コード例 #1
0
    public Dictionary <uint, List <GameCmd.EquipPos> > StructEquipPartInlayData()
    {
        uint em = (uint)EquipPartMode.AttackPart;

        for (GameCmd.EquipPos i = GameCmd.EquipPos.EquipPos_Hat; i < GameCmd.EquipPos.EquipPos_Max; i++)
        {
            em = (uint)GetEquipModeByEquipPos(i);
            if (em == (uint)EquipPartMode.None)
            {
                continue;
            }
            if (!m_dicInlayParts.ContainsKey(em))
            {
                List <GameCmd.EquipPos> epsList = new List <GameCmd.EquipPos>();
                epsList.Add(i);
                m_dicInlayParts.Add(em, epsList);
            }
            else
            {
                if (!m_dicInlayParts[em].Contains(i))
                {
                    m_dicInlayParts[em].Add(i);
                }
            }
        }
        return(m_dicInlayParts);
    }
コード例 #2
0
    /// <summary>
    /// 判断当前装备位置是不是可以强化
    /// </summary>
    /// <param name="pos"></param>
    /// <returns></returns>
    public bool JudgeEquipPosCanStrengthen(GameCmd.EquipPos pos)
    {
        //部位的当前强化等级<主角当前等级
        bool isStrengthMax = emgr.IsGridStrengthenMax(pos);
        bool moneyEnough   = false;
        bool itemEnough    = false;

        EquipDefine.LocalGridStrengthenData next = emgr.GetNextStrengthDataByPos(pos);
        if (next != null)
        {
            ClientMoneyType type = (ClientMoneyType)next.MoneyCostData.ID;
            uint            num  = next.MoneyCostData.Num;
            moneyEnough = MainPlayerHelper.GetMoneyNumByType(type) >= num;
            //满足下面要求的   道具  的数量
            int matchItemNum = 0;
            for (int i = 0; i < next.ItemCostDatas.Count; i++)
            {
                uint itemID  = next.ItemCostDatas[i].ID;
                uint itemNum = next.ItemCostDatas[i].Num;
                int  holdNum = DataManager.Manager <ItemManager>().GetItemNumByBaseId(itemID);
                if (holdNum >= itemNum)
                {
                    matchItemNum++;
                }
            }
            itemEnough = matchItemNum == next.ItemCostDatas.Count;
        }
        return(itemEnough && moneyEnough);
    }
コード例 #3
0
    public Dictionary <GameCmd.GemType, GemInlayUpdateData> StructGemInlayDatas(GameCmd.EquipPos pos)
    {
        //可镶嵌数据
        if (null == mdicCanInlayDatas)
        {
            mdicCanInlayDatas = new Dictionary <GameCmd.GemType, GemInlayUpdateData>();
        }
        //mdicCanInlayDatas.Clear();

        //获取可镶嵌宝石列表
        if (null == mlstCanInlayGemType)
        {
            mlstCanInlayGemType = new List <GameCmd.GemType>();
        }
        mlstCanInlayGemType.Clear();
        mlstCanInlayGemType.AddRange(emgr.GeCanInlaytGemTypeByPos(pos));
        if (subTypes.Count == 0)
        {
            subTypes.Add((uint)ItemDefine.ItemMaterialSubType.Gem);
        }
        if (gemItemList == null)
        {
            gemItemList = new List <uint>();
            gemItemList.AddRange(imgr.GetItemByType(GameCmd.ItemBaseType.ItemBaseType_Material, subTypes, GameCmd.PACKAGETYPE.PACKAGETYPE_MAIN));
            gemQwThisIDsChanged = false;
        }
        else
        {
            if (gemQwThisIDsChanged)
            {
                gemItemList.Clear();
                gemItemList.AddRange(imgr.GetItemByType(GameCmd.ItemBaseType.ItemBaseType_Material, subTypes, GameCmd.PACKAGETYPE.PACKAGETYPE_MAIN));
                gemQwThisIDsChanged = false;
            }
        }
        GemInlayUpdateData gemInlayUpdateData = null;

