SkillManager.cs 14 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. public class SkillManager
  5. {
  6. ActorData mSkillOwner;
  7. protected BaseSkill[] mNormalSkills;
  8. protected BaseSkill[] mSkills;
  9. private List<BaseSkill> mAlternativeSkills;
  10. private int normalSkillIdx = 0;
  11. public int NormalSkillIdx
  12. {
  13. get { return normalSkillIdx; }
  14. }
  15. public List<BaseSkill> AlternativeSkills
  16. {
  17. get { return mAlternativeSkills; }
  18. }
  19. public SkillManager(ActorData actor)
  20. {
  21. mSkillOwner = actor;
  22. }
  23. /// <summary>
  24. /// 英雄技能列表
  25. /// </summary>
  26. public BaseSkill[] Skills
  27. {
  28. get
  29. {
  30. return mSkills;
  31. }
  32. }
  33. public BaseSkill[] NormalSkills
  34. {
  35. get { return mNormalSkills; }
  36. }
  37. private List<BaseSkill> mRandomSkills = null;
  38. private BaseSkill mReserveSkill = null;
  39. public BaseSkill ReserveSkill
  40. {
  41. get { return mReserveSkill; }
  42. }
  43. public List<BaseSkill> RandomSkills
  44. {
  45. get { return mRandomSkills; }
  46. }
  47. private List<BaseSkill> mPassiveSkills;
  48. public List<BaseSkill> PassiveSkills
  49. {
  50. get { return mPassiveSkills; }
  51. }
  52. public int SkillCnt
  53. {
  54. get { return mSkills != null ? mSkills.Length : 0; }
  55. }
  56. private int mTotalRandomRate = 0;
  57. public void InitializeSkill(string[] normalSkillIds, SkillParam[] skillParams)
  58. {
  59. if (mSkillOwner == null)
  60. return;
  61. mSkills = new BaseSkill[skillParams.Length];
  62. InitNormalSkills(normalSkillIds);
  63. for (int idx =0;idx < skillParams.Length && idx < 4;idx++)
  64. {
  65. if (skillParams[idx].skillId <= 0)
  66. continue;
  67. BaseSkill skill = new BaseSkill(skillParams[idx].skillId, skillParams[idx].skillLv, idx + 1,mSkillOwner.Gender,mSkillOwner.Profession,mSkillOwner.JobStage,mSkillOwner.JobBranch);
  68. mSkills[idx] = skill;
  69. }
  70. }
  71. public void InitializeSkill(string[] normalSkillIds, string[] autoSkillIds)
  72. {
  73. if (mSkillOwner == null)
  74. return;
  75. InitNormalSkills(normalSkillIds);
  76. if (autoSkillIds!=null)
  77. {
  78. mSkills = new BaseSkill[autoSkillIds.Length];
  79. for (int idx =0; idx < autoSkillIds.Length;idx++)
  80. {
  81. string skillStr = autoSkillIds[idx];
  82. int[] temp = StringUtil.split2Int(skillStr, ':');
  83. int level = 1;
  84. if (temp.Length > 1)
  85. level = temp[1];
  86. BaseSkill skill = new BaseSkill(temp[0], level, idx+1,mSkillOwner.Gender,mSkillOwner.Profession,mSkillOwner.JobStage,mSkillOwner.JobBranch);
  87. mSkills[idx] = skill;
  88. }
  89. }
  90. }
  91. public void InitPassiveSkills(string[] skillIds)
  92. {
  93. if (skillIds == null) return;
  94. if (mPassiveSkills == null)
  95. mPassiveSkills = new List<BaseSkill>();
  96. else
  97. mPassiveSkills.Clear();
  98. if (skillIds != null)
  99. {
  100. for (int idx = 0; idx < skillIds.Length; idx++)
  101. {
  102. string skillStr = skillIds[idx];
  103. int[] temp = StringUtil.split2Int(skillStr, ':');
  104. int level = 1;
  105. if (temp.Length > 1)
  106. level = temp[1];
  107. int skillId = temp[0];
  108. if (HasPassiveSkill(skillId))
  109. return;
  110. BaseSkill skill = new BaseSkill(skillId, level, SkillType.Passive, mSkillOwner.Gender, mSkillOwner.Profession, mSkillOwner.JobStage, mSkillOwner.JobBranch);
