yyl
2025-08-25 cec8b67d82c2c2c1662d55c818c4a46bcc0487db
Main/System/HeroUI/HeroUIManager.cs
@@ -1,43 +1,131 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using dnlib.DotNet;
using UnityEngine;
//武将相关界面的操作数据管理
public class HeroUIManager : GameSystemManager<HeroUIManager>
public partial class HeroUIManager : GameSystemManager<HeroUIManager>
{
    #region 武将列表界面
    public List<string> heroSortList { get; private set; } = new List<string>();  //上阵为主线的列表
    public List<string> heroSortList { get; private set; } = new List<string>();  //上阵为主线的 GUID列表
    public int selectHeroListJob = 0;    //武将列表界面 筛选职业
    public int selectHeroListCountry = 0;    //武将列表界面筛选国家
    public string selectHeroGuid; //选中的武将id
    #endregion
    public WaitHeroFuncResponse waitResponse;    //请求武将功能,与服务端交互
    public override void Init()
    {
        DTC0102_tagCDBPlayer.beforePlayerDataInitializeEvent += OnBeforePlayerDataInitialize;
        HeroManager.Instance.onHeroChangeEvent += OnHeroChangeEvent;
        ParseConfig();
    }
    public override void Release()
    {
        DTC0102_tagCDBPlayer.beforePlayerDataInitializeEvent -= OnBeforePlayerDataInitialize;
        HeroManager.Instance.onHeroChangeEvent -= OnHeroChangeEvent;
    }
    void ParseConfig()
    {
        var config = FuncConfigConfig.Get("HeroRebirth");
        payBackMoneyType = int.Parse(config.Numerical1);
        payBackMoney = int.Parse(config.Numerical2);
    }
    public void OnBeforePlayerDataInitialize()
    {
        heroSortList.Clear();
        heroOnTeamSortList.Clear();
        awakeRebirthCnt = 0;
        waitResponse = default;
        heroCollectInfoDic.Clear();
    }
    public void OnPlayerLoginOk()
    private void OnHeroChangeEvent(HeroInfo hero)
    {
        if (!DTC0403_tagPlayerLoginLoadOK.finishedLogin)
            return;
        WaitServerResponse(hero);
    }
    public override void Init()
    private void WaitServerResponse(HeroInfo hero)
    {
        if (waitResponse.Equals(default(WaitHeroFuncResponse)))
        {
            return;
        }
        // 等待超过5秒 不处理
        var nowTime = Time.time;
        if (waitResponse.time > 0f && waitResponse.time + 5 < nowTime)
        {
            waitResponse = default;
            return;
        }
        if (hero.itemHero.guid != waitResponse.guid)
        {
            return;
        }
        if (waitResponse.type == HeroFuncType.Break)
        {
            UIManager.Instance.OpenWindow<HeroLVBreakSuccessWin>();
        }
        waitResponse = default;
    }
    public override void Release()
    #region 武将UI常用接口
    public string GetCountryName(int index)
    {
        return RichTextMsgReplaceConfig.GetRichReplace("Country", index);
    }
    public string GetJobName(int index)
    {
        return RichTextMsgReplaceConfig.GetRichReplace("Class", index);
    }
    public string GetCountryIconName(int index)
    {
        return StringUtility.Contact("herocountry", index);
    }
    public string GetJobIconName(int index)
    {
        return StringUtility.Contact("herojob", index);
    }
    public int GetMaxLV(int quality)
    {
        return HeroQualityBreakConfig.maxlvDic[quality];
    }
    //是否达到最高级
    public bool IsLVMax(HeroInfo hero)
    {
        return hero.heroLevel >= GetMaxLV(hero.Quality);
    }
    //突破限制的最高等级
    public int GetMaxLVByBreakLV(int quality, int breakLevel)
    {
        return HeroQualityBreakConfig.GetQualityBreakConfig(quality, breakLevel).LVMax;
    }
    public bool IsLVMaxByBreakLevel(HeroInfo hero)
    {
        return hero.heroLevel == GetMaxLVByBreakLV(hero.Quality, hero.breakLevel);
    }
    #endregion
    public void QueryUnLockHeroPack()
@@ -58,7 +146,7 @@
                {
                    if (UIHelper.GetMoneyCnt(buyInfo[0]) < (ulong)buyInfo[1])
                    {
                        SysNotifyMgr.Instance.ShowTip("LackMoney",buyInfo[0]);
                        SysNotifyMgr.Instance.ShowTip("LackMoney", buyInfo[0]);
                        return;
                    }
                    PackManager.Instance.BuyPackGird(PackType.Hero);
@@ -114,216 +202,24 @@
        return heroA.heroId.CompareTo(heroB.heroId);
    }
    #region 布阵界面
    public List<string> heroOnTeamSortList { get; private set; } = new List<string>();    //不同上阵的列表排序
    private TeamType m_SelectTeamType = TeamType.Story; //当前选中的是哪个阵容, 布阵相关逻辑使用
    public TeamType selectTeamType
    {
        get { return m_SelectTeamType; }
        set
        {
            if (m_SelectTeamType == value)
                return;
