MyDressUpHelper.cs 18 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using cfg.GfgCfg;
  4. using ET;
  5. namespace GFGGame
  6. {
  7. //玩家换装助手,用于跨界面流程的换装对象数据存储及部分方法封装
  8. public class MyDressUpHelper
  9. {
  10. private static DressUpObj _dressUpObj;
  11. public static DressUpObj dressUpObj
  12. {
  13. get
  14. {
  15. if (_dressUpObj == null)
  16. {
  17. _dressUpObj = new DressUpObj();
  18. }
  19. return _dressUpObj;
  20. }
  21. }
  22. private static int _stepIndex = -1;
  23. public static int stepIndex { get { return _stepIndex; } }
  24. private static List<DressUpData> _dressMemory = new List<DressUpData>();
  25. public static List<DressUpData> dressMemory { get { return _dressMemory; } }
  26. public const int MAX_MEMORY_STEP = 20;//最大记录步数
  27. public static CustomSuitData GetCurSuitDataClone(int index)
  28. {
  29. CustomSuitData suitSavedData = new CustomSuitData(index);
  30. suitSavedData.dressUpData = MyDressUpHelper.dressUpObj.DressUpDataClone();
  31. return suitSavedData;
  32. }
  33. /// <summary>
  34. /// 检测是否穿戴完整(穿着连衣裙或同时穿着上装下装)
  35. /// </summary>
  36. /// <returns></returns>
  37. public static bool CheckPutOnFinish(List<int> itemList = null)
  38. {
  39. List<int> equipDatas;
  40. if (itemList == null)
  41. {
  42. if (MyDressUpHelper.dressUpObj.suitId > 0) return true;
  43. equipDatas = MyDressUpHelper.dressUpObj.itemList;
  44. }
  45. else
  46. {
  47. equipDatas = itemList;
  48. }
  49. bool isLianYiQun = false;
  50. bool isShangYi = false;
  51. bool isXiaZhuang = false;
  52. for (int i = 0; i < equipDatas.Count; i++)
  53. {
  54. var itemId = equipDatas[i];
  55. ItemCfg itemCfg = CommonDataManager.Tables.TblItemCfg.GetOrDefault(itemId);
  56. if (itemCfg == null)
  57. {
  58. Log.Warning($"id为 {itemId} 的物品没有配置,请查找原因!");
  59. continue;
  60. }
  61. if (itemCfg.SubType == ConstDressUpItemType.LIAN_YI_QUN && itemCfg.Id != ConstItemID.DEFULT_LIAN_YI_QUN)
  62. {
  63. isLianYiQun = true; break;
  64. }
  65. if (itemCfg.SubType == ConstDressUpItemType.SHANG_YI)
  66. {
  67. isShangYi = true;
  68. }
  69. if (itemCfg.SubType == ConstDressUpItemType.NEI_DA && itemCfg.Id != ConstItemID.DEFULT_NEI_DA)
  70. {
  71. isShangYi = true;
  72. }
  73. if (itemCfg.SubType == ConstDressUpItemType.XIA_ZHUANG && itemCfg.Id != ConstItemID.DEFULT_XIA_ZHUANG)
  74. {
  75. isXiaZhuang = true;
  76. }
  77. }
  78. return isLianYiQun || isXiaZhuang && isShangYi;
  79. }
  80. public static bool CheckEquipedFightNeeded()
  81. {
  82. StoryLevelCfg levelCfg = CommonDataManager.Tables.TblStoryLevelCfg.GetOrDefault(InstanceZonesDataManager.currentLevelCfgId);
  83. StoryFightCfg fightCfg = CommonDataManager.Tables.TblStoryFightCfg.GetOrDefault(int.Parse(levelCfg.FightID));
  84. if (fightCfg.NeedItemId > 0)
  85. {
  86. return dressUpObj.CheckDressUpItemIsOn(fightCfg.NeedItemId);
  87. }
  88. else if (fightCfg.NeedSuitId > 0)
  89. {
  90. return dressUpObj.CheckSuitIsOn(fightCfg.NeedSuitId);
  91. }
  92. return true;
  93. }
  94. public static void PutOnSuitSavedByPos(int index)
  95. {
  96. CustomSuitData suitSavedData = CustomSuitDataManager.GetSuitList(index);
  97. dressUpObj.PutOnDressUpData(suitSavedData.dressUpData);
  98. }
  99. //返回当前饰品穿戴数量
  100. public static int GetCurrentOrnamentCount()
  101. {
  102. int count = 0;
  103. for (int i = 0; i < dressUpObj.itemList.Count; i++)
  104. {
  105. if (DressUpMenuItemCfg1Array.Instance.CheckIsOrnamentsType(dressUpObj.itemList[i]))