  111. mPassiveSkills.Add(skill);
  112. }
  113. }
  114. }
  115. public void InitRandomSkills(SkillParam[] skillParams)
  116. {
  117. if (skillParams == null) return;
  118. if (mRandomSkills == null)
  119. mRandomSkills = new List<BaseSkill>();
  120. else
  121. mRandomSkills.Clear();
  122. if (mPassiveSkills == null)
  123. mPassiveSkills = new List<BaseSkill>();
  124. else
  125. mPassiveSkills.Clear();
  126. mTotalRandomRate = 0;
  127. float factor = 1;
  128. for(int idx =0; idx < skillParams.Length;idx++)
  129. {
  130. BaseSkill skill = new BaseSkill(skillParams[idx].skillId, skillParams[idx].skillLv, SkillType.Attack1, mSkillOwner.Gender, mSkillOwner.Profession, mSkillOwner.JobStage, mSkillOwner.JobBranch);
  131. if(skill.IsPassiveSkill)
  132. {
  133. skill.SkillTypeID = SkillType.Passive;
  134. mPassiveSkills.Add(skill);
  135. }
  136. else
  137. {
  138. skill.SkillTypeID = SkillType.Attack1;
  139. skill.TriggerRate = skillParams[idx].skillRate;
  140. mTotalRandomRate += skill.TriggerRate;
  141. factor *= (1 - skill.TriggerRate * 0.01f);
  142. mRandomSkills.Add(skill);
  143. }
  144. }
  145. if(factor < 1)
  146. {
  147. mTotalRandomRate = (int)(mTotalRandomRate / (1 - factor));
  148. }
  149. }
  150. public void SetReserveSkill(int skillId)
  151. {
  152. if(skillId == 0)
  153. {
  154. mReserveSkill = null;
  155. }
  156. else
  157. {
  158. mReserveSkill = new BaseSkill(skillId, 1, SkillType.Attack1, mSkillOwner.Gender, mSkillOwner.Profession, mSkillOwner.JobStage, mSkillOwner.JobBranch);
  159. }
  160. }
  161. public void InitNormalSkills(string[] normalSkillIds)
  162. {
  163. if (normalSkillIds != null)
  164. {
  165. mNormalSkills = new BaseSkill[normalSkillIds.Length];
  166. for (int idx = 0; idx < normalSkillIds.Length; idx++)
  167. {
  168. string skillStr = normalSkillIds[idx];
  169. int[] temp = StringUtil.split2Int(skillStr, ':');
  170. int level = 1;
  171. if (temp.Length > 1)
  172. level = temp[1];
  173. BaseSkill normalSkill = new BaseSkill(temp[0], level, SkillType.NormalAttack,mSkillOwner.Gender,mSkillOwner.Profession,mSkillOwner.JobStage,mSkillOwner.JobBranch);
  174. mNormalSkills[idx] = normalSkill;
  175. }
  176. }
  177. }
  178. public void InitAlternativeSkills(string[] skillIds)
  179. {
  180. if (skillIds != null)
  181. {
  182. for (int idx = 0; idx < skillIds.Length; idx++)
  183. {
  184. string skillStr = skillIds[idx];
  185. int[] temp = StringUtil.split2Int(skillStr, ':');
  186. int level = 1;
  187. if (temp.Length > 1)
  188. level = temp[1];
  189. AddAlternativeSkill(temp[0], level, SkillType.Alternative);
  190. }
  191. }
  192. }
  193. public void AddAlternativeSkill(int skillId,int level,int skillTypeId)
  194. {
  195. if(mAlternativeSkills == null)
  196. {
  197. mAlternativeSkills = new List<BaseSkill>();
  198. }
  199. if (HasAlternativeSkill(skillId))
  200. return;
  201. BaseSkill skill = new BaseSkill(skillId, level,skillTypeId, mSkillOwner.Gender,mSkillOwner.Profession,mSkillOwner.JobStage,mSkillOwner.JobBranch);
  202. mAlternativeSkills.Add(skill);
  203. }
  204. public BaseSkill GetAlternativeSkillById(int skillId)
  205. {
  206. if (mAlternativeSkills == null) return null;
  207. for(int idx =0; idx < mAlternativeSkills.Count;idx++)
  208. {
  209. if (mAlternativeSkills[idx].Id == skillId)
