using System.Collections.Generic; using UnityEngine; namespace GFGGame { public enum EnumPhotographType { BG, NPC, SCENE, BORDER, EFFECT } public class PhotographDataManager : SingletonBase { public List listBgData = new List(); public List listNpcData = new List(); public List listSceneData = new List(); public List listBorderData = new List(); public List listEffectData = new List(); public void Clear() { listBgData.Clear(); listNpcData.Clear(); listSceneData.Clear(); listBorderData.Clear(); listEffectData.Clear(); } public void Add(int itemID) { ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID); if (itemCfg.itemType == ConstItemType.DRESS_UP) { if (itemCfg.subType == ConstDressUpItemType.BEI_JING) { if (listBgData.IndexOf(itemID) < 0) listBgData.Add(itemID); } else if (itemCfg.subType == ConstDressUpItemType.QIAN_JING || itemCfg.subType == ConstDressUpItemType.BEI_SHI || itemCfg.subType == ConstDressUpItemType.HUAN_JING) { if (listSceneData.IndexOf(itemID) < 0) listSceneData.Add(itemID); } } else if (itemCfg.itemType == ConstItemType.ITEM) { if (itemCfg.subType == ConstItemSubType.NPC) { if (listNpcData.IndexOf(itemID) < 0) listNpcData.Add(itemID); } else if (itemCfg.subType == ConstItemSubType.BOREDR) { if (listBorderData.IndexOf(itemID) < 0) listBorderData.Add(itemID); } else if (itemCfg.subType == ConstItemSubType.EFFECT) { if (listEffectData.IndexOf(itemID) < 0) listEffectData.Add(itemID); } } } public void AddEquipItem(Dictionary> _equipSceneData, int itemID, out Dictionary> equipSceneData) { if (!_equipSceneData.ContainsKey(itemID)) { _equipSceneData.Add(itemID, new List()); } _equipSceneData[itemID].Add(itemID); equipSceneData = _equipSceneData; } public void GetMaxLayer(int _maxLayer, bool isAdd, ItemCfg itemCfg, out int maxLayer) { if (isAdd) { _maxLayer += 1; } else { //初始场景最大层级 _maxLayer = itemCfg.resLayer1 > itemCfg.resLayer2 ? itemCfg.resLayer1 : itemCfg.resLayer2; } maxLayer = _maxLayer; } } }