DecomposeDataManager.cs 11 KB

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