RPG游戏-道具系统

(一)服务器端

在数据库结构中,一个角色对应多个道具物品。
在这里插入图片描述

(1)道具类

1.道具定义:

using SkillBridge.Message;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace Common.Data
{
    public enum ItemFuncition //物品功能 
    {
        RecoverHP, 
        RecoverMP,
        AddBuff,
        AddExp,
        AddMoney,
        AddItem,
        AddSkillPoint,
    }
    class ItemDefine
    {
        public int ID { get; set; }
        public string Name { get; set; }
        public string Description { get; set; }
        public ItemType Type{ get; set; }
        public string Category { get; set; }
        public bool CanUse { get; set; }
        public int Price { get; set; }
        public int SellPrice { get; set; }
        public ItemFuncition Funcition { get; set; }

        public int Param { get; set; }

        public List<int> Params { get; set; }
    }
}

2.道具实体函数

namespace GameServer.Models
{
    class Item
    {
        TCharacterItem dbItem;
        public int ItemID;
        public int Count;
        public Item(TCharacterItem item)
        {
            this.dbItem = item;
            this.ItemID = (short)item.ItemID;
            this.Count = (short)item.ItemCount;
        }
        public void Add(int count)
        {
            this.Count += count;
            dbItem.ItemCount = this.Count;
        }
        public void Remove(int count)
        {
            this.Count -= count;
            dbItem.ItemCount = this.Count;
        }
        public bool Use(int count = 1)
        {
            return false;
        }
        //简化输出
        public override string ToString()
        {
            return string.Format("ID:{0},Count:{1}", this.ItemID, this.Count);
        }
    }
}

(2)道具管理器

对当前玩家的道具进行管理。

using Common;
using GameServer.Entities;
using GameServer.Models;
using GameServer.Services;
using SkillBridge.Message;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace GameServer.Managers
{
    class ItemManager
    {
        Character Owner;
        public Dictionary<int, Item> Items = new Dictionary<int, Item>();
        public ItemManager(Character owner)
        {
            this.Owner = owner;
            foreach (var item in owner.Data.Items)
            {
                this.Items.Add(item.ItemID, new Item(item));
            }
        }
        public bool UseItem(int itemId, int count = 1) 
        {
            Log.InfoFormat("[{0}]UserItem[{1}:{2}]", this.Owner.Data.ID, itemId, count);
            Item item = null;
            if(this.Items.TryGetValue(itemId,out item))
            {
                if (item.Count < count)
                {
                    return false;
                }
                item.Remove(count);
                return true;
            } 
            return false;
        }
        public bool HasItem(int itemId)
        {
            Item item = null;
            if (this.Items.TryGetValue(itemId, out item))
            {
                if (item.Count > 0)
                {
                    return true;
                }
            }
            return false;
        }
        public Item GetItem(int itemId)
        {
            Item item = null;
            this.Items.TryGetValue(itemId, out item);
            Log.InfoFormat("[{0}]GetItem[{1}:{2}]", this.Owner.Data.ID, itemId, item);
            return item;
        }
        public bool AddItem(int itemId,int count)
        {
            Item item = null;
            if (this.Items.TryGetValue(itemId, out item))
            {
                item.Add(count);
            }
            else
            {
                TCharacterItem dbItem = new TCharacterItem();
                dbItem.CharacterID = Owner.Data.ID;
                dbItem.Owner = Owner.Data;
                dbItem.ItemID = itemId;
                dbItem.ItemCount = count;
                Owner.Data.Items.Add(dbItem);
                item = new Item(dbItem);
                this.Items.Add(itemId, item);
            }
            Log.InfoFormat("[{0}]AddItem[{1}] addCount:{2}", this.Owner.Data.ID, itemId, count);
            DBService.Instance.Save();
            return true;
        }

        public bool RemoveItem(int itemId, int count)
        {
            if (!this.Items.ContainsKey(itemId))
            {
                return false;
            }
            Item item = this.Items[itemId];
            if (item.Count < count) return false;
            item.Remove(count);
            Log.InfoFormat("[{0}]RemoveItem[{1}] removeCount:{2}", this.Owner.Data.ID, item, count);
            DBService.Instance.Save();
            return false;
        }
        public void GetItemInfos(List<NItemInfo> list)
        {
            foreach(var item in this.Items)
            {
                list.Add(new NItemInfo() { Id = item.Value.ItemID, Count = item.Value.Count });
            }
        }
    }
}

(3)角色持有物品管理器

角色持有道具管理器,且在角色创建时,读取数据库的道具数据对管理器进行初始化。

 class Character
    {
        public TCharacter Data;
        public ItemManager ItemManager;
        public Character(CharacterType type,TCharacter cha)
        {
         	this.ItemManager = new ItemManager(this);
            this.ItemManager.GetItemInfos(this.Info.Items);
        }
        }

(二)客户端

1.道具实体函数

客户端不接触DB 所以直接取的协议的NItemInfo

using SkillBridge.Message;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

namespace Models
{
   public class Item
    {
        public int ID;
        public int Count;
        public Item(NItemInfo item)
        {
            this.ID = item.Id;
            this.Count = item.Count;
        }
        //简化输出
        public override string ToString()
        {
            return string.Format("ID:{0},Count:{1}", this.ID, this.Count);
        }
    }
}

2.道具管理器

因为只管理自己的道具,因此这里是个单例。

using Models;
using SkillBridge.Message;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Common.Data;
public class ItemManager : Singleton<ItemManager>
{
    public Dictionary<int, Item> Items = new Dictionary<int, Item>();

    internal void Init(List<NItemInfo> items)
    {
        this.Items.Clear();
        foreach (var info in items)
        {
            Item item = new Item(info);
            this.Items.Add(item.ID, item);
            Debug.LogFormat("ItemManager Init[{0}]", item);
        }
    }

    public ItemDefine GetItem(int itemId)
    {
        return null;
    }
    public bool UseItem(int itemId)
    {
        return false;
    }
    public bool UseItem(ItemDefine item)
    {
        return false;
    }
}

3.在进入游戏响应中初始化道具管理器

        void OnGameEnter(object sender, UserGameEnterResponse response)
        {
            Debug.LogFormat("OnGameEnter:{0} {1}", response.Result, response.Errormsg);
            if (response.Result == Result.Success)
            {
                if (response.Character != null)
                {
                    ItemManager.Instance.Init(response.Character.Items);//添加玩家道具
                }
            }
        }
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