MyDressUpHelper.cs 17 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using ET;
  4. namespace GFGGame
  5. {
  6. public class MyDressUpHelper
  7. {
  8. private static DressUpObj _dressUpObj;
  9. public static DressUpObj dressUpObj
  10. {
  11. get
  12. {
  13. if (_dressUpObj == null)
  14. {
  15. _dressUpObj = new DressUpObj();
  16. }
  17. return _dressUpObj;
  18. }
  19. }
  20. private static int _stepIndex = -1;
  21. public static int stepIndex { get { return _stepIndex; } }
  22. private static List<DressUpData> _dressMemory = new List<DressUpData>();
  23. public static List<DressUpData> dressMemory { get { return _dressMemory; } }
  24. public const int MAX_MEMORY_STEP = 20;//最大记录步数
  25. public static CustomSuitData GetCurSuitDataClone(int index)
  26. {
  27. CustomSuitData suitSavedData = new CustomSuitData(index);
  28. suitSavedData.dressUpData = MyDressUpHelper.dressUpObj.DressUpDataClone();
  29. return suitSavedData;
  30. }
  31. /// <summary>
  32. /// 检测是否穿戴完整(穿着连衣裙或同时穿着上装下装)
  33. /// </summary>
  34. /// <returns></returns>
  35. public static bool CheckPutOnFinish(List<int> itemList = null)
  36. {
  37. List<int> equipDatas;
  38. if (itemList == null)
  39. {
  40. if (MyDressUpHelper.dressUpObj.suitId > 0) return true;
  41. equipDatas = MyDressUpHelper.dressUpObj.itemList;
  42. }
  43. else
  44. {
  45. equipDatas = itemList;
  46. }
  47. bool isLianYiQun = false;
  48. bool isShangYi = false;
  49. bool isXiaZhuang = false;
  50. for (int i = 0; i < equipDatas.Count; i++)
  51. {
  52. var itemId = equipDatas[i];
  53. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  54. if (itemCfg == null)
  55. {
  56. Log.Warning($"id为 {itemId} 的物品没有配置,请查找原因!");
  57. continue;
  58. }
  59. if (itemCfg.subType == ConstDressUpItemType.LIAN_YI_QUN && itemCfg.id != ConstItemID.DEFULT_LIAN_YI_QUN)
  60. {
  61. isLianYiQun = true; break;
  62. }
  63. if (itemCfg.subType == ConstDressUpItemType.SHANG_YI)
  64. {
  65. isShangYi = true;
  66. }
  67. if (itemCfg.subType == ConstDressUpItemType.NEI_DA && itemCfg.id != ConstItemID.DEFULT_NEI_DA)
  68. {
  69. isShangYi = true;
  70. }
  71. if (itemCfg.subType == ConstDressUpItemType.XIA_ZHUANG && itemCfg.id != ConstItemID.DEFULT_XIA_ZHUANG)
  72. {
  73. isXiaZhuang = true;
  74. }
  75. }
  76. return isLianYiQun || isXiaZhuang && isShangYi;
  77. }
  78. public static bool CheckEquipedFightNeeded()
  79. {
  80. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  81. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  82. if (fightCfg.needItemId > 0)
  83. {
  84. return dressUpObj.CheckDressUpItemIsOn(fightCfg.needItemId);
  85. }
  86. else if (fightCfg.needSuitId > 0)
  87. {
  88. return dressUpObj.CheckSuitIsOn(fightCfg.needSuitId);
  89. }
  90. return true;
  91. }
  92. public static void PutOnSuitSavedByPos(int index)
  93. {
  94. CustomSuitData suitSavedData = CustomSuitDataManager.GetSuitList(index);
  95. dressUpObj.PutOnDressUpData(suitSavedData.dressUpData);
  96. }
  97. //返回当前饰品穿戴数量
  98. public static int GetCurrentOrnamentCount()
  99. {
  100. int count = 0;
  101. for (int i = 0; i < dressUpObj.itemList.Count; i++)
  102. {
  103. if (DressUpMenuItemCfg1Array.Instance.CheckIsOrnamentsType(dressUpObj.itemList[i]))
