示例#1
0
        private static void RepairItem(IPlayerCharacterData character, CharacterItem repairingItem, System.Action <CharacterItem> onRepaired, out GameMessage.Type gameMessageType)
        {
            gameMessageType = GameMessage.Type.CannotRepair;
            if (!repairingItem.NotEmptySlot())
            {
                // Cannot refine because character item is empty
                return;
            }
            Item equipmentItem = repairingItem.GetEquipmentItem();

            if (equipmentItem == null)
            {
                // Cannot refine because it's not equipment item
                return;
            }
            ItemRepairPrice repairPrice;

            if (equipmentItem.CanRepair(character, repairingItem.durability, out repairPrice, out gameMessageType))
            {
                gameMessageType = GameMessage.Type.RepairSuccess;
                // Repair item
                repairingItem.durability = equipmentItem.maxDurability;
                onRepaired.Invoke(repairingItem);
                // Decrease required gold
                GameInstance.Singleton.GameplayRule.DecreaseCurrenciesWhenRepairItem(character, repairPrice);
            }
        }
示例#2
0
        public void UpdateData(ICharacterData character)
        {
            this.character = character;
            // Clear slots data
            foreach (UICharacterItem slot in CacheEquipItemSlots.Values)
            {
                slot.Setup(GetEmptyUIData(slot.InventoryType), character, -1);
                slot.Show();
            }

            if (character == null)
            {
                return;
            }

            string                tempPosition;
            UICharacterItem       tempSlot;
            IList <CharacterItem> equipItems = character.EquipItems;

            for (int i = 0; i < equipItems.Count; ++i)
            {
                CharacterItem equipItem = equipItems[i];
                Item          armorItem = equipItem.GetArmorItem();
                if (armorItem == null)
                {
                    continue;
                }

                tempPosition = armorItem.EquipPosition;
                if (CacheEquipItemSlots.TryGetValue(tempPosition, out tempSlot))
                {
                    tempSlot.Setup(new CharacterItemTuple(equipItem, equipItem.level, InventoryType.EquipItems), character, i);
                }
            }

            EquipWeapons  equipWeapons       = character.EquipWeapons;
            CharacterItem rightHand          = equipWeapons.rightHand;
            CharacterItem leftHand           = equipWeapons.leftHand;
            Item          rightHandEquipment = rightHand.GetEquipmentItem();
            Item          leftHandEquipment  = leftHand.GetEquipmentItem();

            tempPosition = GameDataConst.EQUIP_POSITION_RIGHT_HAND;
            if (CacheEquipItemSlots.TryGetValue(tempPosition, out tempSlot))
            {
                if (rightHandEquipment != null)
                {
                    tempSlot.Setup(new CharacterItemTuple(rightHand, rightHand.level, InventoryType.EquipWeaponRight), character, 0);
                }
            }
            tempPosition = GameDataConst.EQUIP_POSITION_LEFT_HAND;
            if (CacheEquipItemSlots.TryGetValue(tempPosition, out tempSlot))
            {
                if (leftHandEquipment != null)
                {
                    tempSlot.Setup(new CharacterItemTuple(leftHand, leftHand.level, InventoryType.EquipWeaponLeft), character, 0);
                }
            }
        }
示例#3
0
        private CharacterItem DecreaseDurability(CharacterItem characterItem, float decreaseDurability, out bool destroy)
        {
            destroy = false;
            var item = characterItem.GetEquipmentItem();

            if (item != null)
            {
                if (characterItem.durability - decreaseDurability <= 0 && item.destroyIfBroken)
                {
                    destroy = true;
                }
                characterItem.durability -= decreaseDurability;
                if (characterItem.durability < 0)
                {
                    characterItem.durability = 0;
                }
            }
            return(characterItem);
        }
        private static void EnhanceSocketItem(IPlayerCharacterData character, CharacterItem enhancingItem, int enhancerId, System.Action <CharacterItem> onEnhanceSocket, out GameMessage.Type gameMessageType)
        {
            gameMessageType = GameMessage.Type.CannotEnhanceSocket;
            if (!enhancingItem.NotEmptySlot())
            {
                // Cannot enhance socket because character item is empty
                return;
            }
            Item equipmentItem = enhancingItem.GetEquipmentItem();

