SuitUtil.cs 12 KB

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  1. using System.Collections.Generic;
  2. using UnityEngine;
  3. using System;
  4. namespace GFGGame
  5. {
  6. public class SuitUtil
  7. {
  8. public static int GetSuitScore(int suitID)
  9. {
  10. int score = 0;
  11. SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(suitID);
  12. int[] items = suitCfg.partsArr;
  13. foreach (int itemId in items)
  14. {
  15. int itemType = ItemUtilCS.GetItemSubType(itemId);
  16. if (itemType != ConstDressUpItemType.FEN_WEI)
  17. {
  18. score += ItemDataManager.GetItemAdditionScore(itemId, InstanceZonesDataManager.currentScoreType, InstanceZonesDataManager.currentFightTags);
  19. }
  20. }
  21. return score;
  22. }
  23. public static List<int> SortSuitListByHighScore(List<int> arrayList)
  24. {
  25. arrayList.Sort((int a, int b) =>
  26. {
  27. int scoreA = GetSuitScore(a);
  28. int scoreB = GetSuitScore(b);
  29. if (scoreB > scoreA)
  30. {
  31. return 1;
  32. }
  33. else if (scoreB < scoreA)
  34. {
  35. return -1;
  36. }
  37. return 0;
  38. });
  39. return arrayList;
  40. }
  41. public static List<int> SortSuitListByLowScore(List<int> arrayList)
  42. {
  43. arrayList.Sort((int a, int b) =>
  44. {
  45. int scoreA = GetSuitScore(a);
  46. int scoreB = GetSuitScore(b);
  47. if (scoreB < scoreA)
  48. {
  49. return 1;
  50. }
  51. else if (scoreB > scoreA)
  52. {
  53. return -1;
  54. }
  55. return 0;
  56. });
  57. return arrayList;
  58. }
  59. public static List<int> SortSuitListByDefaultPriority(List<int> arrayList)
  60. {
  61. arrayList.Sort((int a, int b) =>
  62. {
  63. SuitCfg suitCfgA = SuitCfgArray.Instance.GetCfg(a);
  64. SuitCfg suitCfgB = SuitCfgArray.Instance.GetCfg(b);
  65. int statusA = DressUpMenuSuitDataManager.GetSuitGuideBonusStatus(suitCfgA.id);
  66. int statusB = DressUpMenuSuitDataManager.GetSuitGuideBonusStatus(suitCfgB.id);
  67. if (statusB == ConstBonusStatus.CAN_GET && statusA != ConstBonusStatus.CAN_GET)
  68. {
  69. return 1;
  70. }
  71. else if (statusB != ConstBonusStatus.CAN_GET && statusA == ConstBonusStatus.CAN_GET)
  72. {
  73. return -1;
  74. }
  75. bool haveA = DressUpMenuSuitDataManager.CheckHaveSuit(a);
  76. bool haveB = DressUpMenuSuitDataManager.CheckHaveSuit(b);
  77. if (haveB && !haveA)
  78. {
  79. return 1;
  80. }
  81. else if (!haveB && haveA)
  82. {
  83. return -1;
  84. }
  85. else if (suitCfgB.sortPriority > suitCfgA.sortPriority)
  86. {
  87. return 1;
  88. }
  89. else if (suitCfgB.sortPriority < suitCfgA.sortPriority)
  90. {
  91. return -1;
  92. }
  93. return string.Compare(suitCfgA.res, suitCfgB.res);
  94. });
  95. return arrayList;
  96. }
  97. public static List<int> SortSuitListByHighRarity(List<int> arrayList)
  98. {
  99. arrayList.Sort((int a, int b) =>
  100. {
  101. SuitCfg suitCfgA = SuitCfgArray.Instance.GetCfg(a);
  102. SuitCfg suitCfgB = SuitCfgArray.Instance.GetCfg(b);
  103. if (suitCfgB.rarity > suitCfgA.rarity)
  104. {
  105. return 1;
  106. }
  107. else if (suitCfgB.rarity < suitCfgA.rarity)
  108. {
  109. return -1;
  110. }
  111. return string.Compare(suitCfgA.res, suitCfgB.res);
