SuitFosterDatamanager.cs 9.5 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using System.Linq;
  5. using cfg.GfgCfg;
  6. using ET;
  7. using UnityEngine;
  8. namespace GFGGame
  9. {
  10. public class SuitFosterDataManager : SingletonBase<SuitFosterDataManager>
  11. {
  12. public string[] stepNames = { "浆洗", "晾晒", "熏香", "熨烫", "整饬" };
  13. private Dictionary<int, SuitFosterData> _suitInfoBySuitIdDic = new Dictionary<int, SuitFosterData>();
  14. public void Clear()
  15. {
  16. _suitInfoBySuitIdDic.Clear();
  17. }
  18. public void InitServerData(SuitFosterData suitFosterData)
  19. {
  20. if (!_suitInfoBySuitIdDic.ContainsKey(suitFosterData.suitId))
  21. {
  22. _suitInfoBySuitIdDic.Add(suitFosterData.suitId, suitFosterData);
  23. }
  24. _suitInfoBySuitIdDic[suitFosterData.suitId] = suitFosterData;
  25. }
  26. public void SetMaintainSuit(int suitId, int maintainStep)
  27. {
  28. _suitInfoBySuitIdDic[suitId].maintainStep = maintainStep;
  29. // _suitInfoBySuitIdDic[suitId].maintainBonusSteps = maintainBonusSteps;
  30. EventAgent.DispatchEvent(ConstMessage.MAINTAIN_SUIT);
  31. }
  32. public void SetMaintainBonusSteps(int suitId, int maintainBonusSteps)
  33. {
  34. _suitInfoBySuitIdDic[suitId].maintainBonusSteps.Add(maintainBonusSteps);
  35. EventAgent.DispatchEvent(ConstMessage.GET_MAINTAIN_SUIT_BONUS, maintainBonusSteps);
  36. }
  37. public void SetMakeNewSuit(int suitId, int makeNewSuit)
  38. {
  39. _suitInfoBySuitIdDic[suitId].makeNewState = makeNewSuit;
  40. EventAgent.DispatchEvent(ConstMessage.MAKE_NEW_SUIT);
  41. }
  42. public SuitFosterData GetSuitFosterData(int suitId)
  43. {
  44. if (_suitInfoBySuitIdDic.ContainsKey(suitId))
  45. {
  46. return _suitInfoBySuitIdDic[suitId];
  47. }
  48. else
  49. {
  50. SuitFosterData suitFosterData = new SuitFosterData()
  51. { suitId = suitId, maintainStep = 0, maintainBonusSteps = new List<int>(), makeNewState = 0 };
  52. InitServerData(suitFosterData);
  53. return suitFosterData;
  54. }
  55. }
  56. //加成属性服装占比
  57. // public List<KeyValuePair<int, string>> GetPropertyPercentData(int suitId, int index)
  58. // {
  59. // List<SuitFosterCfg> cfgs = SuitFosterCfgArray.Instance.GetCfgsBysuitId(suitId);
  60. // Dictionary<int, int> _data = new Dictionary<int, int>();
  61. // for (int i = 0; i < cfgs.Count; i++)
  62. // {
  63. // int[][] partsArr = cfgs[i].partsArr;
  64. // for (int j = 0; j < partsArr.Length; j++)
  65. // {
  66. // ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(partsArr[j][0]);
  67. // // int id = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType).i;
  68. // if (index < cfgs.Count && index == i || index >= cfgs.Count)
  69. // {
  70. // int num = 0;
  71. // if (!_data.ContainsKey(itemCfg.id))
  72. // {
  73. // _data.Add(itemCfg.id, num);
  74. // }
  75. // num = _data[itemCfg.id];
  76. // num = num + partsArr[j][1];
  77. // _data[itemCfg.id] = num;
  78. // }
  79. // }
  80. // }
  81. // ICollection keys = _data.Keys;
  82. // Dictionary<int, string> _dataPercent = new Dictionary<int, string>();
  83. // foreach (int key in keys)
  84. // {
  85. // ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(key);
  86. // float mainScore = ItemDataManager.GetItemBaseScoreValue(key, itemCfg.mainScore);
  87. // float addScore = _data[key];
  88. // float percent = (addScore / mainScore * 100);
  89. // _dataPercent.Add(key, percent.ToString("0.00"));
  90. // }
  91. // return new List<KeyValuePair<int, string>>(_dataPercent);
  92. // }
  93. //获取当前阶段部件属性总值
  94. public SortedList GetPropertyData(int suitId, int index)
  95. {
  96. SortedList _propertyData = new SortedList();
  97. // _addPropertyData = new SortedList();
  98. List<int> parts = CommonDataManager.Tables.TblSuitCfg.GetOrDefault(suitId).Parts;
  99. for (int i = 0; i < parts.Count; i++)
  100. {
  101. ItemCfg itemCfg = CommonDataManager.Tables.TblItemCfg.GetOrDefault(parts[i]);
  102. for (int j = 0; j < ConstDressUpScoreType.scoreTypeList().Count; j++)
  103. {
  104. int score = j + 1;
