using System.Collections.Generic; using System.Collections; using ET; namespace GFGGame { public class CustomSuitDataManager { private static int _currentIndex; public static int currentIndex { get; set; } private static Dictionary _dataDic = new Dictionary(); public static void SaveSuit(int index, EquipData equipData) { CustomSuitData suitSavedData = null; if (_dataDic.ContainsKey(index)) { suitSavedData = _dataDic[index]; } else { suitSavedData = new CustomSuitData(index); _dataDic.Add(index, suitSavedData); } suitSavedData.EquipData = equipData; } public static CustomSuitData GetSuitList(int index) { CustomSuitData suitSavedData = null; if (_dataDic.ContainsKey(index)) { suitSavedData = _dataDic[index]; } else { suitSavedData = CreateDefaultSuitData(index); _dataDic.Add(index, suitSavedData); } return suitSavedData; } public static CustomSuitData CreateDefaultSuitData(int index) { CustomSuitData suitSavedData = new CustomSuitData(index); suitSavedData.EquipData = EquipData.CreateDefault(); return suitSavedData; } public static CustomSuitData GetCurrentSuitList() { return GetSuitList(currentIndex); } public static void SaveCurrentSuit(int index) { if (currentIndex != index) { currentIndex = index; } CustomSuitSProxy.UpdateCustomSuit(index, EquipDataCache.cacher.GetEquiptDataClone()).Coroutine(); } public static void InitServerData(List list) { _dataDic.Clear(); if (list != null) { foreach (var suitProto in list) { CustomSuitData suitSavedData = new CustomSuitData(suitProto.Pos); _dataDic[suitProto.Pos] = suitSavedData; suitSavedData.EquipData.bgId = suitProto.BgId; suitSavedData.EquipData.suitId = suitProto.SuitId; suitSavedData.EquipData.isAction = suitProto.Pic; foreach (var equipId in suitProto.EquipIds) { suitSavedData.EquipData.equipDatas.Add(equipId); } } } } } }