            //上一个阵容需要恢复到原状态
            if (m_SelectTeamType != TeamType.None)
            {
                TeamManager.Instance.GetTeam(m_SelectTeamType).RestoreTeam();
            }
            m_SelectTeamType = value;
        }
    }
    public int selectTeamPosJob = 0;    //布阵界面 筛选职业
    public int selectTeamPosCountry = 0;    //布阵界面 筛选国家
    public const float clickFlyPosTime = 0.5f;  //点击列表中的武将图标时, 飞入布阵的时间
    public event Action<List<int>, int, Vector3> OnTeamPosChangeEvent; //布阵变化 位置,列表的起飞索引,起飞坐标
    public void SortHeroOnTeamList()
    {
        heroOnTeamSortList = HeroManager.Instance.GetHeroGuidList(selectTeamPosJob, selectTeamPosCountry);
        heroOnTeamSortList.Sort(CmpHeroByTeamType);
    }
}
public struct WaitHeroFuncResponse
{
    public HeroFuncType type;
    public string guid;
    public float time;
}
    int CmpHeroByTeamType(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.IsInTeamByTeamType(selectTeamType);
        bool isInTeamB = heroB.IsInTeamByTeamType(selectTeamType);
        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 != heroA.heroStar)
        {
            return heroA.heroStar > heroB.heroStar ? -1 : 1;
        }
        return heroA.heroId.CompareTo(heroB.heroId);
    }
    //上阵队伍中各个国家的武将数量
    public Dictionary<HeroCountry, int> GetCountryHeroCountByTeamType(TeamType teamType)
    {
        Dictionary<HeroCountry, int> heroCountryCount = new Dictionary<HeroCountry, int>();
        var team = TeamManager.Instance.GetTeam(teamType);
        if (team != null)
        {
            for (int i = 0; i < team.tempHeroes.Length; i++)
            {
                if (team.tempHeroes[i] == null)
                    continue;
                var country = (HeroCountry)team.tempHeroes[i].heroConfig.Country;
                if (!heroCountryCount.ContainsKey(country))
                {
                    heroCountryCount.Add(country, 1);
                }
                else
                {
                    heroCountryCount[country] = heroCountryCount[country] + 1;
                }
            }
        }
        return heroCountryCount;
    }
    //获得上阵中武将数量最大的国家和数量
    public Int2 GetMaxCountHeroCountry(TeamType teamType)
    {
        var countryCount = GetCountryHeroCountByTeamType(teamType);
        //找到最大的国家和数量
        HeroCountry country = HeroCountry.None;
        int maxValue = 0;
        foreach (var data in countryCount)
        {
            if (data.Value > maxValue)
            {
                country = data.Key;
                maxValue = data.Value;
            }
        }
        return new Int2((int)country, maxValue);
    }
    //在不同页签下选AttackType 0 攻击阵容 1 防守阵容
    public int GetSelectTeamTypeByAttackType(int AttackType)
    {
        if (selectTeamType == TeamType.Arena || selectTeamType == TeamType.ArenaDefense)
        {
            return AttackType == 0 ? (int)TeamType.Arena : (int)TeamType.ArenaDefense;
        }
        return (int)TeamType.Story;
    }
    public void NotifyOnTeamPosChangeEvent(List<int> posList, int flyIndex, Vector3 startPos)
    {
        OnTeamPosChangeEvent?.Invoke(posList, flyIndex, startPos);
    }
    //推荐阵容
    public List<string> SelectRecommend()
    {
        //推荐阵容的算法逻辑
        //自动选择优先级: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
        var tmpList = HeroManager.Instance.GetHeroGuidList();
        tmpList.Sort(CmpHeroRecommend);
        //推荐最多6个,存在相同heroid,则跳过
        List<string> selectHeroList = new List<string>();
        List<int> selectHeroIDList = new List<int>();
        for (int i = 0; i < tmpList.Count; i++)
        {
            if (selectHeroList.Count >= TeamConst.MaxTeamHeroCount)
                break;
            string guid = tmpList[i];
            HeroInfo heroInfo = HeroManager.Instance.GetHero(guid);
            if (selectHeroIDList.Contains(heroInfo.heroId))
                continue;
            //如果重复了,跳过
            if (selectHeroList.Contains(guid))
                continue;
            selectHeroList.Add(guid);
            selectHeroIDList.Add(heroInfo.heroId);
        }
        return selectHeroList;
    }
    int CmpHeroRecommend(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: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
        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 != heroA.heroStar)
        {
            return heroA.heroStar > heroB.heroStar ? -1 : 1;
        }
        return heroA.heroId.CompareTo(heroB.heroId);
    }
    #endregion
//武将功能类型
public enum HeroFuncType
{
    None = 0,   //无功能
    Break = 1,  //突破
}