| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272 | using System;using System.Collections;using System.Collections.Generic;using ET;namespace GFGGame{    public class DressUpMenuSuitDataManager    {        private static List<int> _suitIDList = new List<int>();        private static List<int> _travelSuitIDList = new List<int>();//拥有的游历套装列表        public static List<int> TravelSuitIDList        {            get            {                return _travelSuitIDList;            }        }        //获得这件装备时套装的进度,用于展示        private static Dictionary<int, int> _progressByItemIdDic = new Dictionary<int, int>();        //套装当前的进度        private static Dictionary<int, int> _progressBySuitIdDic = new Dictionary<int, int>();        private static Dictionary<int, int> _suitGuideBoxBonusStatus = new Dictionary<int, int>();        private static Dictionary<int, int> _suitSyntheticBoxBonusStatus = new Dictionary<int, int>();        public static void InitData()        {            _suitIDList.Clear();            _travelSuitIDList.Clear();            _progressBySuitIdDic.Clear();            _progressByItemIdDic.Clear();        }        public static void SetSuitInfo(List<SuitInfoProto> suitInfoList)        {            if (suitInfoList != null)            {                _suitGuideBoxBonusStatus.Clear();                _suitSyntheticBoxBonusStatus.Clear();                foreach (SuitInfoProto suitInfo in suitInfoList)                {                    SuitFosterData suitFosterData = new SuitFosterData()                    {                        suitId = suitInfo.SuitId,                        maintainStep = suitInfo.MaintainStep,                        maintainBonusSteps = suitInfo.MaintainBonusSteps,                        makeNewState = suitInfo.MakeNewState                    };                    SuitFosterDataManager.Instance.InitServerData(suitFosterData);                    //图鉴                    _suitGuideBoxBonusStatus.Add(suitInfo.SuitId, suitInfo.GuideBoxBonusState);                    //合成                    _suitSyntheticBoxBonusStatus.Add(suitInfo.SuitId, suitInfo.SyntheticBoxBonusState);                }                EventAgent.DispatchEvent(ConstMessage.GET_SUIT_INFOS);            }        }        public static void Add(int value)        {            if (!_suitIDList.Contains(value))            {                _suitIDList.Add(value);                TravelSuitCfg travelSuitCfg = TravelSuitCfgArray.Instance.GetCfgBysuitId(value);                if (travelSuitCfg != null)                {                    _travelSuitIDList.Add(travelSuitCfg.id);                }            }        }        public static void Remove(int value)        {            if (_suitIDList.Contains(value))            {                _suitIDList.Remove(value);                TravelSuitCfg travelSuitCfg = TravelSuitCfgArray.Instance.GetCfgBysuitId(value);                if (travelSuitCfg != null && _travelSuitIDList.Contains(travelSuitCfg.id))                {                    _travelSuitIDList.Remove(travelSuitCfg.id);                }            }        }        public static void GetTotalProgress(out int count, out int totalCount)        {            totalCount = SuitCfgManager.Instance.totalItemCount;            count = 0;            foreach (KeyValuePair<int, int> item in _progressBySuitIdDic)            {                count += item.Value;            }        }        // public static void GetSuitProgressByItemId(int itemID, out int suitId, out int count)        // {        //     suitId = SuitCfgManager.Instance.GetItemSuitId(itemID);        //     if (suitId > 0)        //     {        //         if (_progressByItemIdDic.ContainsKey(itemID))        //         {        //             count = _progressByItemIdDic[itemID];        //         }        //         else        //         {        //             count = 0;        //         }        //     }        //     else        //     {        //         count = 0;        //     }        // }        public static void GetSuitProgressBySuitId(int suitId, out int count, out int totalCount)        {            if (suitId > 0)            {                if (_progressBySuitIdDic.ContainsKey(suitId))                {                    count = _progressBySuitIdDic[suitId];                }                else                {                    count = 0;                }                totalCount = SuitCfgManager.Instance.GetTotalCountOfOneSuit(suitId);            }            else            {                count = 0;                totalCount = 1;            }        }        public static float GetSuitProgressValueBySuitId(int suitId)        {            int count = 0;            int totalCount = 1;            