        for (int i = 0; i < mlstCanInlayGemType.Count; i++)
        {
            if (mdicCanInlayDatas.ContainsKey(mlstCanInlayGemType[i]))
            {
                gemInlayUpdateData = mdicCanInlayDatas[mlstCanInlayGemType[i]];
                if (null != gemInlayUpdateData)
                {
                    if (!gemInlayUpdateData.m_lstGemQwThisIDList.Equals(gemItemList))
                    {
                        gemInlayUpdateData.StructData(gemItemList);
                    }
                }
            }
            else
            {
                gemInlayUpdateData = new GemInlayUpdateData(mlstCanInlayGemType[i]);
                mdicCanInlayDatas.Add(mlstCanInlayGemType[i], gemInlayUpdateData);
            }
        }
        return(mdicCanInlayDatas);
    }
コード例 #4
0
    /// <summary>
    /// 请求强化格子
    /// </summary>
    /// <param name="strengthenAll">是不是强化所有</param>
    /// <param name="pos">单个强化</param>
    public void GridStrengthenReq(bool strengthenAll, GameCmd.EquipPos pos = EquipPos.EquipPos_None)
    {
        stEquipStrengthenItemWorkUserCmd_CS cmd = new stEquipStrengthenItemWorkUserCmd_CS()
        {
            equip_pos     = pos,
            all_intensify = strengthenAll,
        };

        SendCmd(cmd);
    }
コード例 #5
0
    /// <summary>
    /// 从装备格上卸下宝石
    /// </summary>
    /// <param name="pos"></param>
    /// <param name="equipGridIndex"></param>
    public void GemUnloadReq(GameCmd.EquipPos pos, uint equipGridIndex)
    {
        stGemUninlayItemWorkUserCmd_CS cmd = new stGemUninlayItemWorkUserCmd_CS()
        {
            equip_index = equipGridIndex,
            equippos    = pos,
        };

        SendCmd(cmd);
    }
コード例 #6
0
    /// <summary>
    /// 宝石合成响应
    /// </summary>
    /// <param name="msg"></param>
    //   [Execute]
    ////public void OnGemComposeRes(stGemComposeItemWorkUserCmd_CS msg)
    ////{
    ////    DataManager.Manager<EquipManager>().OnGemCompose(msg.gemid);
    ////}

    /// <summary>
    /// 宝石镶嵌请求
    /// </summary>
    /// <param name="euquipIndex"></param>
    /// <param name="gemBaseId"></param>
    public void InlayGemReq(GameCmd.EquipPos pos, uint equipIndex, uint gemBaseId)
    {
        stGemInlayItemWorkUserCmd_CS cmd = new stGemInlayItemWorkUserCmd_CS()
        {
            equippos    = pos,
            equip_index = equipIndex,
            gemid       = gemBaseId,
        };

        SendCmd(cmd);
    }
コード例 #7
0
 public bool HaveGemCanImprove(GameCmd.EquipPos pos, GameCmd.GemType gemType)
 {
     for (EquipManager.EquipGridIndexType i = EquipManager.EquipGridIndexType.First; i < EquipManager.EquipGridIndexType.Max; i++)
     {
         if (JudgeEquipPosCanInlay(pos, i, gemType))
         {
             return(true);
         }
     }
     return(false);
 }
コード例 #8
0
    /// <summary>
    /// 物品合成请求
    /// </summary>
    /// <param name="itemId">物品id</param>
    /// <param name="composeType">合成类型</param>
    public void ItemComposeReq(uint itemId, uint composeType, GameCmd.EquipPos pos = EquipPos.EquipPos_None, uint gemPosIndex = 0)
    {
        stComposeItemWorkUserCmd_CS cmd = new stComposeItemWorkUserCmd_CS()
        {
            composetype   = composeType,
            itemid        = itemId,
            equip_pos     = pos,
            gem_pos_index = gemPosIndex,
        };

