using System.Collections.Generic; namespace GFGGame { public class SuitCfgManager : SingletonBase { /// /// 获取所有套装中部件的总个数 /// public int totalItemCount { get { return GlobalCfgArray.globalCfg.suitPartTotalCount; } } /// /// 获取物品所属套装id /// /// /// public int GetItemSuitId(int itemId) { var itemCfg = ItemCfgArray.Instance.GetCfg(itemId); if (itemCfg != null) { return itemCfg.suitId; } return 0; } /// /// 获取指定套装中部件的总数 /// /// /// public int GetTotalCountOfOneSuit(int suitId) { var suitCfg = SuitCfgArray.Instance.GetCfg(suitId); if (suitCfg != null) { return suitCfg.partsArr.Length; } return 0; } /// /// 获取指定套装中部件的id数组 /// /// /// public int[] GetSuitItems(int suitId, bool checkScene = false) { SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(suitId); if (suitCfg == null) { ET.Log.Error(suitId + " SuitCfgArray配置不存在"); } if (checkScene) { List parts = new List(); for (int i = 0; i < suitCfg.partsArr.Length; i++) { if (!DressUpMenuItemDataManager.CheckIsSceneType(suitCfg.partsArr[i])) { parts.Add(suitCfg.partsArr[i]); } } return parts.ToArray(); } return suitCfg.partsArr; } } }