null)
- RefreshUIViewHeroDataChangeEvent.Invoke(uid, EventArgs.Empty);
- }
- /// <summary>
- /// 英雄装备的更改
- /// </summary>
- /// <param name="tempItemvo"></param>
- /// <param name="uid"></param>
- public void ModifyHeroEquip(ItemVo tempItemvo, string uid)
- {
- if (collectHeroDic.ContainsKey(uid))
- {
- switch (tempItemvo.nMo.itemType)
- {
- case 1:
- collectHeroDic[uid].equips["weapon"].equipItemUID = tempItemvo.uid;
- break;
- case 2:
- collectHeroDic[uid].equips["armor"].equipItemUID = tempItemvo.uid;
- break;
- case 3:
- collectHeroDic[uid].equips["ring"].equipItemUID = tempItemvo.uid;
- break;
- default:
- break;
- }
- }
- //-------------------------- Event触发通知 角色装备刷新 英雄的展示数据 ---------------------------------------------
- if (RefreshUIViewHero_EquipChangeEvent != null)
- {
- RefreshUIViewHero_EquipChangeEvent.Invoke(uid, EventArgs.Empty);
- }
- //---------------Event触发通知 角色属性界面刷新 英雄的展示数据---------------------
- if (RefreshUIViewHeroDataChangeEvent != null)
- RefreshUIViewHeroDataChangeEvent.Invoke(uid, EventArgs.Empty);
- }
- #endregion
- }
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