MyDressUpHelper.cs 21 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. namespace GFGGame
  4. {
  5. public class MyDressUpHelper
  6. {
  7. private static DressUpObj _dressUpObj;
  8. public static DressUpObj dressUpObj
  9. {
  10. get
  11. {
  12. if (_dressUpObj == null)
  13. {
  14. _dressUpObj = new DressUpObj();
  15. }
  16. return _dressUpObj;
  17. }
  18. }
  19. public static CustomSuitData GetCurSuitDataClone(int index)
  20. {
  21. CustomSuitData suitSavedData = new CustomSuitData(index);
  22. suitSavedData.dressUpData = MyDressUpHelper.dressUpObj.DressUpDataClone();
  23. return suitSavedData;
  24. }
  25. /// <summary>
  26. /// 检测是否穿戴完整(穿着连衣裙或同时穿着上装下装)
  27. /// </summary>
  28. /// <returns></returns>
  29. public static bool CheckPutOnFinish()
  30. {
  31. if (MyDressUpHelper.dressUpObj.suitId > 0) return true;
  32. List<int> equipDatas = MyDressUpHelper.dressUpObj.itemList;
  33. bool isLianYiQun = false;
  34. bool isShangYi = false;
  35. bool isXiaZhuang = false;
  36. for (int i = 0; i < equipDatas.Count; i++)
  37. {
  38. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(equipDatas[i]);
  39. if (itemCfg.subType == ConstDressUpItemType.LIAN_YI_QUN && itemCfg.id != ConstItemID.DEFULT_LIAN_YI_QUN)
  40. {
  41. isLianYiQun = true; break;
  42. }
  43. if (itemCfg.subType == ConstDressUpItemType.SHANG_YI)
  44. {
  45. isShangYi = true;
  46. }
  47. if (itemCfg.subType == ConstDressUpItemType.XIA_ZHUANG && itemCfg.id != ConstItemID.DEFULT_XIA_ZHUANG)
  48. {
  49. isXiaZhuang = true;
  50. }
  51. }
  52. return isLianYiQun || isXiaZhuang && isShangYi;
  53. }
  54. public static bool CheckEquipedFightNeeded()
  55. {
  56. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  57. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  58. if (fightCfg.needItemId > 0)
  59. {
  60. return dressUpObj.CheckDressUpItemIsOn(fightCfg.needItemId);
  61. }
  62. else if (fightCfg.needSuitId > 0)
  63. {
  64. return dressUpObj.CheckSuitIsOn(fightCfg.needSuitId);
  65. }
  66. return true;
  67. }
  68. public static void PutOnSuitSavedByPos(int index)
  69. {
  70. CustomSuitData suitSavedData = CustomSuitDataManager.GetSuitList(index);
  71. dressUpObj.PutOnDressUpData(suitSavedData.dressUpData);
  72. }
  73. //返回当前饰品穿戴数量
  74. public static int GetCurrentOrnamentCount()
  75. {
  76. int count = 0;
  77. for (int i = 0; i < dressUpObj.itemList.Count; i++)
  78. {
  79. if (DressUpMenuItemCfg1Array.Instance.CheckIsOrnamentsType(dressUpObj.itemList[i]))
  80. {
  81. count++;
  82. }
  83. }
  84. return count;
  85. }
  86. // public static void PutOnRecommendItems()
  87. // {
  88. // List<int> recommendList = DressUpMenuItemDataManager.GetRecommendItemList();
  89. // StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  90. // StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  91. // int liangyiqunIndex = -1;
  92. // int shangyiIndex = -1;
  93. // int xiazhuangIndex = -1;
  94. // int neidaIndex = -1;
  95. // for (int i = 0; i < recommendList.Count; i++)
  96. // {
  97. // int subType = ItemUtilCS.GetItemSubType(recommendList[i]);
  98. // if (subType == ConstDressUpItemType.LIAN_YI_QUN)
  99. // {
  100. // liangyiqunIndex = i;
  101. // continue;
  102. // }
  103. // if (subType == ConstDressUpItemType.SHANG_YI)
  104. // {
  105. // shangyiIndex = i;
  106. // continue;
  107. // }
  108. // if (subType == ConstDressUpItemType.XIA_ZHUANG)
  109. // {
