PlayerSkillComponentSystem.cs 4.6 KB

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  1. using System.Collections.Generic;
  2. using System.Linq;
  3. namespace ET.Server
  4. {
  5. [FriendOf(typeof (PlayerSkillComponent))]
  6. public static class PlayerSkillComponentSystem
  7. {
  8. public class PlayerSkillComponentAwakeSystem: AwakeSystem<PlayerSkillComponent, WNPlayer>
  9. {
  10. /// <summary>
  11. /// 玩家技能组件创建
  12. /// </summary>
  13. /// <param name="self"></param>
  14. /// <param name="player"></param>
  15. protected override void Awake(PlayerSkillComponent self, WNPlayer player)
  16. {
  17. Log.Info($"创建玩家技能组件...");
  18. self.Player = player;
  19. }
  20. }
  21. public class PlayerSkillComponentDestroySystem: DestroySystem<PlayerSkillComponent>
  22. {
  23. /// <summary>
  24. /// 玩家技能组件销毁
  25. /// </summary>
  26. /// <param name="self"></param>
  27. protected override void Destroy(PlayerSkillComponent self)
  28. {
  29. // todo 暂时去掉数据落地逻辑
  30. // Log.Debug($"玩家技能数据保存");
  31. // self?.Save();
  32. }
  33. }
  34. /// <summary>
  35. /// 初始化
  36. /// </summary>
  37. /// <param name="self"></param>
  38. public static void Init(this PlayerSkillComponent self)
  39. {
  40. self.Data = new PlayerSkillInfo();
  41. self.Data.Skills = new List<Struct.PlayerSkillBaseData>();
  42. // 初始化技能数据
  43. CharacterConfig config = CharacterConfigCategory.Instance.Get(self.Player.GetPro());
  44. if (config != null && config.InitSkillList.Count > 0)
  45. {
  46. foreach (Struct.IntIntData intIntData in config.InitSkillList.Where(intIntData => intIntData != null))
  47. {
  48. self.Data.Skills.Add(new Struct.PlayerSkillBaseData(intIntData.value1, intIntData.value2, true, 0L));
  49. }
  50. }
  51. // 初始化战斗服缓存数据
  52. self.ToJson4BattleServerSkills = self.ToJson4BattleServerSkills();
  53. // self?.Save();
  54. }
  55. /// <summary>
  56. /// 保存数据
  57. /// </summary>
  58. /// <param name="self"></param>
  59. private static async ETTask Save(this PlayerSkillComponent self)
  60. {
  61. if (self.Data == null)
  62. {
  63. Log.Debug($"保存玩家技能组件数据, Data is null");
  64. return;
  65. }
  66. self.Data.Id = self.Player.GetId();
  67. await DBManagerComponent.Instance.GetZoneDB(self.DomainZone()).Save(self.Data);
  68. }
  69. /// <summary>
  70. /// 被动技能, 发给bs
  71. /// </summary>
  72. /// <param name="self"></param>
  73. /// <returns></returns>
  74. private static IEnumerable<Struct.SkillInfo> GetPassiveSkillInfoBS(this PlayerSkillComponent self)
  75. {
  76. List<Struct.SkillInfo> list = new List<Struct.SkillInfo>();
  77. foreach (SkillConfig prop in SkillConfigCategory.Instance.GetAll().Values.Where(prop => prop != null))
  78. {
  79. if (prop.ProId != self.Player.GetPro() || prop.SkillType != (int)SkillType.PLAYER_PASSIVE)
  80. {
  81. continue;
  82. }
  83. Struct.SkillInfo info = new ();
  84. info.type = prop.SkillType;
  85. info.id = prop.Id;
  86. info.level = 1;
  87. info.skillTime = 0L;
  88. info.cdTime = 0;
  89. info.flag = 0;
  90. info.autoLaunch = false;
  91. list.Add(info);
  92. }
  93. return list;
  94. }
  95. /// <summary>
  96. /// 战斗服数据
  97. /// </summary>
  98. /// <param name="self"></param>
  99. /// <returns></returns>
  100. private static List<Struct.SkillInfo> ToJson4BattleServerSkills(this PlayerSkillComponent self)
  101. {
  102. List<Struct.SkillInfo> skills = new List<Struct.SkillInfo>();
  103. foreach (Struct.PlayerSkillBaseData skill in self.Data.Skills.Where(skill => skill != null))
  104. {
  105. if (!skill.unlock)
  106. {
  107. continue;
  108. }
  109. SkillConfig prop = SkillConfigCategory.Instance.Get(skill.id);
  110. if (prop != null && !SkillHelper.IsPassive(prop))
  111. {
  112. skills.Add(SkillHelper.NewSkillInfo(skill));
  113. }
  114. }
  115. // 被动技能战斗服信息
  116. skills.AddRange(self.GetPassiveSkillInfoBS());
  117. return skills;
  118. }
  119. }
  120. }