| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334 | using System;using System.Collections;using System.Collections.Generic;using UnityEngine;namespace GFGGame{    public class ItemUtil    {        /// <summary>        /// 物品的大类型,对应ConstItemType        /// </summary>        /// <param name="itemId"></param>        /// <returns></returns>        public static int GetItemType(int itemId)        {            ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);            if (itemCfg != null)            {                return itemCfg.itemType;            }            return 0;        }        /// <summary>        /// 物品子类型        /// </summary>        /// <param name="itemId"></param>        /// <returns></returns>        public static int GetItemSubType(int itemId)        {            ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);            int subType = 0;            if (itemCfg != null)            {                subType = itemCfg.subType;            }            return subType;        }        /// <param name="showTips">是否弹购买成功飘字,默认是</param>        /// <param name="openSource">是否打开来源界面。默认否</param>        /// <param name="showTxtBuyTips">是否显示购买提示</param>        public static void ExchangeItemById(int itemId, int num, bool showTips = true, Action onSuccess = null, bool openSource = false, int maxCount = 9990, bool showTxtBuyTips = false, string prefix = "")        {            CurrencyRatioCfg currencyRatioCfg = GetCurrencyRatioCfgById(itemId);            if (itemId == ConstItemID.GOLD)            {                AddGold(num, onSuccess);            }            else if (itemId == ConstItemID.POWER)            {                AddPower();            }            else            {                BuyItemConteoller.Show(itemId, currencyRatioCfg.costId, currencyRatioCfg.num, currencyRatioCfg.costNum, num, onSuccess, showTips, openSource, maxCount);                BuyItemConteoller.showTxtBuyTips = showTxtBuyTips;            }        }        public static CurrencyRatioCfg GetCurrencyRatioCfgById(int itemId)        {            CurrencyRatioCfg[] currencyRatioCfgs = CurrencyRatioCfgArray.Instance.GetCfgs(itemId);            if (currencyRatioCfgs.Length == 0)            {                UnityEngine.Debug.LogWarning(itemId + "在h货币换算.xlsx中没有配置");                return null;            }            CurrencyRatioCfg currencyRatioCfg;            if (itemId == ConstItemID.POWER)            {                //体力购买次数不同,对应消耗配置不同                if (RoleDataManager.powerBuyTimes < currencyRatioCfgs.Length)                {                    currencyRatioCfg = currencyRatioCfgs[RoleDataManager.powerBuyTimes];                }                else                {                    currencyRatioCfg = currencyRatioCfgs[currencyRatioCfgs.Length - 1];                }            }            else            {                currencyRatioCfg = currencyRatioCfgs[currencyRatioCfgs.Length - 1];            }            return currencyRatioCfg;        }        public static void AddPower(string prefix = "", Action onSuccess = null)        {            CurrencyRatioCfg currencyRatioCfg = GetCurrencyRatioCfgById(ConstItemID.POWER);            int count = GetCostItemCount(ConstItemID.POWER, currencyRatioCfg.num);            int lastBuyCount = currencyRatioCfg.maxLimit - RoleDataManager.powerBuyTimes;            string showTxt = string.Format("每5分钟回复1点体力\n今日剩余购买{0}/{1}次", lastBuyCount, currencyRatioCfg.maxLimit);            BuyConfirmController.Show(ConstItemID.POWER, currencyRatioCfg.num, currencyRatioCfg.costId, currencyRatioCfg.costNum, () =>            {                RoleDataManager.powerBuyTimes = RoleDataManager.powerBuyTimes + 1;                if (onSuccess != null)                {                    onSuccess();                }            }, lastBuyCount, RoleDataManager.powerBuyTimes, showTxt);        }        public static void AddGold(int value = 0, Action onSuccess = null)        {            CurrencyRatioCfg currencyRatioCfg = GetCurrencyRatioCfgById(ConstItemID.GOLD);            int count = value > 0 ? value : currencyRatioCfg.num;            int costCount = GetCostItemCount(ConstItemID.GOLD, count);            int lastBuyCount = currencyRatioCfg.maxLimit - RoleDataManager.goldBuyTimes;            BuyConfirmController.Show(ConstItemID.GOLD, count, currencyRatioCfg.costId, costCount, () =>            {                RoleDataManager.goldBuyTimes = RoleDataManager.goldBuyTimes + 1;                if (onSuccess != null)                {                    onSuccess();                }            }, lastBuyCount, currencyRatioCfg.maxLimit);        }        public static void AddDiamondPurple()        {            ViewManager.Show(ViewName.RECHARGE_STORE_VIEW);        }        public static void AddDiamondPurple(int value, int costNum)        {            if (!AntiAddictionController.CheckAntiAddictionRecharge(costNum))            {                RoleDataManager.diaP += value;                GameProxy.ReqUpdateRecharge(costNum);                PromptController.Instance.ShowFloatTextPrompt("虚拟充值成功", MessageType.SUCCESS);            }        }        //红钻(鲛绡)        public static void AddDiamondRed(int value = 0, Action onSuccess = null)        {            CurrencyRatioCfg currencyRatioCfg = GetCurrencyRatioCfgById(ConstItemID.DIAMOND_RED);            BuyItemConteoller.Show(currencyRatioCfg.id, currencyRatioCfg.costId, currencyRatioCfg.num, currencyRatioCfg.costNum, value > 0 ? value : currencyRatioCfg.num, onSuccess, true, true, GameConst.MAX_COUNT_TO_BUY_DIAMOND_RED);            BuyItemConteoller.showTxtBuyTips = true;        }        /// <summary>        /// 根据物品id和需求量获取兑换消耗品的消耗量        /// </summary>        public static int GetCostItemCount(int