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							- 
 
- using System;
 
- using System.Collections;
 
- using System.Collections.Generic;
 
- using System.Linq;
 
- using UnityEngine;
 
- namespace GFGGame
 
- {
 
-     public class CardDataManager
 
-     {
 
-         private static Dictionary<int, Dictionary<int, CardData>> _cardDicByType = new Dictionary<int, Dictionary<int, CardData>>();
 
-         public static Dictionary<int, Dictionary<int, int>> _selectList = new Dictionary<int, Dictionary<int, int>>();
 
-         public static void Clear()
 
-         {
 
-             _cardDicByType.Clear();
 
-         }
 
-         public static void InitServerData(List<RoleCard> roleCards)
 
-         {
 
-             if (roleCards.Count != 0)
 
-             {
 
-                 for (int i = 0; i < roleCards.Count; i++)
 
-                 {
 
-                     CardData cardData = _cardDicByType[0][roleCards[i].cardId];
 
-                     cardData.lv = roleCards[i].lv;
 
-                     cardData.exp = roleCards[i].exp;
 
-                     cardData.star = roleCards[i].star;
 
-                     cardData.res = roleCards[i].res;
 
-                     cardData.scores[ConstDressUpScoreType.SCORE_FENG] = roleCards[i].score1;
 
-                     cardData.scores[ConstDressUpScoreType.SCORE_HUA] = roleCards[i].score2;
 
-                     cardData.scores[ConstDressUpScoreType.SCORE_XUE] = roleCards[i].score3;
 
-                     cardData.scores[ConstDressUpScoreType.SCORE_YUE] = roleCards[i].score4;
 
-                     CardData cardDataByScore = _cardDicByType[cardData.itemCfg.rarity][roleCards[i].cardId];
 
-                     cardDataByScore.lv = roleCards[i].lv;
 
-                     cardDataByScore.exp = roleCards[i].exp;
 
-                     cardDataByScore.star = roleCards[i].star;
 
-                     cardDataByScore.res = roleCards[i].res;
 
-                     cardDataByScore.scores[ConstDressUpScoreType.SCORE_FENG] = roleCards[i].score1;
 
-                     cardDataByScore.scores[ConstDressUpScoreType.SCORE_HUA] = roleCards[i].score2;
 
-                     cardDataByScore.scores[ConstDressUpScoreType.SCORE_XUE] = roleCards[i].score3;
 
-                     cardDataByScore.scores[ConstDressUpScoreType.SCORE_YUE] = roleCards[i].score4;
 
-                 }
 
-             }
 
-         }
 
-         public static void Add(int itemId)
 
-         {
 
-             CardData card = new CardData();
 
-             ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
 
-             card.id = itemId;
 
-             card.lv = 1;
 
-             card.exp = 0;
 
-             card.star = 1;
 
-             card.itemCfg = itemCfg;
 
-             card.res = itemCfg.res;
 
-             card.scores = new Dictionary<int, int>();
 
-             card.scores.Add(ConstDressUpScoreType.SCORE_FENG, itemCfg.score1);
 
-             card.scores.Add(ConstDressUpScoreType.SCORE_HUA, itemCfg.score2);
 
-             card.scores.Add(ConstDressUpScoreType.SCORE_XUE, itemCfg.score3);
 
-             card.scores.Add(ConstDressUpScoreType.SCORE_YUE, itemCfg.score4);
 
-             card.mainScore = CardDataManager.GetMainScore(card.scores);
 
-             card.resources = CardDataManager.GetCardResources(itemCfg);
 
-             if (_cardDicByType.ContainsKey(0) == false)
 
-             {
 
-                 _cardDicByType[0] = new Dictionary<int, CardData>();
 
-             }
 
-             if (_cardDicByType.ContainsKey(card.itemCfg.rarity) == false)
 
-             {
 
-                 _cardDicByType[card.itemCfg.rarity] = new Dictionary<int, CardData>();
 
-             }
 
-             _cardDicByType[0].Add(card.id, card);
 