        SendCmd(cmd);
    }
コード例 #9
0
    public bool JudgeEquipPosCanInlay(GameCmd.EquipPos pos, EquipManager.EquipGridIndexType index, GameCmd.GemType gemType)
    {
        uint inlayBaseId = 0;
        int  matchNum    = 0;

        if (!emgr.IsUnlockEquipGridIndex(index))
        {
            return(false);
        }
        else if (emgr.TryGetEquipGridInlayGem(pos, index, out inlayBaseId))
        {
            Gem InlayItem = DataManager.Manager <ItemManager>().GetTempBaseItemByBaseID <Gem>(inlayBaseId, ItemDefine.ItemDataType.Gem);
            //镶嵌的宝石小与背包的宝石?
            StructGemInlayDatas(pos);
            GemInlayUpdateData updateData = GetGemInlayUpdateData(gemType);
            if (null != updateData)
            {
                updateData.HaveGemCanInlay = false;
                uint canInlayBaseId = 0;
                if (null != updateData && updateData.TryGetCanInlayGem(out canInlayBaseId))
                {
                    Gem canInlayItem = DataManager.Manager <ItemManager>().GetTempBaseItemByBaseID <Gem>(canInlayBaseId, ItemDefine.ItemDataType.Gem);
                    if (InlayItem != null && canInlayItem != null)
                    {
                        bool higher = canInlayItem.FightPowerNum > InlayItem.FightPowerNum;
                        if (higher)
                        {
                            matchNum++;
                            updateData.HaveGemCanInlay = true;
                        }
                    }
                }
            }
        }
        else
        {
            StructGemInlayDatas(pos);
            GemInlayUpdateData updateData = GetGemInlayUpdateData(gemType);
            if (null != updateData)
            {
                updateData.HaveGemCanInlay = false;
                uint canInlayBaseId = 0;
                if (null != updateData && updateData.TryGetCanInlayGem(out canInlayBaseId))
                {
                    matchNum++;
                    updateData.HaveGemCanInlay = true;
                }
            }
        }
        return(matchNum > 0);
    }
コード例 #10
0
 public bool EquipPosCanInlay(GameCmd.EquipPos pos, EquipManager.EquipGridIndexType index)
 {
     if (null == mlstCanInlayGemType)
     {
         mlstCanInlayGemType = new List <GameCmd.GemType>();
     }
     mlstCanInlayGemType.Clear();
     mlstCanInlayGemType.AddRange(emgr.GeCanInlaytGemTypeByPos(pos));
     for (int x = 0; x < mlstCanInlayGemType.Count; x++)
     {
         if (JudgeEquipPosCanInlay(pos, index, mlstCanInlayGemType[x]))
         {
             return(true);
         }
     }
     return(false);
 }
コード例 #11
0
    public EquipPartMode GetEquipModeByEquipPos(GameCmd.EquipPos ep)
    {
        EquipPartMode em = EquipPartMode.None;

        //圣魂、官印、披风无法镶嵌
        if (ep == GameCmd.EquipPos.EquipPos_SoulOne || ep == GameCmd.EquipPos.EquipPos_SoulTwo ||
            ep == GameCmd.EquipPos.EquipPos_Office || ep == GameCmd.EquipPos.EquipPos_Capes)
        {
            em = EquipPartMode.None;
        }
        else if (ep == GameCmd.EquipPos.EquipPos_Equip ||
                 ep == GameCmd.EquipPos.EquipPos_AdornlOne ||
                 ep == GameCmd.EquipPos.EquipPos_AdornlTwo ||
                 ep == GameCmd.EquipPos.EquipPos_Shield)
        {
            em = EquipPartMode.AttackPart;
        }
        else
        {
            em = EquipPartMode.DefendPart;
        }
        return(em);
    }
コード例 #12
0
 public void OnGridStrengthenCompelte(bool strengthenAll, GameCmd.EquipPos pos)
 {
     Engine.Utility.EventEngine.Instance().DispatchEvent((int)Client.GameEventID.UIEVENT_GRIDSTRENGTHENLVCHANGED, strengthenAll);
 }
コード例 #13
0
    List <uint> GetPushList(BaseItem bi = null)
    {
        EquipManager em = DataManager.Manager <EquipManager>();

