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							- using System.Collections.Generic;
 
- using UnityEngine;
 
- namespace GFGGame
 
- {
 
-     public class DropOutDataCache
 
-     {
 
-         private static Dictionary<int, List<DropOutData>> _probDic = new Dictionary<int, List<DropOutData>>();
 
-         public static List<ItemData> GetDropItemDatas(int[] dropIds, bool doRandome)
 
-         {
 
-             List<ItemData> result = new List<ItemData>();
 
-             foreach (int dropId in dropIds)
 
-             {
 
-                 ItemData itemData = GetDropItemData(dropId, doRandome);
 
-                 if (itemData != null)
 
-                 {
 
-                     result.Add(itemData);
 
-                 }
 
-             }
 
-             return result;
 
-         }
 
-         public static List<ItemData> GetDropItemDatas(int dropId, int count)
 
-         {
 
-             List<ItemData> result = new List<ItemData>();
 
-             int tryCount = 0;
 
-             while(result.Count < count && tryCount < 1000)
 
-             {
 
-                 ItemData itemData = GetDropItemData(dropId, true);
 
-                 if(itemData != null)
 
-                 {
 
-                     result.Add(itemData);
 
-                 }
 
-                 tryCount++;
 
-             }
 
-             return result;
 
-         }
 
-         public static ItemData GetDropItemData(int dropId, bool doRandome)
 
-         {
 
-             ItemData itemData = null;
 
-             List<DropOutData> dropOutDatas = null;
 
-             if(!_probDic.ContainsKey(dropId))
 
-             {
 
-                 InitData(dropId);
 
-             }
 
-             dropOutDatas = _probDic[dropId];
 
-             if(dropOutDatas != null)
 
-             {
 
-                 float result = Random.Range(0, 1f);
 
-                 foreach(DropOutData dropOutData in dropOutDatas)
 
-                 {
 
-                     if(result <= dropOutData.WeightEnd || !doRandome)
 
-                     {
 
-                         return GetItemData(dropOutData.dropOutCfg, doRandome);
 
-                     }
 
-                 }
 
-             }
 
-             return itemData;
 
-         }
 
-         private static void InitData(int dropId)
 
-         {
 
-             List<DropOutData> dropOutDatas = new List<DropOutData>();
 
-             _probDic[dropId] = dropOutDatas;
 
-             var arr = DropOutCfgArray.Instance.GetCfgs(dropId);
 
-             List<DropOutCfg> cfgs = new List<DropOutCfg>(arr);
 
-             float totalWeight = 0;
 
-             foreach(DropOutCfg cfg in cfgs)
 
-             {
 
-                 totalWeight += cfg.weight;
 
-             }
 
-             float weightEnd = 0;
 
-             foreach(DropOutCfg cfg in cfgs)
 
-             {
 
-                 DropOutData dropOutData = new DropOutData();
 
-                 dropOutData.dropOutCfg = cfg;
 
-                 weightEnd += cfg.weight;
 
-                 dropOutData.WeightEnd = weightEnd/totalWeight;
 
-                 dropOutDatas.Add(dropOutData);
 
-             }
 
-         }
 
-         private static ItemData GetItemData(DropOutCfg dropOutCfg, bool doRandomeNum)
 
-         {
 
-             if(dropOutCfg.item >= 10000000)//掉落id
 
-             {
 
-                 return GetDropItemData(dropOutCfg.item, doRandomeNum);
 
-             }
 
-             else if(dropOutCfg.item > 0)
 
-             {
 
-                 int num = dropOutCfg.maxNum;
 
-                 if(doRandomeNum)
 
-                 {
 
-                     num = Random.Range(dropOutCfg.minNum, dropOutCfg.maxNum + 1);
 
-                 }
 
-                 if(num > 0)
 
-                 {
 
-                     ItemData itemData = ItemDataPool.GetItemData(dropOutCfg.item);
 
-                     itemData.num = num;
 
-                     return itemData;
 
-                 }
 
-             }
 
-             return null;
 
-         }
 
-     }
 
- }
 
 
  |