MyDressUpHelper.cs 17 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using ET;
  4. namespace GFGGame
  5. {
  6. public class MyDressUpHelper
  7. {
  8. private static DressUpObj _dressUpObj;
  9. public static DressUpObj dressUpObj
  10. {
  11. get
  12. {
  13. if (_dressUpObj == null)
  14. {
  15. _dressUpObj = new DressUpObj();
  16. }
  17. return _dressUpObj;
  18. }
  19. }
  20. private static int _stepIndex = -1;
  21. public static int stepIndex { get { return _stepIndex; } }
  22. private static List<DressUpData> _dressMemory = new List<DressUpData>();
  23. public const int MAX_MEMORY_STEP = 20;//最大记录步数
  24. public static CustomSuitData GetCurSuitDataClone(int index)
  25. {
  26. CustomSuitData suitSavedData = new CustomSuitData(index);
  27. suitSavedData.dressUpData = MyDressUpHelper.dressUpObj.DressUpDataClone();
  28. return suitSavedData;
  29. }
  30. /// <summary>
  31. /// 检测是否穿戴完整(穿着连衣裙或同时穿着上装下装)
  32. /// </summary>
  33. /// <returns></returns>
  34. public static bool CheckPutOnFinish(List<int> itemList = null)
  35. {
  36. List<int> equipDatas;
  37. if (itemList == null)
  38. {
  39. if (MyDressUpHelper.dressUpObj.suitId > 0) return true;
  40. equipDatas = MyDressUpHelper.dressUpObj.itemList;
  41. }
  42. else
  43. {
  44. equipDatas = itemList;
  45. }
  46. bool isLianYiQun = false;
  47. bool isShangYi = false;
  48. bool isXiaZhuang = false;
  49. for (int i = 0; i < equipDatas.Count; i++)
  50. {
  51. var itemId = equipDatas[i];
  52. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  53. if (itemCfg == null)
  54. {
  55. Log.Warning($"id为 {itemId} 的物品没有配置,请查找原因!");
  56. continue;
  57. }
  58. if (itemCfg.subType == ConstDressUpItemType.LIAN_YI_QUN && itemCfg.id != ConstItemID.DEFULT_LIAN_YI_QUN)
  59. {
  60. isLianYiQun = true; break;
  61. }
  62. if (itemCfg.subType == ConstDressUpItemType.SHANG_YI)
  63. {
  64. isShangYi = true;
  65. }
  66. if (itemCfg.subType == ConstDressUpItemType.NEI_DA && itemCfg.id != ConstItemID.DEFULT_NEI_DA)
  67. {
  68. isShangYi = true;
  69. }
  70. if (itemCfg.subType == ConstDressUpItemType.XIA_ZHUANG && itemCfg.id != ConstItemID.DEFULT_XIA_ZHUANG)
  71. {
  72. isXiaZhuang = true;
  73. }
  74. }
  75. return isLianYiQun || isXiaZhuang && isShangYi;
  76. }
  77. public static bool CheckEquipedFightNeeded()
  78. {
  79. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  80. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  81. if (fightCfg.needItemId > 0)
  82. {
  83. return dressUpObj.CheckDressUpItemIsOn(fightCfg.needItemId);
  84. }
  85. else if (fightCfg.needSuitId > 0)
  86. {
  87. return dressUpObj.CheckSuitIsOn(fightCfg.needSuitId);
  88. }
  89. return true;
  90. }
  91. public static void PutOnSuitSavedByPos(int index)
  92. {
  93. CustomSuitData suitSavedData = CustomSuitDataManager.GetSuitList(index);
  94. dressUpObj.PutOnDressUpData(suitSavedData.dressUpData);
  95. }
  96. //返回当前饰品穿戴数量
  97. public static int GetCurrentOrnamentCount()
  98. {
  99. int count = 0;
  100. for (int i = 0; i < dressUpObj.itemList.Count; i++)
  101. {
  102. if (DressUpMenuItemCfg1Array.Instance.CheckIsOrnamentsType(dressUpObj.itemList[i]))
  103. {
  104. count++;
  105. }
  106. }
  107. return count;
  108. }
  109. public static void PutOnRecommendItems2()
  110. {
  111. Dictionary<int, List<int>> itemsDic = GetRecommendItems();
  112. List<int> recommendList = new List<int>();
  113. foreach (int key in itemsDic.Keys)
  114. {
