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							- using System.Collections.Generic;
 
- namespace GFGGame
 
- {
 
-     public class DecomposeDataManager : SingletonBase<DecomposeDataManager>
 
-     {
 
-         Dictionary<int, List<int>> _decomposeData = new Dictionary<int, List<int>>();//所有可分解的换装部件数据
 
-         Dictionary<int, List<int>> _decomposeMaterialData = new Dictionary<int, List<int>>();//所有可分解的材料数据
 
-         Dictionary<int, List<int>> _suitSyntheticMaterials = new Dictionary<int, List<int>>();//materiasId,Lsit<suitId>
 
-         List<int> _rewardList = new List<int>();
 
-         public const int MaxCount = 999;
 
-         public void Clear()
 
-         {
 
-             _decomposeData.Clear();
 
-             _decomposeMaterialData.Clear();
 
-             _suitSyntheticMaterials.Clear();
 
-         }
 
-         public void Add(int itemId)
 
-         {
 
-             //初始化时禁止使用物品配置,会造成卡顿!!!
 
-             int rarity = ItemDataManager.GetItemRarity(itemId);
 
-             if (!_decomposeData.ContainsKey(rarity))
 
-             {
 
-                 _decomposeData.Add(rarity, new List<int>());
 
-             }
 
-             long count = ItemCanDecomposeCount(itemId);
 
-             if (_decomposeData[rarity].IndexOf(itemId) < 0 && count > 0)
 
-             {
 
-                 _decomposeData[rarity].Add(itemId);
 
-             }
 
-             //套装拥有的时候需要让材料重新加进列表
 
-             int[][] syntheticMateriarsArr = ItemDataManager.GetItemSyntheticSuitArr(itemId);
 
-             if (syntheticMateriarsArr.Length > 0) {
 
-                 foreach (int[] materiars in syntheticMateriarsArr)
 
-                 {
 
-                     int materialId = materiars[0];
 
-                     int materialItemType = ItemDataManager.GetItemType(materialId);
 
-                     if (materialItemType == ConstItemType.DRESS_UP) { 
 
-                         long materiarsCount = ItemCanDecomposeCount(materialId);
 
-                         if (materiarsCount> 0 && (materiarsCount + materiars[1] - DeductSynthesisNeedNum(materialId)) > 0)
 
-                         {
 
-                             rarity = ItemDataManager.GetItemRarity(materialId);
 
-                             if (!_decomposeData.ContainsKey(rarity))
 
-                             {
 
-                                 _decomposeData.Add(rarity, new List<int>());
 
-                             }
 
-                             if (_decomposeData[rarity].IndexOf(materialId) < 0)
 
-                             {
 
-                                 _decomposeData[rarity].Add(materialId);
 
-                             }
 
-                         }
 
-                     }
 
-                 }
 
-             }
 
-         }
 
-         public void AddMaterial(int itemId)
 
-         {
 
-             //初始化时禁止使用物品配置,会造成卡顿!!!
 
-             int rarity = ItemDataManager.GetItemRarity(itemId);
 
-             if (!_decomposeMaterialData.ContainsKey(rarity))
 
-             {
 
-                 _decomposeMaterialData.Add(rarity, new List<int>());
 
-             }
 
-             if (_decomposeMaterialData[rarity].IndexOf(itemId) < 0)
 
-             {
 
-                 _decomposeMaterialData[rarity].Add(itemId);
 
-             }
 
-         }
 
-         public void Remove(int itemId)
 
-         {
 
-             int rarity = ItemCfgArray.Instance.GetCfg(itemId).rarity;
 
-             long count = ItemCanDecomposeCount(itemId);
 
-             if (_decomposeData.ContainsKey(rarity) && _decomposeData[rarity].IndexOf(itemId) >= 0 && count <= 0)
 
-             {
 
-                 _decomposeData[rarity].Remove(itemId);
 
-             }
 
-         }
 
-         public void RemoveMaterial(int itemId)
 
-         {
 
-             int rarity = ItemCfgArray.Instance.GetCfg(itemId).rarity;
 
-             long count = ItemCanDecomposeMaterialCount(itemId);
 
