RoleDataManager.cs 6.5 KB

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  1. using System;
  2. using UnityEngine;
  3. using FairyGUI;
  4. namespace GFGGame
  5. {
  6. public class RoleDataManager
  7. {
  8. public static long roleId;
  9. public static string roleName;
  10. public static int rechargeTotal;
  11. public static int rechargeTotalMon;
  12. public static int powerTime
  13. {
  14. get;
  15. private set;
  16. }
  17. private static int _powerBuyTimes = 0;
  18. public static int powerBuyTimes
  19. {
  20. get
  21. {
  22. return _powerBuyTimes;
  23. }
  24. set
  25. {
  26. _powerBuyTimes = value;
  27. }
  28. }
  29. private static int _power = GameConst.MAX_POWER_AUTO_REGAIN;
  30. public static int power
  31. {
  32. get
  33. {
  34. return _power;
  35. }
  36. set
  37. {
  38. int dValue = value - _power;
  39. _power = value;
  40. if (dValue != 0)
  41. {
  42. powerTime = ServerDataManager.currentTimeSecs;
  43. GameController.PrepareUpdateTreasure();
  44. EventAgent.DispatchEvent(ConstMessage.ROLE_POWER_CHANGED, dValue);
  45. }
  46. }
  47. }
  48. private static int _goldBuyTimes = 0;
  49. public static int goldBuyTimes
  50. {
  51. get
  52. {
  53. return _goldBuyTimes;
  54. }
  55. set
  56. {
  57. _goldBuyTimes = value;
  58. }
  59. }
  60. private static int _gold = 0;
  61. public static int gold
  62. {
  63. get
  64. {
  65. return _gold;
  66. }
  67. set
  68. {
  69. int dValue = value - _gold;
  70. _gold = value;
  71. if (dValue != 0)
  72. {
  73. GameController.PrepareUpdateTreasure();
  74. EventAgent.DispatchEvent(ConstMessage.ROLE_GOLD_CHANGED, dValue);
  75. }
  76. }
  77. }
  78. private static int _exp = 0;
  79. public static int exp
  80. {
  81. get
  82. {
  83. return _exp;
  84. }
  85. set
  86. {
  87. int oldValue = _exp;
  88. RoleLevelCfg roleLevelCfg = RoleLevelCfgArray.Instance.GetCfg(lvl);
  89. if (roleLevelCfg.exp > 0)
  90. {
  91. _exp = value;
  92. while (exp >= roleLevelCfg.exp)
  93. {
  94. lvl++;
  95. exp -= roleLevelCfg.exp;
  96. roleLevelCfg = RoleLevelCfgArray.Instance.GetCfg(lvl);
  97. }
  98. }
  99. else
  100. {
  101. _exp = 0;
  102. }
  103. int dValue = _exp - oldValue;
  104. if (dValue != 0)
  105. {
  106. GameController.PrepareUpdateTreasure();
  107. EventAgent.DispatchEvent(ConstMessage.ROLE_EXP_CHANGED, dValue);
  108. }
  109. }
  110. }
  111. private static int _lvl = 1;
  112. public static int lvl
  113. {
  114. get
  115. {
  116. return _lvl;
  117. }
  118. set
  119. {
  120. int dValue = value - _lvl;
  121. _lvl = value;
  122. if (dValue != 0)
  123. {
  124. GameController.PrepareUpdateTreasure();
  125. EventAgent.DispatchEvent(ConstMessage.ROLE_LEVEL_CHANGED, dValue);
  126. }
  127. }
  128. }
  129. private static int _diaP = 0;
  130. public static int diaP
  131. {
  132. get
  133. {
  134. return _diaP;
  135. }
  136. set
  137. {
  138. int dValue = value - _diaP;
  139. _diaP = value;
  140. if (dValue != 0)
  141. {
  142. GameController.PrepareUpdateTreasure();
  143. EventAgent.DispatchEvent(ConstMessage.ROLE_DIAMOND_PURPLE_CHANGED, dValue);
  144. }
  145. }
  146. }
  147. private static int _diaR = 0;
  148. public static int diaR
  149. {
  150. get
  151. {
  152. return _diaR;
  153. }
  154. set
  155. {
  156. int dValue = value - _diaR;
  157. _diaR = value;
  158. if (dValue != 0)
  159. {
  160. GameController.PrepareUpdateTreasure();
  161. EventAgent.DispatchEvent(ConstMessage.ROLE_DIAMOND_RED_CHANGED, dValue);
  162. }
  163. }
  164. }
  165. private static string _lastRandomName = null;
  166. public static string RandomRoleName()
  167. {
  168. string randomName = null;
  169. while (_lastRandomName == randomName || randomName == null)
  170. {
  171. int len = GameConst.ROLE_NAME_LIST.Length;
  172. System.Random random = new System.Random();
  173. int i = random.Next(len);
  174. randomName = GameConst.ROLE_NAME_LIST[i];
  175. }
  176. _lastRandomName = randomName;
  177. return randomName;
  178. }
  179. public static bool CheckPowerFull()
  180. {
  181. return RoleDataManager.power >= GameConst.MAX_POWER_AUTO_REGAIN;
  182. }
  183. public static void InitServerData(RoleInfo roleInfo)
  184. {
  185. if (roleInfo != null)
  186. {
  187. roleId = roleInfo.id;
  188. roleName = roleInfo.name;
  189. rechargeTotal = roleInfo.rechargeTotal;
  190. rechargeTotalMon = roleInfo.rechargeTotalMon;
  191. _power = roleInfo.power;
  192. _gold = roleInfo.gold;
  193. _exp = roleInfo.exp;
  194. _lvl = roleInfo.lvl;
  195. _diaP = roleInfo.diaP;
  196. _diaR = roleInfo.diaR;
  197. powerTime = roleInfo.powerTime;
  198. //处理体力
  199. while (!CheckPowerFull())
  200. {
  201. int passTime = ServerDataManager.currentTimeSecs - powerTime;
  202. if (passTime >= GameConst.INTERVAL_TIME_SECONDS_POWER)
  203. {
  204. _power++;
  205. powerTime += GameConst.INTERVAL_TIME_SECONDS_POWER;
  206. }
  207. else
  208. {
  209. break;
  210. }
  211. }
  212. }
  213. else
  214. {
  215. _power = GameConst.MAX_POWER_AUTO_REGAIN;
  216. _gold = 0;
  217. _exp = 0;
  218. _lvl = 1;
  219. _diaP = 0;
  220. _diaR = 0;
  221. powerTime = 0;
  222. }
  223. }
  224. }
  225. }