hch
2025-08-28 16a90aa94d8579cc120c9962d389b59bda5e7398
Main/System/Main/AutoFightModel.cs
@@ -2,25 +2,133 @@
using System.Collections;
using System.Collections.Generic;
using System.Text;
using LitJson;
using UnityEngine;
public class AutoFightModel : GameSystemManager<AutoFightModel>
{
    public int fightSpeed = 1; //战斗倍数:值越大越快,影响战斗表现,掉落速度等
    //战斗倍数:值越大越快,影响战斗表现,掉落速度等
    public int fightSpeed
    {
        get
        {
            int value = QuickSetting.Instance.GetQuickSettingValue<int>(QuickSettingType.AutoFight_Speed, 0);
            return Math.Min(Math.Max(value, 1), maxSpeed);
        }
        set
        {
            QuickSetting.Instance.SetQuickSetting(QuickSettingType.AutoFight_Speed, value);
        }
    }
    public bool isAutoAttack; //自动攻击
    //消耗倍数
    public int fightCost
    {
        get
        {
            int value = QuickSetting.Instance.GetQuickSettingValue<int>(QuickSettingType.AutoFight_Cost, 0);
            return Math.Min(Math.Max(value, 1), maxCost);
        }
        set
        {
            QuickSetting.Instance.SetQuickSetting(QuickSettingType.AutoFight_Cost, value);
        }
    }
    //自动模式, 真正点击战锤消耗开启,和休息(或无材料)停止
    public bool isAutoAttack = false;
    //是否开启自动战斗设置
    public bool isAutoAttackSet
    {
        get
        {
            return QuickSetting.Instance.GetQuickSettingBool(QuickSettingType.AutoFight_Open, 0);
        }
        set
        {
            QuickSetting.Instance.SetQuickSetting(QuickSettingType.AutoFight_Open, value);
        }
    }
    //更好装备停止战斗
    public bool isStopFightByBetterEquip
    {
        get
        {
            return QuickSetting.Instance.GetQuickSettingBool(QuickSettingType.AutoFight_FightPower, 0);
        }
        set
        {
            QuickSetting.Instance.SetQuickSetting(QuickSettingType.AutoFight_FightPower, value);
        }
    }
    public event Action ChangeAutoEvent;
    public int maxSpeed = 3; //最高速度
    public int maxCost; //最高消耗
    public int[] autoCostWithBlessLV; //自动战斗消耗倍数关联祝福等级
    public int speed2UnlockMissionID;
    public int speed3UnlockCTGID;
    public override void Init()
    {
        ParseConfig();
        DTC0403_tagPlayerLoginLoadOK.playerLoginOkEvent += OnPlayerLoginOk;
    }
    public override void Release()
    {
        DTC0403_tagPlayerLoginLoadOK.playerLoginOkEvent -= OnPlayerLoginOk;
    }
    void ParseConfig()
    {
        var config = FuncConfigConfig.Get("AutoGuaji");
        autoCostWithBlessLV = JsonMapper.ToObject<int[]>(config.Numerical1);
        speed2UnlockMissionID = int.Parse(config.Numerical2);
        speed3UnlockCTGID = int.Parse(config.Numerical3);
        maxCost = autoCostWithBlessLV.Length;
    }
    void OnPlayerLoginOk()
    {
        //登录时有装备的处理
    }
    public void SaveAutoFightSetting()
    {
        QuickSetting.Instance.SendPackage();
        ChangeAutoEvent?.Invoke();
    }
    //自动处理装备,需要等待穿戴返回false,其他情况返回true
    public bool TryAutoFightDoEquip(ItemModel item)
    {
        if (!isAutoAttack)
            return false;
        if (item == null)
            return true;
        long showFightPower = FightPowerManager.Instance.GetFightPowerChange(item);
        if (showFightPower < 0)
        {
            EquipModel.Instance.SendEquipOP(new ushort[] { (ushort)item.gridIndex }, 1);
            return true;
        }
        else
        {
            if (isStopFightByBetterEquip)
                return false;
            EquipModel.Instance.SendEquipOP(new ushort[] { (ushort)item.gridIndex }, 1);
            return true;
        }
    }
}