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物品数量单位同步

zhaoyang 2 年之前
父節點
當前提交
968e107d48
共有 27 個文件被更改,包括 81 次插入81 次删除
  1. 1 1
      GameClient/Assets/Game/HotUpdate/Controller/BuyItemConteoller.cs
  2. 1 1
      GameClient/Assets/Game/HotUpdate/Controller/BuyTipsController.cs
  3. 3 3
      GameClient/Assets/Game/HotUpdate/Data/DecomposeDataManager.cs
  4. 1 1
      GameClient/Assets/Game/HotUpdate/Data/ItemDataManager.cs
  5. 3 3
      GameClient/Assets/Game/HotUpdate/Data/LuckyBoxDataManager.cs
  6. 4 4
      GameClient/Assets/Game/HotUpdate/Data/RedDotDataManager.cs
  7. 3 3
      GameClient/Assets/Game/HotUpdate/Data/RoleDataManager.cs
  8. 3 3
      GameClient/Assets/Game/HotUpdate/ExcelConfig/Manager/ClothingShopCfgManager.cs
  9. 1 1
      GameClient/Assets/Game/HotUpdate/ServerProxy/ClothingDecomposeSProxy.cs
  10. 2 2
      GameClient/Assets/Game/HotUpdate/ServerProxy/ItemExchangeSProxy.cs
  11. 2 2
      GameClient/Assets/Game/HotUpdate/ServerProxy/RechargeSProxy.cs
  12. 2 2
      GameClient/Assets/Game/HotUpdate/ServerProxy/ShopSProxy.cs
  13. 5 5
      GameClient/Assets/Game/HotUpdate/Utils/ItemUtil.cs
  14. 3 3
      GameClient/Assets/Game/HotUpdate/Views/Bag/BagExchangeView.cs
  15. 4 4
      GameClient/Assets/Game/HotUpdate/Views/Card/CardFosterView.cs
  16. 2 2
      GameClient/Assets/Game/HotUpdate/Views/Card/CardSkillView.cs
  17. 10 10
      GameClient/Assets/Game/HotUpdate/Views/ClothingDecompose/ClothingDecomposeView.cs
  18. 2 2
      GameClient/Assets/Game/HotUpdate/Views/ClothingFoster/ClothingFosterView.cs
  19. 3 3
      GameClient/Assets/Game/HotUpdate/Views/ClothingFoster/ClothingView.cs
  20. 3 3
      GameClient/Assets/Game/HotUpdate/Views/ClothingSynthetic/ClothingSyntheticView.cs
  21. 2 2
      GameClient/Assets/Game/HotUpdate/Views/CommonGame/ApproachView.cs
  22. 3 3
      GameClient/Assets/Game/HotUpdate/Views/CommonGame/BuyConfirmView.cs
  23. 7 7
      GameClient/Assets/Game/HotUpdate/Views/CommonGame/BuyCountView.cs
  24. 4 4
      GameClient/Assets/Game/HotUpdate/Views/CommonGame/BuyTipsView.cs
  25. 2 2
      GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryFightQuicklyView.cs
  26. 1 1
      GameClient/Assets/Game/HotUpdate/Views/RechargeStore/GiftBagBuyView.cs
  27. 4 4
      GameClient/Assets/Game/HotUpdate/Views/RechargeStore/ItemExchangeView.cs

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Controller/BuyItemConteoller.cs

@@ -20,7 +20,7 @@ namespace GFGGame
         /// <param name="showTips">是否弹购买成功飘字,默认是</param>
         /// <param name="openSource">是否打开来源界面。默认否</param>
         /// <param name="count">兑换总量</param>
-        public static void Show(int itemId, int count, int buyType = ConstBuyType.TYPE_NORMAL, int shopType = 0, Action onSuccess = null, bool showTips = true, bool openSource = false, int maxCount = 9990)
+        public static void Show(int itemId, long count, int buyType = ConstBuyType.TYPE_NORMAL, int shopType = 0, Action onSuccess = null, bool showTips = true, bool openSource = false, int maxCount = 9990)
         {
             if (_buyCountView == null)
             {

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Controller/BuyTipsController.cs

@@ -7,7 +7,7 @@ namespace GFGGame
     {
         private static BuyTipsView _buyTipsView;
 
-        public static void Show(int itemId, int count, Action onSuccess = null)
+        public static void Show(int itemId, long count, Action onSuccess = null)
         {
             if (_buyTipsView == null)
             {

+ 3 - 3
GameClient/Assets/Game/HotUpdate/Data/DecomposeDataManager.cs

@@ -20,7 +20,7 @@ namespace GFGGame
                 _decomposeData.Add(rarity, new List<int>());
             }
 
