GameCollectHero.cs 12 KB

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  1. using UnityEngine;
  2. using System;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using Newtonsoft.Json.Linq;
  6. using System.Linq;
  7. /// <summary>
  8. /// 玩家收集的英雄列表
  9. /// </summary>
  10. public class GameCollectHero
  11. {
  12. /// <summary>
  13. /// 玩家获得英雄的数量上限
  14. /// </summary>
  15. public int maxCollectCount = 100;
  16. /// <summary>
  17. /// 当前展示的角色ID
  18. /// </summary>
  19. public string showPlayerUID { get; set; }
  20. /// <summary>
  21. ///
  22. /// </summary>
  23. private string _firendSupportHeroUID;
  24. /// <summary>
  25. /// 当前展示好友支援的英雄ID
  26. /// </summary>
  27. public string firendSupportHeroUID
  28. {
  29. get
  30. {
  31. return _firendSupportHeroUID;
  32. }
  33. }
  34. /// <summary>
  35. /// 玩家收集的英雄数据集合
  36. /// </summary>
  37. public Dictionary<string, GameHeroVo> collectHeroDic = new Dictionary<string, GameHeroVo>();
  38. /// <summary>
  39. /// 记录已经解锁的 英雄的模板的ID的集合
  40. /// key = 模板ID
  41. /// value = 0 未解锁 1解锁
  42. /// </summary>
  43. public Dictionary<string, int> recordUnLockHeroDic = new Dictionary<string, int>();
  44. /// <summary>
  45. /// 初始化玩家的圈养的英雄列表
  46. /// </summary>
  47. /// <param name="data"></param>
  48. public void InitData(JObject data, Player p)
  49. {
  50. recordUnLockHeroDic.Clear();
  51. collectHeroDic.Clear();
  52. showPlayerUID = LocalSettings.DisplayHeroUID; // 主屏显示英雄UID
  53. foreach (JProperty ele in (data["collectHeros"] as JObject).Properties())
  54. {
  55. GameHeroVo vo = ConverJobjToData(ele.Value as JObject, p);
  56. vo.IsMyOwnerHero = true;
  57. collectHeroDic.Add(vo.uid, vo);
  58. }
  59. if (data["maxCollectCount"] != null) // 最大英雄数量
  60. {
  61. maxCollectCount = data["maxCollectCount"].ToObject<int>();
  62. }
  63. else
  64. {
  65. maxCollectCount = int.Parse(GameConfigData.Ins.globalsettings.Game_CollectHero_BasicMaxCount.ToString());
  66. }
  67. if (data["recordUnLockHeroDic"] != null)
  68. {
  69. recordUnLockHeroDic = data["recordUnLockHeroDic"].ToObject<Dictionary<string, int>>();
  70. }
  71. }
  72. /// <summary>
  73. /// Jobject数据转换为游戏内自定义的英雄数据结构
  74. /// </summary>
  75. /// <param name="ele"></param>
  76. /// <returns></returns>
  77. public static GameHeroVo ConverJobjToData(JObject ele, Player p)
  78. {
  79. GameHeroVo vo = ele.ToObject<GameHeroVo>();
  80. #warning "需要添加子技能id"
  81. //JObject subskillsObj = ele["subSkills"] as JObject;
  82. //if (null != subskillsObj)
  83. //{
  84. // vo.subSkills = subskillsObj.ToObject<Dictionary<int, List<int>>>();
  85. //}
  86. vo.equips = new Dictionary<string, HeroGameVo_Equip>();
  87. JObject equipObj = ele["equip"] as JObject;
  88. if (equipObj != null)
  89. {
  90. foreach (JProperty st in equipObj.Properties())
  91. {
  92. HeroGameVo_Equip ep = new HeroGameVo_Equip();
  93. ep.equipType = st.Name;
  94. if (st.Value != null && st.Value.HasValues && !string.IsNullOrEmpty(st.Value.ToString()))
  95. {
  96. if (st.Value["itemuid"] != null)
  97. {