  106. {
  107. count++;
  108. }
  109. }
  110. return count;
  111. }
  112. public static void PutOnRecommendItems2()
  113. {
  114. Dictionary<int, List<int>> itemsDic = GetRecommendItems();
  115. List<int> recommendList = new List<int>();
  116. foreach (int key in itemsDic.Keys)
  117. {
  118. if (key == ConstDressUpItemType.SHANG_YI || key == ConstDressUpItemType.XIA_ZHUANG || key == ConstDressUpItemType.LIAN_YI_QUN) continue;
  119. recommendList.AddRange(itemsDic[key]);
  120. }
  121. StoryLevelCfg levelCfg = CommonDataManager.Tables.TblStoryLevelCfg.GetOrDefault(InstanceZonesDataManager.currentLevelCfgId);
  122. //StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(id);
  123. StoryFightCfg fightCfg = CommonDataManager.Tables.TblStoryFightCfg.GetOrDefault(int.Parse(levelCfg.FightID));
  124. SuitCfg suitCfg = CommonDataManager.Tables.TblSuitCfg.GetOrDefault(fightCfg.NeedSuitId);
  125. int[] suitParts = suitCfg == null ? new int[] { } : suitCfg.Parts.ToArray();
  126. int shangyiId = itemsDic.ContainsKey(ConstDressUpItemType.SHANG_YI) && itemsDic[ConstDressUpItemType.SHANG_YI].Count > 0 ? itemsDic[ConstDressUpItemType.SHANG_YI][0] : 0;
  127. int xiazhuangId = itemsDic.ContainsKey(ConstDressUpItemType.XIA_ZHUANG) && itemsDic[ConstDressUpItemType.XIA_ZHUANG].Count > 0 ? itemsDic[ConstDressUpItemType.XIA_ZHUANG][0] : ConstItemID.DEFULT_XIA_ZHUANG;
  128. int neidaId = itemsDic.ContainsKey(ConstDressUpItemType.NEI_DA) && itemsDic[ConstDressUpItemType.NEI_DA].Count > 0 ? itemsDic[ConstDressUpItemType.NEI_DA][0] : ConstItemID.DEFULT_NEI_DA;
  129. 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;
  130. if (fightCfg.NeedItemId > 0 && (shangyiId == fightCfg.NeedItemId || xiazhuangId == fightCfg.NeedItemId || neidaId == fightCfg.NeedItemId) ||
  131. fightCfg.NeedSuitId > 0 && (Array.IndexOf(suitParts, shangyiId) >= 0 || Array.IndexOf(suitParts, xiazhuangId) >= 0 || Array.IndexOf(suitParts, neidaId) >= 0))
  132. {
  133. if (shangyiId > 0) recommendList.Add(shangyiId);
  134. recommendList.Add(xiazhuangId);
  135. recommendList.Add(neidaId);
  136. }
  137. else if (fightCfg.NeedItemId > 0 && lianyiqunId == fightCfg.NeedItemId || fightCfg.NeedSuitId > 0 && Array.IndexOf(suitParts, lianyiqunId) >= 0)
  138. {
  139. recommendList.Add(lianyiqunId);
  140. }
  141. else
  142. {
  143. int shangyiScore = ItemDataManager.GetItemAdditionScore(shangyiId, InstanceZonesDataManager.currentScoreType);
  144. int xiazhuangScore = ItemDataManager.GetItemAdditionScore(xiazhuangId, InstanceZonesDataManager.currentScoreType);
  145. int neidaScore = ItemDataManager.GetItemAdditionScore(neidaId, InstanceZonesDataManager.currentScoreType);
  146. int lianyiqunScore = ItemDataManager.GetItemAdditionScore(lianyiqunId, InstanceZonesDataManager.currentScoreType);
  147. if (lianyiqunScore > (shangyiScore + xiazhuangScore + neidaScore))
  148. {
  149. recommendList.Add(lianyiqunId);
  150. }
  151. else
  152. {
  153. if (shangyiId > 0) recommendList.Add(shangyiId);
  154. recommendList.Add(xiazhuangId);
  155. recommendList.Add(neidaId);
  156. }
  157. }
  158. dressUpObj.PutOnItemList(recommendList);
  159. }
  160. private static Dictionary<int, List<int>> GetRecommendItems( int id = 0)
  161. {
  162. GetClassifyDictionaty(out Dictionary<int, List<int>> needListBySubType, out Dictionary<int, List<int>> recommendListBySubType);
  163. List<DressUpMenuItemCfg1> menuCfg1s = CommonDataManager.Tables.TblDressUpMenuItemCfg1.DataList ;