-            int count = ItemCanDecomposeCount(itemId);
+            long count = ItemCanDecomposeCount(itemId);
             if (_decomposeData[rarity].IndexOf(itemId) < 0 && count > 0)
             {
                 _decomposeData[rarity].Add(itemId);
@@ -29,7 +29,7 @@ namespace GFGGame
         public void Remove(int itemId)
         {
             int rarity = ItemCfgArray.Instance.GetCfg(itemId).rarity;
-            int count = ItemCanDecomposeCount(itemId);
+            long count = ItemCanDecomposeCount(itemId);
 
             if (_decomposeData.ContainsKey(rarity) && _decomposeData[rarity].IndexOf(itemId) >= 0 && count <= 0)
             {
@@ -62,7 +62,7 @@ namespace GFGGame
             return _rewardList;
         }
         //物品可分解的数量
-        public int ItemCanDecomposeCount(int itemId)
+        public long ItemCanDecomposeCount(int itemId)
         {
             return ItemDataManager.GetItemNum(itemId) - 1;
         }

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Data/ItemDataManager.cs

@@ -108,7 +108,7 @@ namespace GFGGame
             }
         }
 
-        public static int GetItemNum(int itemId)
+        public static long GetItemNum(int itemId)
         {
             int numericType = NumericUtil.GetNumericTypeByItemId(itemId);
             if (numericType != 0)

+ 3 - 3
GameClient/Assets/Game/HotUpdate/Data/LuckyBoxDataManager.cs

@@ -127,14 +127,14 @@ namespace GFGGame
             int costId = LuckyBoxCfgArray.Instance.GetCfg(boxId).costID;
             ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(costId);
             int costNum = GetCostNum(boxId, times);
-            int hasNum = ItemDataManager.GetItemNum(itemCfg.id);
+            long hasNum = ItemDataManager.GetItemNum(itemCfg.id);
             if (hasNum >= costNum)
             {
                 AlertUI.Show(string.Format("是否花费{0}个{1}摘星{2}次?", costNum, itemCfg.name, times)).SetLeftButton(true).SetRightButton(true, "确定", (object data) => { onSuccess(); });
             }
             else
             {
-                int needNum = costNum - hasNum;
+                long needNum = costNum - hasNum;
                 // ItemExchangeCfgArray.Instance.GetMoneyIdAndNum(costId, ItemDataManager.GetItemExchangeTimes(costId), times, out int costItemId, out int costItemNeedNum, out int buyNum);
 
                 ItemExchangeCfg itemExchangeCfg = ItemExchangeCfgArray.Instance.GetCfg(costId);
@@ -151,7 +151,7 @@ namespace GFGGame
                     if (buyNum >= needNum) break;
 
                 }
-                int costHasNum = ItemDataManager.GetItemNum(itemExchangeCfg.costId);
+                long costHasNum = ItemDataManager.GetItemNum(itemExchangeCfg.costId);
                 if (costHasNum >= costItemNeedNum)//购买消耗品的道具足够,提示购买
                 {
                     if (costId == ConstItemID.GOLD)

+ 4 - 4
GameClient/Assets/Game/HotUpdate/Data/RedDotDataManager.cs

@@ -259,10 +259,10 @@ namespace GFGGame
             PassivitySkillLvlCfg skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLv, skillId);
             PassivitySkillLvlCfg nextSkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLv + 1, skillId);
             if (nextSkillLvlCfg == null || skillLvlCfg.materiarsArr.Length == 0) return false;
-            int itemHas = ItemDataManager.GetItemNum(skillLvlCfg.materiarsArr[0][0]);
+            long itemHas = ItemDataManager.GetItemNum(skillLvlCfg.materiarsArr[0][0]);
             int itemNeed = skillLvlCfg.materiarsArr[0][1];
 
-            int costHas = ItemDataManager.GetItemNum(skillLvlCfg.costID);
+            long costHas = ItemDataManager.GetItemNum(skillLvlCfg.costID);
             int costNeed = skillLvlCfg.costNum;
             return itemHas >= itemNeed && costHas >= costNeed;
         }
@@ -282,10 +282,10 @@ namespace GFGGame
             SuitFosterCfg fosterCfg = fosterCfgs[index];
             if (fosterCfg.materialsArr.Length == 0) return false;
 
-            int itemHas = ItemDataManager.GetItemNum(fosterCfg.materialsArr[0][0]);
+            long itemHas = ItemDataManager.GetItemNum(fosterCfg.materialsArr[0][0]);
             int itemNeed = fosterCfg.materialsArr[0][1];
 
-            int costHas = ItemDataManager.GetItemNum(fosterCfg.costId);
+            long costHas = ItemDataManager.GetItemNum(fosterCfg.costId);
             int costNeed = fosterCfg.costNum;
             return itemHas >= itemNeed && costHas >= costNeed;
         }

+ 3 - 3
GameClient/Assets/Game/HotUpdate/Data/RoleDataManager.cs

@@ -44,7 +44,7 @@ namespace GFGGame
             }
         }
 
-        public static int gold
+        public static long gold
         {
             get
             {
@@ -68,7 +68,7 @@ namespace GFGGame
             }
         }
 
-        public static int diaP
+        public static long diaP
         {
             get
             {
@@ -76,7 +76,7 @@ namespace GFGGame
             }
         }
 
-        public static int diaR
+        public static long diaR
         {
             get
             {

+ 3 - 3
GameClient/Assets/Game/HotUpdate/ExcelConfig/Manager/ClothingShopCfgManager.cs

