DecomposeDataManager.cs 11 KB

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  1. using System.Collections.Generic;
  2. using System.Linq;
  3. using cfg;
  4. using cfg.GfgCfg;
  5. using ET;
  6. namespace GFGGame
  7. {
  8. public class DecomposeDataManager : SingletonBase<DecomposeDataManager>
  9. {
  10. Dictionary<int, List<int>> _decomposeData = new Dictionary<int, List<int>>(); //所有可分解的换装部件数据
  11. Dictionary<int, List<int>> _decomposeMaterialData = new Dictionary<int, List<int>>(); //所有可分解的材料数据
  12. Dictionary<int, List<int>> _suitSyntheticMaterials = new Dictionary<int, List<int>>(); //materiasId,Lsit<suitId>
  13. List<int> _rewardList = new List<int>();
  14. public const int MaxCount = 999;
  15. public void Clear()
  16. {
  17. _decomposeData.Clear();
  18. _decomposeMaterialData.Clear();
  19. _suitSyntheticMaterials.Clear();
  20. }
  21. public void Add(int itemId)
  22. {
  23. //初始化时禁止使用物品配置,会造成卡顿!!!
  24. int rarity = ItemDataManager.GetItemRarity(itemId);
  25. if (!_decomposeData.ContainsKey(rarity))
  26. {
  27. _decomposeData.Add(rarity, new List<int>());
  28. }
  29. long count = ItemCanDecomposeCount(itemId);
  30. if (_decomposeData[rarity].IndexOf(itemId) < 0 && count > 0)
  31. {
  32. _decomposeData[rarity].Add(itemId);
  33. }
  34. //套装拥有的时候需要让材料重新加进列表
  35. IList<ItemParamProto> syntheticMateriarsArr = ItemDataManager.GetItemSyntheticSuitArr(itemId);
  36. if (syntheticMateriarsArr.Count > 0)
  37. {
  38. foreach (var materiars in syntheticMateriarsArr)
  39. {
  40. int materialId = materiars.ItemId;
  41. int materialItemType = ItemDataManager.GetItemType(materialId);
  42. if (materialItemType == ConstItemType.DRESS_UP)
  43. {
  44. long materiarsCount = ItemCanDecomposeCount(materialId);
  45. if (materiarsCount > 0 &&
  46. (materiarsCount + materiars.Count - DeductSynthesisNeedNum(materialId)) > 0)
  47. {
  48. rarity = ItemDataManager.GetItemRarity(materialId);
  49. if (!_decomposeData.ContainsKey(rarity))
  50. {
  51. _decomposeData.Add(rarity, new List<int>());
  52. }
  53. if (_decomposeData[rarity].IndexOf(materialId) < 0)
  54. {
  55. _decomposeData[rarity].Add(materialId);
  56. }
  57. }
  58. }
  59. }
  60. }
  61. }
  62. public void AddMaterial(int itemId)
  63. {
  64. //初始化时禁止使用物品配置,会造成卡顿!!!
