DecomposeDataManager.cs 11 KB

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  1. using System.Collections.Generic;
  2. using cfg;
  3. using cfg.GfgCfg;
  4. using ET;
  5. namespace GFGGame
  6. {
  7. public class DecomposeDataManager : SingletonBase<DecomposeDataManager>
  8. {
  9. Dictionary<int, List<int>> _decomposeData = new Dictionary<int, List<int>>(); //所有可分解的换装部件数据
  10. Dictionary<int, List<int>> _decomposeMaterialData = new Dictionary<int, List<int>>(); //所有可分解的材料数据
  11. Dictionary<int, List<int>> _suitSyntheticMaterials = new Dictionary<int, List<int>>(); //materiasId,Lsit<suitId>
  12. List<int> _rewardList = new List<int>();
  13. public const int MaxCount = 999;
  14. public void Clear()
  15. {
  16. _decomposeData.Clear();
  17. _decomposeMaterialData.Clear();
  18. _suitSyntheticMaterials.Clear();
  19. }
  20. public void Add(int itemId)
  21. {
  22. //初始化时禁止使用物品配置,会造成卡顿!!!
  23. int rarity = ItemDataManager.GetItemRarity(itemId);
  24. if (!_decomposeData.ContainsKey(rarity))
  25. {
  26. _decomposeData.Add(rarity, new List<int>());
  27. }
  28. long count = ItemCanDecomposeCount(itemId);
  29. if (_decomposeData[rarity].IndexOf(itemId) < 0 && count > 0)
  30. {
  31. _decomposeData[rarity].Add(itemId);
  32. }
  33. //套装拥有的时候需要让材料重新加进列表
  34. IList<ItemParamProto> syntheticMateriarsArr = ItemDataManager.GetItemSyntheticSuitArr(itemId);
  35. if (syntheticMateriarsArr.Count > 0)
  36. {
  37. foreach (var materiars in syntheticMateriarsArr)
  38. {
  39. int materialId = materiars.ItemId;
  40. int materialItemType = ItemDataManager.GetItemType(materialId);
  41. if (materialItemType == ConstItemType.DRESS_UP)
  42. {
  43. long materiarsCount = ItemCanDecomposeCount(materialId);
  44. if (materiarsCount > 0 &&
  45. (materiarsCount + materiars.Count - DeductSynthesisNeedNum(materialId)) > 0)
  46. {
  47. rarity = ItemDataManager.GetItemRarity(materialId);
  48. if (!_decomposeData.ContainsKey(rarity))
  49. {
  50. _decomposeData.Add(rarity, new List<int>());
  51. }
  52. if (_decomposeData[rarity].IndexOf(materialId) < 0)
  53. {
  54. _decomposeData[rarity].Add(materialId);
  55. }
  56. }
  57. }
  58. }
  59. }
  60. }
  61. public void AddMaterial(int itemId)
  62. {
  63. //初始化时禁止使用物品配置,会造成卡顿!!!
