hch
2025-09-16 9b09f189e2830126a6d2f45dcba6b64c316960d0
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
 
using UnityEngine;
 
//重生 遣散
public partial class HeroUIManager : GameSystemManager<HeroUIManager>
{
 
    public int awakeRebirthCnt { get; private set; }
    public int payBackMoneyType;
    public int rebornAwakeHeroMaxCount; //觉醒武将每日的最大重生次数
    public string rebornFormula;    //重生等级重置的消耗,参数 heroLV武将等级,最终消耗为公式+觉醒消耗
    public int rebornPayBackPer;    //重生返还的百分比
    public int deletePayBackPer;    //遣散返还的百分比
 
    public List<string> heroDeleteSortList { get; private set; } = new List<string>();
    public int selectHeroDeleteListJob = 0;    //筛选职业
    public int selectHeroDeleteListCountry = 0;    //筛选国家
 
    public List<string> selectDeleteHeroList { get; private set; } = new List<string>();
 
 
    public Dictionary<int, long> GetHeroLVPayBack(int quality, int lv)
    {
        //汇总返还总数量
        Dictionary<int, long> itemCounDic = new Dictionary<int, long>();
        for (int i = 1; i < lv; i++)
        {
            var config = HeroQualityLVConfig.GetQualityLVConfig(quality, i);
            var itemID = config.UPCostItem[0];
            var count = config.UPCostItem[1];
            if (!itemCounDic.ContainsKey(itemID))
            {
                itemCounDic[itemID] = count;
            }
            else
            {
                itemCounDic[itemID] += count;
            }
        }
 
        return itemCounDic;
    }
 
 
    public Dictionary<int, long> GetHeroBreakPayBack(int quality, int lv)
    {
        //汇总返还总数量
        Dictionary<int, long> itemCounDic = new Dictionary<int, long>();
        for (int i = 0; i < lv; i++)
        {
            var config = HeroQualityBreakConfig.GetQualityBreakConfig(quality, i);
            var itemID = config.UPCostItem[0];
            var count = config.UPCostItem[1];
            if (!itemCounDic.ContainsKey(itemID))
            {
                itemCounDic[itemID] = count;
            }
            else
            {
                itemCounDic[itemID] += count;
            }
        }
 
        return itemCounDic;
 
 
    }
 
    public Dictionary<int, long> GetHeroQualityAwakePayBack(int quality, int lv)
    {
        //汇总返还总数量
        Dictionary<int, long> itemCounDic = new Dictionary<int, long>();
        for (int i = 0; i < lv; i++)
        {
            var config = HeroQualityAwakeConfig.GetQualityAwakeConfig(quality, i);
            var itemID = config.UPCostItem[0];
            var count = config.UPCostItem[1];
            if (!itemCounDic.ContainsKey(itemID))
            {
                itemCounDic[itemID] = count;
            }
            else
            {
                itemCounDic[itemID] = itemCounDic[itemID] + count;
            }
        }
 
        return itemCounDic;
    }
 
    public void UpdateHeroInfo(HB125_tagSCPlayerHeroInfo netPack)
    {
        awakeRebirthCnt = netPack.AwakeRebirthCnt;
    }
 
 
    public void SortHeroDeleteList()
    {
        heroDeleteSortList = HeroManager.Instance.GetHeroGuidList(selectHeroDeleteListJob, selectHeroDeleteListCountry);
        heroDeleteSortList.Sort(CmpDeleteHero);
    }
 
 
    int CmpDeleteHero(string guidA, string guidB)
    {
        HeroInfo heroA = HeroManager.Instance.GetHero(guidA);
        HeroInfo heroB = HeroManager.Instance.GetHero(guidB);
        if (heroA == null || heroB == null)
        {
            return 0;
        }
 
        // 排序规则:上阵>武将等级>突破等级>武将觉醒阶级>武将品质>武将吞噬星级>武将ID
        bool isInTeamA = heroA.IsInAnyTeam();
        bool isInTeamB = heroB.IsInAnyTeam();
        if (isInTeamA != isInTeamB)
        {
            return isInTeamA ? 1 : -1;
        }
        if (heroA.heroLevel != heroB.heroLevel)
        {
            return heroA.heroLevel < heroB.heroLevel ? -1 : 1;
        }
        if (heroA.breakLevel != heroB.breakLevel)
        {
            return heroA.breakLevel < heroB.breakLevel ? -1 : 1;
        }
        if (heroA.awakeLevel != heroB.awakeLevel)
        {
            return heroA.awakeLevel < heroB.awakeLevel ? -1 : 1;
        }
        if (heroA.Quality != heroB.Quality)
        {
            return heroA.Quality < heroB.Quality ? -1 : 1;
        }
        if (heroA.heroStar != heroB.heroStar)
        {
            return heroA.heroStar < heroB.heroStar ? -1 : 1;
        }
 
        return heroB.heroId.CompareTo(heroA.heroId);
    }
 
 
    public void ResetBtnClick(HeroInfo hero)
    {
        //升级、突破、觉醒
        if (hero.heroLevel == 1 && hero.breakLevel == 0 && hero.awakeLevel == 0)
        {
            SysNotifyMgr.Instance.ShowTip("HeroCanNotReset");
            return;
        }
 