  104. {
  105. count++;
  106. }
  107. }
  108. return count;
  109. }
  110. public static void PutOnRecommendItems2()
  111. {
  112. Dictionary<int, List<int>> itemsDic = GetRecommendItems();
  113. List<int> recommendList = new List<int>();
  114. foreach (int key in itemsDic.Keys)
  115. {
  116. if (key == ConstDressUpItemType.SHANG_YI || key == ConstDressUpItemType.XIA_ZHUANG || key == ConstDressUpItemType.LIAN_YI_QUN) continue;
  117. recommendList.AddRange(itemsDic[key]);
  118. }
  119. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  120. //StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(id);
  121. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  122. SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(fightCfg.needSuitId);
  123. int[] suitParts = suitCfg == null ? new int[] { } : suitCfg.partsArr;
  124. int shangyiId = itemsDic.ContainsKey(ConstDressUpItemType.SHANG_YI) && itemsDic[ConstDressUpItemType.SHANG_YI].Count > 0 ? itemsDic[ConstDressUpItemType.SHANG_YI][0] : 0;
  125. int xiazhuangId = itemsDic.ContainsKey(ConstDressUpItemType.XIA_ZHUANG) && itemsDic[ConstDressUpItemType.XIA_ZHUANG].Count > 0 ? itemsDic[ConstDressUpItemType.XIA_ZHUANG][0] : ConstItemID.DEFULT_XIA_ZHUANG;
  126. int neidaId = itemsDic.ContainsKey(ConstDressUpItemType.NEI_DA) && itemsDic[ConstDressUpItemType.NEI_DA].Count > 0 ? itemsDic[ConstDressUpItemType.NEI_DA][0] : ConstItemID.DEFULT_NEI_DA;
  127. int lianyiqunId = itemsDic.ContainsKey(ConstDressUpItemType.LIAN_YI_QUN) && itemsDic[ConstDressUpItemType.LIAN_YI_QUN].Count > 0 ? itemsDic[ConstDressUpItemType.LIAN_YI_QUN][0] : ConstItemID.DEFULT_LIAN_YI_QUN;
  128. if (fightCfg.needItemId > 0 && (shangyiId == fightCfg.needItemId || xiazhuangId == fightCfg.needItemId || neidaId == fightCfg.needItemId) ||
  129. fightCfg.needSuitId > 0 && (Array.IndexOf(suitParts, shangyiId) >= 0 || Array.IndexOf(suitParts, xiazhuangId) >= 0 || Array.IndexOf(suitParts, neidaId) >= 0))
  130. {
  131. if (shangyiId > 0) recommendList.Add(shangyiId);
  132. recommendList.Add(xiazhuangId);
  133. recommendList.Add(neidaId);
  134. }
  135. else if (fightCfg.needItemId > 0 && lianyiqunId == fightCfg.needItemId || fightCfg.needSuitId > 0 && Array.IndexOf(suitParts, lianyiqunId) >= 0)
  136. {
  137. recommendList.Add(lianyiqunId);
  138. }
  139. else
  140. {
  141. int shangyiScore = ItemDataManager.GetItemAdditionScore(shangyiId, InstanceZonesDataManager.currentScoreType);
  142. int xiazhuangScore = ItemDataManager.GetItemAdditionScore(xiazhuangId, InstanceZonesDataManager.currentScoreType);
  143. int neidaScore = ItemDataManager.GetItemAdditionScore(neidaId, InstanceZonesDataManager.currentScoreType);
  144. int lianyiqunScore = ItemDataManager.GetItemAdditionScore(lianyiqunId, InstanceZonesDataManager.currentScoreType);
  145. if (lianyiqunScore > (shangyiScore + xiazhuangScore + neidaScore))
  146. {
  147. recommendList.Add(lianyiqunId);
  148. }
  149. else
  150. {
  151. if (shangyiId > 0) recommendList.Add(shangyiId);
  152. recommendList.Add(xiazhuangId);
  153. recommendList.Add(neidaId);
  154. }
  155. }
  156. dressUpObj.PutOnItemList(recommendList);
  157. }
  158. private static Dictionary<int, List<int>> GetRecommendItems( int id = 0)