  164. Dictionary<int, List<int>> itemsDic = new Dictionary<int, List<int>>();
  165. for (int i = 0; i < menuCfg1s.Count - 4; i++)//最后四个不处理(套装、动作、道具、背景)
  166. {
  167. DressUpMenuItemCfg1 menuCfg1 = menuCfg1s[i];
  168. List<int> recommendItems = new List<int>();
  169. itemsDic[menuCfg1.Id] = recommendItems;
  170. if (menuCfg1.SubMenus.Count == 0)//普通部件有必需品就用必需品,没有必需品就用推荐品
  171. {
  172. if (needListBySubType.ContainsKey(menuCfg1.Type) && needListBySubType[menuCfg1.Type].Count > 0)
  173. {
  174. recommendItems.Add(needListBySubType[menuCfg1.Type][0]);
  175. continue;
  176. }
  177. if (recommendListBySubType.ContainsKey(menuCfg1.Type) && recommendListBySubType[menuCfg1.Type].Count > 0)
  178. {
  179. recommendItems.Add(recommendListBySubType[menuCfg1.Type][0]);
  180. continue;
  181. }
  182. }
  183. else
  184. {
  185. List<int> needOrnament = new List<int>();//饰品的必需品列表
  186. List<int> recommecdOrnament = new List<int>();//饰品的推荐品列表
  187. for (int j = 0; j < menuCfg1.SubMenus.Count; j++)
  188. {
  189. DressUpMenuItemCfg2 menuCfg2 = CommonDataManager.Tables.TblDressUpMenuItemCfg2.GetOrDefault(menuCfg1.SubMenus[j]);
  190. if (menuCfg2.Type != (int)ConstDressUpItemType.TE_SHU)
  191. {
  192. if (needListBySubType.ContainsKey(menuCfg2.Type) && needListBySubType[menuCfg2.Type].Count > 0)
  193. {
  194. needOrnament.AddRange(needListBySubType[menuCfg2.Type]);
  195. continue;
  196. }
  197. if (recommendListBySubType.ContainsKey(menuCfg2.Type) && recommendListBySubType[menuCfg2.Type].Count > 0)
  198. {
  199. recommecdOrnament.AddRange(recommendListBySubType[menuCfg2.Type]);
  200. continue;
  201. }
  202. }
  203. else
  204. {
  205. if (needListBySubType.ContainsKey(menuCfg2.Type) && needListBySubType[menuCfg2.Type].Count > 0)
  206. {
  207. needOrnament.AddRange(needListBySubType[menuCfg2.Type]);
  208. }
  209. if (recommendListBySubType.ContainsKey(menuCfg2.Type) && recommendListBySubType[menuCfg2.Type].Count > 0)
  210. {
  211. int needCount = Math.Min(recommendListBySubType[menuCfg2.Type].Count, 3 - needListBySubType[menuCfg2.Type].Count);
  212. //特殊部件必需品不足三件,从推荐品里补足
  213. recommendListBySubType[menuCfg2.Type] = recommendListBySubType[menuCfg2.Type].GetRange(0, needCount);
  214. recommecdOrnament.AddRange(recommendListBySubType[menuCfg2.Type]);
  215. }
  216. }
  217. }
  218. DressUpMenuItemDataManager.SortItemListByHighScore(needOrnament);
  219. needOrnament = needOrnament.GetRange(0, Math.Min(needOrnament.Count, CommonDataManager.Tables.TblGlobalCfg.DressLimitCount));
  220. recommendItems.AddRange(needOrnament);
  221. DressUpMenuItemDataManager.SortItemListByHighScore(recommecdOrnament);
  222. recommecdOrnament = recommecdOrnament.GetRange(0, Math.Min(recommecdOrnament.Count, CommonDataManager.Tables.TblGlobalCfg.DressLimitCount - needOrnament.Count));
  223. recommendItems.AddRange(recommecdOrnament);
  224. }
  225. }
  226. return itemsDic;
  227. }
  228. //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)
  229. private static void GetClassifyDictionaty(out Dictionary<int, List<int>> needListBySubType, out Dictionary<int, List<int>> recommendListBySubType)
  230. {
  231. StoryLevelCfg levelCfg = CommonDataManager.Tables.TblStoryLevelCfg.GetOrDefault(InstanceZonesDataManager.currentLevelCfgId);
  232. StoryFightCfg fightCfg = CommonDataManager.Tables.TblStoryFightCfg.GetOrDefault(int.Parse(levelCfg.FightID));
  233. needListBySubType = new Dictionary<int, List<int>>();
