SuitFosterDatamanager.cs 9.2 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257
  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using cfg.GfgCfg;
  5. using ET;
  6. using UnityEngine;
  7. namespace GFGGame
  8. {
  9. public class SuitFosterDataManager : SingletonBase<SuitFosterDataManager>
  10. {
  11. public string[] stepNames = { "浆洗", "晾晒", "熏香", "熨烫", "整饬" };
  12. private Dictionary<int, SuitFosterData> _suitInfoBySuitIdDic = new Dictionary<int, SuitFosterData>();
  13. public void Clear()
  14. {
  15. _suitInfoBySuitIdDic.Clear();
  16. }
  17. public void InitServerData(SuitFosterData suitFosterData)
  18. {
  19. if (!_suitInfoBySuitIdDic.ContainsKey(suitFosterData.suitId))
  20. {
  21. _suitInfoBySuitIdDic.Add(suitFosterData.suitId, suitFosterData);
  22. }
  23. _suitInfoBySuitIdDic[suitFosterData.suitId] = suitFosterData;
  24. }
  25. public void SetMaintainSuit(int suitId, int maintainStep)
  26. {
  27. _suitInfoBySuitIdDic[suitId].maintainStep = maintainStep;
  28. // _suitInfoBySuitIdDic[suitId].maintainBonusSteps = maintainBonusSteps;
  29. EventAgent.DispatchEvent(ConstMessage.MAINTAIN_SUIT);
  30. }
  31. public void SetMaintainBonusSteps(int suitId, int maintainBonusSteps)
  32. {
  33. _suitInfoBySuitIdDic[suitId].maintainBonusSteps.Add(maintainBonusSteps);
  34. EventAgent.DispatchEvent(ConstMessage.GET_MAINTAIN_SUIT_BONUS, maintainBonusSteps);
  35. }
  36. public void SetMakeNewSuit(int suitId, int makeNewSuit)
  37. {
  38. _suitInfoBySuitIdDic[suitId].makeNewState = makeNewSuit;
  39. EventAgent.DispatchEvent(ConstMessage.MAKE_NEW_SUIT);
  40. }
  41. public SuitFosterData GetSuitFosterData(int suitId)
  42. {
  43. if (_suitInfoBySuitIdDic.ContainsKey(suitId))
  44. {
  45. return _suitInfoBySuitIdDic[suitId];
  46. }
  47. else
  48. {
  49. SuitFosterData suitFosterData = new SuitFosterData() { suitId = suitId, maintainStep = 0, maintainBonusSteps = new List<int>(), makeNewState = 0 };
  50. InitServerData(suitFosterData);
  51. return suitFosterData;
  52. }
  53. }
  54. //加成属性服装占比
  55. // public List<KeyValuePair<int, string>> GetPropertyPercentData(int suitId, int index)
  56. // {
  57. // List<SuitFosterCfg> cfgs = SuitFosterCfgArray.Instance.GetCfgsBysuitId(suitId);
  58. // Dictionary<int, int> _data = new Dictionary<int, int>();
  59. // for (int i = 0; i < cfgs.Count; i++)
  60. // {
  61. // int[][] partsArr = cfgs[i].partsArr;
  62. // for (int j = 0; j < partsArr.Length; j++)
  63. // {
  64. // ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(partsArr[j][0]);
  65. // // int id = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType).i;
  66. // if (index < cfgs.Count && index == i || index >= cfgs.Count)
  67. // {
  68. // int num = 0;
  69. // if (!_data.ContainsKey(itemCfg.id))
  70. // {
  71. // _data.Add(itemCfg.id, num);
  72. // }
  73. // num = _data[itemCfg.id];
  74. // num = num + partsArr[j][1];
  75. // _data[itemCfg.id] = num;
  76. // }
  77. // }
  78. // }
  79. // ICollection keys = _data.Keys;
  80. // Dictionary<int, string> _dataPercent = new Dictionary<int, string>();
  81. // foreach (int key in keys)
  82. // {
  83. // ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(key);
  84. // float mainScore = ItemDataManager.GetItemBaseScoreValue(key, itemCfg.mainScore);
  85. // float addScore = _data[key];
  86. // float percent = (addScore / mainScore * 100);
  87. // _dataPercent.Add(key, percent.ToString("0.00"));
  88. // }
  89. // return new List<KeyValuePair<int, string>>(_dataPercent);
  90. // }
  91. //获取当前阶段部件属性总值
  92. public SortedList GetPropertyData(int suitId, int index)
  93. {
  94. SortedList _propertyData = new SortedList();
  95. // _addPropertyData = new SortedList();
  96. List<int> parts = CommonDataManager.Tables.TblSuitCfg.GetOrDefault(suitId).Parts;
  97. for (int i = 0; i < parts.Count; i++)
  98. {
  99. ItemCfg itemCfg = CommonDataManager.Tables.TblItemCfg.GetOrDefault(parts[i]);