        //洗炼和觉醒的天赋未处理不可吞噬
        if (hero.talentRandomIDList.Count > 0)
        {
            SysNotifyMgr.Instance.ShowTip("HeroGift4");
            return;
        }
 
        if (hero.talentAwakeRandomIDList.Count > 0)
        {
            SysNotifyMgr.Instance.ShowTip("HeroGift5");
            return;
        }
 
 
        List<Item> items = new List<Item>();
        var payBack1 = CommonFunc.AddDict(GetHeroLVPayBack(hero.Quality, hero.heroLevel), GetHeroBreakPayBack(hero.Quality, hero.breakLevel));
 
        Dictionary<string, double> rebornParam = new Dictionary<string, double>();  //重生消耗公式参数
        //先计算有没消耗
        rebornParam.Add("heroLV", hero.heroLevel);
        int costCnt = (int)JaceCalculator.Calculate(rebornFormula, rebornParam);
        
        //重生等级重置的消耗,参数 heroLV武将等级,最终消耗为公式+觉醒消耗
        if (hero.awakeLevel == 0)
        {
            //计算返还比例
            var _list = payBack1.Keys.ToList();
            foreach (var key in _list)
            {
                payBack1[key] = Math.Max((long)(payBack1[key] * rebornPayBackPer / 100.0), 1);
            }
 
            items = CommonFunc.ChangeToItemList(payBack1);
 
            if (costCnt == 0)
            {
                //无消耗显示
                ConfirmCancel.ShowItemsConfirm(items, Language.Get("herocard42"), Language.Get("herocard43"), (bool isOk) =>
                {
                    if (isOk)
                    {
                        //发包
                        SendReborn(hero);
                    }
                }, itemName:$"( {rebornPayBackPer}% )");
            }
            else
            {
                //有消耗显示
                ConfirmCancel.ShowItemsConfirm(items, Language.Get("herocard42"), Language.Get("herocard43"), (bool isOk) =>
                {
                    if (isOk)
                    {
                        if (UIHelper.GetMoneyCnt(payBackMoneyType) < costCnt)
                        {
                            ItemTipUtility.ShowMoneyTip(payBackMoneyType);
                            return;
                        }
                        //发包
                        SendReborn(hero);
                    }
                }, "", "", costCnt, payBackMoneyType, $"( {rebornPayBackPer}% )");
            }
        }
        else
        {
 
            if (awakeRebirthCnt >= rebornAwakeHeroMaxCount)
            {
                SysNotifyMgr.Instance.ShowTip("HeroRebornAwakeMax");
                return;
            }
 
            payBack1 = CommonFunc.AddDict(payBack1, GetHeroQualityAwakePayBack(hero.Quality, hero.awakeLevel));
 
            //计算返还比例
            var _list = payBack1.Keys.ToList();
            foreach (var key in _list)
            {
                payBack1[key] = Math.Max((long)(payBack1[key] * rebornPayBackPer / 100.0), 1);
            }
 
 
            items = CommonFunc.ChangeToItemList(payBack1);
            var info2 = Language.Get("herocard44", rebornAwakeHeroMaxCount - awakeRebirthCnt);
            var payBackMoney = HeroQualityAwakeConfig.GetQualityAwakeConfig(hero.Quality, hero.awakeLevel).RebirthCostMoney + costCnt;
            ConfirmCancel.ShowItemsConfirm(items, Language.Get("herocard42"), Language.Get("herocard43"), (bool isOk) =>
            {
                if (isOk)
                {
                    if (UIHelper.GetMoneyCnt(payBackMoneyType) < payBackMoney)
                    {
                        ItemTipUtility.ShowMoneyTip(payBackMoneyType);
                        return;
                    }
                    //发包
                    SendReborn(hero);
                }
            }, info2, "", payBackMoney, payBackMoneyType, $"( {rebornPayBackPer}% )");
 
        }
 
    }
 
    void SendReborn(HeroInfo hero)
    {
        var pack = new CB239_tagCSHeroRebirth();
        pack.ItemIndex = (ushort)hero.itemHero.gridIndex;
        GameNetSystem.Instance.SendInfo(pack);
 
        lastFightPower = new KeyValuePair<string, long>(hero.itemHero.guid, hero.CalculatePower(false));
 
    }
}