DecomposeDataManager.cs 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306
  1. using System.Collections.Generic;
  2. using cfg;
  3. using cfg.GfgCfg;
  4. namespace GFGGame
  5. {
  6. public class DecomposeDataManager : SingletonBase<DecomposeDataManager>
  7. {
  8. Dictionary<int, List<int>> _decomposeData = new Dictionary<int, List<int>>(); //所有可分解的换装部件数据
  9. Dictionary<int, List<int>> _decomposeMaterialData = new Dictionary<int, List<int>>(); //所有可分解的材料数据
  10. Dictionary<int, List<int>> _suitSyntheticMaterials = new Dictionary<int, List<int>>(); //materiasId,Lsit<suitId>
  11. List<int> _rewardList = new List<int>();
  12. public const int MaxCount = 999;
  13. public void Clear()
  14. {
  15. _decomposeData.Clear();
  16. _decomposeMaterialData.Clear();
  17. _suitSyntheticMaterials.Clear();
  18. }
  19. public void Add(int itemId)
  20. {
  21. //初始化时禁止使用物品配置,会造成卡顿!!!
  22. int rarity = ItemDataManager.GetItemRarity(itemId);
  23. if (!_decomposeData.ContainsKey(rarity))
  24. {
  25. _decomposeData.Add(rarity, new List<int>());
  26. }
  27. long count = ItemCanDecomposeCount(itemId);
  28. if (_decomposeData[rarity].IndexOf(itemId) < 0 && count > 0)
  29. {
  30. _decomposeData[rarity].Add(itemId);
  31. }
  32. //套装拥有的时候需要让材料重新加进列表
  33. IList<ItemParamProto> syntheticMateriarsArr = ItemDataManager.GetItemSyntheticSuitArr(itemId);
  34. if (syntheticMateriarsArr.Count > 0)
  35. {
  36. foreach (var materiars in syntheticMateriarsArr)
  37. {
  38. int materialId = materiars.ItemId;
  39. int materialItemType = ItemDataManager.GetItemType(materialId);
  40. if (materialItemType == ConstItemType.DRESS_UP)
  41. {
  42. long materiarsCount = ItemCanDecomposeCount(materialId);
  43. if (materiarsCount > 0 &&
  44. (materiarsCount + materiars.Count - DeductSynthesisNeedNum(materialId)) > 0)
  45. {
  46. rarity = ItemDataManager.GetItemRarity(materialId);
  47. if (!_decomposeData.ContainsKey(rarity))
  48. {
  49. _decomposeData.Add(rarity, new List<int>());
  50. }
  51. if (_decomposeData[rarity].IndexOf(materialId) < 0)
  52. {
  53. _decomposeData[rarity].Add(materialId);
  54. }
  55. }
  56. }
  57. }
  58. }
  59. }
  60. public void AddMaterial(int itemId)
  61. {
  62. //初始化时禁止使用物品配置,会造成卡顿!!!