@@ -68,7 +68,7 @@ namespace GFGGame
             return null;
         }
 
-        public void GetMoneyIdAndNum(int buyId, int count, int shopType, out int costId, out int costNum, out int buyNum)
+        public void GetMoneyIdAndNum(int buyId, long count, int shopType, out int costId, out long costNum, out long buyNum)
         {
             ShopCfg shopCfg = GetShopCfg(buyId, shopType);
 
@@ -82,8 +82,8 @@ namespace GFGGame
         {
             arrayList.Sort((ShopCfg a, ShopCfg b) =>
             {
-                int numA = ItemDataManager.GetItemNum(a.itemID);
-                int numB = ItemDataManager.GetItemNum(b.itemID);
+                long numA = ItemDataManager.GetItemNum(a.itemID);
+                long numB = ItemDataManager.GetItemNum(b.itemID);
                 bool hasA = numA > 0;
                 bool hasB = numB > 0;
                 if (hasA && !hasB)

+ 1 - 1
GameClient/Assets/Game/HotUpdate/ServerProxy/ClothingDecomposeSProxy.cs

@@ -7,7 +7,7 @@ namespace GFGGame
 {
     public static class ClothingDecomposeSProxy
     {
-        public static async ETTask<bool> ClothingDecompose(List<int> itemIds, List<int> itemNums)
+        public static async ETTask<bool> ClothingDecompose(List<int> itemIds, List<long> itemNums)
         {
             M2C_ClothingDecompose response = null;
             response = (M2C_ClothingDecompose)await MessageHelper.SendToServer(new C2M_ClothingDecompose() { itemIds = itemIds, itemNums = itemNums });

+ 2 - 2
GameClient/Assets/Game/HotUpdate/ServerProxy/ItemExchangeSProxy.cs

@@ -4,10 +4,10 @@ namespace GFGGame
 {
     public class ItemExchangeSProxy
     {
-        public static async ETTask<bool> ItemExchange(int buyId, int buyCount)
+        public static async ETTask<bool> ItemExchange(int buyId, long buyCount)
         {
             M2C_ItemExchange response = null;
-            response = (M2C_ItemExchange)await MessageHelper.SendToServer(new C2M_ItemExchange() { ItemId = buyId, Times = buyCount });
+            response = (M2C_ItemExchange)await MessageHelper.SendToServer(new C2M_ItemExchange() { ItemId = buyId, Times = (int)buyCount });
             if (response != null)
             {
                 if (response.Error == ErrorCode.ERR_Success)

+ 2 - 2
GameClient/Assets/Game/HotUpdate/ServerProxy/RechargeSProxy.cs

@@ -81,10 +81,10 @@ namespace GFGGame
                 }
             }
         }
-        public static async ETTask<bool> ReqExchangeShopItem(int exchangeId, int buyNum)
+        public static async ETTask<bool> ReqExchangeShopItem(int exchangeId, long buyNum)
         {
             M2C_ExchangeShopItem response = null;
-            response = (M2C_ExchangeShopItem)await MessageHelper.SendToServer(new C2M_ExchangeShopItem() { ExchangeId = exchangeId, Times = buyNum });
+            response = (M2C_ExchangeShopItem)await MessageHelper.SendToServer(new C2M_ExchangeShopItem() { ExchangeId = exchangeId, Times = (int)buyNum });
             if (response != null)
             {
                 if (response.Error == ErrorCode.ERR_Success)

+ 2 - 2
GameClient/Assets/Game/HotUpdate/ServerProxy/ShopSProxy.cs

@@ -4,10 +4,10 @@ namespace GFGGame
 {
     public class ShopSProxy
     {
-        public static async ETTask<bool> ShopBuy(int shopType, int buyId, int buyCount)
+        public static async ETTask<bool> ShopBuy(int shopType, int buyId, long buyCount)
         {
             M2C_ShopBuy response = null;
-            response = (M2C_ShopBuy)await MessageHelper.SendToServer(new C2M_ShopBuy() { ShopType = shopType, BuyId = buyId, BuyCount = buyCount });
+            response = (M2C_ShopBuy)await MessageHelper.SendToServer(new C2M_ShopBuy() { ShopType = shopType, BuyId = buyId, BuyCount = (int)buyCount });
             if (response != null)
             {
                 if (response.Error == ErrorCode.ERR_Success)

+ 5 - 5
GameClient/Assets/Game/HotUpdate/Utils/ItemUtil.cs

@@ -14,7 +14,7 @@ namespace GFGGame
         /// <param name="showTips">是否弹购买成功飘字,默认是</param>
         /// <param name="openSource">是否打开来源界面。默认否</param>
         /// <param name="showTxtBuyTips">是否显示购买提示</param>
-        public static void ExchangeItemById(int itemId, int num, bool showTips = true, Action onSuccess = null, bool openSource = false, int maxCount = 9990, bool showTxtBuyTips = false, string prefix = "")
+        public static void ExchangeItemById(int itemId, long num, bool showTips = true, Action onSuccess = null, bool openSource = false, int maxCount = 9990, bool showTxtBuyTips = false, string prefix = "")
         {
 
             if (itemId == ConstItemID.GOLD)
@@ -46,7 +46,7 @@ namespace GFGGame
             }, showTxt);
         }
 
-        public static void AddGold(int value = 0, Action onSuccess = null)
+        public static void AddGold(long value = 0, Action onSuccess = null)
         {
 
