ItemDataManager.cs 7.2 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. //游戏角色初始数据完成后才执行
  37. bool dataInited = GameGlobal.DataInited;
  38. DressUpMenuItemDataManager.Add(itemID);
  39. if (!DressUpMenuItemDataManager.CheckIsSceneType(itemID))
  40. {
  41. DecomposeDataManager.Instance.Add(itemID);
  42. }
  43. FunctionOpenCfg functionOpenCfg = FunctionOpenCfgArray.Instance.GetCfg(typeof(ClothingListView).Name);
  44. if (dataInited
  45. && itemCfg.rarity == ConstDressRarity.Rarity_TIANYI
  46. && StorageDataManager.Instance.GetStorageValue(ConstStorageId.FUNCTION_OPEN + functionOpenCfg.index) == 0)
  47. {
  48. FunctionOpenDataManager.Instance.CheckHasSpecialFunOpen();
  49. }
  50. }
  51. if (itemCfg.itemType == ConstItemType.ITEM && itemData.num > 0)
  52. {
  53. BagDataManager.Instance.Add(itemData);
  54. }
  55. if (itemCfg.itemType == ConstItemType.HEAD)
  56. {
  57. RoleInfoManager.Instance.Add(itemID);
  58. }
  59. PhotographDataManager.Instance.Add(itemID);
  60. EventAgent.DispatchEvent(ConstMessage.ITEM_CHANGED, itemID);
  61. }
  62. public static void Remove(int itemID, int itemNum)
  63. {
  64. if (_dataDic.ContainsKey(itemID))
  65. {
  66. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  67. ItemData itemData = _dataDic[itemID];
  68. itemData.num -= itemNum;
  69. if (itemData.num <= 0)
  70. {
  71. itemData.num = 0;
  72. _dataDic.Remove(itemID);
  73. if (ItemUtilCS.IsDressUpItem(itemID))
  74. {
  75. DressUpMenuItemDataManager.Remove(itemID);
  76. }
  77. if (itemCfg.itemType == ConstItemType.ITEM)
  78. {
  79. BagDataManager.Instance.Remove(itemID);
  80. }
  81. if (itemCfg.itemType == ConstItemType.HEAD)
  82. {
  83. RoleInfoManager.Instance.Remove(itemID);
  84. }
  85. }
  86. if (itemCfg.itemType == ConstItemType.DRESS_UP && !DressUpMenuItemDataManager.CheckIsSceneType(itemID))
  87. {
  88. DecomposeDataManager.Instance.Remove(itemID);
  89. }
  90. EventAgent.DispatchEvent(ConstMessage.ITEM_CHANGED, itemID);
  91. }
  92. }
  93. public static int GetItemNum(int itemId)
  94. {
  95. int numericType = NumericUtil.GetNumericTypeByItemId(itemId);
  96. if (numericType != 0)
  97. {
  98. return GameGlobal.myNumericComponent.GetAsInt(numericType);
  99. }
  100. if (_dataDic.TryGetValue(itemId, out var itemData))
  101. {
  102. return itemData.num;
  103. }
  104. return 0;
  105. }
  106. public static void InitServerData(List<ItemInfoProto> items)
  107. {
  108. _dataDic.Clear();
  109. foreach (ItemInfoProto roleItem in items)
  110. {
  111. Add(roleItem.ConfigId, roleItem.Count);
  112. }
  113. }
  114. public static void InitServerDataItemAttribute(List<ItemAttributeProto> infos)
  115. {
  116. foreach (var info in infos)
  117. {
  118. if (_dataDic.TryGetValue(info.ConfigId, out var itemData))
  119. {
  120. itemData.SetAttributes(info.Ks, info.Vs);
  121. }
  122. }
  123. }
  124. public static void InitItemExchange(int itemId, int exchangTimes)
  125. {
  126. if (_itemExchangeDic.ContainsKey(itemId))
  127. {
  128. _itemExchangeDic[itemId] = exchangTimes;
  129. }
  130. else
  131. {
  132. _itemExchangeDic.Add(itemId, exchangTimes);
  133. }
  134. }
  135. //获取物品已兑换次数
  136. public static int GetItemExchangeTimes(int itemId)
  137. {
  138. if (_itemExchangeDic.ContainsKey(itemId) == false)
  139. {
  140. InitItemExchange(itemId, 0);
  141. }
  142. return _itemExchangeDic[itemId];
  143. }
  144. public static void SetAttribute(int itemId, int key, int value)
  145. {
  146. if (_dataDic.TryGetValue(itemId, out var itemData))
  147. {
  148. itemData.SetAttribute(key, value);
  149. }
  150. }
  151. public static void GetMainScore(int itemId, out int mainScore, out int mainScoreValue)
  152. {
  153. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  154. //五个属性中最大的为主属性
  155. mainScoreValue = 0;
  156. mainScore = itemCfg.mainScore;
  157. switch (mainScore)
  158. {
  159. case 1:
  160. mainScoreValue = itemCfg.score1;
  161. break;
  162. case 2:
  163. mainScoreValue = itemCfg.score2;
  164. break;
  165. case 3:
  166. mainScoreValue = itemCfg.score3;
  167. break;
  168. case 4:
  169. mainScoreValue = itemCfg.score4;
  170. break;
  171. }
  172. }
  173. public static int GetItemScoreValue(int itemId, int scoreType)
  174. {
  175. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  176. if (scoreType == 1)
  177. {
  178. return itemCfg.score1;
  179. }
  180. else if (scoreType == 2)
  181. {
  182. return itemCfg.score2;
  183. }
  184. else if (scoreType == 3)
  185. {
  186. return itemCfg.score3;
  187. }
  188. else if (scoreType == 4)
  189. {
  190. return itemCfg.score4;
  191. }
  192. return 0;
  193. }
  194. public static int GetScore(int itemId, int scoreType)
  195. {
  196. if (_dataDic.TryGetValue(itemId, out var itemData))
  197. {
  198. return itemData.GetScore(scoreType);
  199. }
  200. return 0;
  201. }
  202. }
  203. }