2025-09-09 17:40:34 +08:00

231 lines
6.0 KiB
C#

using System;
using System.Collections.Generic;
using Logic.Action;
using UnityEngine;
using RuntimeData;
using Logic.Multilingual;
public enum CivEnum
{
Common,
Egyptian,
French,
Germany,
Indian,
Norway,
Britain,
Persian,
Byzantine,
Max
}
public enum LandformType
{
Terrain,
Mountain,
Tree,
Road,
Resource,
Max
}
[Serializable]
[CreateAssetMenu(fileName = "PlayerDataAssets", menuName = "TH1 Game Data/Player Data Asset")]
public class PlayerDataAssets : ScriptableObject
{
public List<PlayerInfo> PlayerDataList = new List<PlayerInfo>();
public List<CivLandformPack> CivLandformList = new List<CivLandformPack>();
public CommonLandformPack CommonLandform;
public Color CommonColor;
public Sprite CommonPlayerAvatar;
private Dictionary<UnitType,UnitTypeInfo> _unitTypeDict = new Dictionary<UnitType, UnitTypeInfo>();
private Dictionary<GiantType,UnitTypeInfo> _giantTypeDict = new Dictionary<GiantType, UnitTypeInfo>();
[NonSerialized]
private bool _initialized = false;
public bool GetPlayerInfo(PlayerData player,out PlayerInfo info)
{
info = null;
if (player == null)
return false;
foreach (var t in PlayerDataList)
{
if (t.CivId == player.PlayerCivId && t.ForceId == player.PlayerForceId)
{
info = t;
return true;
}
}
return false;
}
public bool GetPlayerInfoByCivId(uint cid,uint forceid,out PlayerInfo info)
{
info = null;
foreach (var t in PlayerDataList)
{
if (t.CivId == cid && t.ForceId == forceid)
{
info = t;
return true;
}
}
return false;
}
//判断一个action是否在一个玩家的techPool里面
public bool CheckActionInTechPool(CommonActionId actionId,PlayerData player)
{
if (!GetPlayerInfo(player, out var info)) return false;
foreach (var t in info.TechPool)
{
if(!Table.Instance.TechDataAssets.GetTechInfo(t,out var techInfo))continue;
foreach(var a in techInfo.techActions)
if (a == actionId)
return true;
}
return false;
}
// --------------------------------------------- 处理初始资源参数的模块 -------------------------------------
public bool GetCivLandformPack(CivEnum civ, out CivLandformPack info)
{
foreach(var t in CivLandformList)
if (t.civ == civ)
{
info = t;
return true;
}
info = null;
return false;
}
//terrain重载
public float GetLandformRate(TerrainType terrain, CivEnum civ)
{
var ret = 1f;
//if (tree != Vegetation.Trees) return 0;
return ret;
}
//tree重载(树占平地的比例)
public float GetLandformRate(Vegetation tree, CivEnum civ = CivEnum.Common,InnerOuterCity innerOuterCity = InnerOuterCity.All)
{
var ret = 1f;
if (tree != Vegetation.Trees) return ret;
//return CommonLandform.
return ret;
}
//mountain重载 (山占所有陆地的比例)
public float GetLandformRate(TerrainFeature mountain, CivEnum civ = CivEnum.Common,InnerOuterCity innerOuterCity = InnerOuterCity.All)
{
var ret = 1f;
if (mountain != TerrainFeature.Mountain) return ret;
return ret;
}
//animal/fruit/crop/metal重载(animal占森林的比例)
public float GetLandformRate(ResourceType resource, CivEnum civ = CivEnum.Common,InnerOuterCity innerOuterCity = InnerOuterCity.All)
{
var ret = 1f;
if (!(resource is ResourceType.Metal or ResourceType.Crop or ResourceType.Farm or ResourceType.Fruit)) return ret;
return ret;
}
}
[Serializable]
public class PlayerInfo
{
public uint ForceId;
public uint CivId;
[MultilingualField]
public string CivName;
[MultilingualField]
public string ForceName;
[MultilingualField]
public string LeaderName;
public Sprite LeaderIllustration;
public List<TechType> TechPool = new List<TechType>();
public List<TechType> TechStart = new List<TechType>();
public Color Color;
public Sprite FlagIcon;
[MultilingualField]
public List<string> StartChatBubble;
[MultilingualField]
public List<string> MeetChatBubble;
[MultilingualField]
public List<string> LoseChatBubble;
PlayerInfo()
{
foreach (TechType t in System.Enum.GetValues(typeof(TechType)))
TechPool.Add(t);
TechStart.Add(TechType.None);
}
public string GetRandomMeetChat()
{
if (MeetChatBubble.Count > 0)
return MeetChatBubble[UnityEngine.Random.Range(0, MeetChatBubble.Count)];
else return "0";
}
public string GetRandomStartChat()
{
if (StartChatBubble.Count > 0)
return StartChatBubble[UnityEngine.Random.Range(0, StartChatBubble.Count)];
else return "0";
}
public string GetRandomLoseChat()
{
if (LoseChatBubble.Count > 0)
return LoseChatBubble[UnityEngine.Random.Range(0, LoseChatBubble.Count)];
else return "0";
}
}
[Serializable]
public class CivLandformPack
{
public CivEnum civ;
public List<LandformParamItem> LandformParamList;
}
[Serializable]
public class CommonLandformPack
{
public CivEnum civ;
public List<LandformParamItem> LandformParamList;
}
public enum InnerOuterCity
{
All,
InnerCity,
OuterCity,
Max
}
//单个的地貌数据参数,例如“少山的”“多山的”“多海的”之类的
[Serializable]
public class LandformParamItem
{
public LandformType LandformType;
public string ParamPackDesc;//这个parampack的描述信息
public TerrainType TerrainType;
public ResourceType ResourceType;
public float Rate;
public InnerOuterCity InnerOuterCity;
}