             BuyConfirmController.Show(ConstItemID.GOLD, 1, () =>
@@ -160,7 +160,7 @@ namespace GFGGame
 
         public static Boolean CheckItemEnough(int itemId, int num)
         {
-            int hasNum = ItemDataManager.GetItemNum(itemId);
+            long hasNum = ItemDataManager.GetItemNum(itemId);
             return hasNum >= num;
         }
 
@@ -224,7 +224,7 @@ namespace GFGGame
         public static void SetItemNumAndNeedNum(GObject obj, int itemId, int needNum, bool ChangeColor = false)
         {
             UI_ComCostCurrencyWithHas com = UI_ComCostCurrencyWithHas.Proxy(obj);
-            int hasNum = ItemDataManager.GetItemNum(itemId);
+            long hasNum = ItemDataManager.GetItemNum(itemId);
             string needStrColor = ChangeColor ? "#B99F7B" : "#FDEED4";
             string strHasNum = StringUtil.GetColorText(hasNum.ToString(), hasNum < needNum ? "#C5645A" : needStrColor); hasNum.ToString();
             // com.m_txtNeed.text = needNum.ToString();
@@ -236,7 +236,7 @@ namespace GFGGame
         public static void SetItemNeedNum(GObject obj, int itemId, int needNum)
         {
             UI_ComCostCurrency com = UI_ComCostCurrency.Proxy(obj);
-            int hasNum = ItemDataManager.GetItemNum(itemId);
+            long hasNum = ItemDataManager.GetItemNum(itemId);
             string strNeedNum = StringUtil.GetColorText(needNum.ToString(), hasNum < needNum ? "#D0A09B" : "#8E7C6B"); needNum.ToString();
             com.m_txtNeed.text = strNeedNum;
 

+ 3 - 3
GameClient/Assets/Game/HotUpdate/Views/Bag/BagExchangeView.cs

@@ -13,7 +13,7 @@ namespace GFGGame
     {
         private UI_ItemExchangeUI _ui;
         private int _itemId;
-        private int _count;
+        private long _count;
         public override void Dispose()
         {
             base.Dispose();
@@ -88,7 +88,7 @@ namespace GFGGame
             _ui.m_txtCostCount.text = _count.ToString();
             _ui.m_btnMinus.m_c1.selectedIndex = _count == 1 ? 1 : 0;
             _ui.m_btnMinus.target.touchable = _count == 1 ? false : true;
-            int hasCount = ItemDataManager.GetItemNum(_itemId);
+            long hasCount = ItemDataManager.GetItemNum(_itemId);
             _ui.m_btnAdd.m_c1.selectedIndex = _count == hasCount ? 1 : 0;
             _ui.m_btnAdd.target.touchable = _count == hasCount ? false : true;
             _ui.m_btnMax.m_c1.selectedIndex = _count == hasCount ? 1 : 0;
@@ -101,7 +101,7 @@ namespace GFGGame
         private void OnBtnAddClick()
         {
             _count++;
-            int hasCount = ItemDataManager.GetItemNum(_itemId);
+            long hasCount = ItemDataManager.GetItemNum(_itemId);
             _count = Math.Min(hasCount, _count);
             UpdateUseView();
         }

+ 4 - 4
GameClient/Assets/Game/HotUpdate/Views/Card/CardFosterView.cs

@@ -409,8 +409,8 @@ namespace GFGGame
         {
             for (int i = 0; i < itemsCount.Count; i++)
             {
-                int itemNum = ItemDataManager.GetItemNum(upgradeCardItemsArr[i]);
-                for (int j = 0; j < itemNum; j++)
+                long itemNum = ItemDataManager.GetItemNum(upgradeCardItemsArr[i]);
+                for (long j = 0; j < itemNum; j++)
                 {
                     if (this.OnClickBtnPlusLvConsume(_comFosterBottom.m_listLvConsume.GetChildAt(i), false) == false)
                     {
@@ -521,7 +521,7 @@ namespace GFGGame
             listItem.m_loaItem.url = ResPathUtil.GetIconPath(itemCfg);
 
             int needCount = cardStarCfg.materiarsArr[index][1];
-            int hasCount = ItemDataManager.GetItemNum(cardStarCfg.materiarsArr[index][0]);
+            long hasCount = ItemDataManager.GetItemNum(cardStarCfg.materiarsArr[index][0]);
             listItem.m_txtNeedCount.text = needCount.ToString();// StringUtil.GetColorText(needCount.ToString(), hasCount < needCount ? "#D27869" : "#FDF3D7"); ;
             listItem.m_txtHasCount.text = StringUtil.GetColorText(hasCount.ToString(), hasCount < needCount ? "#D27869" : "#FDF3D7"); //;  hasCount.ToString();
             listItem.m_btnPlus.visible = false;
@@ -595,7 +595,7 @@ namespace GFGGame
                 PromptController.Instance.ShowFloatTextPrompt("材料不足");
                 return;
             }
-            int costHas = ItemDataManager.GetItemNum(cardStarCfg.costID);
+            long costHas = ItemDataManager.GetItemNum(cardStarCfg.costID);
             int costNeed = cardStarCfg.costNum;
             if (costHas < costNeed)
             {