-             if (_decomposeMaterialData.ContainsKey(rarity) && _decomposeMaterialData[rarity].IndexOf(itemId) >= 0 && count <= 0)
 
-             {
 
-                 _decomposeMaterialData[rarity].Remove(itemId);
 
-             }
 
-         }
 
-         //分解需要扣去合成需要的数量
 
-         public int DeductSynthesisNeedNum(int itemId)
 
-         {
 
-             ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
 
-             if (itemCfg == null)
 
-                 return 0;
 
-             int sum = 0;
 
-             foreach (int syntheticId in itemCfg.syntheticSuitArr)
 
-             {
 
-                 if (ItemDataManager.GetItemNum(syntheticId) <= 0) { 
 
-                     ItemCfg syntheticItemCfg = ItemCfgArray.Instance.GetCfg(syntheticId);
 
-                     foreach (int[] MateriarsInfo in syntheticItemCfg.syntheticMateriarsArr)
 
-                     {
 
-                         if(MateriarsInfo[0] == itemId)
 
-                             sum += MateriarsInfo[1];
 
-                     }  
 
-                 }
 
-             }
 
-             return sum;
 
-         }
 
-         public List<int> GetRewardList()
 
-         {
 
-             if (_rewardList.Count == 0)
 
-             {
 
-                 DecomposeCfg[] cfgs = DecomposeCfgArray.Instance.dataArray;
 
-                 for (int i = 0; i < cfgs.Length; i++)
 
-                 {
 
-                     for (int j = 0; j < cfgs[i].itemsArr.Length; j++)
 
-                     {
 
-                         if (_rewardList.IndexOf(cfgs[i].itemsArr[j][0]) < 0)
 
-                         {
 
-                             _rewardList.Add(cfgs[i].itemsArr[j][0]);
 
-                         }
 
-                     }
 
-                 }
 
-             }
 
-             return _rewardList;
 
-         }
 
-         //物品可分解的数量
 
-         public long CanDecomposeCount(int decomposeType, int itemId)
 
-         {
 
-             if (decomposeType == 0) {
 
-                 return ItemCanDecomposeCount(itemId);
 
-             }
 
-             else
 
-             {
 
-                 return ItemCanDecomposeMaterialCount(itemId);
 
-             }
 
-         }
 
-         //物品可分解的数量
 
-         public long ItemCanDecomposeCount(int itemId)
 
-         {
 
-             //合成需要的数量
 
-             int synthesisNum = DeductSynthesisNeedNum(itemId);
 
-             return ItemDataManager.GetItemNum(itemId) - 1 - synthesisNum;
 
-         }
 
-         //材料可分解的数量
 
-         public long ItemCanDecomposeMaterialCount(int itemId)
 
-         {
 
-             //合成需要的数量
 
-             int synthesisNum = DeductSynthesisMaterialNeedNum(itemId);
 
-             return ItemDataManager.GetItemNum(itemId) - synthesisNum;
 
-         }
 
-         //整理分解物品数据
 
-         public void TidyDecomposeData()
 
-         {
 
-             foreach (var itemId in DressUpMenuItemDataManager.GetDressUpItemDatas())
 
-             {
 
-                 if (!DressUpMenuItemCfg1Array.Instance.CheckIsBackGroundType(itemId))
 
-                 {
 
-                     Add(itemId);
 
-                 }
 
-             }
 
-             foreach (var info in BagDataManager.Instance.GetBagData())
 
-             {
 
-                 if (info.Value.itemType == ConstItemType.ITEM && info.Value.subType == ConstItemSubType.MATERIAL_SKILL_BOOK)
 
-                 {
 
-                     AddMaterial(info.Value.id);
 
-                 }
 
-             }
 
-         }
 
-         //获得分解服装数据
 
-         public List<int> GetDecomposeDataByRarity(int rarity)
 
-         {
 
-             if (!_decomposeData.ContainsKey(rarity)) return null;
 
-             return _decomposeData[rarity];
 
-         }
 
-         //获得分解技能书数据
 
-         public List<int> GetDecomposeMaterialByRarity(int rarity)
 
-         {
 
-             if (!_decomposeMaterialData.ContainsKey(rarity)) return null;
 