  100. for (int j = 0; j < ConstDressUpScoreType.scoreTypeList().Count; j++)
  101. {
  102. int score = j + 1;
  103. int count = ItemDataManager.GetItemAdditionScore(itemCfg.Id, score);
  104. if (_propertyData.ContainsKey(score))
  105. {
  106. count = count + (int)_propertyData[score];
  107. _propertyData[score] = count;
  108. }
  109. else
  110. {
  111. _propertyData.Add(score, count);
  112. }
  113. }
  114. }
  115. return _propertyData;
  116. }
  117. public Dictionary<int, int> GetAdditionPropertyData(int suitId, int index)
  118. {
  119. Dictionary<int, int> _addPropertyData = new Dictionary<int, int>();
  120. SuitFosterCfg cfg = CommonDataManager.Tables.TblSuitFosterCfg.GetGroup1BySuitId(suitId)[index];
  121. List<int> parts = CommonDataManager.Tables.TblSuitCfg.GetOrDefault(suitId).Parts;
  122. for (int j = 0; j < parts.Count; j++)
  123. {
  124. ItemCfg itemCfg = CommonDataManager.Tables.TblItemCfg.GetOrDefault(parts[j]);
  125. for (int k = 0; k < ConstDressUpScoreType.scoreTypeList().Count; k++)
  126. {
  127. int score = k + 1;
  128. int addCount = cfg.Addition;
  129. if (_addPropertyData.ContainsKey(score))
  130. {
  131. addCount = addCount + (int)_addPropertyData[score];
  132. _addPropertyData[score] = addCount;
  133. }
  134. else
  135. {
  136. _addPropertyData.Add(score, addCount);
  137. }
  138. }
  139. }
  140. return _addPropertyData;
  141. }
  142. //0:已完成,1:养护中,2未养护
  143. public int GetFosterState(int suitId, int index)
  144. {
  145. SuitFosterData suitFosterData = this.GetSuitFosterData(suitId);
  146. if (index < suitFosterData.maintainStep)
  147. {
  148. return 0;
  149. }
  150. else if (index == suitFosterData.maintainStep)
  151. {
  152. return 1;
  153. }
  154. return 2;
  155. }
  156. public List<SuitFosterCfg> GetSuitFosterRewards(int suitId)
  157. {
  158. List<SuitFosterCfg> cfgs = CommonDataManager.Tables.TblSuitFosterCfg.GetGroup1BySuitId(suitId);
  159. List<SuitFosterCfg> list = new List<SuitFosterCfg>(cfgs);
  160. for (int i = list.Count - 1; i >= 0; i--)
  161. {
  162. if (list[i].Rewards.Count == 0)
  163. {
  164. list.RemoveAt(i);
  165. }
  166. }
  167. list = SortRewardList(list, suitId);
  168. return list;
  169. }
  170. private List<SuitFosterCfg> SortRewardList(List<SuitFosterCfg> list, int suitId)
  171. {
  172. SuitFosterData fosterData = GetSuitFosterData(suitId);
  173. List<SuitFosterCfg> cfgs = CommonDataManager.Tables.TblSuitFosterCfg.GetGroup1BySuitId(suitId);
  174. list.Sort((SuitFosterCfg a, SuitFosterCfg b) =>
  175. {
  176. int indexA = cfgs.IndexOf(a) + 1;
  177. int indexB = cfgs.IndexOf(b) + 1;
  178. if (fosterData.maintainBonusSteps.IndexOf(indexA) >= 0 && fosterData.maintainBonusSteps.IndexOf(indexB) < 0)
  179. {
  180. return 1;
  181. }
  182. else if (fosterData.maintainBonusSteps.IndexOf(indexA) < 0 && fosterData.maintainBonusSteps.IndexOf(indexB) >= 0)
  183. {
  184. return -1;
  185. }
  186. return 0;
  187. });
  188. return list;
  189. }
  190. //奖励领取状态
  191. public bool GetRewardState(int suitId, int step)
  192. {
  193. SuitFosterData fosterData = GetSuitFosterData(suitId);
  194. return fosterData.maintainBonusSteps.IndexOf(step) >= 0;
  195. }
  196. //当前奖励状态:state 0:未领1:不可领2:已完成
  197. //当前奖励Index
  198. public void GetFosterRewardState(int suitId, out int state, out int index)
  199. {
  200. index = 0;
  201. SuitFosterData fosterData = GetSuitFosterData(suitId);
  202. int finishStep = fosterData.maintainStep;
  203. List<SuitFosterCfg> cfg = CommonDataManager.Tables.TblSuitFosterCfg.GetGroup1BySuitId(suitId);
  204. for (int i = 0; i < cfg.Count; i++)
  205. {
  206. if (cfg[i].Rewards.Count == 0) continue;
  207. index = i;
  208. int _step = i + 1;
  209. if (_step <= finishStep && fosterData.maintainBonusSteps.IndexOf(_step) < 0)
  210. {
  211. state = 0;
  212. return;
  213. }
  214. if (_step > finishStep)
  215. {
  216. state = 1;
  217. return;
  218. }
  219. }
  220. state = 2;
  221. }
  222. }
  223. }