  115. if (key == ConstDressUpItemType.SHANG_YI || key == ConstDressUpItemType.XIA_ZHUANG || key == ConstDressUpItemType.LIAN_YI_QUN) continue;
  116. recommendList.AddRange(itemsDic[key]);
  117. }
  118. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  119. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  120. SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(fightCfg.needSuitId);
  121. int[] suitParts = suitCfg == null ? new int[] { } : suitCfg.partsArr;
  122. int shangyiId = itemsDic.ContainsKey(ConstDressUpItemType.SHANG_YI) && itemsDic[ConstDressUpItemType.SHANG_YI].Count > 0 ? itemsDic[ConstDressUpItemType.SHANG_YI][0] : 0;
  123. int xiazhuangId = itemsDic.ContainsKey(ConstDressUpItemType.XIA_ZHUANG) && itemsDic[ConstDressUpItemType.XIA_ZHUANG].Count > 0 ? itemsDic[ConstDressUpItemType.XIA_ZHUANG][0] : ConstItemID.DEFULT_XIA_ZHUANG;
  124. int neidaId = itemsDic.ContainsKey(ConstDressUpItemType.NEI_DA) && itemsDic[ConstDressUpItemType.NEI_DA].Count > 0 ? itemsDic[ConstDressUpItemType.NEI_DA][0] : ConstItemID.DEFULT_NEI_DA;
  125. int lianyiqunId = itemsDic.ContainsKey(ConstDressUpItemType.LIAN_YI_QUN) && itemsDic[ConstDressUpItemType.LIAN_YI_QUN].Count > 0 ? itemsDic[ConstDressUpItemType.LIAN_YI_QUN][0] : ConstItemID.DEFULT_LIAN_YI_QUN;
  126. if (fightCfg.needItemId > 0 && (shangyiId == fightCfg.needItemId || xiazhuangId == fightCfg.needItemId || neidaId == fightCfg.needItemId) ||
  127. fightCfg.needSuitId > 0 && (Array.IndexOf(suitParts, shangyiId) >= 0 || Array.IndexOf(suitParts, xiazhuangId) >= 0 || Array.IndexOf(suitParts, neidaId) >= 0))
  128. {
  129. if (shangyiId > 0) recommendList.Add(shangyiId);
  130. recommendList.Add(xiazhuangId);
  131. recommendList.Add(neidaId);
  132. }
  133. else if (fightCfg.needItemId > 0 && lianyiqunId == fightCfg.needItemId || fightCfg.needSuitId > 0 && Array.IndexOf(suitParts, lianyiqunId) >= 0)
  134. {
  135. recommendList.Add(lianyiqunId);
  136. }
  137. else
  138. {
  139. int shangyiScore = ItemDataManager.GetItemAdditionScore(shangyiId, InstanceZonesDataManager.currentScoreType);
  140. int xiazhuangScore = ItemDataManager.GetItemAdditionScore(xiazhuangId, InstanceZonesDataManager.currentScoreType);
  141. int neidaScore = ItemDataManager.GetItemAdditionScore(neidaId, InstanceZonesDataManager.currentScoreType);
  142. int lianyiqunScore = ItemDataManager.GetItemAdditionScore(lianyiqunId, InstanceZonesDataManager.currentScoreType);
  143. if (lianyiqunScore > (shangyiScore + xiazhuangScore + neidaScore))
  144. {
  145. recommendList.Add(lianyiqunId);
  146. }
  147. else
  148. {
  149. if (shangyiId > 0) recommendList.Add(shangyiId);
  150. recommendList.Add(xiazhuangId);
  151. recommendList.Add(neidaId);
  152. }
  153. }
  154. dressUpObj.PutOnItemList(recommendList);
  155. }
  156. private static Dictionary<int, List<int>> GetRecommendItems()
  157. {
  158. GetClassifyDictionaty(out Dictionary<int, List<int>> needListBySubType, out Dictionary<int, List<int>> recommendListBySubType);
  159. DressUpMenuItemCfg1[] menuCfg1s = DressUpMenuItemCfg1Array.Instance.dataArray;
  160. Dictionary<int, List<int>> itemsDic = new Dictionary<int, List<int>>();
  161. for (int i = 0; i < menuCfg1s.Length - 4; i++)//最后四个不处理(套装、动作、道具、背景)
  162. {
  163. DressUpMenuItemCfg1 menuCfg1 = menuCfg1s[i];
  164. List<int> recommendItems = new List<int>();
  165. itemsDic[menuCfg1.id] = recommendItems;
  166. if (menuCfg1.subMenusArr.Length == 0)//普通部件有必需品就用必需品,没有必需品就用推荐品
  167. {
  168. if (needListBySubType.ContainsKey(menuCfg1.type) && needListBySubType[menuCfg1.type].Count > 0)