-             _cardDicByType[card.itemCfg.rarity].Add(card.id, card);
 
-         }
 
-         private static int GetMainScore(Dictionary<int, int> scores)
 
-         {
 
-             //五个属性中最大的为主属性
 
-             int mainScore = 1;
 
-             int mainScoreValue = 0;
 
-             ICollection keys = scores.Keys;
 
-             foreach (int key in keys)
 
-             {
 
-                 if (scores[key] > mainScoreValue)
 
-                 {
 
-                     mainScore = key;
 
-                 }
 
-             }
 
-             return mainScore;
 
-         }
 
-         private static List<string> GetCardResources(ItemCfg itemCfg)
 
-         {
 
-             List<string> resources = new List<string>();
 
-             resources.Add(itemCfg.res);
 
-             resources.Add(itemCfg.cardRes);
 
-             return resources;
 
-         }
 
-         private static void Refresh(CardData cardData)
 
-         {
 
-             _cardDicByType[0][cardData.id] = cardData;
 
-             _cardDicByType[cardData.itemCfg.rarity][cardData.id] = cardData;
 
-             GameProxy.ReqUpdateCardStatus(cardData);
 
-         }
 
-         private static void RefreshCardLvProperty(CardData lastCardData, int lv)
 
-         {
 
-             List<CardLvlCfg> cardLvCfgs = CardCfgManager.GetCardLvCfgsByRarity(lastCardData.itemCfg.rarity);
 
-             for (int i = lastCardData.lv; i < lv; i++)
 
-             {
 
-                 lastCardData.scores[ConstDressUpScoreType.SCORE_FENG] += cardLvCfgs[i - 1].score1;
 
-                 lastCardData.scores[ConstDressUpScoreType.SCORE_HUA] += cardLvCfgs[i - 1].score1;
 
-                 lastCardData.scores[ConstDressUpScoreType.SCORE_XUE] += cardLvCfgs[i - 1].score1;
 
-                 lastCardData.scores[ConstDressUpScoreType.SCORE_YUE] += cardLvCfgs[i - 1].score1;
 
-             }
 
-         }
 
-         private static void RefreshCardStarProperty(CardData lastCardData, int star)
 
-         {
 
-             List<CardLvlCfg> cardLvCfgs = CardCfgManager.GetCardLvCfgsByRarity(lastCardData.itemCfg.rarity);
 
-             for (int i = lastCardData.star; i < star; i++)
 
-             {
 
-                 lastCardData.scores[ConstDressUpScoreType.SCORE_FENG] += cardLvCfgs[i - 1].score1;
 
-                 lastCardData.scores[ConstDressUpScoreType.SCORE_HUA] += cardLvCfgs[i - 1].score1;
 
-                 lastCardData.scores[ConstDressUpScoreType.SCORE_XUE] += cardLvCfgs[i - 1].score1;
 
-                 lastCardData.scores[ConstDressUpScoreType.SCORE_YUE] += cardLvCfgs[i - 1].score1;
 
-             }
 
-             // lastCardData.star = star + 1;
 
-             // CardDataManager.Refresh(lastCardData);
 
-         }
 
-         private static List<CardData> SortItemList(List<CardData> arrayList)
 
-         {
 
-             arrayList.Sort((CardData a, CardData b) =>
 
-             {
 
-                 int rarityA = a.itemCfg.rarity;
 
-                 int rarityB = b.itemCfg.rarity;
 
-                 if (rarityA < rarityB)
 
-                 {
 
-                     return 1;
 
-                 }
 
-                 else if (rarityA > rarityB)
 
-                 {
 
-                     return -1;
 
-                 }
 
-                 return string.Compare(a.itemCfg.res, b.itemCfg.res);
 
-             });
 
-             return arrayList;
 
-         }
 
-         /// <summary>
 
-         /// 卡牌升级
 
-         /// </summary>
 
-         /// <param name="cardId"></param>
 
-         public static void UpCardLv(int cardId, int lv, int exp)
 
