NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/UI/VehicleCultivate/VehicleCultivateData.cs

228 lines
6.5 KiB
C#

using cfg.ActorCfg;
using cfg.VehicleCfg;
using cfg.VihecleCultivateCfg;
using Framework;
using PhxhSDK;
using System.Collections.Generic;
using Gameplay;
public class VehicleCultivateDataManager : Singlenton<VehicleCultivateDataManager>, IInitable
{
public List<VehicleCultivateData> DataList;
public Dictionary<uint, VehicleCultivateData> DataDic;
void IInitable.Init()
{
DataList = new List<VehicleCultivateData>();
DataDic = new Dictionary<uint, VehicleCultivateData>();
}
void IInitable.Release()
{
DataList.Clear();
DataDic.Clear();
}
public void Add(Gameplay.Net.VehicleInfo info)
{
VehicleCultivateData info2;
if (DataDic.TryGetValue(info.nID, out info2))
{
DataDic[info.nID].Refresh(info);
}
else
{
info2 = new VehicleCultivateData();
info2.Refresh(info);
DataList.Add(info2);
DataDic[info.nID] = info2;
}
}
public void AddAllCfgVehicles()
{
var allConfigList = TableManager.Instance.Tables.VehicleConfig.DataList;
for (int i = 0; i < allConfigList.Count; i++)
{
var configItem = allConfigList[i];
var nId = (uint)configItem.ID;
if (DataDic.ContainsKey(nId))
{
continue;
}
var info2 = new VehicleCultivateData();
info2.Cfg = configItem;
info2.nID = nId;
DataList.Add(info2);
DataDic[nId] = info2;
}
}
public VehicleCultivateData GetVehicleCultivateData(uint selectID)
{
VehicleCultivateData info;
if (DataDic.TryGetValue(selectID, out info))
{
return info;
}
else
{
DebugUtil.LogError("该角色找不到没有Id为 {0}的载具", selectID);
return null;
}
}
}
public class VehicleCultivateData : Gameplay.Net.VehicleInfo
{
public DataVehicle Cfg;
public VehicleCultivateData(uint ID,ushort[] UpgradeCountParam)
{
nID = ID;
for (ushort i = 0; i < UpgradeCount.Length; i++)
{
UpgradeCount[i] = UpgradeCountParam[i];
}
}
public VehicleCultivateData() { }
public string Name => CommonUtils.GetLocalizeText(Cfg.Name);
public int Hp()
{
return Cfg.Hps[UpgradeCount[(int)cfg.ActorCfg.VihecleUpgradeType.HP]]+(int)SumBonus(BonusType.Hp);
}
public float SumBonus(BonusType bType)
{
float count = 0;
VehicleUpgradeBonusAttri vTable = TableManager.Instance.Tables.VehicleUpgradeBonusAttri;
for (int i = 0; i < vTable.DataList.Count; i++)
{
if ((vTable.DataList[i].BonusType == bType) && (vTable.DataList[i].SumCount<SumPowerLevel()))
{
count += (int)vTable.DataList[i].BonusPropertyCount;
}
}
return count;
}
public int Attack()
{
return Cfg.Damages[UpgradeCount[(int)cfg.ActorCfg.VihecleUpgradeType.Damage]];
}
public float MoveSpeed()
{
return Cfg.MoveSpeed+SumBonus(BonusType.MoveSpeed);
}
public int BulletCapacity() {
return Cfg.BulletCount;
}
public int Defense()
{
return Cfg.Defenses[UpgradeCount[(int)cfg.ActorCfg.VihecleUpgradeType.Defense]];
}
public void Refresh(Gameplay.Net.VehicleInfo info)
{
nID = info.nID;
for (int i = 0; i < info.UpgradeCount.Length; i++)
{
UpgradeCount[i] = (ushort)info.UpgradeCount[i];
}
Cfg = TableManager.Instance.Tables.VehicleConfig.GetOrDefault((int)nID);
}
public int SumPowerLevel()
{
int lv = 0;
for (int i = 0; i < UpgradeCount.Length; i++)
{
lv += UpgradeCount[i];
}
return lv;
}
public float GetMaxHp()
{
return Cfg.Hps[Cfg.Hps.Count - 1] + VehicleCulitvateLevelUpBonusTableHelper.GetMaxValBonusByID(nID, BonusType.Hp);
}
public float GetMaxAttack()
{
return Cfg.Damages[Cfg.Damages.Count - 1];
}
public float GetMaxDenfense()
{
return Cfg.Defenses[Cfg.Defenses.Count - 1];
}
public int SeatCount()
{
return Cfg.SeatCount+(int)SumBonus(BonusType.SeatCount);
}
public int SumPowerMaxLevel()
{
int lv = 0;
VehicleUpgrade vehicleUpgradeTab = TableManager.Instance.Tables.VehicleUpgrade;
for (int i = 0; i < vehicleUpgradeTab.DataList.Count; i++)
{
if (vehicleUpgradeTab.DataList[i].ID==Cfg.ID)
{
lv += vehicleUpgradeTab.DataList[i].MaxCount;
}
}
return lv;
}
public bool IsMaxHpLv()
{
return UpgradeCount[(int)cfg.ActorCfg.VihecleUpgradeType.HP] >= TableManager.Instance.Tables.VehicleUpgrade.Get((int)nID, cfg.ActorCfg.VihecleUpgradeType.HP).MaxCount;
}
public bool IsMaxDamageLv()
{
return UpgradeCount[(int)cfg.ActorCfg.VihecleUpgradeType.Damage] >= TableManager.Instance.Tables.VehicleUpgrade.Get((int)nID, cfg.ActorCfg.VihecleUpgradeType.Damage).MaxCount;
}
public bool IsMaxMoveSpeedLv()
{
return UpgradeCount[(int)cfg.ActorCfg.VihecleUpgradeType.MoveSpeed - 1] >= TableManager.Instance.Tables.VehicleUpgrade.Get((int)nID, cfg.ActorCfg.VihecleUpgradeType.MoveSpeed).MaxCount;
}
public bool IsMaxBulletCountLv()
{
return UpgradeCount[(int)cfg.ActorCfg.VihecleUpgradeType.BulletCount - 1] >= TableManager.Instance.Tables.VehicleUpgrade.Get((int)nID, cfg.ActorCfg.VihecleUpgradeType.BulletCount).MaxCount;
}
public bool IsMaxDefenseCountLv()
{
return UpgradeCount[(int)cfg.ActorCfg.VihecleUpgradeType.Defense - 1] >= TableManager.Instance.Tables.VehicleUpgrade.Get((int)nID, cfg.ActorCfg.VihecleUpgradeType.Defense).MaxCount;
}
public string GetTerrainAdapt(BonusType terrainType)//仅供地形使用
{
VehicleUpgradeBonusAttri vTable = TableManager.Instance.Tables.VehicleUpgradeBonusAttri;
int terrinBonusVal=Cfg.TerrainPlain;
for (int i = 0; i <vTable.DataList.Count ; i++)
{
if (vTable.DataList[i].SumCount<SumPowerLevel())
{
if (vTable.DataList[i].BonusType==BonusType.TerrainPlain)
{
terrinBonusVal = (int)vTable.DataList[i].BonusPropertyCount;
}
}
}
return VehicleDataHelper.GetTerrainAdaptStr(terrinBonusVal);
}
}