DressUpMenuSuitDataManager.cs 9.8 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using ET;
  5. namespace GFGGame
  6. {
  7. public class DressUpMenuSuitDataManager
  8. {
  9. private static List<int> _suitIDList = new List<int>();
  10. //获得这件装备时套装的进度,用于展示
  11. private static Dictionary<int, int> _progressByItemIdDic = new Dictionary<int, int>();
  12. //套装当前的进度
  13. private static Dictionary<int, int> _progressBySuitIdDic = new Dictionary<int, int>();
  14. private static Dictionary<int, int> _suitGuideBoxBonusStatus = new Dictionary<int, int>();
  15. private static Dictionary<int, int> _suitSyntheticBoxBonusStatus = new Dictionary<int, int>();
  16. public static void InitData()
  17. {
  18. _suitIDList.Clear();
  19. _progressBySuitIdDic.Clear();
  20. _progressByItemIdDic.Clear();
  21. }
  22. public static void InitServerData(List<SystemSuit> systemSuitList)
  23. {
  24. _suitGuideBoxBonusStatus.Clear();
  25. _suitSyntheticBoxBonusStatus.Clear();
  26. if (systemSuitList != null)
  27. {
  28. foreach (SystemSuit systemSuit in systemSuitList)
  29. {
  30. _suitGuideBoxBonusStatus.Add(systemSuit.suitId, systemSuit.boxStatus);
  31. _suitSyntheticBoxBonusStatus.Add(systemSuit.suitId, systemSuit.boxStatusSyn);
  32. }
  33. }
  34. }
  35. public static void SetSuitInfo(List<SuitInfoProto> suitInfoList)
  36. {
  37. if (suitInfoList != null)
  38. {
  39. foreach (SuitInfoProto suitInfo in suitInfoList)
  40. {
  41. SuitFosterData suitFosterData = new SuitFosterData()
  42. {
  43. suitId = suitInfo.SuitId,
  44. maintainStep = suitInfo.MaintainStep,
  45. maintainBonusSteps = suitInfo.MaintainBonusSteps,
  46. makeNewState = suitInfo.MakeNewState
  47. };
  48. SuitFosterDataManager.Instance.InitServerData(suitFosterData);
  49. }
  50. EventAgent.DispatchEvent(ConstMessage.GET_SUIT_INFOS);
  51. }
  52. }
  53. public static void Add(int value)
  54. {
  55. if (!_suitIDList.Contains(value))
  56. {
  57. _suitIDList.Add(value);
  58. }
  59. }
  60. public static void Remove(int value)
  61. {
  62. if (_suitIDList.Contains(value))
  63. {
  64. _suitIDList.Remove(value);
  65. }
  66. }
  67. public static void GetTotalProgress(out int count, out int totalCount)
  68. {
  69. totalCount = SuitCfgManager.Instance.totalItemCount;
  70. count = 0;
  71. foreach (KeyValuePair<int, int> item in _progressBySuitIdDic)
  72. {
  73. count += item.Value;
  74. }
  75. }
  76. public static void GetSuitProgressByItemId(int itemID, out int suitId, out int count)
  77. {
  78. suitId = SuitCfgManager.Instance.GetItemSuitId(itemID);
  79. if (suitId > 0)
  80. {
  81. if (_progressByItemIdDic.ContainsKey(itemID))
  82. {
  83. count = _progressByItemIdDic[itemID];
  84. }
  85. else
  86. {
  87. count = 0;
  88. }
  89. }
  90. else
  91. {
  92. count = 0;
  93. }
  94. }
  95. public static void GetSuitProgressBySuitId(int suitId, out int count, out int totalCount)
  96. {
  97. if (suitId > 0)
  98. {
  99. if (_progressBySuitIdDic.ContainsKey(suitId))
  100. {
  101. count = _progressBySuitIdDic[suitId];
  102. }
  103. else
  104. {
  105. count = 0;
  106. }
  107. totalCount = SuitCfgManager.Instance.GetTotalCountOfOneSuit(suitId);
  108. }
  109. else
  110. {
  111. count = 0;
  112. totalCount = 1;
  113. }
  114. }
  115. public static float GetSuitProgressValueBySuitId(int suitId)
  116. {
  117. int count = 0;
  118. int totalCount = 1;
  119. GetSuitProgressBySuitId(suitId, out count, out totalCount);
  120. return (float)count / totalCount;
  121. }
  122. public static bool CheckHaveSuit(int suitId)
  123. {
  124. return _suitIDList.Contains(suitId);
  125. }
  126. public static void CheckItemInSuit(int itemId)
  127. {
  128. int suitId = SuitCfgManager.Instance.GetItemSuitId(itemId);
  129. if (suitId > 0)
  130. {
  131. SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(suitId);
  132. int[] itemIds = SuitCfgManager.Instance.GetSuitItems(suitId);
  133. int totalCount = itemIds.Length;
  134. bool hasAll = true;
  135. int count = 0;
  136. for (int i = 0; i < totalCount; i++)