  110. // xiazhuangIndex = i;
  111. // continue;
  112. // }
  113. // if (subType == ConstDressUpItemType.NEI_DA)
  114. // {
  115. // neidaIndex = i;
  116. // continue;
  117. // }
  118. // }
  119. // if (liangyiqunIndex >= 0 && (shangyiIndex >= 0 || xiazhuangIndex >= 0))
  120. // {
  121. // if (shangyiIndex < 0 && xiazhuangIndex >= 0) recommendList.RemoveAt(xiazhuangIndex);//上衣下装只有一件,则保留连衣裙
  122. // if (xiazhuangIndex < 0 && shangyiIndex >= 0) recommendList.RemoveAt(shangyiIndex);
  123. // if (shangyiIndex >= 0 && xiazhuangIndex >= 0)//同时拥有上衣、下装、连衣裙
  124. // {
  125. // int lianyiqunScore = ItemDataManager.GetItemAdditionScore(recommendList[liangyiqunIndex], InstanceZonesDataManager.currentScoreType);
  126. // int shangyiScore = ItemDataManager.GetItemAdditionScore(recommendList[shangyiIndex], InstanceZonesDataManager.currentScoreType);
  127. // int xiazhuangScore = ItemDataManager.GetItemAdditionScore(recommendList[xiazhuangIndex], InstanceZonesDataManager.currentScoreType);
  128. // int neidaScore = neidaIndex >= 0 ? ItemDataManager.GetItemAdditionScore(recommendList[neidaIndex], InstanceZonesDataManager.currentScoreType) : 0;
  129. // int subType = ItemUtilCS.GetItemSubType(fightCfg.needItemId);
  130. // if (fightCfg.needItemId > 0 && recommendList.IndexOf(fightCfg.needItemId) >= 0 && (subType == ConstDressUpItemType.SHANG_YI || subType == ConstDressUpItemType.XIA_ZHUANG || subType == ConstDressUpItemType.NEI_DA || subType == ConstDressUpItemType.LIAN_YI_QUN))//推荐列表里有必需品且,必需品类型为上衣或下装或连衣裙,有先穿戴必须品,其次穿戴高分服装
  131. // {
  132. // if (subType == ConstDressUpItemType.LIAN_YI_QUN)
  133. // {
  134. // shangyiIndex = CheckIndex(ConstDressUpItemType.SHANG_YI, recommendList);
  135. // if (shangyiIndex >= 0) recommendList.RemoveAt(shangyiIndex);
  136. // xiazhuangIndex = CheckIndex(ConstDressUpItemType.XIA_ZHUANG, recommendList);
  137. // if (xiazhuangIndex >= 0) recommendList.RemoveAt(xiazhuangIndex);
  138. // neidaIndex = CheckIndex(ConstDressUpItemType.NEI_DA, recommendList);
  139. // if (neidaIndex >= 0) recommendList.RemoveAt(neidaIndex);
  140. // }
  141. // else if (subType == ConstDressUpItemType.SHANG_YI || subType == ConstDressUpItemType.XIA_ZHUANG || subType == ConstDressUpItemType.NEI_DA)
  142. // {
  143. // liangyiqunIndex = CheckIndex(ConstDressUpItemType.LIAN_YI_QUN, recommendList);
  144. // if (liangyiqunIndex >= 0) recommendList.RemoveAt(liangyiqunIndex);
  145. // }
  146. // }
  147. // else
  148. // {
  149. // if (lianyiqunScore > shangyiScore + xiazhuangScore + neidaScore)
  150. // {
  151. // shangyiIndex = CheckIndex(ConstDressUpItemType.SHANG_YI, recommendList);
  152. // if (shangyiIndex >= 0) recommendList.RemoveAt(shangyiIndex);
  153. // xiazhuangIndex = CheckIndex(ConstDressUpItemType.XIA_ZHUANG, recommendList);
  154. // if (xiazhuangIndex >= 0) recommendList.RemoveAt(xiazhuangIndex);
  155. // neidaIndex = CheckIndex(ConstDressUpItemType.NEI_DA, recommendList);
  156. // if (neidaIndex >= 0) recommendList.RemoveAt(neidaIndex);
  157. // }
  158. // else
  159. // {
  160. // liangyiqunIndex = CheckIndex(ConstDressUpItemType.LIAN_YI_QUN, recommendList);
  161. // if (liangyiqunIndex >= 0) recommendList.RemoveAt(liangyiqunIndex);
  162. // }
  163. // }
  164. // }
  165. // }
  166. // //推荐搭配自动穿必穿品
  167. // if (fightCfg.needItemId > 0 && DressUpMenuItemDataManager.CheckHasItem(fightCfg.needItemId) && recommendList.IndexOf(fightCfg.needItemId) < 0)