  98. ep.equipItemUID = st.Value["itemuid"].ToObject<string>();
  99. }
  100. else
  101. {
  102. ep.equipItemUID = "0";
  103. }
  104. if (st.Value["level"] != null)
  105. {
  106. ep.level = st.Value["level"].ToObject<int>();
  107. }
  108. else
  109. {
  110. ep.level = 1;
  111. }
  112. }
  113. else
  114. {
  115. ep.equipItemUID = "0";
  116. }
  117. vo.equips.Add(ep.equipType, ep);
  118. }
  119. }
  120. vo.yanling = new Dictionary<int, HeroGameVo_Yanling>();
  121. JObject yanlingObj = JObject.Parse(ele["yanling"].ToString());
  122. //JObject yanlingObj = ele["yanling"] as JObject;
  123. foreach (KeyValuePair<string, JToken> kv in yanlingObj)
  124. {
  125. HeroGameVo_Yanling yanlingItem = new HeroGameVo_Yanling();
  126. JObject jyanling = JObject.Parse(kv.Value.ToString());
  127. var yluid = int.Parse(jyanling["itemuid"].ToString());
  128. yanlingItem.itemuid = int.Parse(jyanling["itemuid"].ToString());
  129. if (p.collectYanling.items.ContainsKey(yluid))
  130. {
  131. yanlingItem.typeId = int.Parse(p.collectYanling.items[yluid].typeId);
  132. }
  133. vo.yanling.Add(int.Parse(kv.Key), yanlingItem);
  134. }
  135. return vo;
  136. }
  137. /// <summary>
  138. /// 获得新的英雄
  139. /// </summary>
  140. /// <param name="obj"></param>
  141. public void AddNewHero(JObject ele)
  142. {
  143. GameHeroVo vo = ConverJobjToData(ele, UserProxy.Instance.player);
  144. vo.IsMyOwnerHero = true;
  145. collectHeroDic.Add(vo.uid, vo);
  146. }
  147. /// <summary>
  148. /// 更新英雄数据
  149. /// </summary>
  150. /// <param name="obj"></param>
  151. public GameHeroVo UpdateHero(JObject ele)
  152. {
  153. GameHeroVo vo = ConverJobjToData(ele, UserProxy.Instance.player);
  154. vo.IsMyOwnerHero = true;
  155. if (collectHeroDic.ContainsKey(vo.uid))
  156. {
  157. collectHeroDic[vo.uid].ReloadData(vo);
  158. }
  159. return collectHeroDic[vo.uid];
  160. }
  161. /// <summary>
  162. /// 获得玩家收集的某个英雄的数据信息
  163. /// </summary>
  164. /// <param name="id">英雄模板ID</param>
  165. /// <returns></returns>
  166. public GameHeroVo GetHeroGameInfoByHeroUId(string uid)
  167. {
  168. if (!string.IsNullOrEmpty(uid))
  169. {
  170. if (collectHeroDic.ContainsKey(uid))
  171. {
  172. return collectHeroDic[uid];
  173. }
  174. }
  175. return null;
  176. }
  177. /// <summary>
  178. /// 查找玩家 的某个英雄模板ID与参数一致 的 英雄的
  179. /// </summary>
  180. /// <param name="modelId"></param>
  181. /// <returns></returns>
  182. public GameHeroVo GetHeroGameInfoByModelID(string modelId)
  183. {
  184. foreach (string key in collectHeroDic.Keys)
  185. {
  186. GameHeroVo vo = collectHeroDic[key];
  187. if (vo.typeId == modelId)
  188. {
  189. return vo;
  190. }
  191. }
  192. return null;
  193. }
  194. /// <summary>
  195. /// 获得当前玩家拥有的英雄列表
  196. /// </summary>
  197. /// <returns></returns>
  198. public List<GameHeroVo> GetAllHeroGameList()
  199. {
  200. List<GameHeroVo> tempList = new List<GameHeroVo>();
  201. tempList.AddRange(collectHeroDic.Values);
  202. return tempList;
  203. }
  204. /// <summary>
  205. /// 检查某个装备,是否已经被某英雄使用了.