-         {
 
-             CardData cardData = _cardDicByType[0][cardId];
 
-             CardDataManager.RefreshCardLvProperty(cardData, lv);
 
-             cardData.lv = lv;
 
-             cardData.exp = exp;
 
-             CardDataManager.Refresh(cardData);
 
-         }
 
-         /// <summary>
 
-         /// 卡牌升星
 
-         /// </summary>
 
-         /// <param name="cardId"></param>
 
-         public static void UpCardStar(int cardId)
 
-         {
 
-             CardData cardData = _cardDicByType[0][cardId];
 
-             int star = cardData.star + 1;
 
-             CardDataManager.RefreshCardStarProperty(cardData, star);
 
-             cardData.star = star;
 
-             CardDataManager.Refresh(cardData);
 
-         }
 
-         /// <summary>
 
-         /// 替换卡面
 
-         /// </summary>
 
-         /// <param name="cardId"></param>
 
-         /// <param name="res"></param>
 
-         public static void SetShowCard(int cardId, string res)
 
-         {
 
-             _cardDicByType[0][cardId].res = res;
 
-             CardDataManager.Refresh(_cardDicByType[0][cardId]);
 
-         }
 
-         /// <summary>
 
-         /// 根据男主类型获取卡牌字典
 
-         /// </summary>
 
-         public static Dictionary<int, CardData> GetCardDicByRarity(int rarity)
 
-         {
 
-             if (rarity == 0)
 
-             {
 
-                 return _cardDicByType.ContainsKey(0) ? _cardDicByType[0] : null;
 
-             }
 
-             else
 
-             {
 
-                 return _cardDicByType.ContainsKey(rarity) ? _cardDicByType[rarity] : null;
 
-             }
 
-         }
 
-         public static List<CardData> CardDicToList(Dictionary<int, CardData> cardDic)
 
-         {
 
-             CardData[] cardArray = new CardData[cardDic.Count];
 
-             cardDic.Values.CopyTo(cardArray, 0);
 
-             List<CardData> cardList = new List<CardData>(cardArray);
 
-             cardList = CardDataManager.SortItemList(cardList);
 
-             return cardList;
 
-         }
 
-         public static bool isFullLv(int cardId, int lv, bool showTips = true)
 
-         {
 
-             CardData cardData = _cardDicByType[0][cardId];
 
-             if (lv > CardCfgManager.GetCardLvCfgsByRarity(cardData.itemCfg.rarity).Count)
 
-             {
 
-                 if (showTips == true)
 
-                 {
 
-                     PromptController.Instance.ShowFloatTextPrompt("已达到最大等级");
 
-                 }
 
-                 return true;
 
-             }
 
-             else
 
-             {
 
-                 return false;
 
-             }
 
-         }
 
-         public static bool isFullStar(int cardId, int star, bool showTips = true)
 
-         {
 
-             CardData cardData = _cardDicByType[0][cardId];
 
-             if (star >= CardCfgManager.GetCardStarCfgsByTypeAndRarity(cardData.itemCfg.subType, cardData.itemCfg.rarity).Count)
 
-             {
 
-                 if (showTips == true)
 
-                 {
 
-                     PromptController.Instance.ShowFloatTextPrompt("已达到最大星级");
 
-                 }
 
-                 return true;
 
-             }
 
-             else
 
-             {
 
-                 return false;
 
-             }
 
-         }
 
-         /// <summary>
 
-         ///  根据物品id获取卡牌数据
 
-         /// </summary>
 
-         /// <param name="itemId"></param>
 
-         /// <returns></returns>
 
-         public static CardData GetCardDataById(int itemId)
 
-         {
 
-             return _cardDicByType[0][itemId];
 
-         }
 
-         public static void GetPreViewLvAndExp(int rarity, int curLv, int curExp, int hasExp, out int showLv, out int showExp)
 
-         {
 
-             List<CardLvlCfg> listCardLvCfgs = CardCfgManager.GetCardLvCfgsByRarity(rarity);
 
