using System; using System.Collections.Generic; using Logic.Action; using UnityEngine; using Logic.Multilingual; using RuntimeData; //Data Asset用到,绝对不能修改顺序! public enum TechType { None, Climbing,Meditation,Mining,Philosophy,Smithery, Organization,Strategy,Farming,Diplomacy,Construction, Riding,FreeSpirit,Chivalry,Roads,Trade, Hunting,Forestry,Archery,Mathematics,Spiritualism, Fishing,Ramming,Sailing,Aquatism,Navigation, EgyptFlandre,EgyptRemilia,EgyptMeiling,EgyptPatchouli,EgyptSakuya, //Kaguya新增 KaguyaHunting,KaguyaArcher,KaguyaSpiritual,KaguyaForestry,KaguyaMath,KaguyaRoad,KaguyaTrade,KaguyaConstruction, //Remilia新增 NoUseRemiliaConstruction,RemiliaFarming,NoUseRemiliaAuatism,RemiliaRamming,NoUseRemiliaChivalry,RemiliaFreeSpirit } //Data Asset用到,绝对不能修改顺序! public enum TechAtom { None, //None科技12个 CommonUnitUpgrade, CommonUnitRecover, CommonUnitExamine, CommonUnitCapture, CommonTrainWarrior, BuildWonderPEACE, BuildWonderKNOWLEDGE, BuildWonderTRADE, BuildWonderWEALTH, BuildWonderPOWER, BuildWonderPARK, BuildWonderEYE, //Climbing UnitSkillMOUNTAINMOVE, UnitSkillMOUNTAINDEFENSE, //Climbing BuildAcademy, StartWonderPEACE, BuildMine, StartWonderKNOWLEDGE, TechIndustry, TrainUnitMinder, TrainUnitSwordsman, BuildForge, GainFruit, TrainUnitDefender, TechAlly, BuildFarm, TechEmbassy, TechDiplomacySight, TrainUnitCloak, BuildWindmill, BurnForest, TrainUnitRider, BuildMilitary, Disband, BuildRoad, BuildBridge, StartWonderTRADE, TrainUnitKnights, Destroy, BuildMarket, StartWonderWEALTH, GainAnimal, BuildLumberHut, ClearForest, TrainUnitArcher, UnitSKillFORESTDEFENSE, BuildSawmill, TrainUnitCatapult, BuildPreserve, GrowForest, GainFish, BuildPort, UnitSkillWATERMOVE, BuildNavalBase, TrainUnitRammerShip, TrainUnitShip, UnitSkillOCEANMOVE, UnitSkillWATERDEFENSE, UnitSkillOCEANDEFENSE, TrainUnitBomberShip, UnitActionGather, KaguyaFrenchNapoleanic, TrainUnitKaguyaFrenchAnimalWarrior, UnitSkillKaguyaFrenchWarriorSynergy, KaguyaFrenchNapoleonicCode, GrowForestOutside, BuildKaguyaFrenchYard, UnitSkillKaguyaFrenchCatapultSynergy, KaguyaFrenchBambooMove, //RemiliaForces BuildEgyptianIrrigation, BuildRemiliaMilitary, UnitSkillRemiliaForcesKill, BuildEgyptianWaterIrrigation, RedMistDefense } [Serializable] [CreateAssetMenu(fileName = "TechDataAssets", menuName = "TH1 Game Data/Tech Data Asset")] public class TechDataAssets : ScriptableObject { public List TechList = new List(); public List TechAtomList = new List(); [NonSerialized] private bool _initialized; private Dictionary _techInfoDict = new Dictionary(); [NonSerialized] private bool _atomInit; private Dictionary _techAtomInfoDict = new Dictionary(); private void Init() { if (_initialized) return; foreach (var tech in TechList) _techInfoDict.Add(tech.TechType,tech); _initialized = true; } //-------------------------------------- TechInfo相关 -------------------------------- public TechInfo GetTechInfo(TechType techType) { Init(); return _techInfoDict.GetValueOrDefault(techType); } public bool GetTechInfo(TechType techType,out TechInfo info) { Init(); return _techInfoDict.TryGetValue(techType, out info); } public bool GetTechDesc(TechType techType, out string ret) { Init(); ret = ""; if (_techInfoDict.TryGetValue(techType, out var info)) { ret = info.Description; return true; } return false; } // 获取科技的所有后继科技 (非伟人科技) public HashSet GetNextTechs(TechType techType) { var nextTechs = new HashSet(){techType}; while (GetNextTechs(techType, nextTechs)) { } nextTechs.Remove(techType); return nextTechs; } // 获取科技的后继科技 public bool GetNextTechs(TechType techType, HashSet set) { bool isFound = false; //遍历所有科技 foreach (var techInfo in TechList) { //如果已经在set 跳过 if (set.Contains(techInfo.TechType)) continue; //如果他的父亲不在set里,跳过 if (!techInfo.FatherInSet(set)) continue; //剩下的一定是父亲在set里,或者父亲就是后继树根节点(techType)的节点,加入set set.Add(techInfo.TechType); isFound = true; } return isFound; } //-------------------------------------- TechAtomInfo相关 -------------------------------- private void AtomInit() { if (_atomInit) return; foreach (var techAtomInfo in TechAtomList) _techAtomInfoDict.Add(techAtomInfo.TechAtom,techAtomInfo); _atomInit = true; } public bool GetTechAtomInfo(TechAtom techAtom, out TechAtomInfo info ) { AtomInit(); return _techAtomInfoDict.TryGetValue(techAtom,out info); } } [Serializable] public class TechAtomInfo { public TechAtom TechAtom; [MultilingualField] public string TechAtomName; [MultilingualField] public string Desc; //是否是生产unit的时候AddSkill的技能 public bool IsAddSkill; public List AddSkillCondition; public SkillType AddSkillType; public bool EnableAction; public List TechActions; public bool UseActionSprite; public SpriteContainer IconContainer; public Sprite GetIcon(CivEnum civEnum,ForceEnum forceEnum,GridSpType gridSpType = GridSpType.None,int level = 0) { //如果使用Action的Icon if (EnableAction && UseActionSprite && TechActions.Count > 0) { if (!Table.Instance.ActionDataAssets.GetActionInfo(TechActions[0], out var info)) return null; return info.GetIcon(Table.Instance.TransCivEnumToCivId(civEnum),Table.Instance.TransForceEnumToForceId(forceEnum),gridSpType); } //如果使用自身的Icon return IconContainer.GetIcon(civEnum, forceEnum, gridSpType, level); } public bool CheckCondition(UnitFullType unitFullType) { if(AddSkillCondition.Count == 0) return true; foreach (var t in AddSkillCondition) if (unitFullType.Equals(t)) return true; return false; } } [Serializable] public class TechInfo { public TechType TechType; // 唯一ID [MultilingualField] public string TechName; // 显示名称 [MultilingualField] public string Description; // 描述 public Sprite icon; // 图标 public int CostLevel; // 消耗等级(1,2,3) public List FatherTechList; public List techActions; // 解锁action public List TechAtomList; // 解锁action public bool FatherInSet(HashSet set) { foreach (var tech in FatherTechList) if (set.Contains(tech)) return true; return false; } public bool IsFather(TechType techType) { foreach(var tech in FatherTechList) if (tech == techType) return true; return false; } public int GetTechAtomCount() { return techActions.Count + TechAtomList.Count; } }