  137. {
  138. int tempItemId = itemIds[i];
  139. bool hasItem = DressUpMenuItemDataManager.CheckHasItem(tempItemId);
  140. if (!hasItem)
  141. {
  142. hasAll = false;
  143. }
  144. else
  145. {
  146. count++;
  147. }
  148. }
  149. _progressBySuitIdDic[suitId] = count;
  150. _progressByItemIdDic[itemId] = count;
  151. if (hasAll)
  152. {
  153. Add(suitId);
  154. }
  155. GetSuitItemController.AddItemId(itemId);
  156. }
  157. }
  158. //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
  159. public static int CheckCurDressIsSuit()
  160. {
  161. if (EquipDataCache.cacher.suitId > 0) return EquipDataCache.cacher.suitId;
  162. int[] equipDatas = EquipDataCache.cacher.equipDatas;
  163. int dressSuitId = 0;
  164. List<int> _equipDatas = new List<int>();
  165. for (int i = 0; i < equipDatas.Length; i++)
  166. {
  167. if (DressUpMenuItemDataManager.CheckIsSceneType(equipDatas[i])) continue;
  168. 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)
  169. {
  170. int suitId = SuitCfgManager.Instance.GetItemSuitId(equipDatas[i]);
  171. 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
  172. 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
  173. dressSuitId = suitId;
  174. _equipDatas.Add(equipDatas[i]);
  175. }
  176. }
  177. if (dressSuitId == 0) return dressSuitId;
  178. int[] itemIds = SuitCfgManager.Instance.GetSuitItems(dressSuitId);
  179. for (int i = 0; i < itemIds.Length; i++)
  180. {
  181. if (DressUpMenuItemDataManager.CheckIsSceneType(itemIds[i])) continue;
  182. if (_equipDatas.IndexOf(itemIds[i]) < 0) return 0;//套装部件穿戴不完整
  183. }
  184. return dressSuitId;
  185. }
  186. public static List<int> GetSuitIDList()
  187. {
  188. return (List<int>)_suitIDList.GetRange(0, _suitIDList.Count);
  189. }
  190. public static int GetSuitGuideBonusStatus(int suitId)
  191. {
  192. int status = ConstBonusStatus.CAN_NOT_GET;
  193. if (_suitGuideBoxBonusStatus.ContainsKey(suitId))
  194. {
  195. status = _suitGuideBoxBonusStatus[suitId];
  196. }
  197. if (status == ConstBonusStatus.CAN_NOT_GET)
  198. {
  199. if (CheckHaveSuit(suitId))
  200. {
  201. status = ConstBonusStatus.CAN_GET;
  202. }
  203. }
  204. return status;
  205. }
  206. public static void GetSuitGuideBoxBonus(int suitId)
  207. {
  208. int status = ConstBonusStatus.GOT;
  209. _suitGuideBoxBonusStatus[suitId] = status;
  210. SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(suitId);
  211. List<ItemData> itemDatas = ItemUtil.CreateItemDataList(suitCfg.boxBonusArr);
  212. foreach (ItemData itemData in itemDatas)
  213. {
  214. ItemDataManager.Add(itemData.id, itemData.num);
  215. }
  216. int statusSyn = GetSuitSyntheticBonusStatus(suitId);
  217. GameProxy.ReqUpdateSystemSuitBoxStatus(suitId, status, statusSyn);
  218. EventAgent.DispatchEvent(ConstMessage.SUIT_BOX_STATUS_CHANGED, suitId);
  219. GetSuitItemController.TryShow(0);
  220. }
  221. public static int GetSuitSyntheticBonusStatus(int suitId)
  222. {
  223. int status = ConstBonusStatus.CAN_NOT_GET;
  224. if (_suitSyntheticBoxBonusStatus.ContainsKey(suitId))
  225. {
  226. status = _suitSyntheticBoxBonusStatus[suitId];
  227. }
  228. if (status == ConstBonusStatus.CAN_NOT_GET)
  229. {
  230. if (CheckHaveSuit(suitId))
  231. {
  232. status = ConstBonusStatus.CAN_GET;
  233. }
  234. }
  235. return status;
  236. }
  237. public static void GetSuitSyntheticBoxBonus(int suitId)
  238. {
  239. int status = ConstBonusStatus.GOT;
  240. _suitSyntheticBoxBonusStatus[suitId] = status;
  241. SuitSyntheticCfg suitCfg = SuitSyntheticCfgArray.Instance.GetCfg(suitId);
  242. List<ItemData> itemDatas = ItemUtil.CreateItemDataList(suitCfg.boxBonus);
  243. foreach (ItemData itemData in itemDatas)
  244. {
  245. ItemDataManager.Add(itemData.id, itemData.num);
  246. }
  247. int statusGuide = GetSuitGuideBonusStatus(suitId);
  248. GameProxy.ReqUpdateSystemSuitBoxStatus(suitId, statusGuide, status);
  249. EventAgent.DispatchEvent(ConstMessage.SUIT_BOX_STATUS_CHANGED, suitId);
  250. }
  251. }
  252. }