DecomposeDataManager.cs 11 KB

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  1. using System.Collections.Generic;
  2. using cfg.GfgCfg;
  3. namespace GFGGame
  4. {
  5. public class DecomposeDataManager : SingletonBase<DecomposeDataManager>
  6. {
  7. Dictionary<int, List<int>> _decomposeData = new Dictionary<int, List<int>>();//所有可分解的换装部件数据
  8. Dictionary<int, List<int>> _decomposeMaterialData = new Dictionary<int, List<int>>();//所有可分解的材料数据
  9. Dictionary<int, List<int>> _suitSyntheticMaterials = new Dictionary<int, List<int>>();//materiasId,Lsit<suitId>
  10. List<int> _rewardList = new List<int>();
  11. public const int MaxCount = 999;
  12. public void Clear()
  13. {
  14. _decomposeData.Clear();
  15. _decomposeMaterialData.Clear();
  16. _suitSyntheticMaterials.Clear();
  17. }
  18. public void Add(int itemId)
  19. {
  20. //初始化时禁止使用物品配置,会造成卡顿!!!
  21. int rarity = ItemDataManager.GetItemRarity(itemId);
  22. if (!_decomposeData.ContainsKey(rarity))
  23. {
  24. _decomposeData.Add(rarity, new List<int>());
  25. }
  26. long count = ItemCanDecomposeCount(itemId);
  27. if (_decomposeData[rarity].IndexOf(itemId) < 0 && count > 0)
  28. {
  29. _decomposeData[rarity].Add(itemId);
  30. }
  31. //套装拥有的时候需要让材料重新加进列表
  32. IList<ItemParam> syntheticMateriarsArr = ItemDataManager.GetItemSyntheticSuitArr(itemId);
  33. if (syntheticMateriarsArr.Count > 0) {
  34. foreach (var materiars in syntheticMateriarsArr)
  35. {
  36. int materialId = materiars.ItemId;
  37. int materialItemType = ItemDataManager.GetItemType(materialId);
  38. if (materialItemType == ConstItemType.DRESS_UP) {
  39. long materiarsCount = ItemCanDecomposeCount(materialId);
  40. if (materiarsCount> 0 && (materiarsCount + materiars.Count - DeductSynthesisNeedNum(materialId)) > 0)
  41. {
  42. rarity = ItemDataManager.GetItemRarity(materialId);
  43. if (!_decomposeData.ContainsKey(rarity))
  44. {
  45. _decomposeData.Add(rarity, new List<int>());
  46. }
  47. if (_decomposeData[rarity].IndexOf(materialId) < 0)
  48. {
  49. _decomposeData[rarity].Add(materialId);
  50. }
  51. }
  52. }
  53. }
  54. }
  55. }
  56. public void AddMaterial(int itemId)
  57. {
  58. //初始化时禁止使用物品配置,会造成卡顿!!!
  59. int rarity = ItemDataManager.GetItemRarity(itemId);
  60. if (!_decomposeMaterialData.ContainsKey(rarity))
  61. {
  62. _decomposeMaterialData.Add(rarity, new List<int>());
  63. }
  64. if (_decomposeMaterialData[rarity].IndexOf(itemId) < 0)
  65. {
  66. _decomposeMaterialData[rarity].Add(itemId);
  67. }
  68. }
  69. public void Remove(int itemId)
  70. {
  71. int rarity = CommonDataManager.Tables.TblItemCfg.GetOrDefault(itemId).Rarity;
  72. long count = ItemCanDecomposeCount(itemId);
  73. if (_decomposeData.ContainsKey(rarity) && _decomposeData[rarity].IndexOf(itemId) >= 0 && count <= 0)
  74. {
  75. _decomposeData[rarity].Remove(itemId);
  76. }
  77. }
  78. public void RemoveMaterial(int itemId)
  79. {
  80. int rarity = CommonDataManager.Tables.TblItemCfg.GetOrDefault(itemId).Rarity;
  81. long count = ItemCanDecomposeMaterialCount(itemId);