  63. int rarity = ItemDataManager.GetItemRarity(itemId);
  64. if (!_decomposeMaterialData.ContainsKey(rarity))
  65. {
  66. _decomposeMaterialData.Add(rarity, new List<int>());
  67. }
  68. if (_decomposeMaterialData[rarity].IndexOf(itemId) < 0)
  69. {
  70. _decomposeMaterialData[rarity].Add(itemId);
  71. }
  72. }
  73. public void Remove(int itemId)
  74. {
  75. int rarity = CommonDataManager.Tables.TblItemCfg.GetOrDefault(itemId).Rarity;
  76. long count = ItemCanDecomposeCount(itemId);
  77. if (_decomposeData.ContainsKey(rarity) && _decomposeData[rarity].IndexOf(itemId) >= 0 && count <= 0)
  78. {
  79. _decomposeData[rarity].Remove(itemId);
  80. }
  81. }
  82. public void RemoveMaterial(int itemId)
  83. {
  84. int rarity = CommonDataManager.Tables.TblItemCfg.GetOrDefault(itemId).Rarity;
  85. long count = ItemCanDecomposeMaterialCount(itemId);
  86. if (_decomposeMaterialData.ContainsKey(rarity) && _decomposeMaterialData[rarity].IndexOf(itemId) >= 0 &&
  87. count <= 0)
  88. {
  89. _decomposeMaterialData[rarity].Remove(itemId);
  90. }
  91. }
  92. //分解需要扣去合成需要的数量
  93. public int DeductSynthesisNeedNum(int itemId)
  94. {
  95. ItemCfg itemCfg = CommonDataManager.Tables.TblItemCfg.GetOrDefault(itemId);
  96. if (itemCfg == null)
  97. return 0;
  98. int sum = 0;
  99. foreach (int syntheticId in itemCfg.SyntheticSuit)
  100. {
  101. if (ItemDataManager.GetItemNum(syntheticId) <= 0)
  102. {
  103. ItemCfg syntheticItemCfg = CommonDataManager.Tables.TblItemCfg.GetOrDefault(syntheticId);
  104. foreach (var MateriarsInfo in syntheticItemCfg.SyntheticMateriars)
  105. {
  106. if (MateriarsInfo.ItemId == itemId)
  107. sum += MateriarsInfo.Count;
  108. }
  109. }
  110. }
  111. return sum;
  112. }
  113. public List<int> GetRewardList()
  114. {
  115. if (_rewardList.Count == 0)
  116. {
  117. var cfgs = CommonDataManager.Tables.TblDecomposeCfg.DataList;
  118. for (int i = 0; i < cfgs.Count; i++)
  119. {
  120. for (int j = 0; j < cfgs[i].Items.Count; j++)
  121. {
  122. if (_rewardList.IndexOf(cfgs[i].Items[j].ItemId) < 0)
  123. {
  124. _rewardList.Add(cfgs[i].Items[j].ItemId);
  125. }
  126. }
  127. }
  128. }
  129. return _rewardList;
  130. }
  131. //物品可分解的数量
  132. public long CanDecomposeCount(int decomposeType, int itemId)
  133. {
  134. if (decomposeType == 0)
  135. {
  136. return ItemCanDecomposeCount(itemId);
  137. }
  138. else
  139. {
  140. return ItemCanDecomposeMaterialCount(itemId);
  141. }
  142. }
  143. //物品可分解的数量
  144. public long ItemCanDecomposeCount(int itemId)
  145. {
  146. //合成需要的数量
  147. int synthesisNum = DeductSynthesisNeedNum(itemId);
  148. return ItemDataManager.GetItemNum(itemId) - 1 - synthesisNum;
  149. }
  150. //材料可分解的数量
  151. public long ItemCanDecomposeMaterialCount(int itemId)
  152. {
  153. //合成需要的数量
  154. int synthesisNum = DeductSynthesisMaterialNeedNum(itemId);
  155. return ItemDataManager.GetItemNum(itemId) - synthesisNum;
  156. }
  157. //整理分解物品数据
  158. public void TidyDecomposeData()
  159. {
  160. foreach (var itemId in DressUpMenuItemDataManager.GetDressUpItemDatas())
  161. {
  162. if (!DressUpMenuItemCfg1Array.Instance.CheckIsBackGroundType(itemId))
  163. {
  164. Add(itemId);
  165. }
  166. }
  167. foreach (var info in BagDataManager.Instance.GetBagData())
  168. {
  169. if (info.Value.itemType == ConstItemType.ITEM &&
  170. info.Value.subType == ConstItemSubType.MATERIAL_SKILL_BOOK)
  171. {
  172. AddMaterial(info.Value.id);
  173. }
  174. }
  175. }
  176. //获得分解服装数据
  177. public List<int> GetDecomposeDataByRarity(int rarity)
