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- using System;
- using System.Collections;
- using System.Collections.Generic;
- using ET;
- using UnityEngine;
- namespace GFGGame
- {
- public class SuitFosterDataManager : SingletonBase<SuitFosterDataManager>
- {
- public string[] stepNames = { "浆洗", "晾晒", "熏香", "熨烫", "整饬" };
- private Dictionary<int, SuitFosterData> _suitInfoBySuitIdDic = new Dictionary<int, SuitFosterData>();
- public void Clear()
- {
- _suitInfoBySuitIdDic.Clear();
- }
- public void InitServerData(SuitFosterData suitFosterData)
- {
- if (!_suitInfoBySuitIdDic.ContainsKey(suitFosterData.suitId))
- {
- _suitInfoBySuitIdDic.Add(suitFosterData.suitId, suitFosterData);
- }
- _suitInfoBySuitIdDic[suitFosterData.suitId] = suitFosterData;
- }
- public void SetMaintainSuit(int suitId, int maintainStep)
- {
- _suitInfoBySuitIdDic[suitId].maintainStep = maintainStep;
- // _suitInfoBySuitIdDic[suitId].maintainBonusSteps = maintainBonusSteps;
- EventAgent.DispatchEvent(ConstMessage.MAINTAIN_SUIT);
- }
- public void SetMaintainBonusSteps(int suitId, int maintainBonusSteps)
- {
- _suitInfoBySuitIdDic[suitId].maintainBonusSteps.Add(maintainBonusSteps);
- EventAgent.DispatchEvent(ConstMessage.GET_MAINTAIN_SUIT_BONUS, maintainBonusSteps);
- }
- public void SetMakeNewSuit(int suitId, int makeNewSuit)
- {
- _suitInfoBySuitIdDic[suitId].makeNewState = makeNewSuit;
- EventAgent.DispatchEvent(ConstMessage.MAKE_NEW_SUIT);
- }
- public SuitFosterData GetSuitFosterData(int suitId)
- {
- if (_suitInfoBySuitIdDic.ContainsKey(suitId))
- {
- return _suitInfoBySuitIdDic[suitId];
- }
- else
- {
- SuitFosterData suitFosterData = new SuitFosterData() { suitId = suitId, maintainStep = 0, maintainBonusSteps = new List<int>(), makeNewState = 0 };
- InitServerData(suitFosterData);
- return suitFosterData;
- }
- }
- //加成属性服装占比
- // public List<KeyValuePair<int, string>> GetPropertyPercentData(int suitId, int index)
- // {
- // List<SuitFosterCfg> cfgs = SuitFosterCfgArray.Instance.GetCfgsBysuitId(suitId);
- // Dictionary<int, int> _data = new Dictionary<int, int>();
- // for (int i = 0; i < cfgs.Count; i++)
- // {
- // int[][] partsArr = cfgs[i].partsArr;
- // for (int j = 0; j < partsArr.Length; j++)
- // {
- // ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(partsArr[j][0]);
- // // int id = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType).i;
- // if (index < cfgs.Count && index == i || index >= cfgs.Count)
- // {
- // int num = 0;
- // if (!_data.ContainsKey(itemCfg.id))
- // {
- // _data.Add(itemCfg.id, num);
- // }
- // num = _data[itemCfg.id];
- // num = num + partsArr[j][1];
- // _data[itemCfg.id] = num;
- // }
- // }
- // }
- // ICollection keys = _data.Keys;
- // Dictionary<int, string> _dataPercent = new Dictionary<int, string>();
- // foreach (int key in keys)
- // {
- // ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(key);
- // float mainScore = ItemDataManager.GetItemBaseScoreValue(key, itemCfg.mainScore);
- // float addScore = _data[key];
- // float percent = (addScore / mainScore * 100);
- // _dataPercent.Add(key, percent.ToString("0.00"));
- // }
- // return new List<KeyValuePair<int, string>>(_dataPercent);
- // }
- //获取当前阶段部件属性总值
- public SortedList GetPropertyData(int suitId, int index)
- {
- SortedList _propertyData = new SortedList();
- // _addPropertyData = new SortedList();
- int[] parts = SuitCfgArray.Instance.GetCfg(suitId).partsArr;
- for (int i = 0; i < parts.Length; i++)
