MyDressUpHelper.cs 17 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using ET;
  4. namespace GFGGame
  5. {
  6. //玩家换装助手,用于跨界面流程的换装对象数据存储及部分方法封装
  7. public class MyDressUpHelper
  8. {
  9. private static DressUpObj _dressUpObj;
  10. public static DressUpObj dressUpObj
  11. {
  12. get
  13. {
  14. if (_dressUpObj == null)
  15. {
  16. _dressUpObj = new DressUpObj();
  17. }
  18. return _dressUpObj;
  19. }
  20. }
  21. private static int _stepIndex = -1;
  22. public static int stepIndex { get { return _stepIndex; } }
  23. private static List<DressUpData> _dressMemory = new List<DressUpData>();
  24. public static List<DressUpData> dressMemory { get { return _dressMemory; } }
  25. public const int MAX_MEMORY_STEP = 20;//最大记录步数
  26. public static CustomSuitData GetCurSuitDataClone(int index)
  27. {
  28. CustomSuitData suitSavedData = new CustomSuitData(index);
  29. suitSavedData.dressUpData = MyDressUpHelper.dressUpObj.DressUpDataClone();
  30. return suitSavedData;
  31. }
  32. /// <summary>
  33. /// 检测是否穿戴完整(穿着连衣裙或同时穿着上装下装)
  34. /// </summary>
  35. /// <returns></returns>
  36. public static bool CheckPutOnFinish(List<int> itemList = null)
  37. {
  38. List<int> equipDatas;
  39. if (itemList == null)
  40. {
  41. if (MyDressUpHelper.dressUpObj.suitId > 0) return true;
  42. equipDatas = MyDressUpHelper.dressUpObj.itemList;
  43. }
  44. else
  45. {
  46. equipDatas = itemList;
  47. }
  48. bool isLianYiQun = false;
  49. bool isShangYi = false;
  50. bool isXiaZhuang = false;
  51. for (int i = 0; i < equipDatas.Count; i++)
  52. {
  53. var itemId = equipDatas[i];
  54. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  55. if (itemCfg == null)
  56. {
  57. Log.Warning($"id为 {itemId} 的物品没有配置,请查找原因!");
  58. continue;
  59. }
  60. if (itemCfg.subType == ConstDressUpItemType.LIAN_YI_QUN && itemCfg.id != ConstItemID.DEFULT_LIAN_YI_QUN)
  61. {
  62. isLianYiQun = true; break;
  63. }
  64. if (itemCfg.subType == ConstDressUpItemType.SHANG_YI)
  65. {
  66. isShangYi = true;
  67. }
  68. if (itemCfg.subType == ConstDressUpItemType.NEI_DA && itemCfg.id != ConstItemID.DEFULT_NEI_DA)
  69. {
  70. isShangYi = true;
  71. }
  72. if (itemCfg.subType == ConstDressUpItemType.XIA_ZHUANG && itemCfg.id != ConstItemID.DEFULT_XIA_ZHUANG)
  73. {
  74. isXiaZhuang = true;
  75. }
  76. }
  77. return isLianYiQun || isXiaZhuang && isShangYi;
  78. }
  79. public static bool CheckEquipedFightNeeded()
  80. {
  81. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  82. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  83. if (fightCfg.needItemId > 0)
  84. {
  85. return dressUpObj.CheckDressUpItemIsOn(fightCfg.needItemId);
  86. }
  87. else if (fightCfg.needSuitId > 0)
  88. {
  89. return dressUpObj.CheckSuitIsOn(fightCfg.needSuitId);
  90. }
  91. return true;
  92. }
  93. public static void PutOnSuitSavedByPos(int index)
  94. {
  95. CustomSuitData suitSavedData = CustomSuitDataManager.GetSuitList(index);
  96. dressUpObj.PutOnDressUpData(suitSavedData.dressUpData);
  97. }
  98. //返回当前饰品穿戴数量
  99. public static int GetCurrentOrnamentCount()
  100. {
  101. int count = 0;
  102. for (int i = 0; i < dressUpObj.itemList.Count; i++)
  103. {
  104. if (DressUpMenuItemCfg1Array.Instance.CheckIsOrnamentsType(dressUpObj.itemList[i]))
  105. {
  106. count++;
  107. }
  108. }
  109. return count;
  110. }
  111. public static void PutOnRecommendItems2()
  112. {
  113. Dictionary<int, List<int>> itemsDic = GetRecommendItems();
  114. List<int> recommendList = new List<int>();
