SuitFosterDatamanager.cs 8.4 KB

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