+ 2 - 2
GameClient/Assets/Game/HotUpdate/Views/Card/CardSkillView.cs

@@ -106,7 +106,7 @@ namespace GFGGame
             listItem.m_loaItem.url = ResPathUtil.GetIconPath(itemCfg);
 
             int needCount = skillLvCfg.materiarsArr[index][1];
-            int hasCount = ItemDataManager.GetItemNum(skillLvCfg.materiarsArr[index][0]);
+            long hasCount = ItemDataManager.GetItemNum(skillLvCfg.materiarsArr[index][0]);
             listItem.m_txtNeedCount.text = needCount.ToString();
             listItem.m_txtHasCount.text = StringUtil.GetColorText(hasCount.ToString(), hasCount < needCount ? "#D27869" : "#FDF3D7"); ;
             listItem.m_btnPlus.visible = false;
@@ -145,7 +145,7 @@ namespace GFGGame
             for (int i = 0; i < skillLvCfg.materiarsArr.Length; i++)
             {
                 int needCount = skillLvCfg.materiarsArr[i][1];
-                int hasCount = ItemDataManager.GetItemNum(skillLvCfg.materiarsArr[i][0]);
+                long hasCount = ItemDataManager.GetItemNum(skillLvCfg.materiarsArr[i][0]);
                 if (hasCount < needCount)
                 {
                     isEnough = false;

+ 10 - 10
GameClient/Assets/Game/HotUpdate/Views/ClothingDecompose/ClothingDecomposeView.cs

@@ -13,9 +13,9 @@ namespace GFGGame
         private ValueBarController _valueBarController;
 
         private List<int> _clothingDatas = new List<int>();
-        private Dictionary<int, int> _decomposeData = new Dictionary<int, int>();
+        private Dictionary<int, long> _decomposeData = new Dictionary<int, long>();
 
-        private int _decomposeCount = 0;//要分解物品的数量
+        private long _decomposeCount = 0;//要分解物品的数量
         private int _curRarity = 0;
         public override void Dispose()
         {
@@ -112,9 +112,9 @@ namespace GFGGame
             item.m_loaIcon.url = ResPathUtil.GetIconPath(itemCfg.res, ext);
             item.m_txtName.text = itemCfg.name;
             item.m_imgSelect.visible = false;
-            int itemHasCount = DecomposeDataManager.Instance.ItemCanDecomposeCount(itemCfg.id);
+            long itemHasCount = DecomposeDataManager.Instance.ItemCanDecomposeCount(itemCfg.id);
             item.m_txtHasCount.text = itemHasCount.ToString();
-            int itemCount = _decomposeData.ContainsKey(_clothingDatas[index]) ? _decomposeData[_clothingDatas[index]] : 0;
+            long itemCount = _decomposeData.ContainsKey(_clothingDatas[index]) ? _decomposeData[_clothingDatas[index]] : 0;
             item.m_txtCount.text = itemCount.ToString();
             item.m_imgSelect.visible = itemCount > 0;
             item.m_btnMinus.visible = itemCount > 0;
@@ -198,15 +198,15 @@ namespace GFGGame
         }
         private void SelectAll()
         {
-            int lastCount = DecomposeDataManager.MaxCount - _decomposeCount;
+            long lastCount = DecomposeDataManager.MaxCount - _decomposeCount;
 
             for (int i = 0; i < _clothingDatas.Count; i++)
             {
                 int itemId = _clothingDatas[i];
-                int itemHasCount = DecomposeDataManager.Instance.ItemCanDecomposeCount(itemId);
-                int itemLastCount = _decomposeData.ContainsKey(itemId) ? itemHasCount - _decomposeData[itemId] : itemHasCount;
+                long itemHasCount = DecomposeDataManager.Instance.ItemCanDecomposeCount(itemId);
+                long itemLastCount = _decomposeData.ContainsKey(itemId) ? itemHasCount - _decomposeData[itemId] : itemHasCount;
 
-                int count = Math.Min(lastCount, itemLastCount);
+                long count = Math.Min(lastCount, itemLastCount);
                 lastCount -= count;
                 if (!_decomposeData.ContainsKey(itemId)) _decomposeData[itemId] = 0;
                 _decomposeData[itemId] = _decomposeData[itemId] + count;
@@ -270,7 +270,7 @@ namespace GFGGame
                 PromptController.Instance.ShowFloatTextPrompt("未选择分解服装");
                 return;
             }
-            int consumeCount = cfg.consumeCount * _decomposeCount;
+            long consumeCount = cfg.consumeCount * _decomposeCount;
             if (consumeCount > ItemDataManager.GetItemNum(cfg.consumeId))
             {
                 PromptController.Instance.ShowFloatTextPrompt(string.Format("{0}不足", itemCfg.name));
@@ -278,7 +278,7 @@ namespace GFGGame
             }
 
             List<int> itemIds = _decomposeData.Keys.ToList<int>();
-            List<int> itemNums = _decomposeData.Values.ToList<int>();
+            List<long> itemNums = _decomposeData.Values.ToList<long>();
             bool result = await ClothingDecomposeSProxy.ClothingDecompose(itemIds, itemNums);
             if (result)
             {