  112. });
  113. return arrayList;
  114. }
  115. public static List<int> SortSuitListByLowRarity(List<int> arrayList)
  116. {
  117. arrayList.Sort((int a, int b) =>
  118. {
  119. SuitCfg suitCfgA = SuitCfgArray.Instance.GetCfg(a);
  120. SuitCfg suitCfgB = SuitCfgArray.Instance.GetCfg(b);
  121. if (suitCfgB.rarity < suitCfgA.rarity)
  122. {
  123. return 1;
  124. }
  125. else if (suitCfgB.rarity > suitCfgA.rarity)
  126. {
  127. return -1;
  128. }
  129. return string.Compare(suitCfgA.res, suitCfgB.res);
  130. });
  131. return arrayList;
  132. }
  133. public static List<int> SortSuitListByHighProgress(List<int> arrayList)
  134. {
  135. arrayList.Sort((int a, int b) =>
  136. {
  137. SuitCfg suitCfgA = SuitCfgArray.Instance.GetCfg(a);
  138. SuitCfg suitCfgB = SuitCfgArray.Instance.GetCfg(b);
  139. float progressA = DressUpMenuSuitDataManager.GetSuitProgressValueBySuitId(a);
  140. float progressB = DressUpMenuSuitDataManager.GetSuitProgressValueBySuitId(b);
  141. if (progressB > progressA)
  142. {
  143. return 1;
  144. }
  145. else if (progressB < progressA)
  146. {
  147. return -1;
  148. }
  149. return string.Compare(suitCfgA.res, suitCfgB.res);
  150. });
  151. return arrayList;
  152. }
  153. public static List<int> SortSuitListByLowProgress(List<int> arrayList)
  154. {
  155. arrayList.Sort((int a, int b) =>
  156. {
  157. SuitCfg suitCfgA = SuitCfgArray.Instance.GetCfg(a);
  158. SuitCfg suitCfgB = SuitCfgArray.Instance.GetCfg(b);
  159. float progressA = DressUpMenuSuitDataManager.GetSuitProgressValueBySuitId(a);
  160. float progressB = DressUpMenuSuitDataManager.GetSuitProgressValueBySuitId(b);
  161. if (progressB < progressA)
  162. {
  163. return 1;
  164. }
  165. else if (progressB > progressA)
  166. {
  167. return -1;
  168. }
  169. return string.Compare(suitCfgA.res, suitCfgB.res);
  170. });
  171. return arrayList;
  172. }
  173. public static List<int> GetClothingFosterSuitIdList(bool notGet, bool haveGot, int sortIndex)
  174. {
  175. List<int> result = new List<int>();
  176. void CheckToAdd(int targetId)
  177. {
  178. if (result.IndexOf(targetId) >= 0) return;
  179. if (notGet && haveGot)
  180. {
  181. result.Add(targetId);
  182. }
  183. else if (notGet && !DressUpMenuSuitDataManager.CheckHaveSuit(targetId))
  184. {
  185. result.Add(targetId);
  186. }
  187. else if (haveGot && DressUpMenuSuitDataManager.CheckHaveSuit(targetId))
  188. {
  189. result.Add(targetId);
  190. }
  191. }
  192. SuitFosterListCfg[] dataArray = SuitFosterListCfgArray.Instance.dataArray;
  193. foreach (SuitFosterListCfg suitCfg in dataArray)
  194. {
  195. CheckToAdd(suitCfg.suitId);
  196. }
  197. //{"默认排序", "稀有度高", "稀有度低", "收集度高", "收集度低"}
  198. switch (sortIndex)
  199. {
  200. case 0:
  201. SortSuitListByDefaultPriority(result);
  202. break;
  203. case 1:
  204. SortSuitListByHighRarity(result);
  205. break;
  206. case 2:
  207. SortSuitListByLowRarity(result);
  208. break;
  209. case 3:
  210. SortSuitListByHighProgress(result);
  211. break;
  212. case 4:
  213. SortSuitListByLowProgress(result);
  214. break;
  215. }
  216. return result;