  105. int count = ItemDataManager.GetItemAdditionScore(itemCfg.Id, score);
  106. if (_propertyData.ContainsKey(score))
  107. {
  108. count = count + (int)_propertyData[score];
  109. _propertyData[score] = count;
  110. }
  111. else
  112. {
  113. _propertyData.Add(score, count);
  114. }
  115. }
  116. }
  117. return _propertyData;
  118. }
  119. public Dictionary<int, int> GetAdditionPropertyData(int suitId, int index)
  120. {
  121. Dictionary<int, int> _addPropertyData = new Dictionary<int, int>();
  122. SuitFosterCfg cfg =
  123. CommonDataManager.Tables.TblSuitFosterCfg.DataList.Where(a => a.SuitId == suitId).ToList()[index];
  124. List<int> parts = CommonDataManager.Tables.TblSuitCfg.GetOrDefault(suitId).Parts;
  125. for (int j = 0; j < parts.Count; j++)
  126. {
  127. ItemCfg itemCfg = CommonDataManager.Tables.TblItemCfg.GetOrDefault(parts[j]);
  128. for (int k = 0; k < ConstDressUpScoreType.scoreTypeList().Count; k++)
  129. {
  130. int score = k + 1;
  131. int addCount = cfg.Addition;
  132. if (_addPropertyData.ContainsKey(score))
  133. {
  134. addCount = addCount + (int)_addPropertyData[score];
  135. _addPropertyData[score] = addCount;
  136. }
  137. else
  138. {
  139. _addPropertyData.Add(score, addCount);
  140. }
  141. }
  142. }
  143. return _addPropertyData;
  144. }
  145. //0:已完成,1:养护中,2未养护
  146. public int GetFosterState(int suitId, int index)
  147. {
  148. SuitFosterData suitFosterData = this.GetSuitFosterData(suitId);
  149. if (index < suitFosterData.maintainStep)
  150. {
  151. return 0;
  152. }
  153. else if (index == suitFosterData.maintainStep)
  154. {
  155. return 1;
  156. }
  157. return 2;
  158. }
  159. public List<SuitFosterCfg> GetSuitFosterRewards(int suitId)
  160. {
  161. List<SuitFosterCfg> cfgs = CommonDataManager.Tables.TblSuitFosterCfg.DataList.Where(a => a.SuitId == suitId)
  162. .ToList();
  163. List<SuitFosterCfg> list = new List<SuitFosterCfg>(cfgs);
  164. for (int i = list.Count - 1; i >= 0; i--)
  165. {
  166. if (list[i].Rewards.Count == 0)
  167. {
  168. list.RemoveAt(i);
  169. }
  170. }
  171. list = SortRewardList(list, suitId);
  172. return list;
  173. }
  174. private List<SuitFosterCfg> SortRewardList(List<SuitFosterCfg> list, int suitId)
  175. {
  176. SuitFosterData fosterData = GetSuitFosterData(suitId);
  177. List<SuitFosterCfg> cfgs = CommonDataManager.Tables.TblSuitFosterCfg.DataList.Where(a => a.SuitId == suitId)
  178. .ToList();
  179. list.Sort((SuitFosterCfg a, SuitFosterCfg b) =>
  180. {
  181. int indexA = cfgs.IndexOf(a) + 1;
  182. int indexB = cfgs.IndexOf(b) + 1;
  183. if (fosterData.maintainBonusSteps.IndexOf(indexA) >= 0 &&
  184. fosterData.maintainBonusSteps.IndexOf(indexB) < 0)
  185. {
  186. return 1;
  187. }
  188. else if (fosterData.maintainBonusSteps.IndexOf(indexA) < 0 &&
  189. fosterData.maintainBonusSteps.IndexOf(indexB) >= 0)
  190. {
  191. return -1;
  192. }
  193. return 0;
  194. });
  195. return list;
  196. }
  197. //奖励领取状态
  198. public bool GetRewardState(int suitId, int step)
  199. {
  200. SuitFosterData fosterData = GetSuitFosterData(suitId);
  201. return fosterData.maintainBonusSteps.IndexOf(step) >= 0;
  202. }
  203. //当前奖励状态:state 0:未领1:不可领2:已完成
  204. //当前奖励Index
  205. public void GetFosterRewardState(int suitId, out int state, out int index)
  206. {
  207. index = 0;
  208. SuitFosterData fosterData = GetSuitFosterData(suitId);
  209. int finishStep = fosterData.maintainStep;
  210. List<SuitFosterCfg> cfg = CommonDataManager.Tables.TblSuitFosterCfg.DataList.Where(a => a.SuitId == suitId)
  211. .ToList();
  212. for (int i = 0; i < cfg.Count; i++)
  213. {
  214. if (cfg[i].Rewards.Count == 0) continue;
  215. index = i;
  216. int _step = i + 1;
  217. if (_step <= finishStep && fosterData.maintainBonusSteps.IndexOf(_step) < 0)
  218. {
  219. state = 0;
  220. return;
  221. }
  222. if (_step > finishStep)
  223. {
  224. state = 1;
  225. return;
  226. }
  227. }
  228. state = 2;
  229. }
  230. }
  231. }