+ 2 - 2
GameClient/Assets/Game/HotUpdate/Views/ClothingFoster/ClothingFosterView.cs

@@ -58,7 +58,7 @@ namespace GFGGame
 
             SuitFosterCfg cfg = SuitFosterCfgArray.Instance.GetCfgsBysuitId(_suitId)[_index];
             _ui.m_listMaterials.numItems = cfg.materialsArr.Length;
-            int has = ItemDataManager.GetItemNum(cfg.costId);
+            long has = ItemDataManager.GetItemNum(cfg.costId);
             int need = cfg.costNum;
             UI_ComCostCurrency comConsume = UI_ComCostCurrency.Proxy(_ui.m_ComConsume);
             comConsume.m_txtNeed.text = need.ToString();
@@ -84,7 +84,7 @@ namespace GFGGame
             int[][] materialsArr = SuitFosterCfgArray.Instance.GetCfgsBysuitId(_suitId)[_index].materialsArr;
             ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(materialsArr[index][0]);
             item.m_loaIcon.url = ResPathUtil.GetIconPath(itemCfg);
-            int has = ItemDataManager.GetItemNum(itemCfg.id);
+            long has = ItemDataManager.GetItemNum(itemCfg.id);
             item.m_txtHas.text = has.ToString();
             int need = materialsArr[index][1];
             item.m_txtNeed.text = need.ToString();

+ 3 - 3
GameClient/Assets/Game/HotUpdate/Views/ClothingFoster/ClothingView.cs

@@ -345,11 +345,11 @@ namespace GFGGame
             _ui.m_txtRenewTips.text = string.Format("完成{0}阶段", SuitFosterDataManager.Instance.stepNames[cfg.renewOpenLv - 1]);
             _ui.m_listRenewMaterial.numItems = renewCfg.materialsArr.Length;
 
-            int costHas = ItemDataManager.GetItemNum(renewCfg.costId);
+            long costHas = ItemDataManager.GetItemNum(renewCfg.costId);
             int costNeed = renewCfg.costNum;
 
             ItemUtil.SetItemNeedNum(_ui.m_comRenewCost, renewCfg.costId, renewCfg.costNum);
-            int itemHas = ItemDataManager.GetItemNum(renewCfg.materialsArr[0][0]);
+            long itemHas = ItemDataManager.GetItemNum(renewCfg.materialsArr[0][0]);
             int itemNeed = renewCfg.materialsArr[0][1];
 
             _canRenew = costHas >= costNeed && itemHas >= itemNeed;
@@ -379,7 +379,7 @@ namespace GFGGame
             int[][] materialsArr = SuitRenewCfgArray.Instance.GetCfg(suitrarity).materialsArr;
             ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(materialsArr[index][0]);
             item.m_loaIcon.url = ResPathUtil.GetIconPath(itemCfg);
-            int has = ItemDataManager.GetItemNum(itemCfg.id);
+            long has = ItemDataManager.GetItemNum(itemCfg.id);
             int need = materialsArr[index][1];
             item.m_txtHas.text = StringUtil.GetColorText(has.ToString(), has >= need ? "#F2DB96" : "#C9F1A5");
             item.m_txtNeed.text = need.ToString();

+ 3 - 3
GameClient/Assets/Game/HotUpdate/Views/ClothingSynthetic/ClothingSyntheticView.cs

@@ -190,7 +190,7 @@ namespace GFGGame
                 ItemData itemData = _materiarsOfSelectedItem[i];
                 ItemCfg materialCfg = ItemCfgArray.Instance.GetCfg(itemData.id);
                 bool isDressUp = materialCfg.itemType == ConstItemType.DRESS_UP;
-                int numSynthetic = ItemDataManager.GetItemNum(itemData.id);
+                long numSynthetic = ItemDataManager.GetItemNum(itemData.id);
                 if (numSynthetic < itemData.num)
                 {
                     PromptController.Instance.ShowFloatTextPrompt("材料不足", MessageType.WARNING);
@@ -360,10 +360,10 @@ namespace GFGGame
             ItemCfg materiasItemCfg = ItemCfgArray.Instance.GetCfg(itemData.id);
             listItem.m_txtName.text = ItemUtil.GetItemName(itemData.id);
             listItem.m_loaderIcon.url = ResPathUtil.GetIconPath(materiasItemCfg);
-            int num = ItemDataManager.GetItemNum(itemData.id);
+            long num = ItemDataManager.GetItemNum(itemData.id);
             ItemCfg materialCfg = ItemCfgArray.Instance.GetCfg(itemData.id);
             bool isDressUp = materialCfg.itemType == ConstItemType.DRESS_UP;
-            int numSynthetic = Mathf.Max(num, 0);
+            long numSynthetic = Math.Max(num, 0);
             listItem.m_txtProgess.text = numSynthetic + "/" + itemData.num;
             listItem.m_loaderIcon.visible = true;
             listItem.m_txtProgess.visible = true;

+ 2 - 2
GameClient/Assets/Game/HotUpdate/Views/CommonGame/ApproachView.cs

@@ -142,8 +142,8 @@ namespace GFGGame
             string[] infos = btnGo.data as string[];
             string functionId = infos[0];
 
