建档
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169
source_game/Asset/Common/Equipment.cpp
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169
source_game/Asset/Common/Equipment.cpp
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#include "Equipment.h"
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#include "Global/Global_Game.h"
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#include "Asset/AssetManager.h"
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int Equipment::GetJobIndex(std::string JobName)
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{
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if (JobName == "[swordman]")
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return 0;
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else if (JobName == "[fighter]")
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return 1;
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else if (JobName == "[gunner]")
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return 2;
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else if (JobName == "[mage]")
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return 3;
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else if (JobName == "[priest]")
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return 4;
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else if (JobName == "[atgunner]")
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return 5;
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else if (JobName == "[thief]")
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return 6;
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else if (JobName == "[atfighter]")
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return 7;
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else if (JobName == "[atmage]")
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return 8;
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else if (JobName == "[demonic swordman]")
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return 9;
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else if (JobName == "[creatormage]")
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return 10;
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return -1;
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}
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ATTACH_TYPE Equipment::GetTradeType(std::string TradeType)
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{
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if (TradeType == "[free]")
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return ATTACH_TYPE::FREE;
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else if (TradeType == "[sealing]")
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return ATTACH_TYPE::SEALING;
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else if (TradeType == "[trade]")
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return ATTACH_TYPE::TRADE;
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else if (TradeType == "[account]")
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return ATTACH_TYPE::ACCOUNT;
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else if (TradeType == "[trade delete]")
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return ATTACH_TYPE::TRADE_DELETE;
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else if (TradeType == "[sealing trade]")
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return ATTACH_TYPE::SEALING_TRADE;
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return ATTACH_TYPE::FREE;
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}
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bool Equipment::IsEmpty()
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{
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if (m_EquipmentPath.empty())
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return false;
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return true;
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}
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void Equipment::Init(int Index)
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{
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ConstructionByIndex(Index);
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}
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void Equipment::Init(int Index, int Quality)
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{
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this->m_Quality = Quality;
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ConstructionByIndex(Index);
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}
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void Equipment::ConstructionByIndex(int Index)
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{
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// 检查装备list有没有这件装备
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if (Global_Game::GetInstance().EquipmentPathMap.count(Index))
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{
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m_EquipmentPath = Global_Game::GetInstance().EquipmentPathMap[Index];
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// 读取装备信息
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ScriptData Data = AssetManager::GetInstance().GetScriptInfo(m_EquipmentPath);
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while (!Data.IsEnd())
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{
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std::string Segment = Data.Get();
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if (Segment == "[name]")
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{
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this->Name = Data.Get();
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}
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else if (Segment == "[name2]")
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{
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this->Name2 = Data.Get();
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}
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else if (Segment == "[grade]")
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{
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this->Grade = std::stoi(Data.Get());
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}
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else if (Segment == "[rarity]")
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{
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this->Rarity = std::stoi(Data.Get());
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}
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else if (Segment == "[usable job]")
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{
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while (true)
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{
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std::string Buf = Data.Get();
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if (Buf == "[/usable job]")
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break;
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this->UsableJob[GetJobIndex(Buf)] = true;
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}
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}
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else if (Segment == "[attach type]")
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{
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this->TradeType = GetTradeType(Data.Get());
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}
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else if (Segment == "[minimum level]")
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{
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this->MinimumLevel = std::stoi(Data.Get());
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}
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else if (Segment == "[price]")
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{
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this->Price = std::stoi(Data.Get());
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}
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else if (Segment == "[repair price]")
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{
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this->RepairPrice = std::stoi(Data.Get());
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}
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else if (Segment == "[animation job]")
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{
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std::string JobString = Data.Get();
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int JobIndex = GetJobIndex(JobString);
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this->JobAni[JobIndex].clear();
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if (Data.Get() == "[variation]")
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{
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int Parm1 = std::stoi(Data.Get());
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int Parm2 = std::stoi(Data.Get());
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while (true)
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{
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JobAnimation JobAniBuffer;
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JobAniBuffer.ImgFormat.clear();
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JobAniBuffer.ImgFormat.push_back(Parm1);
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JobAniBuffer.ImgFormat.push_back(Parm2);
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std::string buf = Data.Get();
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if (buf == "[layer variation]")
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{
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JobAniBuffer.Layer = std::stoi(Data.Get());
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JobAniBuffer.AnimationGroup = Data.Get();
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this->JobAni[JobIndex].push_back(JobAniBuffer);
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// 调用两次 跳过原来的 [equipment ani script] 这个没有用
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std::string B1 = Data.Get();
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std::string B2 = Data.Get();
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}
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// 皮肤没有图层也没有动画组名称
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else if (m_EquipmentPath.find("skin") != std::string::npos)
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{
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JobAniBuffer.Layer = 0;
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JobAniBuffer.AnimationGroup = "null";
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this->JobAni[JobIndex].push_back(JobAniBuffer);
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break;
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}
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else
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{
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Data.Back();
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break;
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}
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}
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}
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}
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}
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}
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else
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{
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SDL_LogError(0, "没有编号为: %d 这件装备", Index);
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}
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}
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