  115. foreach (int key in itemsDic.Keys)
  116. {
  117. if (key == ConstDressUpItemType.SHANG_YI || key == ConstDressUpItemType.XIA_ZHUANG || key == ConstDressUpItemType.LIAN_YI_QUN) continue;
  118. recommendList.AddRange(itemsDic[key]);
  119. }
  120. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  121. //StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(id);
  122. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  123. SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(fightCfg.needSuitId);
  124. int[] suitParts = suitCfg == null ? new int[] { } : suitCfg.partsArr;
  125. int shangyiId = itemsDic.ContainsKey(ConstDressUpItemType.SHANG_YI) && itemsDic[ConstDressUpItemType.SHANG_YI].Count > 0 ? itemsDic[ConstDressUpItemType.SHANG_YI][0] : 0;
  126. int xiazhuangId = itemsDic.ContainsKey(ConstDressUpItemType.XIA_ZHUANG) && itemsDic[ConstDressUpItemType.XIA_ZHUANG].Count > 0 ? itemsDic[ConstDressUpItemType.XIA_ZHUANG][0] : ConstItemID.DEFULT_XIA_ZHUANG;
  127. int neidaId = itemsDic.ContainsKey(ConstDressUpItemType.NEI_DA) && itemsDic[ConstDressUpItemType.NEI_DA].Count > 0 ? itemsDic[ConstDressUpItemType.NEI_DA][0] : ConstItemID.DEFULT_NEI_DA;
  128. int lianyiqunId = itemsDic.ContainsKey(ConstDressUpItemType.LIAN_YI_QUN) && itemsDic[ConstDressUpItemType.LIAN_YI_QUN].Count > 0 ? itemsDic[ConstDressUpItemType.LIAN_YI_QUN][0] : ConstItemID.DEFULT_LIAN_YI_QUN;
  129. if (fightCfg.needItemId > 0 && (shangyiId == fightCfg.needItemId || xiazhuangId == fightCfg.needItemId || neidaId == fightCfg.needItemId) ||
  130. fightCfg.needSuitId > 0 && (Array.IndexOf(suitParts, shangyiId) >= 0 || Array.IndexOf(suitParts, xiazhuangId) >= 0 || Array.IndexOf(suitParts, neidaId) >= 0))
  131. {
  132. if (shangyiId > 0) recommendList.Add(shangyiId);
  133. recommendList.Add(xiazhuangId);
  134. recommendList.Add(neidaId);
  135. }
  136. else if (fightCfg.needItemId > 0 && lianyiqunId == fightCfg.needItemId || fightCfg.needSuitId > 0 && Array.IndexOf(suitParts, lianyiqunId) >= 0)
  137. {
  138. recommendList.Add(lianyiqunId);
  139. }
  140. else
  141. {
  142. int shangyiScore = ItemDataManager.GetItemAdditionScore(shangyiId, InstanceZonesDataManager.currentScoreType);
  143. int xiazhuangScore = ItemDataManager.GetItemAdditionScore(xiazhuangId, InstanceZonesDataManager.currentScoreType);
  144. int neidaScore = ItemDataManager.GetItemAdditionScore(neidaId, InstanceZonesDataManager.currentScoreType);
  145. int lianyiqunScore = ItemDataManager.GetItemAdditionScore(lianyiqunId, InstanceZonesDataManager.currentScoreType);
  146. if (lianyiqunScore > (shangyiScore + xiazhuangScore + neidaScore))
  147. {
  148. recommendList.Add(lianyiqunId);
  149. }
  150. else
  151. {
  152. if (shangyiId > 0) recommendList.Add(shangyiId);
  153. recommendList.Add(xiazhuangId);
  154. recommendList.Add(neidaId);
  155. }
  156. }
  157. dressUpObj.PutOnItemList(recommendList);
  158. }
  159. private static Dictionary<int, List<int>> GetRecommendItems( int id = 0)
  160. {
  161. GetClassifyDictionaty(out Dictionary<int, List<int>> needListBySubType, out Dictionary<int, List<int>> recommendListBySubType);
  162. DressUpMenuItemCfg1[] menuCfg1s = DressUpMenuItemCfg1Array.Instance.dataArray;
  163. Dictionary<int, List<int>> itemsDic = new Dictionary<int, List<int>>();
  164. for (int i = 0; i < menuCfg1s.Length - 4; i++)//最后四个不处理(套装、动作、道具、背景)
  165. {
  166. DressUpMenuItemCfg1 menuCfg1 = menuCfg1s[i];
  167. List<int> recommendItems = new List<int>();