            if (equipmentItem == null)
            {
                // Cannot enhance socket because it's not equipment item
                return;
            }
            if (equipmentItem.maxSocket <= 0)
            {
                // Cannot enhance socket because equipment has no socket(s)
                return;
            }
            if (enhancingItem.Sockets.Count >= equipmentItem.maxSocket)
            {
                // Cannot enhance socket because socket is full
                return;
            }
            Item enhancerItem;

            if (!GameInstance.Items.TryGetValue(enhancerId, out enhancerItem) || !enhancerItem.IsSocketEnhancer())
            {
                // Cannot enhance socket because enhancer id is invalid
                return;
            }
            if (!character.DecreaseItems(enhancerItem.DataId, 1))
            {
                // Cannot enhance socket because there is no item
                gameMessageType = GameMessage.Type.NotEnoughSocketEnchaner;
                return;
            }
            enhancingItem.Sockets.Add(enhancerId);
            onEnhanceSocket.Invoke(enhancingItem);
        }
        public void OnClickSetEnhanceSocketItem()
        {
            // Only owning character can refine item
            if (!IsOwningCharacter())
            {
                return;
            }

            UISceneGameplay uiGameplay = UISceneGameplay.Singleton;

            if (uiGameplay.uiEnhanceSocketItem != null &&
                CharacterItem.GetEquipmentItem() != null)
            {
                uiGameplay.uiEnhanceSocketItem.Data = new CharacterItemByIndexTuple(InventoryType, IndexOfData);
                uiGameplay.uiEnhanceSocketItem.Show();
                if (selectionManager != null)
                {
                    selectionManager.DeselectSelectedUI();
                }
            }
        }
示例#6
0
        public void OnClickSetRefineItem()
        {
            // Only unequipped equipment can refining
            if (!IsOwningCharacter() || !string.IsNullOrEmpty(EquipPosition))
            {
                return;
            }

            var uiGameplay = UISceneGameplay.Singleton;

            if (uiGameplay.uiRefineItem != null &&
                CharacterItem.GetEquipmentItem() != null &&
                string.IsNullOrEmpty(EquipPosition))
            {
                uiGameplay.uiRefineItem.Data = indexOfData;
                uiGameplay.uiRefineItem.Show();
                if (selectionManager != null)
                {
                    selectionManager.DeselectSelectedUI();
                }
            }
        }
示例#7
0
        private static void RefineItem(IPlayerCharacterData character, CharacterItem refiningItem, System.Action <CharacterItem> onRefine, System.Action onDestroy, out GameMessage.Type gameMessageType)
        {
            gameMessageType = GameMessage.Type.CannotRefine;
            if (!refiningItem.NotEmptySlot())
            {
                // Cannot refine because character item is empty
                return;
            }
            Item equipmentItem = refiningItem.GetEquipmentItem();

            if (equipmentItem == null)
            {
                // Cannot refine because it's not equipment item
                return;
            }
            if (!equipmentItem.CanRefine(character, refiningItem.level, out gameMessageType))
            {
                // Cannot refine because of some reasons
                return;
            }
            ItemRefineLevel refineLevel = equipmentItem.itemRefine.levels[refiningItem.level - 1];

            if (Random.value <= refineLevel.SuccessRate)
            {
                // If success, increase item level
                gameMessageType = GameMessage.Type.RefineSuccess;
                ++refiningItem.level;
                onRefine.Invoke(refiningItem);
            }
            else
            {
                // Fail
                gameMessageType = GameMessage.Type.RefineFail;
                if (refineLevel.RefineFailDestroyItem)
                {
                    // If condition when fail is it has to be destroyed
                    onDestroy.Invoke();
                }
                else
                {
                    // If condition when fail is reduce its level
                    refiningItem.level -= refineLevel.RefineFailDecreaseLevels;
                    if (refiningItem.level < 1)
                    {
                        refiningItem.level = 1;
                    }
                    onRefine.Invoke(refiningItem);
                }
            }
            if (refineLevel.RequireItems != null)
            {
                // Decrease required items
                foreach (ItemAmount requireItem in refineLevel.RequireItems)
                {
                    if (requireItem.item != null && requireItem.amount > 0)
                    {
                        character.DecreaseItems(requireItem.item.DataId, requireItem.amount);
                    }
                }
            }
            // Decrease required gold
            GameInstance.Singleton.GameplayRule.DecreaseCurrenciesWhenRefineItem(character, refineLevel);
        }
示例#8
0
    public static T ValidateCharacterData <T>(this T character) where T : IPlayerCharacterData
    {
        GameInstance    gameInstance = GameInstance.Singleton;
        PlayerCharacter database;