  82. if (_decomposeMaterialData.ContainsKey(rarity) && _decomposeMaterialData[rarity].IndexOf(itemId) >= 0 && count <= 0)
  83. {
  84. _decomposeMaterialData[rarity].Remove(itemId);
  85. }
  86. }
  87. //分解需要扣去合成需要的数量
  88. public int DeductSynthesisNeedNum(int itemId)
  89. {
  90. ItemCfg itemCfg = CommonDataManager.Tables.TblItemCfg.GetOrDefault(itemId);
  91. if (itemCfg == null)
  92. return 0;
  93. int sum = 0;
  94. foreach (int syntheticId in itemCfg.SyntheticSuit)
  95. {
  96. if (ItemDataManager.GetItemNum(syntheticId) <= 0) {
  97. ItemCfg syntheticItemCfg = CommonDataManager.Tables.TblItemCfg.GetOrDefault(syntheticId);
  98. foreach (var MateriarsInfo in syntheticItemCfg.SyntheticMateriars)
  99. {
  100. if(MateriarsInfo.ItemId == itemId)
  101. sum += MateriarsInfo.Count;
  102. }
  103. }
  104. }
  105. return sum;
  106. }
  107. public List<int> GetRewardList()
  108. {
  109. if (_rewardList.Count == 0)
  110. {
  111. var cfgs = CommonDataManager.Tables.TblDecomposeCfg.DataList ;
  112. for (int i = 0; i < cfgs.Count; i++)
  113. {
  114. for (int j = 0; j < cfgs[i].Items.Count; j++)
  115. {
  116. if (_rewardList.IndexOf(cfgs[i].Items[j].ItemId) < 0)
  117. {
  118. _rewardList.Add(cfgs[i].Items[j].ItemId);
  119. }
  120. }
  121. }
  122. }
  123. return _rewardList;
  124. }
  125. //物品可分解的数量
  126. public long CanDecomposeCount(int decomposeType, int itemId)
  127. {
  128. if (decomposeType == 0) {
  129. return ItemCanDecomposeCount(itemId);
  130. }
  131. else
  132. {
  133. return ItemCanDecomposeMaterialCount(itemId);
  134. }
  135. }
  136. //物品可分解的数量
  137. public long ItemCanDecomposeCount(int itemId)
  138. {
  139. //合成需要的数量
  140. int synthesisNum = DeductSynthesisNeedNum(itemId);
  141. return ItemDataManager.GetItemNum(itemId) - 1 - synthesisNum;
  142. }
  143. //材料可分解的数量
  144. public long ItemCanDecomposeMaterialCount(int itemId)
  145. {
  146. //合成需要的数量
  147. int synthesisNum = DeductSynthesisMaterialNeedNum(itemId);
  148. return ItemDataManager.GetItemNum(itemId) - synthesisNum;
  149. }
  150. //整理分解物品数据
  151. public void TidyDecomposeData()
  152. {
  153. foreach (var itemId in DressUpMenuItemDataManager.GetDressUpItemDatas())
  154. {
  155. if (!DressUpMenuItemCfg1Array.Instance.CheckIsBackGroundType(itemId))
  156. {
  157. Add(itemId);
  158. }
  159. }
  160. foreach (var info in BagDataManager.Instance.GetBagData())
  161. {
  162. if (info.Value.itemType == ConstItemType.ITEM && info.Value.subType == ConstItemSubType.MATERIAL_SKILL_BOOK)
  163. {
  164. AddMaterial(info.Value.id);
  165. }
  166. }
  167. }
  168. //获得分解服装数据
  169. public List<int> GetDecomposeDataByRarity(int rarity)
  170. {
  171. if (!_decomposeData.ContainsKey(rarity)) return null;
  172. return _decomposeData[rarity];
  173. }
  174. //获得分解技能书数据
  175. public List<int> GetDecomposeMaterialByRarity(int rarity)
  176. {
  177. if (!_decomposeMaterialData.ContainsKey(rarity)) return null;
  178. Dictionary<int, int> LeagueSkillLvDatas = SkillDataManager.Instance.LeagueSkillLvDatas;
  179. List<int> materialDataKey = new List<int>();