  168. // {
  169. // int subType = ItemUtilCS.GetItemSubType(fightCfg.needItemId);
  170. // for (int i = 0; i < recommendList.Count; i++)
  171. // {
  172. // int recommendSubType = ItemUtilCS.GetItemSubType(recommendList[i]);
  173. // if (recommendSubType == subType)
  174. // {
  175. // recommendList.RemoveAt(i);
  176. // break;
  177. // }
  178. // }
  179. // recommendList.Add(fightCfg.needItemId);
  180. // }
  181. // else if (fightCfg.needSuitId > 0 && DressUpMenuSuitDataManager.CheckHaveSuit(fightCfg.needSuitId))
  182. // {
  183. // recommendList.Clear();
  184. // SuitCfg cfg = SuitCfgArray.Instance.GetCfg(fightCfg.needSuitId);
  185. // recommendList.AddRange(cfg.partsArr);
  186. // }
  187. // dressUpObj.PutOnItemList(recommendList);
  188. // }
  189. public static void PutOnRecommendItems2()
  190. {
  191. Dictionary<int, List<int>> itemsDic = GetRecommendItems();
  192. List<int> recommendList = new List<int>();
  193. foreach (int key in itemsDic.Keys)
  194. {
  195. if (key == ConstDressUpItemType.SHANG_YI || key == ConstDressUpItemType.XIA_ZHUANG || key == ConstDressUpItemType.LIAN_YI_QUN) continue;
  196. recommendList.AddRange(itemsDic[key]);
  197. }
  198. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  199. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  200. SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(fightCfg.needSuitId);
  201. int[] suitParts = suitCfg == null ? new int[] { } : suitCfg.partsArr;
  202. int shangyiId = itemsDic.ContainsKey(ConstDressUpItemType.SHANG_YI) && itemsDic[ConstDressUpItemType.SHANG_YI].Count > 0 ? itemsDic[ConstDressUpItemType.SHANG_YI][0] : 0;
  203. int xiazhuangId = itemsDic.ContainsKey(ConstDressUpItemType.XIA_ZHUANG) && itemsDic[ConstDressUpItemType.XIA_ZHUANG].Count > 0 ? itemsDic[ConstDressUpItemType.XIA_ZHUANG][0] : 0;
  204. int neidaId = itemsDic.ContainsKey(ConstDressUpItemType.NEI_DA) && itemsDic[ConstDressUpItemType.NEI_DA].Count > 0 ? itemsDic[ConstDressUpItemType.NEI_DA][0] : 0;
  205. int lianyiqunId = itemsDic.ContainsKey(ConstDressUpItemType.LIAN_YI_QUN) && itemsDic[ConstDressUpItemType.LIAN_YI_QUN].Count > 0 ? itemsDic[ConstDressUpItemType.LIAN_YI_QUN][0] : 0;
  206. if (shangyiId == fightCfg.needItemId || Array.IndexOf(suitParts, shangyiId) >= 0
  207. || xiazhuangId == fightCfg.needItemId || Array.IndexOf(suitParts, xiazhuangId) >= 0
  208. || neidaId == fightCfg.needItemId || Array.IndexOf(suitParts, neidaId) >= 0)
  209. {
  210. recommendList.Add(shangyiId);
  211. recommendList.Add(xiazhuangId);
  212. recommendList.Add(neidaId);
  213. }
  214. else if (lianyiqunId == fightCfg.needItemId || Array.IndexOf(suitParts, lianyiqunId) >= 0)
  215. {
  216. recommendList.Add(lianyiqunId);
  217. }
  218. else
  219. {
  220. int shangyiScore = ItemDataManager.GetItemAdditionScore(shangyiId, InstanceZonesDataManager.currentScoreType);
  221. int xiazhuangScore = ItemDataManager.GetItemAdditionScore(xiazhuangId, InstanceZonesDataManager.currentScoreType);
  222. int neidaScore = ItemDataManager.GetItemAdditionScore(neidaId, InstanceZonesDataManager.currentScoreType);
  223. int lianyiqunScore = ItemDataManager.GetItemAdditionScore(lianyiqunId, InstanceZonesDataManager.currentScoreType);
  224. if (lianyiqunScore > (shangyiScore + xiazhuangScore + neidaScore))
  225. {
  226. recommendList.Add(lianyiqunId);
  227. }
  228. else
  229. {
  230. recommendList.Add(shangyiId);
  231. recommendList.Add(xiazhuangId);
