SuitFosterDatamanager.cs 9.3 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using ET;
  5. using UnityEngine;
  6. namespace GFGGame
  7. {
  8. public class SuitFosterDataManager : SingletonBase<SuitFosterDataManager>
  9. {
  10. public string[] stepNames = { "浆洗", "晾晒", "熏香", "熨烫", "整饬" };
  11. private Dictionary<int, SuitFosterData> _suitInfoBySuitIdDic = new Dictionary<int, SuitFosterData>();
  12. public void Clear()
  13. {
  14. _suitInfoBySuitIdDic.Clear();
  15. }
  16. public void InitServerData(SuitFosterData suitFosterData)
  17. {
  18. if (!_suitInfoBySuitIdDic.ContainsKey(suitFosterData.suitId))
  19. {
  20. _suitInfoBySuitIdDic.Add(suitFosterData.suitId, suitFosterData);
  21. }
  22. _suitInfoBySuitIdDic[suitFosterData.suitId] = suitFosterData;
  23. }
  24. public void SetMaintainSuit(int suitId, int maintainStep)
  25. {
  26. _suitInfoBySuitIdDic[suitId].maintainStep = maintainStep;
  27. // _suitInfoBySuitIdDic[suitId].maintainBonusSteps = maintainBonusSteps;
  28. EventAgent.DispatchEvent(ConstMessage.MAINTAIN_SUIT);
  29. }
  30. public void SetMaintainBonusSteps(int suitId, int maintainBonusSteps)
  31. {
  32. _suitInfoBySuitIdDic[suitId].maintainBonusSteps.Add(maintainBonusSteps);
  33. EventAgent.DispatchEvent(ConstMessage.GET_MAINTAIN_SUIT_BONUS, maintainBonusSteps);
  34. }
  35. public void SetMakeNewSuit(int suitId, int makeNewSuit)
  36. {
  37. _suitInfoBySuitIdDic[suitId].makeNewState = makeNewSuit;
  38. EventAgent.DispatchEvent(ConstMessage.MAKE_NEW_SUIT);
  39. }
  40. public SuitFosterData GetSuitFosterData(int suitId)
  41. {
  42. if (_suitInfoBySuitIdDic.ContainsKey(suitId))
  43. {
  44. return _suitInfoBySuitIdDic[suitId];
  45. }
  46. else
  47. {
  48. SuitFosterData suitFosterData = new SuitFosterData() { suitId = suitId, maintainStep = 0, maintainBonusSteps = new List<int>(), makeNewState = 0 };
  49. InitServerData(suitFosterData);
  50. return suitFosterData;
  51. }
  52. }
  53. //加成属性服装占比
  54. public List<KeyValuePair<int, string>> GetPropertyPercentData(int suitId, int index)
  55. {
  56. List<SuitFosterCfg> cfgs = SuitFosterCfgArray.Instance.GetCfgsBysuitId(suitId);
  57. Dictionary<int, int> _data = new Dictionary<int, int>();
  58. for (int i = 0; i < cfgs.Count; i++)
  59. {
  60. int[][] partsArr = cfgs[i].partsArr;
  61. for (int j = 0; j < partsArr.Length; j++)
  62. {
  63. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(partsArr[j][0]);
  64. // int id = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType).i;
  65. if (index < cfgs.Count && index == i || index >= cfgs.Count)
  66. {
  67. int num = 0;
  68. if (!_data.ContainsKey(itemCfg.id))
  69. {
  70. _data.Add(itemCfg.id, num);
  71. }
  72. num = _data[itemCfg.id];
  73. num = num + partsArr[j][1];
  74. _data[itemCfg.id] = num;
  75. }
  76. }
  77. }
  78. ICollection keys = _data.Keys;
  79. Dictionary<int, string> _dataPercent = new Dictionary<int, string>();
  80. foreach (int key in keys)
  81. {
  82. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(key);
  83. float mainScore = ItemDataManager.GetItemScoreValue(key, itemCfg.mainScore);
  84. float addScore = _data[key];
  85. float percent = (addScore / mainScore * 100);
  86. _dataPercent.Add(key, percent.ToString("0.00"));
  87. }
  88. return new List<KeyValuePair<int, string>>(_dataPercent);
  89. }
  90. //获取当前阶段部件属性总值
  91. public void GetPropertyData(int suitId, int index, out SortedList _propertyData, out SortedList _addPropertyData)
  92. {
  93. _propertyData = new SortedList();
  94. _addPropertyData = new SortedList();
  95. int[] parts = SuitCfgArray.Instance.GetCfg(suitId).partsArr;
  96. for (int i = 0; i < parts.Length; i++)
  97. {
  98. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(parts[i]);
  99. for (int j = 0; j < ConstDressUpScoreType.scoreTypeList().Count; j++)
