MyDressUpHelper.cs 17 KB

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