-             showLv = curLv;
 
-             showExp = curExp + hasExp;
 
-             CardLvlCfg tCurCfg = CardLvlCfgArray.Instance.GetCfg(showLv, rarity);
 
-             while (showExp >= tCurCfg.needExp && showLv <= listCardLvCfgs.Count)
 
-             {
 
-                 showLv++;
 
-                 if (showLv == listCardLvCfgs.Count)
 
-                 {
 
-                     //满级
 
-                     showLv = listCardLvCfgs.Count - 1;
 
-                     showExp = tCurCfg.needExp;
 
-                     break;
 
-                 }
 
-                 tCurCfg = CardLvlCfgArray.Instance.GetCfg(showLv, rarity);
 
-                 showExp -= tCurCfg.needExp;
 
-             }
 
-         }
 
-         public static List<CardData> FilterCardList(List<CardData> cardList, Dictionary<int, Dictionary<int, int>> selectList)
 
-         {
 
-             List<CardData> _cardList = new List<CardData>();
 
-             if (selectList.ContainsKey((int)EnumCardFilterType.SubType) == true && selectList[(int)EnumCardFilterType.SubType].Keys.Count > 0)
 
-             {
 
-                 for (int i = cardList.Count - 1; i >= 0; i--)
 
-                 {
 
-                     if (selectList[(int)EnumCardFilterType.SubType].ContainsKey(cardList[i].itemCfg.subType) == false)
 
-                     {
 
-                         //稀有度
 
-                         cardList.RemoveAt(i);
 
-                         continue;
 
-                     }
 
-                 }
 
-             }
 
-             if (selectList.ContainsKey((int)EnumCardFilterType.PROPERTY) == true && selectList[(int)EnumCardFilterType.PROPERTY].Keys.Count > 0)
 
-             {
 
-                 for (int i = cardList.Count - 1; i >= 0; i--)
 
-                 {
 
-                     if (selectList[(int)EnumCardFilterType.PROPERTY].ContainsKey(cardList[i].mainScore) == false)
 
-                     {
 
-                         cardList.RemoveAt(i);
 
-                         continue;
 
-                     }
 
-                 }
 
-             }
 
-             //属性
 
-             if (selectList.ContainsKey((int)EnumCardFilterType.FOSTER) == true && selectList[(int)EnumCardFilterType.FOSTER].Keys.Count > 0)
 
-             {
 
-                 for (int i = 0; i < cardList.Count; i++)
 
-                 {
 
-                     //培养度
 
-                     List<CardLvlCfg> cardLvCfgs = CardCfgManager.GetCardLvCfgsByRarity(cardList[i].itemCfg.rarity);
 
-                     List<CardStarCfg> cardStarCfgs = CardCfgManager.GetCardStarCfgsByTypeAndRarity(cardList[i].itemCfg.subType, cardList[i].itemCfg.rarity);
 
-                     ICollection keys = selectList[(int)EnumCardFilterType.FOSTER].Keys;
 
-                     foreach (int key in keys)
 
-                     {
 
-                         if (key == ConstCardState.STATE_FULL_LV && cardList[i].lv == cardLvCfgs.Count - 1 ||
 
-                             key == ConstCardState.STATE_LV && cardList[i].lv < cardLvCfgs.Count - 1 ||
 
-                             key == ConstCardState.STATE_FULL_STAR && cardList[i].star == cardStarCfgs.Count ||
 
-                             key == ConstCardState.STATE_STAR && cardList[i].star < cardStarCfgs.Count)
 
-                         {
 
-                             _cardList.Add(cardList[i]);
 
-                             continue;
 
-                         }
 
-                         //if ()
 
-                         //{
 
-                         //技能相关留空
 
-                         //}
 
-                     }
 
-                 }
 
-                 return _cardList;
 
-             }
 
-             else
 
-             {
 
-                 return cardList;
 
-             }
 
-         }
 
-     }
 
- }
 
 
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