- {
- ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(parts[i]);
- for (int j = 0; j < ConstDressUpScoreType.scoreTypeList().Count; j++)
- {
- int score = j + 1;
- int count = ItemDataManager.GetItemAdditionScore(itemCfg.id, score);
- if (_propertyData.ContainsKey(score))
- {
- count = count + (int)_propertyData[score];
- _propertyData[score] = count;
- }
- else
- {
- _propertyData.Add(score, count);
- }
- }
- }
- return _propertyData;
- }
- public Dictionary<int, int> GetAdditionPropertyData(int suitId, int index)
- {
- Dictionary<int, int> _addPropertyData = new Dictionary<int, int>();
- SuitFosterCfg cfg = SuitFosterCfgArray.Instance.GetCfgsBysuitId(suitId)[index];
- int[] parts = SuitCfgArray.Instance.GetCfg(suitId).partsArr;
- for (int j = 0; j < parts.Length; j++)
- {
- ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(parts[j]);
- for (int k = 0; k < ConstDressUpScoreType.scoreTypeList().Count; k++)
- {
- int score = k + 1;
- int addCount = cfg.addition;
- if (_addPropertyData.ContainsKey(score))
- {
- addCount = addCount + (int)_addPropertyData[score];
- _addPropertyData[score] = addCount;
- }
- else
- {
- _addPropertyData.Add(score, addCount);
- }
- }
- }
- return _addPropertyData;
- }
- //0:已完成,1:养护中,2未养护
- public int GetFosterState(int suitId, int index)
- {
- SuitFosterData suitFosterData = this.GetSuitFosterData(suitId);
- if (index < suitFosterData.maintainStep)
- {
- return 0;
- }
- else if (index == suitFosterData.maintainStep)
- {
- return 1;
- }
- return 2;
- }
- public List<SuitFosterCfg> GetSuitFosterRewards(int suitId)
- {
- List<SuitFosterCfg> cfgs = SuitFosterCfgArray.Instance.GetCfgsBysuitId(suitId);
- List<SuitFosterCfg> list = new List<SuitFosterCfg>(cfgs);
- for (int i = list.Count - 1; i >= 0; i--)
- {
- if (list[i].rewardsArr.Length == 0)
- {
- list.RemoveAt(i);
- }
- }
- list = SortRewardList(list, suitId);
- return list;
- }
- private List<SuitFosterCfg> SortRewardList(List<SuitFosterCfg> list, int suitId)
- {
- SuitFosterData fosterData = GetSuitFosterData(suitId);
- List<SuitFosterCfg> cfgs = SuitFosterCfgArray.Instance.GetCfgsBysuitId(suitId);
- list.Sort((SuitFosterCfg a, SuitFosterCfg b) =>
- {
- int indexA = cfgs.IndexOf(a) + 1;
- int indexB = cfgs.IndexOf(b) + 1;
- if (fosterData.maintainBonusSteps.IndexOf(indexA) >= 0 && fosterData.maintainBonusSteps.IndexOf(indexB) < 0)
- {
- return 1;
- }
- else if (fosterData.maintainBonusSteps.IndexOf(indexA) < 0 && fosterData.maintainBonusSteps.IndexOf(indexB) >= 0)
- {
- return -1;
- }
- return 0;
- });
- return list;
- }
- //奖励领取状态
- public bool GetRewardState(int suitId, int step)
- {
- SuitFosterData fosterData = GetSuitFosterData(suitId);
- return fosterData.maintainBonusSteps.IndexOf(step) >= 0;
- }
- //当前奖励状态:state 0:未领1:不可领2:已完成
- //当前奖励Index
- public void GetFosterRewardState(int suitId, out int state, out int index)
- {
- index = 0;
- SuitFosterData fosterData = GetSuitFosterData(suitId);
- int finishStep = fosterData.maintainStep;
- List<SuitFosterCfg> cfg = SuitFosterCfgArray.Instance.GetCfgsBysuitId(suitId);
- for (int i = 0; i < cfg.Count; i++)
- {
- if (cfg[i].rewardsArr.Length == 0) continue;
- index = i;
- int _step = i + 1;
- if (_step <= finishStep && fosterData.maintainBonusSteps.IndexOf(_step) < 0)
- {
- state = 0;
- return;
- }
- if (_step > finishStep)
- {
- state = 1;
- return;
- }
- }
- state = 2;
- }
- }
- }
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