DecomposeDataManager.cs 11 KB

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  1. using System.Collections.Generic;
  2. namespace GFGGame
  3. {
  4. public class DecomposeDataManager : SingletonBase<DecomposeDataManager>
  5. {
  6. Dictionary<int, List<int>> _decomposeData = new Dictionary<int, List<int>>();//所有可分解的换装部件数据
  7. Dictionary<int, List<int>> _decomposeMaterialData = new Dictionary<int, List<int>>();//所有可分解的材料数据
  8. Dictionary<int, List<int>> _suitSyntheticMaterials = new Dictionary<int, List<int>>();//materiasId,Lsit<suitId>
  9. List<int> _rewardList = new List<int>();
  10. public const int MaxCount = 999;
  11. public void Clear()
  12. {
  13. _decomposeData.Clear();
  14. _decomposeMaterialData.Clear();
  15. _suitSyntheticMaterials.Clear();
  16. }
  17. public void Add(int itemId)
  18. {
  19. //初始化时禁止使用物品配置,会造成卡顿!!!
  20. int rarity = ItemDataManager.GetItemRarity(itemId);
  21. if (!_decomposeData.ContainsKey(rarity))
  22. {
  23. _decomposeData.Add(rarity, new List<int>());
  24. }
  25. long count = ItemCanDecomposeCount(itemId);
  26. if (_decomposeData[rarity].IndexOf(itemId) < 0 && count > 0)
  27. {
  28. _decomposeData[rarity].Add(itemId);
  29. }
  30. //套装拥有的时候需要让材料重新加进列表
  31. int[][] syntheticMateriarsArr = ItemDataManager.GetItemSyntheticSuitArr(itemId);
  32. if (syntheticMateriarsArr.Length > 0) {
  33. foreach (int[] materiars in syntheticMateriarsArr)
  34. {
  35. int materialId = materiars[0];
  36. int materialItemType = ItemDataManager.GetItemType(materialId);
  37. if (materialItemType == ConstItemType.DRESS_UP) {
  38. long materiarsCount = ItemCanDecomposeCount(materialId);
  39. if (materiarsCount> 0 && (materiarsCount + materiars[1] - DeductSynthesisNeedNum(materialId)) > 0)
  40. {
  41. rarity = ItemDataManager.GetItemRarity(materialId);
  42. if (!_decomposeData.ContainsKey(rarity))
  43. {
  44. _decomposeData.Add(rarity, new List<int>());
  45. }
  46. if (_decomposeData[rarity].IndexOf(materialId) < 0)
  47. {
  48. _decomposeData[rarity].Add(materialId);
  49. }
  50. }
  51. }
  52. }
  53. }
  54. }
  55. public void AddMaterial(int itemId)
  56. {
  57. //初始化时禁止使用物品配置,会造成卡顿!!!