  159. {
  160. GetClassifyDictionaty(out Dictionary<int, List<int>> needListBySubType, out Dictionary<int, List<int>> recommendListBySubType);
  161. DressUpMenuItemCfg1[] menuCfg1s = DressUpMenuItemCfg1Array.Instance.dataArray;
  162. Dictionary<int, List<int>> itemsDic = new Dictionary<int, List<int>>();
  163. for (int i = 0; i < menuCfg1s.Length - 4; i++)//最后四个不处理(套装、动作、道具、背景)
  164. {
  165. DressUpMenuItemCfg1 menuCfg1 = menuCfg1s[i];
  166. List<int> recommendItems = new List<int>();
  167. itemsDic[menuCfg1.id] = recommendItems;
  168. if (menuCfg1.subMenusArr.Length == 0)//普通部件有必需品就用必需品,没有必需品就用推荐品
  169. {
  170. if (needListBySubType.ContainsKey(menuCfg1.type) && needListBySubType[menuCfg1.type].Count > 0)
  171. {
  172. recommendItems.Add(needListBySubType[menuCfg1.type][0]);
  173. continue;
  174. }
  175. if (recommendListBySubType.ContainsKey(menuCfg1.type) && recommendListBySubType[menuCfg1.type].Count > 0)
  176. {
  177. recommendItems.Add(recommendListBySubType[menuCfg1.type][0]);
  178. continue;
  179. }
  180. }
  181. else
  182. {
  183. List<int> needOrnament = new List<int>();//饰品的必需品列表
  184. List<int> recommecdOrnament = new List<int>();//饰品的推荐品列表
  185. for (int j = 0; j < menuCfg1.subMenusArr.Length; j++)
  186. {
  187. DressUpMenuItemCfg2 menuCfg2 = DressUpMenuItemCfg2Array.Instance.GetCfg(menuCfg1.subMenusArr[j]);
  188. if (menuCfg2.type != (int)ConstDressUpItemType.TE_SHU)
  189. {
  190. if (needListBySubType.ContainsKey(menuCfg2.type) && needListBySubType[menuCfg2.type].Count > 0)
  191. {
  192. needOrnament.AddRange(needListBySubType[menuCfg2.type]);
  193. continue;
  194. }
  195. if (recommendListBySubType.ContainsKey(menuCfg2.type) && recommendListBySubType[menuCfg2.type].Count > 0)
  196. {
  197. recommecdOrnament.AddRange(recommendListBySubType[menuCfg2.type]);
  198. continue;
  199. }
  200. }
  201. else
  202. {
  203. if (needListBySubType.ContainsKey(menuCfg2.type) && needListBySubType[menuCfg2.type].Count > 0)
  204. {
  205. needOrnament.AddRange(needListBySubType[menuCfg2.type]);
  206. }
  207. if (recommendListBySubType.ContainsKey(menuCfg2.type) && recommendListBySubType[menuCfg2.type].Count > 0)
  208. {
  209. int needCount = Math.Min(recommendListBySubType[menuCfg2.type].Count, 3 - needListBySubType[menuCfg2.type].Count);
  210. //特殊部件必需品不足三件,从推荐品里补足
  211. recommendListBySubType[menuCfg2.type] = recommendListBySubType[menuCfg2.type].GetRange(0, needCount);
  212. recommecdOrnament.AddRange(recommendListBySubType[menuCfg2.type]);
  213. }
  214. }
  215. }
  216. DressUpMenuItemDataManager.SortItemListByHighScore(needOrnament);
  217. needOrnament = needOrnament.GetRange(0, Math.Min(needOrnament.Count, GlobalCfgArray.globalCfg.dressLimitCount));
  218. recommendItems.AddRange(needOrnament);
  219. DressUpMenuItemDataManager.SortItemListByHighScore(recommecdOrnament);
  220. recommecdOrnament = recommecdOrnament.GetRange(0, Math.Min(recommecdOrnament.Count, GlobalCfgArray.globalCfg.dressLimitCount - needOrnament.Count));
  221. recommendItems.AddRange(recommecdOrnament);
  222. }
  223. }
  224. return itemsDic;
  225. }
  226. //获取本关卡所有必需品Dictionary和每个类型的最高分推荐Dictionary,两个Dictionary内部件互斥(必需品不会出现在推荐品里)