  178. {
  179. if (!_decomposeData.ContainsKey(rarity)) return null;
  180. return _decomposeData[rarity];
  181. }
  182. //获得分解技能书数据
  183. public List<int> GetDecomposeMaterialByRarity(int rarity)
  184. {
  185. if (!_decomposeMaterialData.ContainsKey(rarity)) return null;
  186. Dictionary<int, int> LeagueSkillLvDatas = SkillDataManager.Instance.LeagueSkillLvDatas;
  187. List<int> materialDataKey = new List<int>();
  188. foreach (var key in _decomposeMaterialData.Keys)
  189. {
  190. materialDataKey.Add(key);
  191. }
  192. for (int i = 0; i < materialDataKey.Count; i++)
  193. {
  194. for (int k = _decomposeMaterialData[materialDataKey[i]].Count - 1; k >= 0; k--)
  195. {
  196. int itemId = _decomposeMaterialData[materialDataKey[i]][k];
  197. if (ItemCanDecomposeMaterialCount(itemId) <= 0)
  198. {
  199. _decomposeMaterialData[materialDataKey[i]].RemoveAt(k);
  200. }
  201. }
  202. }
  203. return _decomposeMaterialData[rarity];
  204. }
  205. //分解需要扣去合成材料需要的数量
  206. public int DeductSynthesisMaterialNeedNum(int itemId)
  207. {
  208. int sum = 0;
  209. int skillId = ItemDataManager.GetItemSkillId(itemId);
  210. if (skillId == 0)
  211. {
  212. return 0;
  213. }
  214. Dictionary<int, int> leagueSkillLvDatas = SkillDataManager.Instance.GetLeagueSkillLvDatas();
  215. if (!leagueSkillLvDatas.ContainsKey(skillId))
  216. return 0;
  217. int skillLv = leagueSkillLvDatas[skillId];
  218. PassivitySkillLvlCfg skillLvlCfg = CommonDataManager.Tables.TblPassivitySkillLvlCfg.Get(skillLv, skillId);
  219. int skillLvIndex = skillLv;
  220. while (skillLvlCfg != null && skillLvlCfg.Materiars != null && skillLvlCfg.Materiars.Count > 0)
  221. {
  222. sum += skillLvlCfg.Materiars[0].Count;
  223. skillLvIndex += 1;
  224. skillLvlCfg = CommonDataManager.Tables.TblPassivitySkillLvlCfg.Get(skillLvIndex, skillId);
  225. }
  226. return sum;
  227. }
  228. public void InitSuitSyntheticMaterias()
  229. {
  230. List<SuitCfg> suitCfgs = new List<SuitCfg>();
  231. suitCfgs.AddRange(new List<SuitCfg>(CommonDataManager.Tables.TblSuitCfg.GetGroup1BySyntheticType(1)));
  232. suitCfgs.AddRange(new List<SuitCfg>(CommonDataManager.Tables.TblSuitCfg.GetGroup1BySyntheticType(2)));
  233. suitCfgs.AddRange(new List<SuitCfg>(CommonDataManager.Tables.TblSuitCfg.GetGroup1BySyntheticType(3)));
  234. for (int i = 0; i < suitCfgs.Count; i++)
  235. {
  236. int suitId = suitCfgs[i].Id;
  237. for (int j = 0; j < suitCfgs[i].Parts.Count; j++)
  238. {
  239. ItemCfg itemCfg = CommonDataManager.Tables.TblItemCfg.GetOrDefault(suitCfgs[i].Parts[j]);
  240. for (int k = 0; k < itemCfg.SyntheticMateriars.Count; k++)
  241. {
  242. int materialId = itemCfg.SyntheticMateriars[k].ItemId;
  243. if (!_suitSyntheticMaterials.ContainsKey(materialId))
  244. {
  245. _suitSyntheticMaterials[materialId] = new List<int>();
  246. }
  247. if (_suitSyntheticMaterials[materialId].IndexOf(suitId) < 0)
  248. _suitSyntheticMaterials[materialId].Add(suitId);
  249. }
  250. }
  251. }
  252. }
  253. /// <summary>
  254. /// 检测物品对应的套装是否全部合成
  255. /// </summary>
  256. /// <param name="itemId"></param>
  257. /// <returns></returns>
  258. public bool CheckIsItemForSuitSynthetic(int itemId)
  259. {
  260. if (!_suitSyntheticMaterials.ContainsKey(itemId)) return true;
  261. for (int i = 0; i < _suitSyntheticMaterials[itemId].Count; i++)
  262. {
  263. if (!DressUpMenuSuitDataManager.CheckHaveSuit(_suitSyntheticMaterials[itemId][i])) return false;
  264. }
  265. return true;
  266. }
  267. }
  268. }