  168. itemsDic[menuCfg1.id] = recommendItems;
  169. if (menuCfg1.subMenusArr.Length == 0)//普通部件有必需品就用必需品,没有必需品就用推荐品
  170. {
  171. if (needListBySubType.ContainsKey(menuCfg1.type) && needListBySubType[menuCfg1.type].Count > 0)
  172. {
  173. recommendItems.Add(needListBySubType[menuCfg1.type][0]);
  174. continue;
  175. }
  176. if (recommendListBySubType.ContainsKey(menuCfg1.type) && recommendListBySubType[menuCfg1.type].Count > 0)
  177. {
  178. recommendItems.Add(recommendListBySubType[menuCfg1.type][0]);
  179. continue;
  180. }
  181. }
  182. else
  183. {
  184. List<int> needOrnament = new List<int>();//饰品的必需品列表
  185. List<int> recommecdOrnament = new List<int>();//饰品的推荐品列表
  186. for (int j = 0; j < menuCfg1.subMenusArr.Length; j++)
  187. {
  188. DressUpMenuItemCfg2 menuCfg2 = DressUpMenuItemCfg2Array.Instance.GetCfg(menuCfg1.subMenusArr[j]);
  189. if (menuCfg2.type != (int)ConstDressUpItemType.TE_SHU)
  190. {
  191. if (needListBySubType.ContainsKey(menuCfg2.type) && needListBySubType[menuCfg2.type].Count > 0)
  192. {
  193. needOrnament.AddRange(needListBySubType[menuCfg2.type]);
  194. continue;
  195. }
  196. if (recommendListBySubType.ContainsKey(menuCfg2.type) && recommendListBySubType[menuCfg2.type].Count > 0)
  197. {
  198. recommecdOrnament.AddRange(recommendListBySubType[menuCfg2.type]);
  199. continue;
  200. }
  201. }
  202. else
  203. {
  204. if (needListBySubType.ContainsKey(menuCfg2.type) && needListBySubType[menuCfg2.type].Count > 0)
  205. {
  206. needOrnament.AddRange(needListBySubType[menuCfg2.type]);
  207. }
  208. if (recommendListBySubType.ContainsKey(menuCfg2.type) && recommendListBySubType[menuCfg2.type].Count > 0)
  209. {
  210. int needCount = Math.Min(recommendListBySubType[menuCfg2.type].Count, 3 - needListBySubType[menuCfg2.type].Count);
  211. //特殊部件必需品不足三件,从推荐品里补足
  212. recommendListBySubType[menuCfg2.type] = recommendListBySubType[menuCfg2.type].GetRange(0, needCount);
  213. recommecdOrnament.AddRange(recommendListBySubType[menuCfg2.type]);
  214. }
  215. }
  216. }
  217. DressUpMenuItemDataManager.SortItemListByHighScore(needOrnament);
  218. needOrnament = needOrnament.GetRange(0, Math.Min(needOrnament.Count, GlobalCfgArray.globalCfg.dressLimitCount));
  219. recommendItems.AddRange(needOrnament);
  220. DressUpMenuItemDataManager.SortItemListByHighScore(recommecdOrnament);
  221. recommecdOrnament = recommecdOrnament.GetRange(0, Math.Min(recommecdOrnament.Count, GlobalCfgArray.globalCfg.dressLimitCount - needOrnament.Count));
  222. recommendItems.AddRange(recommecdOrnament);
  223. }
  224. }
  225. return itemsDic;
  226. }
  227. //获取本关卡所有必需品Dictionary和每个类型的最高分推荐Dictionary,两个Dictionary内部件互斥(必需品不会出现在推荐品里)
  228. private static void GetClassifyDictionaty(out Dictionary<int, List<int>> needListBySubType, out Dictionary<int, List<int>> recommendListBySubType)
  229. {
  230. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  231. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  232. needListBySubType = new Dictionary<int, List<int>>();
  233. recommendListBySubType = new Dictionary<int, List<int>>();
  234. Dictionary<int, List<int>> itemDatasDic = DressUpMenuItemDataManager.ItemDatasBySubTypeDic;
  235. foreach (int subType in itemDatasDic.Keys)
  236. {
  237. if (DressUpMenuItemCfg1Array.Instance.CheckIsSceneTypeBySubType(subType)) continue;
  238. if (!needListBySubType.ContainsKey(subType))
  239. {
  240. needListBySubType.Add(subType, new List<int>());
  241. }
  242. List<int> itemDatas = new List<int>(itemDatasDic[subType]);