        if (em == null)
        {
            return(null);
        }
        Dictionary <GameCmd.EquipType, List <BaseEquip> > dic = GetWillCompareDic(bi);
        //Array enumArray = Enum.GetValues(typeof(GameCmd.EquipType));
        //for (int i = 0; i < enumArray.Length; i++)
        //{
        //    GameCmd.EquipType type = (GameCmd.EquipType)enumArray.GetValue(i);
        //    List<BaseEquip> wareList = em.GetEquipsByPackageType(PACKAGETYPE.PACKAGETYPE_EQUIP, type);
        //    List<BaseEquip> packageList = em.GetEquipsByPackageType(PACKAGETYPE.PACKAGETYPE_MAIN, type);
        //    wareList.AddRange(packageList);
        //    //if(type == EquipType.EquipType_AdornlOne)
        //    //{
        //    //    int a = 10;
        //    //}
        //    List<BaseEquip> tempList = GetSortList(wareList);
        //    dic.Add(type, tempList);
        //}

        List <uint> pushList     = new List <uint>();
        Array       posenumArray = Enum.GetValues(typeof(GameCmd.EquipPos));

        for (int i = 0; i < posenumArray.Length; i++)
        {
            GameCmd.EquipPos pos = (GameCmd.EquipPos)posenumArray.GetValue(i);
            if (pos != null)
            {
                EquipType type = em.GetEquipTypeByEquipPos(pos);

                if (type == EquipType.EquipType_AdornlOne || type == EquipType.EquipType_SoulOne || type == EquipType.EquipType_None)
                {
                    continue;
                }
                if (!dic.ContainsKey(type))
                {
                    continue;
                }
                List <BaseEquip> allList = dic[type];

                if (allList == null)
                {
                    continue;
                }
                uint posEquipID = 0;

                for (int m = 0; m < allList.Count; m++)
                {
                    BaseEquip tempEquip = allList[m];
                    if (em.IsWearEquip(tempEquip.QWThisID))
                    {
                        continue;
                    }
                    if (em.IsEquipPos(pos, out posEquipID))
                    {
                        ItemManager im        = DataManager.Manager <ItemManager>();
                        BaseEquip   wareEquip = im.GetBaseItemByQwThisId(posEquipID) as BaseEquip;

                        if (wareEquip.Power < tempEquip.Power)
                        {
                            pushList.Add(tempEquip.QWThisID);
                            allList.RemoveAt(m);
                            break;
                        }
                    }
                    else
                    {
                        pushList.Add(tempEquip.QWThisID);
                        allList.RemoveAt(m);
                        break;
                    }
                }
            }
        }

        //处理戒指和圣魂    if (type == EquipType.EquipType_AdornlOne || type ==EquipType.EquipType_SoulOne)
        if (dic.ContainsKey(EquipType.EquipType_AdornlOne))
        {
            List <BaseEquip> adornList = dic[EquipType.EquipType_AdornlOne];
            if (adornList != null)
            {
                for (int i = 0; i < adornList.Count; i++)
                {
                    if (i > 1)
                    {
                        break;
                    }
                    BaseEquip temp = adornList[i];
                    if (!em.IsWearEquip(temp.QWThisID))
                    {
                        pushList.Add(temp.QWThisID);
                    }
                }
            }
        }

        if (dic.ContainsKey(EquipType.EquipType_SoulOne))
        {
            List <BaseEquip> soulList = dic[EquipType.EquipType_SoulOne];
            if (soulList != null)
            {
                for (int i = 0; i < soulList.Count; i++)
                {
                    if (i > 1)
                    {
                        break;
                    }
                    BaseEquip temp = soulList[i];
                    if (!em.IsWearEquip(temp.QWThisID))
                    {
                        pushList.Add(temp.QWThisID);
                    }
                }
            }
        }

        return(pushList);
    }