  232. recommendList.Add(neidaId);
  233. }
  234. }
  235. dressUpObj.PutOnItemList(recommendList);
  236. }
  237. private static Dictionary<int, List<int>> GetRecommendItems()
  238. {
  239. GetClassifyDictionaty(out Dictionary<int, List<int>> needListBySubType, out Dictionary<int, List<int>> recommendListBySubType);
  240. DressUpMenuItemCfg1[] menuCfg1s = DressUpMenuItemCfg1Array.Instance.dataArray;
  241. Dictionary<int, List<int>> itemsDic = new Dictionary<int, List<int>>();
  242. for (int i = 0; i < menuCfg1s.Length - 4; i++)//最后四个不处理(套装、动作、道具、背景)
  243. {
  244. DressUpMenuItemCfg1 menuCfg1 = menuCfg1s[i];
  245. List<int> recommendItems = new List<int>();
  246. itemsDic[menuCfg1.id] = recommendItems;
  247. 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
  248. {
  249. if (needListBySubType.ContainsKey(menuCfg1.type) && needListBySubType[menuCfg1.type].Count > 0)
  250. {
  251. recommendItems.Add(needListBySubType[menuCfg1.type][0]);
  252. continue;
  253. }
  254. if (recommendListBySubType.ContainsKey(menuCfg1.type) && recommendListBySubType[menuCfg1.type].Count > 0)
  255. {
  256. recommendItems.Add(recommendListBySubType[menuCfg1.type][0]);
  257. continue;
  258. }
  259. }
  260. else
  261. {
  262. List<int> needOrnament = new List<int>();//饰品的必需品列表
  263. List<int> recommecdOrnament = new List<int>();//饰品的推荐品列表
  264. for (int j = 0; j < menuCfg1.subMenusArr.Length; j++)
  265. {
  266. DressUpMenuItemCfg2 menuCfg2 = DressUpMenuItemCfg2Array.Instance.GetCfg(menuCfg1.subMenusArr[j]);
  267. if (menuCfg2.type != (int)ConstDressUpItemType.TE_SHU)
  268. {
  269. if (needListBySubType.ContainsKey(menuCfg2.type) && needListBySubType[menuCfg2.type].Count > 0)
  270. {
  271. needOrnament.AddRange(needListBySubType[menuCfg2.type]);
  272. continue;
  273. }
  274. if (recommendListBySubType.ContainsKey(menuCfg2.type) && recommendListBySubType[menuCfg2.type].Count > 0)
  275. {
  276. recommecdOrnament.AddRange(recommendListBySubType[menuCfg2.type]);
  277. continue;
  278. }
  279. }
  280. else
  281. {
  282. if (needListBySubType.ContainsKey(menuCfg2.type) && needListBySubType[menuCfg2.type].Count > 0)
  283. {
  284. needOrnament.AddRange(needListBySubType[menuCfg2.type]);
  285. }
  286. if (recommendListBySubType.ContainsKey(menuCfg2.type) && recommendListBySubType[menuCfg2.type].Count > 0)
  287. {
  288. int needCount = Math.Min(recommendListBySubType[menuCfg2.type].Count, 3 - needListBySubType[menuCfg2.type].Count);
  289. //特殊部件必需品不足三件,从推荐品里补足
  290. recommendListBySubType[menuCfg2.type] = recommendListBySubType[menuCfg2.type].GetRange(0, needCount);
  291. recommecdOrnament.AddRange(recommendListBySubType[menuCfg2.type]);
  292. }
  293. }
  294. }
  295. DressUpMenuItemDataManager.SortItemListByHighScore(needOrnament);
  296. needOrnament = needOrnament.GetRange(0, Math.Min(needOrnament.Count, GlobalCfgArray.globalCfg.dressLimitCount));
  297. recommendItems.AddRange(needOrnament);
  298. DressUpMenuItemDataManager.SortItemListByHighScore(recommecdOrnament);
  299. recommecdOrnament = recommecdOrnament.GetRange(0, Math.Min(recommecdOrnament.Count, GlobalCfgArray.globalCfg.dressLimitCount - needOrnament.Count));
  300. recommendItems.AddRange(recommecdOrnament);
  301. }
  302. }
  303. return itemsDic;
  304. }
  305. //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)
  306. private static void GetClassifyDictionaty(out Dictionary<int, List<int>> needListBySubType, out Dictionary<int, List<int>> recommendListBySubType)
