/// <summary> /// 使用物品 /// </summary> /// <param name="Id">Identifier.</param> public void UseItem(int id) { db = OpenDb(); string itemId = ""; ItemType type = ItemType.None; int num = 0; SqliteDataReader sqReader = db.ExecuteQuery("select ItemId, Type, Num from BagTable where Id = " + id); if (sqReader.Read()) { itemId = sqReader.GetString(sqReader.GetOrdinal("ItemId")); type = (ItemType)sqReader.GetInt32(sqReader.GetOrdinal("Type")); num = sqReader.GetInt32(sqReader.GetOrdinal("Num")); } db.CloseSqlConnection(); if (type != ItemType.None && num > 0) { ItemData item; switch (type) { case ItemType.Food: if (UserModel.CurrentUserData.PositionStatu == UserPositionStatusType.InArea) { Eat(id, num); SoundManager.GetInstance().PushSound("ui0004"); } else { AlertCtrl.Show("野外闯荡江湖时才能吃干粮"); } break; case ItemType.Weapon: item = JsonManager.GetInstance().GetMapping <ItemData>("ItemDatas", itemId); if (AddNewWeapon(item.StringValue, "")) { WeaponData weapon = JsonManager.GetInstance().GetMapping <WeaponData>("Weapons", item.StringValue); Statics.CreatePopMsg(Vector3.zero, string.Format("<color=\"{0}\">{1}</color>+1", Statics.GetQualityColorString(weapon.Quality), weapon.Name), Color.white, 30); //删除兵器盒 db = OpenDb(); db.ExecuteQuery("delete from BagTable where Id = " + id); db.CloseSqlConnection(); //重新加载背包数据 GetBagPanelData(); SoundManager.GetInstance().PushSound("ui0004"); } else { AlertCtrl.Show("兵器匣已满,请先整理兵器匣"); } break; case ItemType.Book: item = JsonManager.GetInstance().GetMapping <ItemData>("ItemDatas", itemId); BookData book = JsonManager.GetInstance().GetMapping <BookData>("Books", item.StringValue); if (AddNewBook(item.StringValue, "")) { Statics.CreatePopMsg(Vector3.zero, string.Format("<color=\"{0}\">{1}</color>+1", Statics.GetQualityColorString(book.Quality), book.Name), Color.white, 30); //删除秘籍盒 db = OpenDb(); db.ExecuteQuery("delete from BagTable where Id = " + id); db.CloseSqlConnection(); //重新加载背包数据 GetBagPanelData(); SoundManager.GetInstance().PushSound("ui0004"); } else { AlertCtrl.Show(string.Format("你已经习得<color=\"{0}\">{1}</color>, 无需再研读", Statics.GetQualityColorString(book.Quality), book.Name)); } break; case ItemType.RandomSecre: //打开随机诀要锦囊 item = JsonManager.GetInstance().GetMapping <ItemData>("ItemDatas", itemId); db = OpenDb(); sqReader = db.ExecuteQuery("select count(*) as num from BookSecretsTable where BelongToRoleId = '" + currentRoleId + "'"); bool isSecretsFull = false; if (sqReader.Read()) { isSecretsFull = sqReader.GetInt32(sqReader.GetOrdinal("num")) >= MaxSecretNumOfBag; } if (!isSecretsFull) { //添加新的诀要 SecretData secret = Statics.CreateNewSecret(Statics.GetRandomSecretType(item.StringValue), QualityType.White); db.ExecuteQuery("insert into BookSecretsTable (SecretData, T, Q, BelongToBookId, BelongToRoleId) values('" + DESStatics.StringEncoder(JsonManager.GetInstance().SerializeObjectDealVector(secret)) + "', " + ((short)secret.Type) + ", " + ((short)secret.Quality) + ", '', '" + currentRoleId + "')"); PlayerPrefs.SetString("AddedNewBookFlag", "true"); PlayerPrefs.SetString("AddedNewSecretFlag", "true"); Messenger.Broadcast(NotifyTypes.MakeRoleInfoPanelRedPointRefresh); Statics.CreatePopMsg(Vector3.zero, string.Format("<color=\"{0}\">{1}</color>+1", Statics.GetQualityColorString(secret.Quality), secret.Name), Color.white, 30); db.ExecuteQuery("delete from BagTable where Id = " + id); db.CloseSqlConnection(); //重新加载背包数据 GetBagPanelData(); SoundManager.GetInstance().PushSound("ui0004"); } else { AlertCtrl.Show(string.Format("诀要背包上限为{0},请先清理背包", MaxSecretNumOfBag)); } break; default: AlertCtrl.Show("该物品不可使用!"); break; } } }
