ItemDataManager.cs 6.8 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Reflection;
  4. using ET;
  5. using FairyGUI;
  6. using UnityEngine;
  7. using static UnityEditor.Progress;
  8. namespace GFGGame
  9. {
  10. public class ItemDataManager
  11. {
  12. private static Dictionary<int, ItemData> _dataDic = new Dictionary<int, ItemData>();
  13. private static Dictionary<int, int> _itemExchangeDic = new Dictionary<int, int>();
  14. delegate object MemberGetDelegate(ItemCfg p);
  15. public static void Add(int itemID, int itemNum)
  16. {
  17. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  18. if (itemCfg == null)
  19. {
  20. Debug.LogError($"添加了一个不存在的物品 {itemID}");
  21. return;
  22. }
  23. ItemData itemData = null;
  24. if (_dataDic.ContainsKey(itemID))
  25. {
  26. itemData = _dataDic[itemID];
  27. if (itemCfg.itemType == ConstItemType.CARD)
  28. {
  29. return;//每张卡牌只有一张
  30. }
  31. }
  32. else
  33. {
  34. itemData = ItemDataPool.GetItemData(itemID);
  35. _dataDic.Add(itemID, itemData);
  36. }
  37. itemData.num += itemNum;
  38. if (ItemUtilCS.IsDressUpItem(itemID) && itemID % GameConst.MAX_COUNT_EVERY_TYPE_ITEM > 0)
  39. {
  40. DressUpMenuItemDataManager.Add(itemID);
  41. if (!DressUpMenuItemDataManager.CheckIsSceneType(itemID))
  42. {
  43. DecomposeDataManager.Instance.Add(itemID);
  44. }
  45. FunctionOpenCfg functionOpenCfg = FunctionOpenCfgArray.Instance.GetCfg(typeof(SuitListView).Name);
  46. if (itemCfg.rarity == ConstDressRarity.Rarity_TIANYI && StorageDataManager.Instance.GetStorageValue(ConstStorageId.FUNCTION_OPEN + functionOpenCfg.index) == 0)
  47. {
  48. FunctionOpenDataManager.Instance.CheckHasSpecialFunOpen();
  49. }
  50. }
  51. // if (itemCfg.itemType == ConstItemType.DRESS_UP && !DressUpMenuItemDataManager.CheckIsSceneType(itemID))
  52. // {
  53. // DecomposeDataManager.Instance.Add(itemID);
  54. // }
  55. PhotographDataManager.Instance.Add(itemID);
  56. EventAgent.DispatchEvent(ConstMessage.ITEM_CHANGED, itemID);
  57. }
  58. public static void Remove(int itemID, int itemNum)
  59. {
  60. if (_dataDic.ContainsKey(itemID))
  61. {
  62. ItemData itemData = _dataDic[itemID];
  63. itemData.num -= itemNum;
  64. if (itemData.num <= 0)
  65. {
  66. itemData.num = 0;
  67. _dataDic.Remove(itemID);
  68. if (ItemUtilCS.IsDressUpItem(itemID))
  69. {
  70. DressUpMenuItemDataManager.Remove(itemID);
  71. }
  72. }
  73. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  74. if (itemCfg.itemType == ConstItemType.DRESS_UP && !DressUpMenuItemDataManager.CheckIsSceneType(itemID))
  75. {
  76. DecomposeDataManager.Instance.Remove(itemID);
  77. }
  78. EventAgent.DispatchEvent(ConstMessage.ITEM_CHANGED, itemID);
  79. }
  80. }
  81. public static int GetItemNum(int itemId)
  82. {
  83. int numericType = NumericUtil.GetNumericTypeByItemId(itemId);
  84. if (numericType != 0)
  85. {
  86. return GameGlobal.myNumericComponent.GetAsInt(numericType);
  87. }
  88. if (_dataDic.TryGetValue(itemId, out var itemData))
  89. {
  90. return itemData.num;
  91. }
  92. return 0;
  93. }
  94. public static void InitServerData(List<ItemInfoProto> items)
  95. {
  96. _dataDic.Clear();
  97. foreach (ItemInfoProto roleItem in items)
  98. {
  99. Add(roleItem.ConfigId, roleItem.Count);
  100. }
  101. }
  102. public static void InitServerDataItemAttribute(List<ItemAttributeProto> infos)
  103. {
  104. foreach (var info in infos)
  105. {
  106. if (_dataDic.TryGetValue(info.ConfigId, out var itemData))
  107. {
  108. itemData.SetAttributes(info.Ks, info.Vs);
  109. }
  110. }
  111. }
  112. public static void InitItemExchange(int itemId, int exchangTimes)
  113. {
  114. if (_itemExchangeDic.ContainsKey(itemId))
  115. {
  116. _itemExchangeDic[itemId] = exchangTimes;
  117. }
  118. else
  119. {
  120. _itemExchangeDic.Add(itemId, exchangTimes);
  121. }
  122. }
  123. //获取物品已兑换次数
  124. public static int GetItemExchangeTimes(int itemId)
  125. {
  126. if (_itemExchangeDic.ContainsKey(itemId) == false)
  127. {
  128. InitItemExchange(itemId, 0);
  129. }
  130. return _itemExchangeDic[itemId];
  131. }
  132. public static void SetAttribute(int itemId, int key, int value)
  133. {
  134. if (_dataDic.TryGetValue(itemId, out var itemData))
  135. {
  136. itemData.SetAttribute(key, value);
  137. }
  138. }
  139. public static void GetMainScore(int itemId, out int mainScore, out int mainScoreValue)
  140. {
  141. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  142. //五个属性中最大的为主属性
  143. mainScore = 1;
  144. mainScoreValue = 0;
  145. if (itemCfg.score1 > mainScoreValue)
  146. {
  147. mainScoreValue = itemCfg.score1;
  148. mainScore = 1;
  149. }
  150. if (itemCfg.score2 > mainScoreValue)
  151. {
  152. mainScoreValue = itemCfg.score2;
  153. mainScore = 2;
  154. }
  155. if (itemCfg.score3 > mainScoreValue)
  156. {
  157. mainScoreValue = itemCfg.score3;
  158. mainScore = 3;
  159. }
  160. if (itemCfg.score4 > mainScoreValue)
  161. {
  162. mainScoreValue = itemCfg.score4;
  163. mainScore = 4;
  164. }
  165. }
  166. public static int GetItemScoreValue(int itemId, int scoreType)
  167. {
  168. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  169. if (scoreType == 1)
  170. {
  171. return itemCfg.score1;
  172. }
  173. else if (scoreType == 2)
  174. {
  175. return itemCfg.score2;
  176. }
  177. else if (scoreType == 3)
  178. {
  179. return itemCfg.score3;
  180. }
  181. else if (scoreType == 4)
  182. {
  183. return itemCfg.score4;
  184. }
  185. return 0;
  186. }
  187. public static int GetScore(int itemId, int scoreType)
  188. {
  189. if (_dataDic.TryGetValue(itemId, out var itemData))
  190. {
  191. return itemData.GetScore(scoreType);
  192. }
  193. return 0;
  194. }
  195. }
  196. }