  307. {
  308. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  309. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  310. needListBySubType = new Dictionary<int, List<int>>();
  311. recommendListBySubType = new Dictionary<int, List<int>>();
  312. Dictionary<int, List<int>> itemDatasDic = DressUpMenuItemDataManager.ItemDatasBySubTypeDic;
  313. foreach (int subType in itemDatasDic.Keys)
  314. {
  315. if (DressUpMenuItemCfg1Array.Instance.CheckIsSceneTypeBySubType(subType)) continue;
  316. if (!needListBySubType.ContainsKey(subType))
  317. {
  318. needListBySubType.Add(subType, new List<int>());
  319. }
  320. List<int> itemDatas = new List<int>(itemDatasDic[subType]);
  321. DressUpMenuItemDataManager.SortItemListByHighScore(itemDatas);
  322. if (fightCfg.needSuitId > 0)
  323. {
  324. int[] suitParts = SuitCfgArray.Instance.GetCfg(fightCfg.needSuitId).partsArr;
  325. for (int i = 0; i < suitParts.Length; i++)
  326. {
  327. if (itemDatas.IndexOf(suitParts[i]) >= 0)//当前类型里是否包含此部件,
  328. {
  329. needListBySubType[subType].Add(suitParts[i]);
  330. }
  331. }
  332. }
  333. if (fightCfg.needItemId > 0)
  334. {
  335. if (itemDatas.IndexOf(fightCfg.needItemId) >= 0 && needListBySubType[subType].IndexOf(fightCfg.needItemId) < 0)
  336. {
  337. needListBySubType[subType].Add(fightCfg.needItemId);
  338. }
  339. }
  340. DressUpMenuItemDataManager.SortItemListByHighScore(needListBySubType[subType]);
  341. 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;
  342. needListBySubType[subType] = needListBySubType[subType].Count > maxCount ? needListBySubType[subType].GetRange(0, maxCount) : needListBySubType[subType];
  343. if (!recommendListBySubType.ContainsKey(subType))
  344. {
  345. recommendListBySubType.Add(subType, new List<int>());
  346. }
  347. int index = 0;
  348. while (recommendListBySubType[subType].Count < maxCount && itemDatas.Count > index)//不足3个从列表里补足
  349. {
  350. int partId = itemDatas[index];
  351. 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
  352. {
  353. recommendListBySubType[subType].Add(partId);
  354. }
  355. index++;
  356. }
  357. DressUpMenuItemDataManager.SortItemListByHighScore(recommendListBySubType[subType]);
  358. }
  359. }
  360. //获取一套套装战斗时可用部件(剔除超过5件的饰品)
  361. public static List<int> GetSuitFightItems(int suitId)
  362. {
  363. List<int> items = new List<int>();
  364. List<int> ornamentItems = new List<int>();
  365. int[] suitParts = SuitCfgArray.Instance.GetCfg(suitId).partsArr;
  366. for (int i = 0; i < suitParts.Length; i++)
  367. {
  368. if (DressUpMenuItemCfg1Array.Instance.CheckIsOrnamentsType(suitParts[i]))
  369. {
  370. ornamentItems.Add(suitParts[i]);
  371. }
  372. else
  373. {
  374. items.Add(suitParts[i]);
  375. }
  376. }
  377. DressUpMenuItemDataManager.SortItemListByHighScore(ornamentItems);
  378. int count = Math.Min(ornamentItems.Count, GlobalCfgArray.globalCfg.dressLimitCount);
  379. ornamentItems = ornamentItems.GetRange(0, count);
  380. items.AddRange(ornamentItems);
  381. return items;
  382. }
  383. private static int CheckIndex(int _subType, List<int> recommendList)
  384. {
  385. for (int i = 0; i < recommendList.Count; i++)
  386. {
  387. int itemSubType = ItemUtilCS.GetItemSubType(recommendList[i]);
  388. if (itemSubType == _subType)
  389. {
  390. return i;
  391. }
  392. }
  393. return -1;
  394. }
  395. }
  396. }