using SepCore.Definition;
namespace SepCore.CustomUtility
{
public static class WeaponUtility
{
public const int IdMultiplier = 1000;
///
/// 根据武器种类与品质换算武器配置编号。
///
public static int GetWeaponId(WeaponType weaponType, Rarity rarity = Rarity.White)
{
return (int)weaponType * IdMultiplier + (int)rarity;
}
///
/// 根据武器编号反推武器种类。
///
public static WeaponType GetWeaponType(int weaponId)
{
return (WeaponType)(weaponId / IdMultiplier);
}
///
/// 根据武器编号反推武器品质。
///
public static Rarity GetRarity(int weaponId)
{
return (Rarity)(weaponId % IdMultiplier);
}
///
/// 获取指定种类与品质的武器配置。
///
public static WeaponConfig GetWeaponConfig(WeaponType weaponType, Rarity rarity = Rarity.White)
{
return GameEntry.Luban.Get(GetWeaponId(weaponType, rarity));
}
///
/// 获取指定武器编号的武器配置。
///
public static WeaponConfig GetWeaponConfig(int weaponId)
{
return GameEntry.Luban.Get(weaponId);
}
///
/// 获取同种武器的下一阶品质配置(用于武器合成升阶)。
/// 若已达到最高品质(Red)则返回 false。
///
public static bool TryGetNextTierConfig(WeaponConfig current, out WeaponConfig nextTierConfig)
{
if (current.Rarity >= Rarity.Red)
{
nextTierConfig = null;
return false;
}
int nextId = (int)current.WeaponType * IdMultiplier + ((int)current.Rarity + 1);
nextTierConfig = GameEntry.Luban.Get(nextId);
return nextTierConfig != null;
}
///
/// 计算同种武器的下一阶品质武器编号。
/// 若已达到最高品质(Red)则返回 false。
///
public static bool TryGetNextTierWeaponId(int currentWeaponId, out int nextWeaponId)
{
Rarity rarity = GetRarity(currentWeaponId);
if (rarity >= Rarity.Red)
{
nextWeaponId = 0;
return false;
}
nextWeaponId = currentWeaponId + 1;
return true;
}
}
}