ItemDataManager.cs 6.7 KB

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  1. using System.Collections.Generic;
  2. using ET;
  3. using UnityEngine;
  4. namespace GFGGame
  5. {
  6. public class ItemDataManager
  7. {
  8. private static Dictionary<int, ItemData> _dataDic = new Dictionary<int, ItemData>();
  9. private static Dictionary<int, int> _itemExchangeDic = new Dictionary<int, int>();
  10. delegate object MemberGetDelegate(ItemCfg p);
  11. public static void Add(int itemID, int itemNum)
  12. {
  13. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  14. if (itemCfg == null)
  15. {
  16. Debug.LogError($"添加了一个不存在的物品 {itemID}");
  17. return;
  18. }
  19. ItemData itemData = null;
  20. if (_dataDic.ContainsKey(itemID))
  21. {
  22. itemData = _dataDic[itemID];
  23. if (itemCfg.itemType == ConstItemType.CARD)
  24. {
  25. return;//每张卡牌只有一张
  26. }
  27. }
  28. else
  29. {
  30. itemData = ItemDataPool.GetItemData(itemID);
  31. _dataDic.Add(itemID, itemData);
  32. }
  33. itemData.num += itemNum;
  34. if (ItemUtilCS.IsDressUpItem(itemID) && itemID % GameConst.MAX_COUNT_EVERY_TYPE_ITEM > 0)
  35. {
  36. DressUpMenuItemDataManager.Add(itemID);
  37. if (!DressUpMenuItemDataManager.CheckIsSceneType(itemID))
  38. {
  39. DecomposeDataManager.Instance.Add(itemID);
  40. }
  41. string name = typeof(ClothingListView).Name;
  42. FunctionOpenCfg functionOpenCfg = FunctionOpenCfgArray.Instance.GetCfg(name);
  43. ET.Log.Debug("GameGlobal.myUnit" + GameGlobal.myUnit);
  44. ET.Log.Debug("rarity" + itemCfg.rarity);
  45. ET.Log.Debug("index" + functionOpenCfg.index);
  46. if (GameGlobal.myUnit != null//游戏角色初始数据不处理
  47. && itemCfg.rarity == ConstDressRarity.Rarity_TIANYI
  48. && StorageDataManager.Instance.GetStorageValue(ConstStorageId.FUNCTION_OPEN + functionOpenCfg.index) == 0)
  49. {
  50. FunctionOpenDataManager.Instance.CheckHasSpecialFunOpen();
  51. }
  52. }
  53. PhotographDataManager.Instance.Add(itemID);
  54. EventAgent.DispatchEvent(ConstMessage.ITEM_CHANGED, itemID);
  55. }
  56. public static void Remove(int itemID, int itemNum)
  57. {
  58. if (_dataDic.ContainsKey(itemID))
  59. {
  60. ItemData itemData = _dataDic[itemID];
  61. itemData.num -= itemNum;
  62. if (itemData.num <= 0)
  63. {
  64. itemData.num = 0;
  65. _dataDic.Remove(itemID);
  66. if (ItemUtilCS.IsDressUpItem(itemID))
  67. {
  68. DressUpMenuItemDataManager.Remove(itemID);
  69. }
  70. }
  71. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  72. if (itemCfg.itemType == ConstItemType.DRESS_UP && !DressUpMenuItemDataManager.CheckIsSceneType(itemID))
  73. {
  74. DecomposeDataManager.Instance.Remove(itemID);
  75. }
  76. EventAgent.DispatchEvent(ConstMessage.ITEM_CHANGED, itemID);
  77. }
  78. }
  79. public static int GetItemNum(int itemId)
  80. {
  81. int numericType = NumericUtil.GetNumericTypeByItemId(itemId);
  82. if (numericType != 0)
  83. {
  84. return GameGlobal.myNumericComponent.GetAsInt(numericType);
  85. }
  86. if (_dataDic.TryGetValue(itemId, out var itemData))
  87. {
  88. return itemData.num;
  89. }
  90. return 0;
  91. }
  92. public static void InitServerData(List<ItemInfoProto> items)
  93. {
  94. _dataDic.Clear();
  95. foreach (ItemInfoProto roleItem in items)
  96. {
  97. Add(roleItem.ConfigId, roleItem.Count);
  98. }
  99. }
  100. public static void InitServerDataItemAttribute(List<ItemAttributeProto> infos)
  101. {
  102. foreach (var info in infos)
  103. {
  104. if (_dataDic.TryGetValue(info.ConfigId, out var itemData))
  105. {
  106. itemData.SetAttributes(info.Ks, info.Vs);
  107. }
  108. }
  109. }
  110. public static void InitItemExchange(int itemId, int exchangTimes)
  111. {
  112. if (_itemExchangeDic.ContainsKey(itemId))
  113. {
  114. _itemExchangeDic[itemId] = exchangTimes;
  115. }
  116. else
  117. {
  118. _itemExchangeDic.Add(itemId, exchangTimes);
  119. }
  120. }
  121. //获取物品已兑换次数
  122. public static int GetItemExchangeTimes(int itemId)
  123. {
  124. if (_itemExchangeDic.ContainsKey(itemId) == false)
  125. {
  126. InitItemExchange(itemId, 0);
  127. }
  128. return _itemExchangeDic[itemId];
  129. }
  130. public static void SetAttribute(int itemId, int key, int value)
  131. {
  132. if (_dataDic.TryGetValue(itemId, out var itemData))
  133. {
  134. itemData.SetAttribute(key, value);
  135. }
  136. }
  137. public static void GetMainScore(int itemId, out int mainScore, out int mainScoreValue)
  138. {
  139. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  140. //五个属性中最大的为主属性
  141. mainScoreValue = 0;
  142. mainScore = itemCfg.mainScore;
  143. switch (mainScore)
  144. {
  145. case 1:
  146. mainScoreValue = itemCfg.score1;
  147. break;
  148. case 2:
  149. mainScoreValue = itemCfg.score2;
  150. break;
  151. case 3:
  152. mainScoreValue = itemCfg.score3;
  153. break;
  154. case 4:
  155. mainScoreValue = itemCfg.score4;
  156. break;
  157. }
  158. }
  159. public static int GetItemScoreValue(int itemId, int scoreType)
  160. {
  161. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  162. if (scoreType == 1)
  163. {
  164. return itemCfg.score1;
  165. }
  166. else if (scoreType == 2)
  167. {
  168. return itemCfg.score2;
  169. }
  170. else if (scoreType == 3)
  171. {
  172. return itemCfg.score3;
  173. }
  174. else if (scoreType == 4)
  175. {
  176. return itemCfg.score4;
  177. }
  178. return 0;
  179. }
  180. public static int GetScore(int itemId, int scoreType)
  181. {
  182. if (_dataDic.TryGetValue(itemId, out var itemData))
  183. {
  184. return itemData.GetScore(scoreType);
  185. }
  186. return 0;
  187. }
  188. }
  189. }