  100. {
  101. int score = j + 1;
  102. int count = ItemDataManager.GetScore(itemCfg.id, score);
  103. if (_propertyData.ContainsKey(score))
  104. {
  105. count = count + (int)_propertyData[score];
  106. _propertyData[score] = count;
  107. }
  108. else
  109. {
  110. _propertyData.Add(score, count);
  111. }
  112. }
  113. }
  114. List<SuitFosterCfg> cfgs = SuitFosterCfgArray.Instance.GetCfgsBysuitId(suitId);
  115. for (int i = 0; i < cfgs.Count; i++)
  116. {
  117. int[][] partsArr = cfgs[i].partsArr;
  118. for (int j = 0; j < partsArr.Length; j++)
  119. {
  120. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(partsArr[j][0]);
  121. for (int k = 0; k < ConstDressUpScoreType.scoreTypeList().Count; k++)
  122. {
  123. int score = k + 1;
  124. if (index < cfgs.Count && index == i || index >= cfgs.Count)
  125. {
  126. int addCount = 0;
  127. if (score == itemCfg.mainScore)
  128. {
  129. addCount = partsArr[j][1];
  130. }
  131. if (_addPropertyData.ContainsKey(score))
  132. {
  133. addCount = addCount + (int)_addPropertyData[score];
  134. _addPropertyData[score] = addCount;
  135. }
  136. else
  137. {
  138. _addPropertyData.Add(score, addCount);
  139. }
  140. }
  141. }
  142. }
  143. }
  144. }
  145. //0:已完成,1:养护中,2未养护
  146. public int GetFosterState(int suitId, int index)
  147. {
  148. SuitFosterData suitFosterData = this.GetSuitFosterData(suitId);
  149. if (index < suitFosterData.maintainStep)
  150. {
  151. return 0;
  152. }
  153. else if (index == suitFosterData.maintainStep)
  154. {
  155. return 1;
  156. }
  157. return 2;
  158. }
  159. public List<SuitFosterCfg> GetSuitFosterRewards(int suitId)
  160. {
  161. List<SuitFosterCfg> cfgs = SuitFosterCfgArray.Instance.GetCfgsBysuitId(suitId);
  162. List<SuitFosterCfg> list = new List<SuitFosterCfg>(cfgs);
  163. for (int i = list.Count - 1; i >= 0; i--)
  164. {
  165. if (list[i].rewardsArr.Length == 0)
  166. {
  167. list.RemoveAt(i);
  168. }
  169. }
  170. list = SortRewardList(list, suitId);
  171. return list;
  172. }
  173. private List<SuitFosterCfg> SortRewardList(List<SuitFosterCfg> list, int suitId)
  174. {
  175. SuitFosterData fosterData = GetSuitFosterData(suitId);
  176. List<SuitFosterCfg> cfgs = SuitFosterCfgArray.Instance.GetCfgsBysuitId(suitId);
  177. list.Sort((SuitFosterCfg a, SuitFosterCfg b) =>
  178. {
  179. int indexA = cfgs.IndexOf(a) + 1;
  180. int indexB = cfgs.IndexOf(b) + 1;
  181. if (fosterData.maintainBonusSteps.IndexOf(indexA) >= 0 && fosterData.maintainBonusSteps.IndexOf(indexB) < 0)
  182. {
  183. return 1;
  184. }
  185. else if (fosterData.maintainBonusSteps.IndexOf(indexA) < 0 && fosterData.maintainBonusSteps.IndexOf(indexB) >= 0)
  186. {
  187. return -1;
  188. }
  189. return 0;
  190. });
  191. return list;
  192. }
  193. //奖励领取状态
  194. public bool GetRewardState(int suitId, int step)
  195. {
  196. SuitFosterData fosterData = GetSuitFosterData(suitId);
  197. return fosterData.maintainBonusSteps.IndexOf(step) >= 0;
  198. }
  199. //当前奖励状态:state 0:未领1:不可领2:已完成
  200. //当前奖励Index
  201. public void GetFosterRewardState(int suitId, out int state, out int index)
  202. {
  203. index = 0;
  204. SuitFosterData fosterData = GetSuitFosterData(suitId);
  205. int finishStep = fosterData.maintainStep;
  206. List<SuitFosterCfg> cfg = SuitFosterCfgArray.Instance.GetCfgsBysuitId(suitId);
  207. for (int i = 0; i < cfg.Count; i++)
  208. {
  209. if (cfg[i].rewardsArr.Length == 0) continue;
  210. index = i;
  211. int _step = i + 1;
  212. if (_step <= finishStep && fosterData.maintainBonusSteps.IndexOf(_step) < 0)
  213. {
  214. state = 0;
  215. return;
  216. }
  217. if (_step > finishStep)
  218. {
  219. state = 1;
  220. return;
  221. }
  222. }
  223. state = 2;
  224. }
  225. }
  226. }