GetSuitProgressBySuitId(suitId, out count, out totalCount);            return (float)count / totalCount;        }        public static bool CheckHaveSuit(int suitId)        {            return _suitIDList.Contains(suitId);        }        public static void CheckItemInSuit(int itemId)        {            int suitId = SuitCfgManager.Instance.GetItemSuitId(itemId);            if (suitId > 0)            {                SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(suitId);                int[] itemIds = SuitCfgManager.Instance.GetSuitItems(suitId);                int totalCount = itemIds.Length;                bool hasAll = true;                int count = 0;                for (int i = 0; i < totalCount; i++)                {                    int tempItemId = itemIds[i];                    bool hasItem = DressUpMenuItemDataManager.CheckHasItem(tempItemId);                    if (!hasItem)                    {                        hasAll = false;                    }                    else                    {                        count++;                    }                }                _progressBySuitIdDic[suitId] = count;                _progressByItemIdDic[itemId] = count;                if (hasAll)                {                    Add(suitId);                }                GetSuitItemController.AddItemId(itemId);            }        }        // //检测当前穿戴是否是一件完整套装,且只穿了一件套装,返回套装id        // public static int CheckCurDressIsSuit()        // {        //     if (EquipDataCache.cacher.suitId > 0) return EquipDataCache.cacher.suitId;        //     var equipDatas = EquipDataCache.cacher.equipDatas;        //     int dressSuitId = 0;        //     List<int> _equipDatas = new List<int>();        //     for (int i = 0; i < equipDatas.Count; i++)        //     {        //         if (DressUpMenuItemDataManager.CheckIsSceneType(equipDatas[i])) continue;        //         if (equipDatas[i] != ConstItemID.DEFULT_FA_XING && equipDatas[i] != ConstItemID.DEFULT_LIAN_YI_QUN && equipDatas[i] != ConstItemID.DEFULT_NEI_DA && equipDatas[i] != ConstItemID.DEFULT_XIA_ZHUANG)        //         {        //             int suitId = SuitCfgManager.Instance.GetItemSuitId(equipDatas[i]);        //             if (suitId <= 0) return 0;//有任何不属于套装的部件且不是原始服装,则当前穿戴不属于套装        //             if (dressSuitId != 0 && dressSuitId != suitId) return 0;//当前穿戴不同套装的部件,则当前穿戴不属于套装        //             dressSuitId = suitId;        //             _equipDatas.Add(equipDatas[i]);        //         }        //     }        //     if (dressSuitId == 0) return dressSuitId;        //     int[] itemIds = SuitCfgManager.Instance.GetSuitItems(dressSuitId);        //     for (int i = 0; i < itemIds.Length; i++)        //     {        //         if (DressUpMenuItemDataManager.CheckIsSceneType(itemIds[i])) continue;        //         if (_equipDatas.IndexOf(itemIds[i]) < 0) return 0;//套装部件穿戴不完整        //     }        //     return dressSuitId;        // }        public static List<int> GetSuitIDList()        {            return (List<int>)_suitIDList.GetRange(0, _suitIDList.Count);        }        public static int GetSuitGuideBonusStatus(int suitId)        {            int status = ConstBonusStatus.CAN_NOT_GET;            if (_suitGuideBoxBonusStatus.ContainsKey(suitId))            {                status = _suitGuideBoxBonusStatus[suitId];            }            if (status == ConstBonusStatus.CAN_NOT_GET)//游戏过程中收集完成套装,不会有奖励可领状态不会有推送,需要前端判断            {                if (CheckHaveSuit(suitId))                {                    status = ConstBonusStatus.CAN_GET;                }            }            return status;        }        public static void SetSuitGuideBoxBonusCompleted(int suitId)        {            _suitGuideBoxBonusStatus[suitId] = ConstBonusStatus.GOT;            EventAgent.DispatchEvent(ConstMessage.SUIT_BOX_STATUS_CHANGED, suitId);        }        public static int GetSuitSyntheticBonusStatus(int suitId)        {            int status = ConstBonusStatus.CAN_NOT_GET;            if (_suitSyntheticBoxBonusStatus.ContainsKey(suitId))            {                status = _suitSyntheticBoxBonusStatus[suitId];            }            if (status == ConstBonusStatus.CAN_NOT_GET)            {                if (CheckHaveSuit(suitId))                {                    status = ConstBonusStatus.CAN_GET;                }            }            return status;        }        public static void SetSuitSyntheticBoxBonusCompleted(int suitId)        {            _suitSyntheticBoxBonusStatus[suitId] = ConstBonusStatus.GOT;            EventAgent.DispatchEvent(ConstMessage.SUIT_BOX_STATUS_CHANGED, suitId);        }    }}
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