/// <summary> /// 添加掉落物到背包 /// </summary> /// <returns>The item to bag.</returns> /// <param name="drops">Drops.</param> public List <DropData> PushItemToBag(List <DropData> drops, bool withoutNumLimit = false, float makeAFortuneRate = 0) { int bagNumLeft = GetItemNumLeftInBag(); List <DropData> resultDrops = new List <DropData>(); db = OpenDb(); SqliteDataReader sqReader; DropData drop; int num; int maxNum; int addNum; bool isSecretsFull; for (int i = 0; i < drops.Count; i++) { drop = drops[i]; if (drop.Item == null) { drop.MakeJsonToModel(); } if (drop.Item.Type == ItemType.Task) { //判断是否为任务物品,任务物品在使用过后就不再掉落 sqReader = db.ExecuteQuery("select * from UsedItemRecordsTable where ItemId = '" + drop.Item.Id + "' and BelongToRoleId = '" + currentRoleId + "'"); if (sqReader.HasRows) { continue; } } //背包位子如果不足则除了任务物品之外,其他的物品都不能添加进背包 //诀要也不受背包满限制 if (!withoutNumLimit && bagNumLeft <= 0) { if (drop.Item.Type != ItemType.Task && drop.Item.Type != ItemType.Book && drop.Item.Type < ItemType.SecretIncreaseMaxHP) { Statics.CreatePopMsg(Vector3.zero, string.Format("背包满了,{0}不能拾取", drop.Item.Name), Color.red, 30); continue; } } //判断是否掉落 if (!drop.IsTrigger(makeAFortuneRate)) { continue; } if (drop.Item.Type < ItemType.SecretIncreaseMaxHP) { //查询背包里是否有物品以及物品的数量是否达到上限 sqReader = db.ExecuteQuery("select * from BagTable where ItemId = '" + drop.Item.Id + "' and Num < MaxNum and BelongToRoleId = '" + currentRoleId + "'"); if (!sqReader.HasRows) { //添加新的物品 db.ExecuteQuery("insert into BagTable (ItemId, Type, Num, MaxNum, Lv, BelongToRoleId) values('" + drop.Item.Id + "', " + ((int)drop.Item.Type) + ", " + drop.Item.Num + ", " + drop.Item.MaxNum + ", " + drop.Item.Lv + ", '" + currentRoleId + "')"); } else { int itemNum = drop.Item.Num; //修改物品的数量 while (sqReader.Read()) { num = sqReader.GetInt32(sqReader.GetOrdinal("Num")); maxNum = sqReader.GetInt32(sqReader.GetOrdinal("MaxNum")); addNum = (maxNum - num) <= itemNum ? (maxNum - num) : itemNum; itemNum -= addNum; db.ExecuteQuery("update BagTable set Num = " + (num + addNum) + " where Id = " + sqReader.GetInt32(sqReader.GetOrdinal("Id"))); //如果掉落物的数量还有则下个循环继续处理添加物品 if (itemNum > 0) { i--; } } } resultDrops.Add(drop); //任务物品不算入背包占位数 if (!withoutNumLimit && drop.Item.Type != ItemType.Task) { bagNumLeft--; } } else { //处理诀要 sqReader = db.ExecuteQuery("select count(*) as num from BookSecretsTable where BelongToRoleId = '" + currentRoleId + "'"); isSecretsFull = false; if (sqReader.Read()) { isSecretsFull = sqReader.GetInt32(sqReader.GetOrdinal("num")) >= MaxSecretNumOfBag; } if (!isSecretsFull) { //添加新的诀要 SecretData secret = Statics.CreateNewSecret(Statics.ChangeItemTypeToSecretType(drop.Item.Type), QualityType.White); db.ExecuteQuery("insert into BookSecretsTable (SecretData, T, Q, BelongToBookId, BelongToRoleId) values('" + DESStatics.StringEncoder(JsonManager.GetInstance().SerializeObjectDealVector(secret)) + "', " + ((short)secret.Type) + ", " + ((short)secret.Quality) + ", '', '" + currentRoleId + "')"); resultDrops.Add(drop); PlayerPrefs.SetString("AddedNewBookFlag", "true"); PlayerPrefs.SetString("AddedNewSecretFlag", "true"); } else { Statics.CreatePopMsg(Vector3.zero, string.Format("诀要背包上限为{0},请先清理背包", MaxSecretNumOfBag), Color.red, 30); } } } db.CloseSqlConnection(); if (resultDrops.Count > 0) { PlayerPrefs.SetString("AddedNewItemFlag", "true"); } return(resultDrops); }