  58. int rarity = ItemDataManager.GetItemRarity(itemId);
  59. if (!_decomposeMaterialData.ContainsKey(rarity))
  60. {
  61. _decomposeMaterialData.Add(rarity, new List<int>());
  62. }
  63. if (_decomposeMaterialData[rarity].IndexOf(itemId) < 0)
  64. {
  65. _decomposeMaterialData[rarity].Add(itemId);
  66. }
  67. }
  68. public void Remove(int itemId)
  69. {
  70. int rarity = ItemCfgArray.Instance.GetCfg(itemId).rarity;
  71. long count = ItemCanDecomposeCount(itemId);
  72. if (_decomposeData.ContainsKey(rarity) && _decomposeData[rarity].IndexOf(itemId) >= 0 && count <= 0)
  73. {
  74. _decomposeData[rarity].Remove(itemId);
  75. }
  76. }
  77. public void RemoveMaterial(int itemId)
  78. {
  79. int rarity = ItemCfgArray.Instance.GetCfg(itemId).rarity;
  80. long count = ItemCanDecomposeMaterialCount(itemId);
  81. if (_decomposeMaterialData.ContainsKey(rarity) && _decomposeMaterialData[rarity].IndexOf(itemId) >= 0 && count <= 0)
  82. {
  83. _decomposeMaterialData[rarity].Remove(itemId);
  84. }
  85. }
  86. //分解需要扣去合成需要的数量
  87. public int DeductSynthesisNeedNum(int itemId)
  88. {
  89. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  90. if (itemCfg == null)
  91. return 0;
  92. int sum = 0;
  93. foreach (int syntheticId in itemCfg.syntheticSuitArr)
  94. {
  95. if (ItemDataManager.GetItemNum(syntheticId) <= 0) {
  96. ItemCfg syntheticItemCfg = ItemCfgArray.Instance.GetCfg(syntheticId);
  97. foreach (int[] MateriarsInfo in syntheticItemCfg.syntheticMateriarsArr)
  98. {
  99. if(MateriarsInfo[0] == itemId)
  100. sum += MateriarsInfo[1];
  101. }
  102. }
  103. }
  104. return sum;
  105. }
  106. public List<int> GetRewardList()
  107. {
  108. if (_rewardList.Count == 0)
  109. {
  110. DecomposeCfg[] cfgs = DecomposeCfgArray.Instance.dataArray;
  111. for (int i = 0; i < cfgs.Length; i++)
  112. {
  113. for (int j = 0; j < cfgs[i].itemsArr.Length; j++)
  114. {
  115. if (_rewardList.IndexOf(cfgs[i].itemsArr[j][0]) < 0)
  116. {
  117. _rewardList.Add(cfgs[i].itemsArr[j][0]);
  118. }
  119. }
  120. }
  121. }
  122. return _rewardList;
  123. }
  124. //物品可分解的数量
  125. public long CanDecomposeCount(int decomposeType, int itemId)
  126. {
  127. if (decomposeType == 0) {
  128. return ItemCanDecomposeCount(itemId);
  129. }
  130. else
  131. {
  132. return ItemCanDecomposeMaterialCount(itemId);
  133. }
  134. }
  135. //物品可分解的数量
  136. public long ItemCanDecomposeCount(int itemId)
  137. {
  138. //合成需要的数量
  139. int synthesisNum = DeductSynthesisNeedNum(itemId);
  140. return ItemDataManager.GetItemNum(itemId) - 1 - synthesisNum;
  141. }
  142. //材料可分解的数量
  143. public long ItemCanDecomposeMaterialCount(int itemId)
  144. {
  145. //合成需要的数量
  146. int synthesisNum = DeductSynthesisMaterialNeedNum(itemId);
  147. return ItemDataManager.GetItemNum(itemId) - synthesisNum;
  148. }
  149. //整理分解物品数据
  150. public void TidyDecomposeData()
  151. {
  152. foreach (var itemId in DressUpMenuItemDataManager.GetDressUpItemDatas())
  153. {
  154. if (!DressUpMenuItemCfg1Array.Instance.CheckIsBackGroundType(itemId))
  155. {
  156. Add(itemId);
  157. }
  158. }
  159. foreach (var info in BagDataManager.Instance.GetBagData())
  160. {
  161. if (info.Value.itemType == ConstItemType.ITEM && info.Value.subType == ConstItemSubType.MATERIAL_SKILL_BOOK)
  162. {
  163. AddMaterial(info.Value.id);
  164. }
  165. }
  166. }
  167. //获得分解服装数据
  168. public List<int> GetDecomposeDataByRarity(int rarity)