  210. return mAlternativeSkills[idx];
  211. }
  212. return null;
  213. }
  214. public bool HasPassiveSkill(int skillId)
  215. {
  216. if (mPassiveSkills == null) return false;
  217. for (int idx = 0; idx < mPassiveSkills.Count; idx++)
  218. {
  219. if (mPassiveSkills[idx].Id == skillId)
  220. return true;
  221. }
  222. return false;
  223. }
  224. public bool HasAlternativeSkill(int skillId)
  225. {
  226. if (mAlternativeSkills == null) return false;
  227. for(int idx =0; idx < mAlternativeSkills.Count;idx++)
  228. {
  229. if (mAlternativeSkills[idx].Id == skillId)
  230. return true;
  231. }
  232. return false;
  233. }
  234. public bool ChangeSkill(int fromSkillId,int toSkillId)
  235. {
  236. BaseSkill newSkill = GetAlternativeSkillById(toSkillId);
  237. if (newSkill == null) return false;
  238. if (mNormalSkills != null)
  239. {
  240. for(int idx =0; idx < mNormalSkills.Length;idx++)
  241. {
  242. if(mNormalSkills[idx].Id == fromSkillId)
  243. {
  244. BaseSkill skill1 = mNormalSkills[idx];
  245. mNormalSkills[idx] = newSkill;
  246. newSkill.SkillTypeID = skill1.SkillTypeID;
  247. skill1.SkillTypeID = SkillType.Alternative;
  248. newSkill.SetLevel(skill1.Level);
  249. mAlternativeSkills.Remove(newSkill);
  250. mAlternativeSkills.Add(skill1);
  251. //DebugHelper.LogError("ChangeSkill: " + fromSkillId + " ----" + toSkillId);
  252. return true;
  253. }
  254. }
  255. }
  256. if(mSkills!=null)
  257. {
  258. for(int idx =0; idx < mSkills.Length;idx++)
  259. {
  260. if (mSkills[idx].Id == fromSkillId)
  261. {
  262. BaseSkill skill1 = mSkills[idx];
  263. mSkills[idx] = newSkill;
  264. newSkill.SkillTypeID = skill1.SkillTypeID;
  265. skill1.SkillTypeID = SkillType.Alternative;
  266. newSkill.SetLevel(skill1.Level);
  267. mAlternativeSkills.Remove(newSkill);
  268. mAlternativeSkills.Add(skill1);
  269. //DebugHelper.LogError("ChangeSkill: " + fromSkillId + " ----" + toSkillId);
  270. return true;
  271. }
  272. }
  273. }
  274. return false;
  275. }
  276. public bool SetSkillLevels(List<SkillParam> skillParams,bool bIsForceLoad = false)
  277. {
  278. if (skillParams == null) return false;
  279. if (mSkills == null)
  280. mSkills = new BaseSkill[skillParams.Count];
  281. if(mSkills.Length< skillParams.Count)
  282. {
  283. mSkills = new BaseSkill[skillParams.Count];
  284. }
  285. bool needLoadSkillData = false;
  286. for(int idx = skillParams.Count-1; idx >= 0 ;idx--)
  287. {
  288. BaseSkill skill = mSkills[idx];
  289. if((skill == null || skill.Id != skillParams[idx].skillId) || bIsForceLoad)
  290. {
  291. skill = new BaseSkill(skillParams[idx].skillId, skillParams[idx].skillLv, (idx+1),mSkillOwner.Gender,mSkillOwner.Profession,mSkillOwner.JobStage,mSkillOwner.JobBranch);
  292. mSkills[idx] = skill;
  293. skill.Load(mSkillOwner.Gender,mSkillOwner.Profession,mSkillOwner.JobStage,mSkillOwner.JobBranch);
  294. needLoadSkillData = true;
  295. }
  296. else
  297. {
  298. skill.SetLevel(skillParams[idx].skillLv);
  299. }
  300. }
  301. return needLoadSkillData;
  302. }
  303. public void LoadSkills()
  304. {
  305. if (mSkills == null) return;
  306. for(int idx =0; idx < mSkills.Length;idx++)
  307. {
  308. mSkills[idx].Load(mSkillOwner.Gender, mSkillOwner.Profession, mSkillOwner.JobStage, mSkillOwner.JobBranch);