  180. foreach (var key in _decomposeMaterialData.Keys)
  181. {
  182. materialDataKey.Add(key);
  183. }
  184. for (int i = 0; i < materialDataKey.Count; i++)
  185. {
  186. for (int k = _decomposeMaterialData[materialDataKey[i]].Count-1; k >= 0; k--)
  187. {
  188. int itemId = _decomposeMaterialData[materialDataKey[i]][k];
  189. if (ItemCanDecomposeMaterialCount(itemId) <= 0) {
  190. _decomposeMaterialData[materialDataKey[i]].RemoveAt(k);
  191. }
  192. }
  193. }
  194. return _decomposeMaterialData[rarity];
  195. }
  196. //分解需要扣去合成材料需要的数量
  197. public int DeductSynthesisMaterialNeedNum(int itemId)
  198. {
  199. int sum = 0;
  200. int skillId = ItemDataManager.GetItemSkillId(itemId);
  201. if(skillId == 0)
  202. {
  203. return 0;
  204. }
  205. Dictionary<int, int> leagueSkillLvDatas = SkillDataManager.Instance.GetLeagueSkillLvDatas();
  206. if (!leagueSkillLvDatas.ContainsKey(skillId))
  207. return 0;
  208. int skillLv = leagueSkillLvDatas[skillId];
  209. PassivitySkillLvlCfg skillLvlCfg = CommonDataManager.Tables.TblPassivitySkillLvlCfg.Get(skillLv, skillId);
  210. int skillLvIndex = skillLv;
  211. while (skillLvlCfg != null && skillLvlCfg.Materiars != null && skillLvlCfg.Materiars.Count > 0)
  212. {
  213. sum += skillLvlCfg.Materiars[0][1];
  214. skillLvIndex += 1;
  215. skillLvlCfg = CommonDataManager.Tables.TblPassivitySkillLvlCfg.Get(skillLvIndex, skillId);
  216. }
  217. return sum;
  218. }
  219. public void InitSuitSyntheticMaterias()
  220. {
  221. List<SuitCfg> suitCfgs = new List<SuitCfg>();
  222. suitCfgs.AddRange(new List<SuitCfg>( CommonDataManager.Tables.TblSuitCfg.GetGroup1BySyntheticType(1)));
  223. suitCfgs.AddRange(new List<SuitCfg>(CommonDataManager.Tables.TblSuitCfg.GetGroup1BySyntheticType(2)));
  224. suitCfgs.AddRange(new List<SuitCfg>(CommonDataManager.Tables.TblSuitCfg.GetGroup1BySyntheticType(3)));
  225. for (int i = 0; i < suitCfgs.Count; i++)
  226. {
  227. int suitId = suitCfgs[i].Id;
  228. for (int j = 0; j < suitCfgs[i].Parts.Count; j++)
  229. {
  230. ItemCfg itemCfg = CommonDataManager.Tables.TblItemCfg.GetOrDefault(suitCfgs[i].Parts[j]);
  231. for (int k = 0; k < itemCfg.SyntheticMateriars.Count; k++)
  232. {
  233. int materialId = itemCfg.SyntheticMateriars[k].ItemId;
  234. if (!_suitSyntheticMaterials.ContainsKey(materialId))
  235. {
  236. _suitSyntheticMaterials[materialId] = new List<int>();
  237. }
  238. if (_suitSyntheticMaterials[materialId].IndexOf(suitId) < 0) _suitSyntheticMaterials[materialId].Add(suitId);
  239. }
  240. }
  241. }
  242. }
  243. /// <summary>
  244. /// 检测物品对应的套装是否全部合成
  245. /// </summary>
  246. /// <param name="itemId"></param>
  247. /// <returns></returns>
  248. public bool CheckIsItemForSuitSynthetic(int itemId)
  249. {
  250. if (!_suitSyntheticMaterials.ContainsKey(itemId)) return true;
  251. for (int i = 0; i < _suitSyntheticMaterials[itemId].Count; i++)
  252. {
  253. if (!DressUpMenuSuitDataManager.CheckHaveSuit(_suitSyntheticMaterials[itemId][i])) return false;
  254. }
  255. return true;
  256. }
  257. }
  258. }