  206. /// </summary>
  207. /// <param name="equipitemUId">物品UID</param>
  208. /// <returns></returns>
  209. public bool CheckHasEquipSomeItem(string equipitemUId, out GameHeroVo queryResult)
  210. {
  211. queryResult = null;
  212. foreach (string key in collectHeroDic.Keys)
  213. {
  214. GameHeroVo vo = collectHeroDic[key];
  215. foreach (string type in vo.equips.Keys)
  216. {
  217. if (equipitemUId == vo.equips[type].equipItemUID)
  218. {
  219. queryResult = vo;
  220. return true;
  221. }
  222. }
  223. }
  224. return false;
  225. }
  226. /// <summary>
  227. /// 检查主界面展示的英雄是否正确存在
  228. /// 如果不存在的话,进行一下调整
  229. /// false = 不存在
  230. /// </summary>
  231. public bool CheckDisplayHeroIsExist()
  232. {
  233. GameHeroVo vo = UserProxy.Instance.player.collectHero.GetHeroGameInfoByHeroUId(showPlayerUID);
  234. if (vo == null)
  235. {
  236. if (collectHeroDic.Count > 0)
  237. {
  238. List<GameHeroVo> all = GetAllHeroGameList();
  239. ModifyDisplayHero(all[0].uid);
  240. }
  241. return false;
  242. }
  243. return true;
  244. }
  245. /// <summary>
  246. /// 计算玩家总战力(所有英雄战力之和)
  247. /// </summary>
  248. /// <returns></returns>
  249. public int GetTotalFightPower() => this.collectHeroDic.Values.ToList().Sum(h => h.GetPower());
  250. #region 整理 关于对英雄的数据修正入口函数整理
  251. /// <summary>
  252. /// 关于玩家积攒的英雄的相关数据发生变化
  253. /// 通知UI层,重新刷新显示的事件触发
  254. /// 锁定 展示 好友支援等信息发生变化
  255. /// </summary>
  256. public System.EventHandler RefreshUIViewHeroDataChangeEvent;
  257. /// <summary>
  258. /// 关于玩家的主界面展示的好友 发生变化
  259. /// </summary>
  260. public System.EventHandler RefreshMainUIDisplayChangedEvent;
  261. /// <summary>
  262. /// 玩家装备的道具发生变化事件
  263. /// </summary>
  264. public System.EventHandler RefreshUIViewHero_EquipChangeEvent;
  265. /// <summary>
  266. /// 对当前主界面展示的英雄进行修正
  267. /// </summary>
  268. /// <param name="uid"></param>
  269. public void ModifyDisplayHero(string uid)
  270. {
  271. if (showPlayerUID != uid)
  272. {
  273. showPlayerUID = uid;
  274. LocalSettings.DisplayHeroUID = uid;
  275. GameCfg.SaveLocalSettings();
  276. //---------------Event触发通知 相关的英雄的展示数据---------------------
  277. if (RefreshMainUIDisplayChangedEvent != null)
  278. RefreshMainUIDisplayChangedEvent.Invoke(uid, EventArgs.Empty);
  279. }
  280. }
  281. /// <summary>
  282. /// 英雄的等级发生变化
  283. /// </summary>
  284. /// <param name="uid"></param>
  285. /// <param name="newLv"></param>
  286. /// <param name="curXp"></param>
  287. /// <param name="curMaxXp"></param>
  288. public void ModifyGameHeroLevel(string uid, int newLv, int curXp, int curMaxXp)
  289. {
  290. if (collectHeroDic.ContainsKey(uid))
  291. {
  292. GameHeroVo vo = collectHeroDic[uid];
  293. vo.level = newLv;
  294. vo.xp = curXp;
  295. //vo.maxXp = curMaxXp;
  296. }
  297. //---------------Event触发通知 相关的英雄的展示数据---------------------
  298. if (RefreshUIViewHeroDataChangeEvent != null)
  299. RefreshUIViewHeroDataChangeEvent.Invoke(uid, EventArgs.Empty);
  300. }
  301. /// <summary>
  302. /// 英雄装备的更改
  303. /// </summary>
  304. /// <param name="tempItemvo"></param>
  305. /// <param name="uid"></param>
  306. public void ModifyHeroEquip(ItemVo tempItemvo, string uid)
  307. {
  308. if (collectHeroDic.ContainsKey(uid))
  309. {
  310. switch (tempItemvo.nMo.itemType)
  311. {
  312. case 1:
  313. collectHeroDic[uid].equips["weapon"].equipItemUID = tempItemvo.uid;
  314. break;
  315. case 2:
  316. collectHeroDic[uid].equips["armor"].equipItemUID = tempItemvo.uid;
  317. break;
  318. case 3:
  319. collectHeroDic[uid].equips["ring"].equipItemUID = tempItemvo.uid;
  320. break;
  321. default:
  322. break;
  323. }
  324. }
  325. //-------------------------- Event触发通知 角色装备刷新 英雄的展示数据 ---------------------------------------------
  326. if (RefreshUIViewHero_EquipChangeEvent != null)
  327. {
  328. RefreshUIViewHero_EquipChangeEvent.Invoke(uid, EventArgs.Empty);
  329. }
  330. //---------------Event触发通知 角色属性界面刷新 英雄的展示数据---------------------
  331. if (RefreshUIViewHeroDataChangeEvent != null)
  332. RefreshUIViewHeroDataChangeEvent.Invoke(uid, EventArgs.Empty);
  333. }
  334. #endregion
  335. }