-             Dictionary<int, int> LeagueSkillLvDatas = SkillDataManager.Instance.LeagueSkillLvDatas;
 
-             List<int> materialDataKey = new List<int>();
 
-             foreach (var key in _decomposeMaterialData.Keys)
 
-             {
 
-                 materialDataKey.Add(key);
 
-             }
 
-             for (int i = 0; i < materialDataKey.Count; i++)
 
-             {
 
-                 for (int k = _decomposeMaterialData[materialDataKey[i]].Count-1; k >= 0; k--)
 
-                 {
 
-                     int itemId = _decomposeMaterialData[materialDataKey[i]][k];
 
-                     if (ItemCanDecomposeMaterialCount(itemId) <= 0) {
 
-                         _decomposeMaterialData[materialDataKey[i]].RemoveAt(k);
 
-                     }
 
-                 }
 
-             }
 
-             return _decomposeMaterialData[rarity];
 
-         }
 
-         //分解需要扣去合成材料需要的数量
 
-         public int DeductSynthesisMaterialNeedNum(int itemId)
 
-         {
 
-             int sum = 0;
 
-             int skillId = ItemDataManager.GetItemSkillId(itemId);
 
-             Dictionary<int, int> leagueSkillLvDatas = SkillDataManager.Instance.GetLeagueSkillLvDatas();
 
-             if (!leagueSkillLvDatas.ContainsKey(skillId))
 
-                 return 0;
 
-             int skillLv = leagueSkillLvDatas[skillId];
 
-             PassivitySkillLvlCfg skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLv, skillId);
 
-             int skillLvIndex = skillLv;
 
-             while (skillLvlCfg != null && skillLvlCfg.materiarsArr != null && skillLvlCfg.materiarsArr.Length > 0)
 
-             {
 
-                 sum += skillLvlCfg.materiarsArr[0][1];
 
-                 skillLvIndex += 1;
 
-                 skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLvIndex, skillId);
 
-             }
 
-             return sum;
 
-         }
 
-         public void InitSuitSyntheticMaterias()
 
-         {
 
-             List<SuitCfg> suitCfgs = new List<SuitCfg>();
 
-             suitCfgs.AddRange(new List<SuitCfg>(SuitCfgArray.Instance.GetCfgsBysyntheticType(1)));
 
-             suitCfgs.AddRange(new List<SuitCfg>(SuitCfgArray.Instance.GetCfgsBysyntheticType(2)));
 
-             suitCfgs.AddRange(new List<SuitCfg>(SuitCfgArray.Instance.GetCfgsBysyntheticType(3)));
 
-             for (int i = 0; i < suitCfgs.Count; i++)
 
-             {
 
-                 int suitId = suitCfgs[i].id;
 
-                 for (int j = 0; j < suitCfgs[i].partsArr.Length; j++)
 
-                 {
 
-                     ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(suitCfgs[i].partsArr[j]);
 
-                     for (int k = 0; k < itemCfg.syntheticMateriarsArr.Length; k++)
 
-                     {
 
-                         int materialId = itemCfg.syntheticMateriarsArr[k][0];
 
-                         if (!_suitSyntheticMaterials.ContainsKey(materialId))
 
-                         {
 
-                             _suitSyntheticMaterials[materialId] = new List<int>();
 
-                         }
 
-                         if (_suitSyntheticMaterials[materialId].IndexOf(suitId) < 0) _suitSyntheticMaterials[materialId].Add(suitId);
 
-                     }
 
-                 }
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// 检测物品对应的套装是否全部合成
 
-         /// </summary>
 
-         /// <param name="itemId"></param>
 
-         /// <returns></returns>
 
-         public bool CheckIsItemForSuitSynthetic(int itemId)
 
-         {
 
-             if (!_suitSyntheticMaterials.ContainsKey(itemId)) return true;
 
-             for (int i = 0; i < _suitSyntheticMaterials[itemId].Count; i++)
 
-             {
 
-                 if (!DressUpMenuSuitDataManager.CheckHaveSuit(_suitSyntheticMaterials[itemId][i])) return false;
 
-             }
 
-             return true;
 
-         }
 
-     }
 
- }
 
 
  |