  65. int rarity = ItemDataManager.GetItemRarity(itemId);
  66. if (!_decomposeMaterialData.ContainsKey(rarity))
  67. {
  68. _decomposeMaterialData.Add(rarity, new List<int>());
  69. }
  70. if (_decomposeMaterialData[rarity].IndexOf(itemId) < 0)
  71. {
  72. _decomposeMaterialData[rarity].Add(itemId);
  73. }
  74. }
  75. public void Remove(int itemId)
  76. {
  77. int rarity = CommonDataManager.Tables.TblItemCfg.GetOrDefault(itemId).Rarity;
  78. long count = ItemCanDecomposeCount(itemId);
  79. if (_decomposeData.ContainsKey(rarity) && _decomposeData[rarity].IndexOf(itemId) >= 0 && count <= 0)
  80. {
  81. _decomposeData[rarity].Remove(itemId);
  82. }
  83. }
  84. public void RemoveMaterial(int itemId)
  85. {
  86. int rarity = CommonDataManager.Tables.TblItemCfg.GetOrDefault(itemId).Rarity;
  87. long count = ItemCanDecomposeMaterialCount(itemId);
  88. if (_decomposeMaterialData.ContainsKey(rarity) && _decomposeMaterialData[rarity].IndexOf(itemId) >= 0 &&
  89. count <= 0)
  90. {
  91. _decomposeMaterialData[rarity].Remove(itemId);
  92. }
  93. }
  94. //分解需要扣去合成需要的数量
  95. public int DeductSynthesisNeedNum(int itemId)
  96. {
  97. ItemCfg itemCfg = CommonDataManager.Tables.TblItemCfg.GetOrDefault(itemId);
  98. if (itemCfg == null)
  99. return 0;
  100. int sum = 0;
  101. foreach (int syntheticId in itemCfg.SyntheticSuit)
  102. {
  103. if (ItemDataManager.GetItemNum(syntheticId) <= 0)
  104. {
  105. ItemCfg syntheticItemCfg = CommonDataManager.Tables.TblItemCfg.GetOrDefault(syntheticId);
  106. foreach (var MateriarsInfo in syntheticItemCfg.SyntheticMateriars)
  107. {
  108. if (MateriarsInfo.ItemId == itemId)
  109. sum += MateriarsInfo.Count;
  110. }
  111. }
  112. }
  113. return sum;
  114. }
  115. public List<int> GetRewardList()
  116. {
  117. if (_rewardList.Count == 0)
  118. {
  119. var cfgs = CommonDataManager.Tables.TblDecomposeCfg.DataList;
  120. for (int i = 0; i < cfgs.Count; i++)
  121. {
  122. for (int j = 0; j < cfgs[i].Items.Count; j++)
  123. {
  124. if (_rewardList.IndexOf(cfgs[i].Items[j].ItemId) < 0)
  125. {
  126. _rewardList.Add(cfgs[i].Items[j].ItemId);
  127. }
  128. }
  129. }
  130. }
  131. return _rewardList;
  132. }
  133. //物品可分解的数量
  134. public long CanDecomposeCount(int decomposeType, int itemId)
  135. {
  136. if (decomposeType == 0)
  137. {
  138. return ItemCanDecomposeCount(itemId);
  139. }
  140. else
  141. {
  142. return ItemCanDecomposeMaterialCount(itemId);
  143. }
  144. }
  145. //物品可分解的数量
  146. public long ItemCanDecomposeCount(int itemId)
  147. {
  148. //合成需要的数量
  149. int synthesisNum = DeductSynthesisNeedNum(itemId);
  150. return ItemDataManager.GetItemNum(itemId) - 1 - synthesisNum;
  151. }
  152. //材料可分解的数量
  153. public long ItemCanDecomposeMaterialCount(int itemId)
  154. {
  155. //合成需要的数量
  156. int synthesisNum = DeductSynthesisMaterialNeedNum(itemId);
  157. return ItemDataManager.GetItemNum(itemId) - synthesisNum;
  158. }
  159. //整理分解物品数据
  160. public void TidyDecomposeData()
  161. {
  162. foreach (var itemId in DressUpMenuItemDataManager.GetDressUpItemDatas())
  163. {
  164. if (!DressUpMenuItemCfg1Array.Instance.CheckIsBackGroundType(itemId))
  165. {
  166. Add(itemId);
  167. }
  168. }
  169. foreach (var info in BagDataManager.Instance.GetBagData())
  170. {
  171. if (info.Value.itemType == ConstItemType.ITEM &&
  172. info.Value.subType == ConstItemSubType.MATERIAL_SKILL_BOOK)
  173. {
  174. AddMaterial(info.Value.id);
  175. }
  176. }
  177. }
  178. //获得分解服装数据
  179. public List<int> GetDecomposeDataByRarity(int rarity)
  180. {