itemId, int count)        {            CurrencyRatioCfg currencyRatioCfg = GetCurrencyRatioCfgById(itemId);            if (currencyRatioCfg != null)            {                return (int)Math.Ceiling((decimal)count / currencyRatioCfg.num * currencyRatioCfg.costNum);            }            else            {                return 0;            }        }        /// <summary>        /// 根据物品id和兑换消耗品的消耗量获取物品兑换量        /// </summary>        public static int GetItemExChangeCount(int itemId, int costCount)        {            CurrencyRatioCfg currencyRatioCfg = GetCurrencyRatioCfgById(itemId);            if (currencyRatioCfg != null)            {                return (int)Math.Floor((decimal)costCount / currencyRatioCfg.costNum * currencyRatioCfg.num);            }            else            {                return 0;            }        }        /// <summary>        /// 添加物品,会消耗物品        /// </summary>        /// <param name="addId"></param>        /// <param name="addNum"></param>        /// <param name="costId"></param>        /// <param name="costNum"></param>        public static void AddItemUseCost(int addId, int addNum, int costId, int costNum)        {            ItemDataManager.Add(addId, addNum);            ItemDataManager.Remove(costId, costNum);            GetSuitItemController.TryShow(0);        }        public static string GetItemName(int itemId)        {            ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);            return itemCfg.name;        }        public static string GetSuitName(int suitId)        {            SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(suitId);            return suitCfg.name;        }        public static int GetItemRarity(int itemId)        {            ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);            return itemCfg.rarity;        }        public static List<ItemData> CreateItemDataList(string bonus, bool isOnceBonus = false)        {            List<ItemData> itemList = new List<ItemData>();            string[] bonusList = bonus.Split(';');            foreach (string i in bonusList)            {                if (i.Length > 0)                {                    ItemData itemData = createItemData(i);                    itemList.Add(itemData);                    itemData.isOnceBonus = isOnceBonus;                }            }            return itemList;        }        public static List<ItemData> CreateItemDataList(int[][] bonus, bool isOnceBonus = false)        {            List<ItemData> itemList = new List<ItemData>();            foreach (int[] item in bonus)            {                ItemData itemData = createItemData(item);                itemList.Add(itemData);                itemData.isOnceBonus = isOnceBonus;            }            return itemList;        }        public static ItemData createItemData(string bonus)        {            string[] arr = bonus.Split('*');            int itemID = int.Parse(arr[0]);            int itemNum = 1;            if (arr.Length > 1)            {                itemNum = int.Parse(arr[1]);            }            ItemData itemData = ItemDataPool.GetItemData(itemID);            itemData.num = itemNum;            return itemData;        }        public static ItemData createItemData(int[] bonus)        {            int itemID = bonus[0];            int itemNum = 1;            if (bonus.Length > 1)            {                itemNum = bonus[1];            }            ItemData itemData = ItemDataPool.GetItemData(itemID);            itemData.num = itemNum;            return itemData;        }        public static Boolean IsDressUpItem(int itemId)        {            int itemType = GetItemType(itemId);            return itemType == ConstItemType.DRESS_UP;        }        public static Boolean CheckItemEnough(int itemId, int num)        {            int hasNum = ItemDataManager.GetItemNum(itemId);            return hasNum >= num;        }        public static bool CheckMenuType1(int needItemId, int needSuitId, int typeId)        {            DressUpMenuItemCfg1 cfg1 = DressUpMenuItemCfg1Array.Instance.GetCfg(typeId);            if (needItemId > 0)            {                int subType = ItemUtil.GetItemSubType(needItemId);                if (subType == cfg1.type)                {                    return true;                }                else if (cfg1.subMenusArr.Length > 0)                {                    foreach (int id2 in cfg1.subMenusArr)                    {                        DressUpMenuItemCfg2 cfg2 = DressUpMenuItemCfg2Array.Instance.GetCfg(id2);                        if (cfg2.type == subType)                        {                            return true;                        }                    }                }            }            else if (needSuitId > 0 && cfg1.type == ConstDressUpItemType.TAO_ZHUANG)            {                return true;            }            return false;        }        public static void SortItemIdsByOwned(int[] array)        {            Array.Sort(array, (int a, int b) =>            {                bool ownedA = ItemDataManager.GetItemNum(a) > 0;                bool ownedB = ItemDataManager.GetItemNum(b) > 0;                if (!ownedB && ownedA)                {                    return 1;                }                else if (ownedB && !ownedA)                {                    return -1;                }                return 0;            });        }        public static string GetItemResExt(int itemType, int type)        {            if (itemType == ConstItemType.DRESS_UP && type == ConstDressUpItemType.BEI_JING)            {                return "jpg";            }            return "png";        }    }}
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