  217. }
  218. public static List<int> GetSuitIdList(bool notGet, bool haveGot, int typeId, int sortIndex)
  219. {
  220. List<int> result = new List<int>();
  221. void CheckToAdd(int targetId)
  222. {
  223. SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(targetId);
  224. if(suitCfg == null || suitCfg.isHide > 0)
  225. {
  226. return;
  227. }
  228. if (notGet && haveGot)
  229. {
  230. result.Add(targetId);
  231. }
  232. else if (notGet && !DressUpMenuSuitDataManager.CheckHaveSuit(targetId))
  233. {
  234. result.Add(targetId);
  235. }
  236. else if (haveGot && DressUpMenuSuitDataManager.CheckHaveSuit(targetId))
  237. {
  238. result.Add(targetId);
  239. }
  240. }
  241. if (typeId == 0)
  242. {
  243. SuitCfg[] dataArray = SuitCfgArray.Instance.dataArray;
  244. foreach (SuitCfg suitCfg in dataArray)
  245. {
  246. CheckToAdd(suitCfg.id);
  247. }
  248. }
  249. else
  250. {
  251. SuitGuideMenuCfg menuCfg = SuitGuideMenuCfgArray.Instance.GetCfg(typeId);
  252. if (menuCfg.suitIds.Length > 0)
  253. {
  254. string[] values = menuCfg.suitIds.Split(';');
  255. foreach (string value in values)
  256. {
  257. if (value.Length > 0)
  258. {
  259. int suitId = int.Parse(value);
  260. CheckToAdd(suitId);
  261. }
  262. }
  263. }
  264. }
  265. //{"默认排序", "稀有度高", "稀有度低", "收集度高", "收集度低"}
  266. switch (sortIndex)
  267. {
  268. case 0:
  269. SortSuitListByDefaultPriority(result);
  270. break;
  271. case 1:
  272. SortSuitListByHighRarity(result);
  273. break;
  274. case 2:
  275. SortSuitListByLowRarity(result);
  276. break;
  277. case 3:
  278. SortSuitListByHighProgress(result);
  279. break;
  280. case 4:
  281. SortSuitListByLowProgress(result);
  282. break;
  283. }
  284. return result;
  285. }
  286. public static void ShowSuitGuideBonus(int suitId)
  287. {
  288. SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(suitId);
  289. List<ItemData> itemDatas = ItemUtil.CreateItemDataList(suitCfg.guideBoxBonusArr);
  290. int GetStatus()
  291. {
  292. return DressUpMenuSuitDataManager.GetSuitGuideBonusStatus(suitId);
  293. }
  294. void GetBonus()
  295. {
  296. SuitSProxy.GetSuitGuideBoxBonus(suitId).Coroutine();
  297. }
  298. ViewManager.Show(ViewName.BONUS_BOX_DETAIL_VIEW, new object[] { itemDatas, new GetBoxBonusStatusCall(GetStatus), new GetBoxBonusCall(GetBonus) });
  299. }
  300. public static void ShowSuitSyntheticBonus(int suitId)
  301. {
  302. SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(suitId);
  303. List<ItemData> itemDatas = ItemUtil.CreateItemDataList(suitCfg.syntheticBoxBonusArr);
  304. int GetStatus()
  305. {
  306. return DressUpMenuSuitDataManager.GetSuitSyntheticBonusStatus(suitId);
  307. }
  308. void GetBonus()
  309. {
  310. SuitSProxy.GetSuitSyntheticBoxBonus(suitId).Coroutine();
  311. }
  312. ViewManager.Show(ViewName.BONUS_BOX_DETAIL_VIEW, new object[] { itemDatas, new GetBoxBonusStatusCall(GetStatus), new GetBoxBonusCall(GetBonus) });
  313. }
  314. public static string GetSuitName(int suitId)
  315. {
  316. SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(suitId);
  317. return suitCfg.name;
  318. }
  319. }
  320. }