  181. if (!_decomposeData.ContainsKey(rarity)) return null;
  182. return _decomposeData[rarity];
  183. }
  184. //获得分解技能书数据
  185. public List<int> GetDecomposeMaterialByRarity(int rarity)
  186. {
  187. if (!_decomposeMaterialData.ContainsKey(rarity)) return null;
  188. Dictionary<int, int> LeagueSkillLvDatas = SkillDataManager.Instance.LeagueSkillLvDatas;
  189. List<int> materialDataKey = new List<int>();
  190. foreach (var key in _decomposeMaterialData.Keys)
  191. {
  192. materialDataKey.Add(key);
  193. }
  194. for (int i = 0; i < materialDataKey.Count; i++)
  195. {
  196. for (int k = _decomposeMaterialData[materialDataKey[i]].Count - 1; k >= 0; k--)
  197. {
  198. int itemId = _decomposeMaterialData[materialDataKey[i]][k];
  199. if (ItemCanDecomposeMaterialCount(itemId) <= 0)
  200. {
  201. _decomposeMaterialData[materialDataKey[i]].RemoveAt(k);
  202. }
  203. }
  204. }
  205. return _decomposeMaterialData[rarity];
  206. }
  207. //分解需要扣去合成材料需要的数量
  208. public int DeductSynthesisMaterialNeedNum(int itemId)
  209. {
  210. int sum = 0;
  211. int skillId = ItemDataManager.GetItemSkillId(itemId);
  212. if (skillId == 0)
  213. {
  214. return 0;
  215. }
  216. Dictionary<int, int> leagueSkillLvDatas = SkillDataManager.Instance.GetLeagueSkillLvDatas();
  217. if (!leagueSkillLvDatas.ContainsKey(skillId))
  218. return 0;
  219. int skillLv = leagueSkillLvDatas[skillId];
  220. PassivitySkillLvlCfg skillLvlCfg = CommonDataManager.Tables.TblPassivitySkillLvlCfg.Get(skillLv, skillId);
  221. int skillLvIndex = skillLv;
  222. while (skillLvlCfg != null && skillLvlCfg.Materiars != null && skillLvlCfg.Materiars.Count > 0)
  223. {
  224. sum += skillLvlCfg.Materiars[0].Count;
  225. skillLvIndex += 1;
  226. skillLvlCfg = CommonDataManager.Tables.TblPassivitySkillLvlCfg.Get(skillLvIndex, skillId);
  227. }
  228. return sum;
  229. }
  230. public void InitSuitSyntheticMaterias()
  231. {
  232. List<SuitCfg> suitCfgs = new List<SuitCfg>();
  233. suitCfgs.AddRange(new List<SuitCfg>(CommonDataManager.Tables.TblSuitCfg.DataList
  234. .Where(a => a.SyntheticType == 1).ToList()));
  235. suitCfgs.AddRange(new List<SuitCfg>(CommonDataManager.Tables.TblSuitCfg.DataList
  236. .Where(a => a.SyntheticType == 2).ToList()));
  237. suitCfgs.AddRange(new List<SuitCfg>(CommonDataManager.Tables.TblSuitCfg.DataList
  238. .Where(a => a.SyntheticType == 3).ToList()));
  239. for (int i = 0; i < suitCfgs.Count; i++)
  240. {
  241. int suitId = suitCfgs[i].Id;
  242. for (int j = 0; j < suitCfgs[i].Parts.Count; j++)
  243. {
  244. ItemCfg itemCfg = CommonDataManager.Tables.TblItemCfg.GetOrDefault(suitCfgs[i].Parts[j]);
  245. for (int k = 0; k < itemCfg.SyntheticMateriars.Count; k++)
  246. {
  247. int materialId = itemCfg.SyntheticMateriars[k].ItemId;
  248. if (!_suitSyntheticMaterials.ContainsKey(materialId))
  249. {
  250. _suitSyntheticMaterials[materialId] = new List<int>();
  251. }
  252. if (_suitSyntheticMaterials[materialId].IndexOf(suitId) < 0)
  253. _suitSyntheticMaterials[materialId].Add(suitId);
  254. }
  255. }
  256. }
  257. }
  258. /// <summary>
  259. /// 检测物品对应的套装是否全部合成
  260. /// </summary>
  261. /// <param name="itemId"></param>
  262. /// <returns></returns>
  263. public bool CheckIsItemForSuitSynthetic(int itemId)
  264. {
  265. if (!_suitSyntheticMaterials.ContainsKey(itemId)) return true;
  266. for (int i = 0; i < _suitSyntheticMaterials[itemId].Count; i++)
  267. {
  268. if (!DressUpMenuSuitDataManager.CheckHaveSuit(_suitSyntheticMaterials[itemId][i])) return false;
  269. }
  270. return true;
  271. }
  272. }
  273. }