  64. int rarity = ItemDataManager.GetItemRarity(itemId);
  65. if (!_decomposeMaterialData.ContainsKey(rarity))
  66. {
  67. _decomposeMaterialData.Add(rarity, new List<int>());
  68. }
  69. if (_decomposeMaterialData[rarity].IndexOf(itemId) < 0)
  70. {
  71. _decomposeMaterialData[rarity].Add(itemId);
  72. }
  73. }
  74. public void Remove(int itemId)
  75. {
  76. int rarity = CommonDataManager.Tables.TblItemCfg.GetOrDefault(itemId).Rarity;
  77. long count = ItemCanDecomposeCount(itemId);
  78. if (_decomposeData.ContainsKey(rarity) && _decomposeData[rarity].IndexOf(itemId) >= 0 && count <= 0)
  79. {
  80. _decomposeData[rarity].Remove(itemId);
  81. }
  82. }
  83. public void RemoveMaterial(int itemId)
  84. {
  85. int rarity = CommonDataManager.Tables.TblItemCfg.GetOrDefault(itemId).Rarity;
  86. long count = ItemCanDecomposeMaterialCount(itemId);
  87. if (_decomposeMaterialData.ContainsKey(rarity) && _decomposeMaterialData[rarity].IndexOf(itemId) >= 0 &&
  88. count <= 0)
  89. {
  90. _decomposeMaterialData[rarity].Remove(itemId);
  91. }
  92. }
  93. //分解需要扣去合成需要的数量
  94. public int DeductSynthesisNeedNum(int itemId)
  95. {
  96. ItemCfg itemCfg = CommonDataManager.Tables.TblItemCfg.GetOrDefault(itemId);
  97. if (itemCfg == null)
  98. return 0;
  99. int sum = 0;
  100. foreach (int syntheticId in itemCfg.SyntheticSuit)
  101. {
  102. if (ItemDataManager.GetItemNum(syntheticId) <= 0)
  103. {
  104. ItemCfg syntheticItemCfg = CommonDataManager.Tables.TblItemCfg.GetOrDefault(syntheticId);
  105. foreach (var MateriarsInfo in syntheticItemCfg.SyntheticMateriars)
  106. {
  107. if (MateriarsInfo.ItemId == itemId)
  108. sum += MateriarsInfo.Count;
  109. }
  110. }
  111. }
  112. return sum;
  113. }
  114. public List<int> GetRewardList()
  115. {
  116. if (_rewardList.Count == 0)
  117. {
  118. var cfgs = CommonDataManager.Tables.TblDecomposeCfg.DataList;
  119. for (int i = 0; i < cfgs.Count; i++)
  120. {
  121. for (int j = 0; j < cfgs[i].Items.Count; j++)
  122. {
  123. if (_rewardList.IndexOf(cfgs[i].Items[j].ItemId) < 0)
  124. {
  125. _rewardList.Add(cfgs[i].Items[j].ItemId);
  126. }
  127. }
  128. }
  129. }
  130. return _rewardList;
  131. }
  132. //物品可分解的数量
  133. public long CanDecomposeCount(int decomposeType, int itemId)
  134. {
  135. if (decomposeType == 0)
  136. {
  137. return ItemCanDecomposeCount(itemId);
  138. }
  139. else
  140. {
  141. return ItemCanDecomposeMaterialCount(itemId);
  142. }
  143. }
  144. //物品可分解的数量
  145. public long ItemCanDecomposeCount(int itemId)
  146. {
  147. //合成需要的数量
  148. int synthesisNum = DeductSynthesisNeedNum(itemId);
  149. return ItemDataManager.GetItemNum(itemId) - 1 - synthesisNum;
  150. }
  151. //材料可分解的数量
  152. public long ItemCanDecomposeMaterialCount(int itemId)
  153. {
  154. //合成需要的数量
  155. int synthesisNum = DeductSynthesisMaterialNeedNum(itemId);
  156. return ItemDataManager.GetItemNum(itemId) - synthesisNum;
  157. }
  158. //整理分解物品数据
  159. public void TidyDecomposeData()
  160. {
  161. foreach (var itemId in DressUpMenuItemDataManager.GetDressUpItemDatas())
  162. {
  163. if (!DressUpMenuItemCfg1Array.Instance.CheckIsBackGroundType(itemId))
  164. {
  165. Add(itemId);
  166. }
  167. }
  168. foreach (var info in BagDataManager.Instance.GetBagData())
  169. {
  170. if (info.Value.itemType == ConstItemType.ITEM &&
  171. info.Value.subType == ConstItemSubType.MATERIAL_SKILL_BOOK)
  172. {
  173. AddMaterial(info.Value.id);
  174. }
  175. }
  176. }
  177. //获得分解服装数据