  309. }
  310. }
  311. public void LoadNorlSkills()
  312. {
  313. if (mNormalSkills == null) return;
  314. for (int idx = 0; idx < mNormalSkills.Length; idx++)
  315. {
  316. mNormalSkills[idx].Load(mSkillOwner.Gender, mSkillOwner.Profession, mSkillOwner.JobStage, mSkillOwner.JobBranch);
  317. }
  318. }
  319. public BaseSkill GetSkill(int SkillSeq)
  320. {
  321. if (SkillSeq == 0)
  322. return GetNormalSkill();
  323. if (mSkills == null) return null;
  324. if (SkillSeq > mSkills.Length) return null;
  325. return mSkills[SkillSeq-1];
  326. }
  327. private BaseSkill mCurRandomSkill = null;
  328. public BaseSkill GetRandomSkill(int SkillSeq)
  329. {
  330. if (SkillSeq == 0)
  331. return GetNormalSkill();
  332. if (mRandomSkills == null || mRandomSkills.Count == 0) return null;
  333. if(mCurRandomSkill != null)
  334. {
  335. return mCurRandomSkill;
  336. }
  337. else
  338. {
  339. int random = UnityEngine.Random.Range(0, mTotalRandomRate);
  340. mCurRandomSkill = null;
  341. int rate = 0;
  342. for(int idx =0; idx < mRandomSkills.Count;idx++)
  343. {
  344. rate += mRandomSkills[idx].TriggerRate;
  345. if (random<= rate)
  346. {
  347. mCurRandomSkill = mRandomSkills[idx];
  348. break;
  349. }
  350. }
  351. if (mCurRandomSkill == null)
  352. mCurRandomSkill = mReserveSkill;
  353. return mCurRandomSkill;
  354. }
  355. }
  356. public BaseSkill GetRandomSkillById(int SkillSeq,int skillId)
  357. {
  358. if (SkillSeq == 0)
  359. return GetNormalSkill(skillId);
  360. if (mRandomSkills == null) return null;
  361. for(int idx =0; idx < mRandomSkills.Count;idx++)
  362. {
  363. if (mRandomSkills[idx].Id == skillId) return mRandomSkills[idx];
  364. }
  365. if (mReserveSkill != null && mReserveSkill.Id == skillId) return mReserveSkill;
  366. return null;
  367. }
  368. public BaseSkill GetSkill(int SkillSeq, int skillId)
  369. {
  370. if (SkillSeq == 0)
  371. return GetNormalSkill(skillId);
  372. if (mSkills == null) return null;
  373. if (SkillSeq > mSkills.Length) return null;
  374. return mSkills[SkillSeq - 1];
  375. }
  376. public BaseSkill GetNormalSkill()
  377. {
  378. if (mNormalSkills == null)
  379. return null;
  380. if (normalSkillIdx >= mNormalSkills.Length)
  381. normalSkillIdx = 0;
  382. return mNormalSkills[normalSkillIdx];
  383. }
  384. public BaseSkill GetNormalSkill(int skillId)
  385. {
  386. if (mNormalSkills == null)
  387. return null;
  388. for (int idx = 0; idx < mNormalSkills.Length; idx++)
  389. {
  390. if (mNormalSkills[idx].Id == skillId)
  391. {
  392. normalSkillIdx = idx;
  393. return mNormalSkills[idx];
  394. }
  395. }
  396. return null;
  397. }
  398. public void AddNormalAttackIndex()
  399. {
  400. normalSkillIdx++;
  401. }
  402. public void ResetRandomSkill()
  403. {
  404. mCurRandomSkill = null;
  405. }
  406. public void Dispose()
  407. {
  408. CleanSkillData();
  409. }
  410. public void CleanSkillData()
  411. {
  412. if (mSkills != null)
  413. {
  414. for (int idx = 0; idx < mSkills.Length; idx++)
  415. mSkills[idx] = null;
  416. mSkills = null;
  417. }
  418. mNormalSkills = null;
  419. if (mRandomSkills != null)
  420. mRandomSkills.Clear();
  421. if (mPassiveSkills != null)
  422. mPassiveSkills.Clear();
  423. if (mAlternativeSkills != null)
  424. mAlternativeSkills.Clear();
  425. }
  426. }