  169. {
  170. recommendItems.Add(needListBySubType[menuCfg1.type][0]);
  171. continue;
  172. }
  173. if (recommendListBySubType.ContainsKey(menuCfg1.type) && recommendListBySubType[menuCfg1.type].Count > 0)
  174. {
  175. recommendItems.Add(recommendListBySubType[menuCfg1.type][0]);
  176. continue;
  177. }
  178. }
  179. else
  180. {
  181. List<int> needOrnament = new List<int>();//饰品的必需品列表
  182. List<int> recommecdOrnament = new List<int>();//饰品的推荐品列表
  183. for (int j = 0; j < menuCfg1.subMenusArr.Length; j++)
  184. {
  185. DressUpMenuItemCfg2 menuCfg2 = DressUpMenuItemCfg2Array.Instance.GetCfg(menuCfg1.subMenusArr[j]);
  186. if (menuCfg2.type != (int)ConstDressUpItemType.TE_SHU)
  187. {
  188. if (needListBySubType.ContainsKey(menuCfg2.type) && needListBySubType[menuCfg2.type].Count > 0)
  189. {
  190. needOrnament.AddRange(needListBySubType[menuCfg2.type]);
  191. continue;
  192. }
  193. if (recommendListBySubType.ContainsKey(menuCfg2.type) && recommendListBySubType[menuCfg2.type].Count > 0)
  194. {
  195. recommecdOrnament.AddRange(recommendListBySubType[menuCfg2.type]);
  196. continue;
  197. }
  198. }
  199. else
  200. {
  201. if (needListBySubType.ContainsKey(menuCfg2.type) && needListBySubType[menuCfg2.type].Count > 0)
  202. {
  203. needOrnament.AddRange(needListBySubType[menuCfg2.type]);
  204. }
  205. if (recommendListBySubType.ContainsKey(menuCfg2.type) && recommendListBySubType[menuCfg2.type].Count > 0)
  206. {
  207. int needCount = Math.Min(recommendListBySubType[menuCfg2.type].Count, 3 - needListBySubType[menuCfg2.type].Count);
  208. //特殊部件必需品不足三件,从推荐品里补足
  209. recommendListBySubType[menuCfg2.type] = recommendListBySubType[menuCfg2.type].GetRange(0, needCount);
  210. recommecdOrnament.AddRange(recommendListBySubType[menuCfg2.type]);
  211. }
  212. }
  213. }
  214. DressUpMenuItemDataManager.SortItemListByHighScore(needOrnament);
  215. needOrnament = needOrnament.GetRange(0, Math.Min(needOrnament.Count, GlobalCfgArray.globalCfg.dressLimitCount));
  216. recommendItems.AddRange(needOrnament);
  217. DressUpMenuItemDataManager.SortItemListByHighScore(recommecdOrnament);
  218. recommecdOrnament = recommecdOrnament.GetRange(0, Math.Min(recommecdOrnament.Count, GlobalCfgArray.globalCfg.dressLimitCount - needOrnament.Count));
  219. recommendItems.AddRange(recommecdOrnament);
  220. }
  221. }
  222. return itemsDic;
  223. }
  224. //获取本关卡所有必需品Dictionary和每个类型的最高分推荐Dictionary,两个Dictionary内部件互斥(必需品不会出现在推荐品里)
  225. private static void GetClassifyDictionaty(out Dictionary<int, List<int>> needListBySubType, out Dictionary<int, List<int>> recommendListBySubType)
  226. {
  227. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  228. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  229. needListBySubType = new Dictionary<int, List<int>>();
  230. recommendListBySubType = new Dictionary<int, List<int>>();
  231. Dictionary<int, List<int>> itemDatasDic = DressUpMenuItemDataManager.ItemDatasBySubTypeDic;
  232. foreach (int subType in itemDatasDic.Keys)
  233. {
  234. if (DressUpMenuItemCfg1Array.Instance.CheckIsSceneTypeBySubType(subType)) continue;
  235. if (!needListBySubType.ContainsKey(subType))
  236. {
  237. needListBySubType.Add(subType, new List<int>());
  238. }
  239. List<int> itemDatas = new List<int>(itemDatasDic[subType]);
  240. DressUpMenuItemDataManager.SortItemListByHighScore(itemDatas);
  241. if (fightCfg.needSuitId > 0)
  242. {
  243. int[] suitParts = SuitCfgArray.Instance.GetCfg(fightCfg.needSuitId).partsArr;