  178. public List<int> GetDecomposeDataByRarity(int rarity)
  179. {
  180. if (!_decomposeData.ContainsKey(rarity)) return null;
  181. return _decomposeData[rarity];
  182. }
  183. //获得分解技能书数据
  184. public List<int> GetDecomposeMaterialByRarity(int rarity)
  185. {
  186. if (!_decomposeMaterialData.ContainsKey(rarity)) return null;
  187. Dictionary<int, int> LeagueSkillLvDatas = SkillDataManager.Instance.LeagueSkillLvDatas;
  188. List<int> materialDataKey = new List<int>();
  189. foreach (var key in _decomposeMaterialData.Keys)
  190. {
  191. materialDataKey.Add(key);
  192. }
  193. for (int i = 0; i < materialDataKey.Count; i++)
  194. {
  195. for (int k = _decomposeMaterialData[materialDataKey[i]].Count - 1; k >= 0; k--)
  196. {
  197. int itemId = _decomposeMaterialData[materialDataKey[i]][k];
  198. if (ItemCanDecomposeMaterialCount(itemId) <= 0)
  199. {
  200. _decomposeMaterialData[materialDataKey[i]].RemoveAt(k);
  201. }
  202. }
  203. }
  204. return _decomposeMaterialData[rarity];
  205. }
  206. //分解需要扣去合成材料需要的数量
  207. public int DeductSynthesisMaterialNeedNum(int itemId)
  208. {
  209. int sum = 0;
  210. int skillId = ItemDataManager.GetItemSkillId(itemId);
  211. if (skillId == 0)
  212. {
  213. return 0;
  214. }
  215. Dictionary<int, int> leagueSkillLvDatas = SkillDataManager.Instance.GetLeagueSkillLvDatas();
  216. if (!leagueSkillLvDatas.ContainsKey(skillId))
  217. return 0;
  218. int skillLv = leagueSkillLvDatas[skillId];
  219. PassivitySkillLvlCfg skillLvlCfg = CommonDataManager.Tables.TblPassivitySkillLvlCfg.Get(skillLv, skillId);
  220. int skillLvIndex = skillLv;
  221. while (skillLvlCfg != null && skillLvlCfg.Materiars != null && skillLvlCfg.Materiars.Count > 0)
  222. {
  223. sum += skillLvlCfg.Materiars[0].Count;
  224. skillLvIndex += 1;
  225. skillLvlCfg = CommonDataManager.Tables.TblPassivitySkillLvlCfg.Get(skillLvIndex, skillId);
  226. }
  227. return sum;
  228. }
  229. public void InitSuitSyntheticMaterias()
  230. {
  231. List<SuitCfg> suitCfgs = new List<SuitCfg>();
  232. suitCfgs.AddRange(new List<SuitCfg>(CommonDataManager.Tables.TblSuitCfg.GetGroup1BySyntheticType(1)));
  233. suitCfgs.AddRange(new List<SuitCfg>(CommonDataManager.Tables.TblSuitCfg.GetGroup1BySyntheticType(2)));
  234. suitCfgs.AddRange(new List<SuitCfg>(CommonDataManager.Tables.TblSuitCfg.GetGroup1BySyntheticType(3)));
  235. for (int i = 0; i < suitCfgs.Count; i++)
  236. {
  237. int suitId = suitCfgs[i].Id;
  238. for (int j = 0; j < suitCfgs[i].Parts.Count; j++)
  239. {
  240. ItemCfg itemCfg = CommonDataManager.Tables.TblItemCfg.GetOrDefault(suitCfgs[i].Parts[j]);
  241. for (int k = 0; k < itemCfg.SyntheticMateriars.Count; k++)
  242. {
  243. int materialId = itemCfg.SyntheticMateriars[k].ItemId;
  244. if (!_suitSyntheticMaterials.ContainsKey(materialId))
  245. {
  246. _suitSyntheticMaterials[materialId] = new List<int>();
  247. }
  248. if (_suitSyntheticMaterials[materialId].IndexOf(suitId) < 0)
  249. _suitSyntheticMaterials[materialId].Add(suitId);
  250. }
  251. }
  252. }
  253. }
  254. /// <summary>
  255. /// 检测物品对应的套装是否全部合成
  256. /// </summary>
  257. /// <param name="itemId"></param>
  258. /// <returns></returns>
  259. public bool CheckIsItemForSuitSynthetic(int itemId)
  260. {
  261. if (!_suitSyntheticMaterials.ContainsKey(itemId)) return true;
  262. for (int i = 0; i < _suitSyntheticMaterials[itemId].Count; i++)
  263. {
  264. if (!DressUpMenuSuitDataManager.CheckHaveSuit(_suitSyntheticMaterials[itemId][i])) return false;
  265. }
  266. return true;
  267. }
  268. }
  269. }