yyl
2025-12-01 ea185afc20a915d15eae8adb07d0acd837f3c210
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
using System.Collections.Generic;
using System.Linq;
using LitJson;
using UnityEngine;
 
public class FuncNPCManager : GameSystemManager<FuncNPCManager>
{
    //内政NPC
    Dictionary<int, string[]> affairNpcTalkDic = new Dictionary<int, string[]>();
    public List<int> affairTalkIndexList = new List<int>();
    public float lastAffairTalkTime;
    public int lastAffiarRandomIndex;
 
    //公会NPC
    Dictionary<int, string[]> guildNpcTalkDic = new Dictionary<int, string[]>();
    public List<int> guildTalkIndexList = new List<int>();
    public float lastGuildTalkTime;
    public int lastGuildRandomIndex;
 
    //行商特殊处理
    public bool isHawkerShowNow = false; //行商状态,true 行商走出来和站岗中,false 行商走出去和外出中
    public bool isHawkerStandBy = false; //行商状态,true 行商站岗中,只有true才能参与喊话;移动或者消失都为false
 
 
    public override void Init()
    {
        ParseConfig();
    }
    void ParseConfig()
    {
        var config = FuncConfigConfig.Get("FuncNPC");
        var json = JsonMapper.ToObject(config.Numerical1);
        var keys = json.Keys.ToList();
        foreach (var key in keys)
        {
            var npcID = int.Parse(key);
            var talkList = JsonMapper.ToObject<string[]>(json[key].ToJson());
            affairNpcTalkDic.Add(npcID, talkList);
        }
 
        for (int i = 0; i < affairNpcTalkDic.Count; i++)
        {
            affairTalkIndexList.Add(i);
        }
 
        json = JsonMapper.ToObject(config.Numerical2);
        keys = json.Keys.ToList();
        foreach (var key in keys)
        {
            var npcID = int.Parse(key);
            var talkList = JsonMapper.ToObject<string[]>(json[key].ToJson());
            guildNpcTalkDic.Add(npcID, talkList);
        }
        for (int i = 0; i < guildNpcTalkDic.Count; i++)
        {
            guildTalkIndexList.Add(i);
        }
 
    }
 
 
    //随机某个NPC对话,与上一次随机的NPC索引不重复
    public int GetRandomAffairNpcTalk()
    {
        int index = Random.Range(0, affairTalkIndexList.Count);
        if (index == lastAffiarRandomIndex)
        {
            index = (index + 1) % affairTalkIndexList.Count;
        }
        lastAffiarRandomIndex = index;
        return index;
    }
 
    public int GetRandomGuildNpcTalk()
    {
        //行商特殊处理,行商非站岗中不参与喊话
        int index;
        if (isHawkerStandBy)
        {
            index = Random.Range(0, guildTalkIndexList.Count);
        }
        else
        {
            if (guildTalkIndexList.Count == 1)
            {
                return -1;
            }
            index = Random.Range(1, guildTalkIndexList.Count);
        }
        if (index == lastGuildRandomIndex)
        {
            if (guildTalkIndexList.Count == 1)
            {
                //只有一个的情况
                lastGuildRandomIndex = -1;
                return -1;
            }
            index = (index + 1) % guildTalkIndexList.Count;
        }
        lastGuildRandomIndex = index;
        return index;
    }
 
    public string GetAffairTalk(int skinID)
    {
        if (affairNpcTalkDic.ContainsKey(skinID))
        {
 
            return affairNpcTalkDic[skinID][Random.Range(0, affairNpcTalkDic[skinID].Length)];
        }
        return null;
    }
 
    public string GetGuildTalk(int skinID)
    {
        if (guildNpcTalkDic.ContainsKey(skinID))
        {       
            return guildNpcTalkDic[skinID][Random.Range(0, guildNpcTalkDic[skinID].Length)];
        }
        return null;
    }
}