-            int hasNum = ItemDataManager.GetItemNum(_itemId);
-            int needCount = 0;
+            long hasNum = ItemDataManager.GetItemNum(_itemId);
+            long needCount = 0;
             bool isJump = true;
             switch (functionId)
             {

+ 3 - 3
GameClient/Assets/Game/HotUpdate/Views/CommonGame/BuyConfirmView.cs

@@ -57,7 +57,7 @@ namespace GFGGame
         {
             _buyTimes = ItemDataManager.GetItemExchangeTimes(_itemId);
 
-            ItemExchangeCfgArray.Instance.GetMoneyIdAndNum(_itemId, _buyTimes, _count, out int costId, out int coustNum, out int buyNum);
+            ItemExchangeCfgArray.Instance.GetMoneyIdAndNum(_itemId, _buyTimes, _count, out int costId, out long coustNum, out long buyNum);
             ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_itemId);
             ItemCfg costCfg = ItemCfgArray.Instance.GetCfg(costId);
             _ui.m_txtNeed.text = string.Format("是否花费{0}{1} 购买{2}{3}", coustNum, costCfg.name, buyNum, itemCfg.name);
@@ -80,7 +80,7 @@ namespace GFGGame
                 PromptController.Instance.ShowFloatTextPrompt("购买次数不足");
                 return;
             }
-            ItemExchangeCfgArray.Instance.GetMoneyIdAndNum(_itemId, _buyTimes, _count, out int costId, out int coustNum, out int buyNum);
+            ItemExchangeCfgArray.Instance.GetMoneyIdAndNum(_itemId, _buyTimes, _count, out int costId, out long coustNum, out long buyNum);
 
             Debug.Log(costId + "数量:" + ItemDataManager.GetItemNum(costId));
             if (ItemDataManager.GetItemNum(costId) < coustNum)
@@ -95,7 +95,7 @@ namespace GFGGame
                 {
                     AlertUI.Show(costCfg.name + "不足,是否前往购买?").SetLeftButton(true).SetRightButton(true, "确认", (AlertWindow.AlertCallback)((object data) =>
                     {
-                        int costNeedCount = coustNum - ItemDataManager.GetItemNum(costId);
+                        long costNeedCount = coustNum - ItemDataManager.GetItemNum(costId);
                         BuyItemConteoller.Show(costId, costNeedCount, ConstBuyType.TYPE_ITEM, 0, null, true, true, GameConst.MAX_COUNT_TO_BUY_DIAMOND_RED);
                     }));
                     OnClickBtnCancel();

+ 7 - 7
GameClient/Assets/Game/HotUpdate/Views/CommonGame/BuyCountView.cs

@@ -23,11 +23,11 @@ namespace GFGGame
         /// <summary>
         /// 最低购买次数
         /// </summary>
-        private int _minBuyCount;
+        private long _minBuyCount;
         /// <summary>
         /// 当前购买次数
         /// </summary>
-        private int _count;
+        private long _count;
         /// <summary>
         /// 购买消耗Id
         /// </summary>
@@ -35,11 +35,11 @@ namespace GFGGame
         /// <summary>
         /// 购买物品数量
         /// </summary>
-        private int _buyNum;
+        private long _buyNum;
         /// <summary>
         /// 购买物品消耗数量
         /// </summary>
-        private int _costNum;
+        private long _costNum;
         /// <summary>
         /// 最大购买次数
         /// </summary>
@@ -97,7 +97,7 @@ namespace GFGGame
         /// <param name="showTips">是否弹购买成功飘字,默认是</param>
         /// <param name="openSource">是否打开来源界面。默认否</param>
         /// <param name="maxCount"></param>
-        public void SetParams(int buyId, int minBuyCount, int buyType, int shopType = 0, Action onSuccess = null, bool showTips = true, bool openSource = false, int maxCount = 9990)
+        public void SetParams(int buyId, long minBuyCount, int buyType, int shopType = 0, Action onSuccess = null, bool showTips = true, bool openSource = false, int maxCount = 9990)
         {
             _buyId = buyId;
             _itemId = buyId;
@@ -273,7 +273,7 @@ namespace GFGGame
             this.Hide();
         }
 
-        private void GetMoneyIdAndNum(int count, out int _costId, out int _costNum, out int _buyNum)
+        private void GetMoneyIdAndNum(long count, out int _costId, out long _costNum, out long _buyNum)
         {
             _costId = 0;
             _costNum = 0;
@@ -289,7 +289,7 @@ namespace GFGGame
                 ItemExchangeCfg itemExchangeCfg = ItemExchangeCfgArray.Instance.GetCfg(_itemId);
                 int _exchangeCount = (int)Math.Ceiling(Convert.ToDecimal(count) / Convert.ToDecimal(itemExchangeCfg.num));
 
-                ItemExchangeCfgArray.Instance.GetMoneyIdAndNum(_itemId, ItemDataManager.GetItemExchangeTimes(_itemId), count, out _costId, out _costNum, out _buyNum);
+                ItemExchangeCfgArray.Instance.GetMoneyIdAndNum(_itemId, ItemDataManager.GetItemExchangeTimes(_itemId), (int)count, out _costId, out _costNum, out _buyNum);
 