  244. for (int i = 0; i < suitParts.Length; i++)
  245. {
  246. if (itemDatas.IndexOf(suitParts[i]) >= 0)//当前类型里是否包含此部件,
  247. {
  248. needListBySubType[subType].Add(suitParts[i]);
  249. }
  250. }
  251. }
  252. if (fightCfg.needItemId > 0)
  253. {
  254. if (itemDatas.IndexOf(fightCfg.needItemId) >= 0 && needListBySubType[subType].IndexOf(fightCfg.needItemId) < 0)
  255. {
  256. needListBySubType[subType].Add(fightCfg.needItemId);
  257. }
  258. }
  259. DressUpMenuItemDataManager.SortItemListByHighScore(needListBySubType[subType]);
  260. int maxCount = subType == (int)ConstDressUpItemType.TE_SHU ? 3 : 1;//特殊部件最多穿3个,其他部件只能穿一个;
  261. needListBySubType[subType] = needListBySubType[subType].Count > maxCount ? needListBySubType[subType].GetRange(0, maxCount) : needListBySubType[subType];
  262. if (!recommendListBySubType.ContainsKey(subType))
  263. {
  264. recommendListBySubType.Add(subType, new List<int>());
  265. }
  266. int index = 0;
  267. while (recommendListBySubType[subType].Count < maxCount && itemDatas.Count > index)//不足3个从列表里补足
  268. {
  269. int partId = itemDatas[index];
  270. if (needListBySubType[subType].IndexOf(partId) < 0)//必需品列表里还没有此部件才会被添加进去
  271. {
  272. recommendListBySubType[subType].Add(partId);
  273. }
  274. index++;
  275. }
  276. DressUpMenuItemDataManager.SortItemListByHighScore(recommendListBySubType[subType]);
  277. }
  278. }
  279. //获取一套套装战斗时可用部件(剔除超过5件的饰品)
  280. public static List<int> GetSuitFightItems(int suitId)
  281. {
  282. List<int> items = new List<int>();
  283. List<int> ornamentItems = new List<int>();
  284. int[] suitParts = SuitCfgArray.Instance.GetCfg(suitId).partsArr;
  285. for (int i = 0; i < suitParts.Length; i++)
  286. {
  287. if (DressUpMenuItemCfg1Array.Instance.CheckIsOrnamentsType(suitParts[i]))
  288. {
  289. ornamentItems.Add(suitParts[i]);
  290. }
  291. else
  292. {
  293. items.Add(suitParts[i]);
  294. }
  295. }
  296. DressUpMenuItemDataManager.SortItemListByHighScore(ornamentItems);
  297. int count = Math.Min(ornamentItems.Count, GlobalCfgArray.globalCfg.dressLimitCount);
  298. ornamentItems = ornamentItems.GetRange(0, count);
  299. items.AddRange(ornamentItems);
  300. return items;
  301. }
  302. public static bool OnClickBtnLastStep()
  303. {
  304. if (_stepIndex - 1 < 0) return false;
  305. _stepIndex--;
  306. MyDressUpHelper.dressUpObj.PutOnDressUpData(_dressMemory[_stepIndex]);
  307. // _ui.m_comboBox.selectedIndex = _dressMemory[_stepIndex].pos;
  308. // UpdateStepBtn();
  309. return true;
  310. }
  311. public static bool OnClickBtnNextStep()
  312. {
  313. if (_stepIndex + 1 >= MAX_MEMORY_STEP) return false;
  314. _stepIndex++;
  315. MyDressUpHelper.dressUpObj.PutOnDressUpData(_dressMemory[_stepIndex]);
  316. // _ui.m_comboBox.selectedIndex = _dressMemory[_stepIndex].pos;
  317. // UpdateStepBtn();
  318. return true;
  319. }
  320. public static void AddMemoryDressup()
  321. {
  322. _stepIndex++;
  323. if (_stepIndex == MAX_MEMORY_STEP)
  324. {
  325. _stepIndex = MAX_MEMORY_STEP - 1;
  326. _dressMemory.RemoveAt(0);
  327. }
  328. if (_dressMemory.Count > _stepIndex)
  329. {
  330. _dressMemory.RemoveRange(_stepIndex, _dressMemory.Count - _stepIndex);
  331. }
  332. _dressMemory.Add(MyDressUpHelper.dressUpObj.DressUpDataClone());
  333. // UpdateStepBtn();
  334. }
  335. public static void ResetMemory()
  336. {
  337. DressUpMenuItemDataManager.Clear();
  338. _stepIndex = -1;
  339. _dressMemory.Clear();
  340. }
  341. }
  342. }