        if (!GameInstance.PlayerCharacters.TryGetValue(character.DataId, out database))
        {
            return(character);
        }
        // Validating character attributes
        short         returningStatPoint = 0;
        HashSet <int> validAttributeIds  = new HashSet <int>();
        IList <CharacterAttribute> characterAttributes = character.Attributes;

        for (int i = characterAttributes.Count - 1; i >= 0; --i)
        {
            CharacterAttribute characterAttribute = characterAttributes[i];
            int attributeDataId = characterAttribute.dataId;
            // If attribute is invalid
            if (characterAttribute.GetAttribute() == null ||
                validAttributeIds.Contains(attributeDataId))
            {
                returningStatPoint += characterAttribute.amount;
                character.Attributes.RemoveAt(i);
            }
            else
            {
                validAttributeIds.Add(attributeDataId);
            }
        }
        character.StatPoint += returningStatPoint;
        // Add character's attributes
        foreach (Attribute attribute in GameInstance.Attributes.Values)
        {
            // This attribute is valid, so not have to add it
            if (validAttributeIds.Contains(attribute.DataId))
            {
                continue;
            }
            CharacterAttribute characterAttribute = new CharacterAttribute();
            characterAttribute.dataId = attribute.DataId;
            characterAttribute.amount = 0;
            character.Attributes.Add(characterAttribute);
        }
        // Validating character skills
        short                  returningSkillPoint = 0;
        HashSet <int>          validSkillIds       = new HashSet <int>();
        IList <CharacterSkill> characterSkills     = character.Skills;

        for (int i = characterSkills.Count - 1; i >= 0; --i)
        {
            CharacterSkill characterSkill = characterSkills[i];
            Skill          skill          = characterSkill.GetSkill();
            // If skill is invalid or this character database does not have skill
            if (characterSkill.GetSkill() == null ||
                !database.CacheSkillLevels.ContainsKey(skill) ||
                validSkillIds.Contains(skill.DataId))
            {
                returningSkillPoint += characterSkill.level;
                character.Skills.RemoveAt(i);
            }
            else
            {
                validSkillIds.Add(skill.DataId);
            }
        }
        character.SkillPoint += returningSkillPoint;
        // Add character's skills
        Dictionary <Skill, short> skillLevels = database.CacheSkillLevels;

        foreach (KeyValuePair <Skill, short> skillLevel in skillLevels)
        {
            Skill skill = skillLevel.Key;
            // This skill is valid, so not have to add it
            if (validSkillIds.Contains(skill.DataId))
            {
                continue;
            }
            CharacterSkill characterSkill = new CharacterSkill();
            characterSkill.dataId = skill.DataId;
            characterSkill.level  = skillLevel.Value;
            character.Skills.Add(characterSkill);
        }
        // Validating character equip weapons
        List <CharacterItem> returningItems = new List <CharacterItem>();
        EquipWeapons         equipWeapons   = character.EquipWeapons;
        CharacterItem        rightHand      = equipWeapons.rightHand;
        CharacterItem        leftHand       = equipWeapons.leftHand;

        if (rightHand.GetEquipmentItem() == null)
        {
            if (rightHand.NotEmptySlot())
            {
                returningItems.Add(rightHand);
            }
            equipWeapons.rightHand = CharacterItem.Empty;
        }
        if (leftHand.GetEquipmentItem() == null)
        {
            if (leftHand.NotEmptySlot())
            {
                returningItems.Add(leftHand);
            }
            equipWeapons.leftHand = CharacterItem.Empty;
        }
        // Validating character equip items
        IList <CharacterItem> equipItems = character.EquipItems;

        for (int i = equipItems.Count - 1; i >= 0; --i)
        {
            CharacterItem equipItem = equipItems[i];
            // If equipment is invalid
            if (equipItem.GetEquipmentItem() == null)
            {
                if (equipItem.NotEmptySlot())
                {
                    returningItems.Add(equipItem);
                }
                character.EquipItems.RemoveAt(i);
            }
        }
        // Return items to non equip items
        foreach (CharacterItem returningItem in returningItems)
        {
            character.NonEquipItems.Add(returningItem);
        }
        character.FillEmptySlots();
        DevExtUtils.InvokeStaticDevExtMethods(ClassType, "ValidateCharacterData", character);
        return(character);
    }