  169. {
  170. if (!_decomposeData.ContainsKey(rarity)) return null;
  171. return _decomposeData[rarity];
  172. }
  173. //获得分解技能书数据
  174. public List<int> GetDecomposeMaterialByRarity(int rarity)
  175. {
  176. if (!_decomposeMaterialData.ContainsKey(rarity)) return null;
  177. Dictionary<int, int> LeagueSkillLvDatas = SkillDataManager.Instance.LeagueSkillLvDatas;
  178. List<int> materialDataKey = new List<int>();
  179. foreach (var key in _decomposeMaterialData.Keys)
  180. {
  181. materialDataKey.Add(key);
  182. }
  183. for (int i = 0; i < materialDataKey.Count; i++)
  184. {
  185. for (int k = _decomposeMaterialData[materialDataKey[i]].Count-1; k >= 0; k--)
  186. {
  187. int itemId = _decomposeMaterialData[materialDataKey[i]][k];
  188. if (ItemCanDecomposeMaterialCount(itemId) <= 0) {
  189. _decomposeMaterialData[materialDataKey[i]].RemoveAt(k);
  190. }
  191. }
  192. }
  193. return _decomposeMaterialData[rarity];
  194. }
  195. //分解需要扣去合成材料需要的数量
  196. public int DeductSynthesisMaterialNeedNum(int itemId)
  197. {
  198. int sum = 0;
  199. int skillId = ItemDataManager.GetItemSkillId(itemId);
  200. if(skillId == 0)
  201. {
  202. return 0;
  203. }
  204. Dictionary<int, int> leagueSkillLvDatas = SkillDataManager.Instance.GetLeagueSkillLvDatas();
  205. if (!leagueSkillLvDatas.ContainsKey(skillId))
  206. return 0;
  207. int skillLv = leagueSkillLvDatas[skillId];
  208. PassivitySkillLvlCfg skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLv, skillId);
  209. int skillLvIndex = skillLv;
  210. while (skillLvlCfg != null && skillLvlCfg.materiarsArr != null && skillLvlCfg.materiarsArr.Length > 0)
  211. {
  212. sum += skillLvlCfg.materiarsArr[0][1];
  213. skillLvIndex += 1;
  214. skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLvIndex, skillId);
  215. }
  216. return sum;
  217. }
  218. public void InitSuitSyntheticMaterias()
  219. {
  220. List<SuitCfg> suitCfgs = new List<SuitCfg>();
  221. suitCfgs.AddRange(new List<SuitCfg>(SuitCfgArray.Instance.GetCfgsBysyntheticType(1)));
  222. suitCfgs.AddRange(new List<SuitCfg>(SuitCfgArray.Instance.GetCfgsBysyntheticType(2)));
  223. suitCfgs.AddRange(new List<SuitCfg>(SuitCfgArray.Instance.GetCfgsBysyntheticType(3)));
  224. for (int i = 0; i < suitCfgs.Count; i++)
  225. {
  226. int suitId = suitCfgs[i].id;
  227. for (int j = 0; j < suitCfgs[i].partsArr.Length; j++)
  228. {
  229. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(suitCfgs[i].partsArr[j]);
  230. for (int k = 0; k < itemCfg.syntheticMateriarsArr.Length; k++)
  231. {
  232. int materialId = itemCfg.syntheticMateriarsArr[k][0];
  233. if (!_suitSyntheticMaterials.ContainsKey(materialId))
  234. {
  235. _suitSyntheticMaterials[materialId] = new List<int>();
  236. }
  237. if (_suitSyntheticMaterials[materialId].IndexOf(suitId) < 0) _suitSyntheticMaterials[materialId].Add(suitId);
  238. }
  239. }
  240. }
  241. }
  242. /// <summary>
  243. /// 检测物品对应的套装是否全部合成
  244. /// </summary>
  245. /// <param name="itemId"></param>
  246. /// <returns></returns>
  247. public bool CheckIsItemForSuitSynthetic(int itemId)
  248. {
  249. if (!_suitSyntheticMaterials.ContainsKey(itemId)) return true;
  250. for (int i = 0; i < _suitSyntheticMaterials[itemId].Count; i++)
  251. {
  252. if (!DressUpMenuSuitDataManager.CheckHaveSuit(_suitSyntheticMaterials[itemId][i])) return false;
  253. }
  254. return true;
  255. }
  256. }
  257. }