RoleDataManager.cs 6.6 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. FunctionOpenDataManager.Instance.CheckHasLvFunOpen(lvl);//等级变化要加测是否有功能开启
  96. exp -= roleLevelCfg.exp;
  97. roleLevelCfg = RoleLevelCfgArray.Instance.GetCfg(lvl);
  98. }
  99. }
  100. else
  101. {
  102. _exp = 0;
  103. }
  104. int dValue = _exp - oldValue;
  105. if (dValue != 0)
  106. {
  107. GameController.PrepareUpdateTreasure();
  108. EventAgent.DispatchEvent(ConstMessage.ROLE_EXP_CHANGED, dValue);
  109. }
  110. }
  111. }
  112. private static int _lvl = 1;
  113. public static int lvl
  114. {
  115. get
  116. {
  117. return _lvl;
  118. }
  119. set
  120. {
  121. int dValue = value - _lvl;
  122. _lvl = value;
  123. if (dValue != 0)
  124. {
  125. GameController.PrepareUpdateTreasure();
  126. EventAgent.DispatchEvent(ConstMessage.ROLE_LEVEL_CHANGED, dValue);
  127. }
  128. }
  129. }
  130. private static int _diaP = 0;
  131. public static int diaP
  132. {
  133. get
  134. {
  135. return _diaP;
  136. }
  137. set
  138. {
  139. int dValue = value - _diaP;
  140. _diaP = value;
  141. if (dValue != 0)
  142. {
  143. GameController.PrepareUpdateTreasure();
  144. EventAgent.DispatchEvent(ConstMessage.ROLE_DIAMOND_PURPLE_CHANGED, dValue);
  145. }
  146. }
  147. }
  148. private static int _diaR = 0;
  149. public static int diaR
  150. {
  151. get
  152. {
  153. return _diaR;
  154. }
  155. set
  156. {
  157. int dValue = value - _diaR;
  158. _diaR = value;
  159. if (dValue != 0)
  160. {
  161. GameController.PrepareUpdateTreasure();
  162. EventAgent.DispatchEvent(ConstMessage.ROLE_DIAMOND_RED_CHANGED, dValue);
  163. }
  164. }
  165. }
  166. private static string _lastRandomName = null;
  167. public static string RandomRoleName()
  168. {
  169. string randomName = null;
  170. while (_lastRandomName == randomName || randomName == null)
  171. {
  172. int len = GameConst.ROLE_NAME_LIST.Length;
  173. System.Random random = new System.Random();
  174. int i = random.Next(len);
  175. randomName = GameConst.ROLE_NAME_LIST[i];
  176. }
  177. _lastRandomName = randomName;
  178. return randomName;
  179. }
  180. public static bool CheckPowerFull()
  181. {
  182. return RoleDataManager.power >= GameConst.MAX_POWER_AUTO_REGAIN;
  183. }
  184. public static void InitServerData(RoleInfo roleInfo)
  185. {
  186. if (roleInfo != null)
  187. {
  188. roleId = roleInfo.id;
  189. roleName = roleInfo.name;
  190. rechargeTotal = roleInfo.rechargeTotal;
  191. rechargeTotalMon = roleInfo.rechargeTotalMon;
  192. _power = roleInfo.power;
  193. _gold = roleInfo.gold;
  194. _exp = roleInfo.exp;
  195. _lvl = roleInfo.lvl;
  196. _diaP = roleInfo.diaP;
  197. _diaR = roleInfo.diaR;
  198. powerTime = roleInfo.powerTime;
  199. //处理体力
  200. while (!CheckPowerFull())
  201. {
  202. int passTime = ServerDataManager.currentTimeSecs - powerTime;
  203. if (passTime >= GameConst.INTERVAL_TIME_SECONDS_POWER)
  204. {
  205. _power++;
  206. powerTime += GameConst.INTERVAL_TIME_SECONDS_POWER;
  207. }
  208. else
  209. {
  210. break;
  211. }
  212. }
  213. }
  214. else
  215. {
  216. _power = GameConst.MAX_POWER_AUTO_REGAIN;
  217. _gold = 0;
  218. _exp = 0;
  219. _lvl = 1;
  220. _diaP = 0;
  221. _diaR = 0;
  222. powerTime = 0;
  223. }
  224. }
  225. }
  226. }