             }
         }

+ 4 - 4
GameClient/Assets/Game/HotUpdate/Views/CommonGame/BuyTipsView.cs

@@ -10,8 +10,8 @@ namespace GFGGame
 
         private int _itemId;
         private int _costId;
-        private int _count;
-        private int _costCount;
+        private long _count;
+        private long _costCount;
         private bool _result = false;
         private Action _onSuccess;
 
@@ -38,7 +38,7 @@ namespace GFGGame
             _ui.m_btnSure.onClick.Add(OnClickBtnSure);
             _ui.m_btnCancel.onClick.Add(OnClickBtnCancel);
         }
-        public void SetParams(int itemId, int count, Action onSuccess = null)
+        public void SetParams(int itemId, long count, Action onSuccess = null)
         {
             _itemId = itemId;
             _count = count;
@@ -52,7 +52,7 @@ namespace GFGGame
         }
         private void UpdateView()
         {
-            ItemExchangeCfgArray.Instance.GetMoneyIdAndNum(_itemId, ItemDataManager.GetItemExchangeTimes(_itemId), _count, out _costId, out _costCount, out int buyNum);
+            ItemExchangeCfgArray.Instance.GetMoneyIdAndNum(_itemId, ItemDataManager.GetItemExchangeTimes(_itemId), (int)_count, out _costId, out _costCount, out long buyNum);
             ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(_itemId);
             _ui.m_txtNeed.text = string.Format("还需要购买{0}个", _count);
             _ui.m_loaNeed.url = ResPathUtil.GetCommonGameResPath(itemCfg.res);

+ 2 - 2
GameClient/Assets/Game/HotUpdate/Views/MainStory/StoryFightQuicklyView.cs

@@ -140,7 +140,7 @@ namespace GFGGame
         }
         private async void ReqFightQuickly(object param)
         {
-            int hasCount = ItemDataManager.GetItemNum(_needItemId);
+            long hasCount = ItemDataManager.GetItemNum(_needItemId);
             bool isFinish = _needItemId > 0 && _needItemCount > 0 && hasCount >= _needItemCount;
             _ui.m_txtItemNeedNum.text = string.Format("还需:{0}个", Math.Max(0, _needItemCount - hasCount));
             if (_index >= _fightTimes || isFinish)
@@ -248,7 +248,7 @@ namespace GFGGame
             if (_ui.m_c1.selectedIndex == 0) return;
 
             _ui.m_txtItemName.text = string.Format("目标道具:{0}", ItemCfgArray.Instance.GetCfg(_needItemId).name);
-            int hasCount = ItemDataManager.GetItemNum(_needItemId);
+            long hasCount = ItemDataManager.GetItemNum(_needItemId);
             _ui.m_txtItemNeedNum.text = (_needItemCount - hasCount) <= 0 ? "材料已足够" : string.Format("还需:{0}个", Math.Max(0, _needItemCount - hasCount));
         }
     }

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Views/RechargeStore/GiftBagBuyView.cs

@@ -109,7 +109,7 @@ namespace GFGGame
             GiftBagCfg cfg = GiftBagCfgArray.Instance.GetCfg(_giftId);
             if (cfg.costType == CostType.MONEY || cfg.costType == CostType.ITEM)
             {
-                int hasNum = ItemDataManager.GetItemNum(cfg.costId);
+                long hasNum = ItemDataManager.GetItemNum(cfg.costId);
                 if (hasNum < cfg.price)
                 {
                     PromptController.Instance.ShowFloatTextPrompt("道具不足");

+ 4 - 4
GameClient/Assets/Game/HotUpdate/Views/RechargeStore/ItemExchangeView.cs

@@ -10,8 +10,8 @@ namespace GFGGame
     {
         private UI_ItemExchangeUI _ui;
         private int _exchangeId;
-        private int _buyCount = 0;
-        private int _maxCanBuy = 0;
+        private long _buyCount = 0;
+        private long _maxCanBuy = 0;
         public override void Dispose()
         {
             if (_ui != null)
@@ -51,7 +51,7 @@ namespace GFGGame
             ShopExchangeCfg cfg = ShopExchangeCfgArray.Instance.GetCfg(_exchangeId);
 
             _buyCount = 1;
-            int curMoneyCanBuy = ItemDataManager.GetItemNum(cfg.costId) / cfg.costNum;
+            long curMoneyCanBuy = ItemDataManager.GetItemNum(cfg.costId) / cfg.costNum;
             if (cfg.maxLimit == 0)
             {
                 _maxCanBuy = Math.Min(curMoneyCanBuy, GameConst.MAX_COUNT_TO_BUY_ITEMS);
@@ -100,7 +100,7 @@ namespace GFGGame
 
             _ui.m_txtShow.text = "选择购买数量";
             _ui.m_txtTips.text = string.Format("确定购买{0}个{1}?", _buyCount, itemCfg.name);
-            ItemUtil.SetItemNeedNum(_ui.m_comCost.target, cfg.costId, _buyCount * cfg.costNum);
+            ItemUtil.SetItemNeedNum(_ui.m_comCost.target, cfg.costId, (int)_buyCount * cfg.costNum);
         }