  243. DressUpMenuItemDataManager.SortItemListByHighScore(itemDatas);
  244. if (fightCfg.needSuitId > 0)
  245. {
  246. int[] suitParts = SuitCfgArray.Instance.GetCfg(fightCfg.needSuitId).partsArr;
  247. for (int i = 0; i < suitParts.Length; i++)
  248. {
  249. if (itemDatas.IndexOf(suitParts[i]) >= 0)//当前类型里是否包含此部件,
  250. {
  251. needListBySubType[subType].Add(suitParts[i]);
  252. }
  253. }
  254. }
  255. if (fightCfg.needItemId > 0)
  256. {
  257. if (itemDatas.IndexOf(fightCfg.needItemId) >= 0 && needListBySubType[subType].IndexOf(fightCfg.needItemId) < 0)
  258. {
  259. needListBySubType[subType].Add(fightCfg.needItemId);
  260. }
  261. }
  262. DressUpMenuItemDataManager.SortItemListByHighScore(needListBySubType[subType]);
  263. int maxCount = subType == (int)ConstDressUpItemType.TE_SHU ? 3 : 1;//特殊部件最多穿3个,其他部件只能穿一个;
  264. needListBySubType[subType] = needListBySubType[subType].Count > maxCount ? needListBySubType[subType].GetRange(0, maxCount) : needListBySubType[subType];
  265. if (!recommendListBySubType.ContainsKey(subType))
  266. {
  267. recommendListBySubType.Add(subType, new List<int>());
  268. }
  269. int index = 0;
  270. while (recommendListBySubType[subType].Count < maxCount && itemDatas.Count > index)//不足3个从列表里补足
  271. {
  272. int partId = itemDatas[index];
  273. if (needListBySubType[subType].IndexOf(partId) < 0)//必需品列表里还没有此部件才会被添加进去
  274. {
  275. recommendListBySubType[subType].Add(partId);
  276. }
  277. index++;
  278. }
  279. DressUpMenuItemDataManager.SortItemListByHighScore(recommendListBySubType[subType]);
  280. }
  281. }
  282. //获取一套套装战斗时可用部件(剔除超过5件的饰品)
  283. public static List<int> GetSuitFightItems(int suitId)
  284. {
  285. List<int> items = new List<int>();
  286. List<int> ornamentItems = new List<int>();
  287. int[] suitParts = SuitCfgArray.Instance.GetCfg(suitId).partsArr;
  288. for (int i = 0; i < suitParts.Length; i++)
  289. {
  290. if (DressUpMenuItemCfg1Array.Instance.CheckIsOrnamentsType(suitParts[i]))
  291. {
  292. ornamentItems.Add(suitParts[i]);
  293. }
  294. else
  295. {
  296. items.Add(suitParts[i]);
  297. }
  298. }
  299. DressUpMenuItemDataManager.SortItemListByHighScore(ornamentItems);
  300. int count = Math.Min(ornamentItems.Count, GlobalCfgArray.globalCfg.dressLimitCount);
  301. ornamentItems = ornamentItems.GetRange(0, count);
  302. items.AddRange(ornamentItems);
  303. return items;
  304. }
  305. public static bool OnClickBtnLastStep()
  306. {
  307. if (_stepIndex - 1 < 0) return false;
  308. _stepIndex--;
  309. MyDressUpHelper.dressUpObj.PutOnDressUpData(_dressMemory[_stepIndex]);
  310. return true;
  311. }
  312. public static bool OnClickBtnNextStep()
  313. {
  314. if (_stepIndex + 1 >= _dressMemory.Count) return false;
  315. _stepIndex++;
  316. MyDressUpHelper.dressUpObj.PutOnDressUpData(_dressMemory[_stepIndex]);
  317. return true;
  318. }
  319. public static void AddMemoryDressup()
  320. {
  321. _stepIndex++;
  322. if (_stepIndex == MAX_MEMORY_STEP)
  323. {
  324. _stepIndex = MAX_MEMORY_STEP - 1;
  325. _dressMemory.RemoveAt(0);
  326. }
  327. if (_dressMemory.Count > _stepIndex)
  328. {
  329. _dressMemory.RemoveRange(_stepIndex, _dressMemory.Count - _stepIndex);
  330. }
  331. _dressMemory.Add(MyDressUpHelper.dressUpObj.DressUpDataClone());
  332. // UpdateStepBtn();
  333. }
  334. public static void ResetMemory()
  335. {
  336. DressUpMenuItemDataManager.Clear();
  337. _stepIndex = -1;
  338. _dressMemory.Clear();
  339. }
  340. }
  341. }