  234. recommendListBySubType = new Dictionary<int, List<int>>();
  235. Dictionary<int, List<int>> itemDatasDic = DressUpMenuItemDataManager.ItemDatasBySubTypeDic;
  236. foreach (int subType in itemDatasDic.Keys)
  237. {
  238. if (DressUpMenuItemCfg1Array.Instance.CheckIsSceneTypeBySubType(subType)) continue;
  239. if (!needListBySubType.ContainsKey(subType))
  240. {
  241. needListBySubType.Add(subType, new List<int>());
  242. }
  243. List<int> itemDatas = new List<int>(itemDatasDic[subType]);
  244. DressUpMenuItemDataManager.SortItemListByHighScore(itemDatas);
  245. if (fightCfg.NeedSuitId > 0)
  246. {
  247. int[] suitParts = CommonDataManager.Tables.TblSuitCfg.GetOrDefault(fightCfg.NeedSuitId).Parts.ToArray();
  248. for (int i = 0; i < suitParts.Length; i++)
  249. {
  250. if (itemDatas.IndexOf(suitParts[i]) >= 0)//当前类型里是否包含此部件,
  251. {
  252. needListBySubType[subType].Add(suitParts[i]);
  253. }
  254. }
  255. }
  256. if (fightCfg.NeedItemId > 0)
  257. {
  258. if (itemDatas.IndexOf(fightCfg.NeedItemId) >= 0 && needListBySubType[subType].IndexOf(fightCfg.NeedItemId) < 0)
  259. {
  260. needListBySubType[subType].Add(fightCfg.NeedItemId);
  261. }
  262. }
  263. DressUpMenuItemDataManager.SortItemListByHighScore(needListBySubType[subType]);
  264. 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;
  265. needListBySubType[subType] = needListBySubType[subType].Count > maxCount ? needListBySubType[subType].GetRange(0, maxCount) : needListBySubType[subType];
  266. if (!recommendListBySubType.ContainsKey(subType))
  267. {
  268. recommendListBySubType.Add(subType, new List<int>());
  269. }
  270. int index = 0;
  271. while (recommendListBySubType[subType].Count < maxCount && itemDatas.Count > index)//不足3个从列表里补足
  272. {
  273. int partId = itemDatas[index];
  274. 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
  275. {
  276. recommendListBySubType[subType].Add(partId);
  277. }
  278. index++;
  279. }
  280. DressUpMenuItemDataManager.SortItemListByHighScore(recommendListBySubType[subType]);
  281. }
  282. }
  283. //获取一套套装战斗时可用部件(剔除超过5件的饰品)
  284. public static List<int> GetSuitFightItems(int suitId)
  285. {
  286. List<int> items = new List<int>();
  287. List<int> ornamentItems = new List<int>();
  288. int[] suitParts = CommonDataManager.Tables.TblSuitCfg.GetOrDefault(suitId).Parts.ToArray();
  289. for (int i = 0; i < suitParts.Length; i++)
  290. {
  291. if (DressUpMenuItemCfg1Array.Instance.CheckIsOrnamentsType(suitParts[i]))
  292. {
  293. ornamentItems.Add(suitParts[i]);
  294. }
  295. else
  296. {
  297. items.Add(suitParts[i]);
  298. }
  299. }
  300. DressUpMenuItemDataManager.SortItemListByHighScore(ornamentItems);
  301. int count = Math.Min(ornamentItems.Count, CommonDataManager.Tables.TblGlobalCfg.DressLimitCount);
  302. ornamentItems = ornamentItems.GetRange(0, count);
  303. items.AddRange(ornamentItems);
  304. return items;
  305. }
  306. public static bool OnClickBtnLastStep()
  307. {
  308. if (_stepIndex - 1 < 0) return false;
  309. _stepIndex--;
  310. MyDressUpHelper.dressUpObj.PutOnDressUpData(_dressMemory[_stepIndex]);
  311. return true;
  312. }
  313. public static bool OnClickBtnNextStep()
  314. {
  315. if (_stepIndex + 1 >= _dressMemory.Count) return false;
  316. _stepIndex++;
  317. MyDressUpHelper.dressUpObj.PutOnDressUpData(_dressMemory[_stepIndex]);
  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. }