  227. private static void GetClassifyDictionaty(out Dictionary<int, List<int>> needListBySubType, out Dictionary<int, List<int>> recommendListBySubType)
  228. {
  229. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  230. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  231. needListBySubType = new Dictionary<int, List<int>>();
  232. recommendListBySubType = new Dictionary<int, List<int>>();
  233. Dictionary<int, List<int>> itemDatasDic = DressUpMenuItemDataManager.ItemDatasBySubTypeDic;
  234. foreach (int subType in itemDatasDic.Keys)
  235. {
  236. if (DressUpMenuItemCfg1Array.Instance.CheckIsSceneTypeBySubType(subType)) continue;
  237. if (!needListBySubType.ContainsKey(subType))
  238. {
  239. needListBySubType.Add(subType, new List<int>());
  240. }
  241. List<int> itemDatas = new List<int>(itemDatasDic[subType]);
  242. DressUpMenuItemDataManager.SortItemListByHighScore(itemDatas);
  243. if (fightCfg.needSuitId > 0)
  244. {
  245. int[] suitParts = SuitCfgArray.Instance.GetCfg(fightCfg.needSuitId).partsArr;
  246. for (int i = 0; i < suitParts.Length; i++)
  247. {
  248. if (itemDatas.IndexOf(suitParts[i]) >= 0)//当前类型里是否包含此部件,
  249. {
  250. needListBySubType[subType].Add(suitParts[i]);
  251. }
  252. }
  253. }
  254. if (fightCfg.needItemId > 0)
  255. {
  256. if (itemDatas.IndexOf(fightCfg.needItemId) >= 0 && needListBySubType[subType].IndexOf(fightCfg.needItemId) < 0)
  257. {
  258. needListBySubType[subType].Add(fightCfg.needItemId);
  259. }
  260. }
  261. DressUpMenuItemDataManager.SortItemListByHighScore(needListBySubType[subType]);
  262. int maxCount = subType == (int)ConstDressUpItemType.TE_SHU ? 3 : 1;//特殊部件最多穿3个,其他部件只能穿一个;
  263. needListBySubType[subType] = needListBySubType[subType].Count > maxCount ? needListBySubType[subType].GetRange(0, maxCount) : needListBySubType[subType];
  264. if (!recommendListBySubType.ContainsKey(subType))
  265. {
  266. recommendListBySubType.Add(subType, new List<int>());
  267. }
  268. int index = 0;
  269. while (recommendListBySubType[subType].Count < maxCount && itemDatas.Count > index)//不足3个从列表里补足
  270. {
  271. int partId = itemDatas[index];
  272. if (needListBySubType[subType].IndexOf(partId) < 0)//必需品列表里还没有此部件才会被添加进去
  273. {
  274. recommendListBySubType[subType].Add(partId);
  275. }
  276. index++;
  277. }
  278. DressUpMenuItemDataManager.SortItemListByHighScore(recommendListBySubType[subType]);
  279. }
  280. }
  281. //获取一套套装战斗时可用部件(剔除超过5件的饰品)
  282. public static List<int> GetSuitFightItems(int suitId)
  283. {
  284. List<int> items = new List<int>();
  285. List<int> ornamentItems = new List<int>();
  286. int[] suitParts = SuitCfgArray.Instance.GetCfg(suitId).partsArr;
  287. for (int i = 0; i < suitParts.Length; i++)
  288. {
  289. if (DressUpMenuItemCfg1Array.Instance.CheckIsOrnamentsType(suitParts[i]))
  290. {
  291. ornamentItems.Add(suitParts[i]);
  292. }
  293. else
  294. {
  295. items.Add(suitParts[i]);
  296. }
  297. }
  298. DressUpMenuItemDataManager.SortItemListByHighScore(ornamentItems);
  299. int count = Math.Min(ornamentItems.Count, GlobalCfgArray.globalCfg.dressLimitCount);
  300. ornamentItems = ornamentItems.GetRange(0, count);
  301. items.AddRange(ornamentItems);
  302. return items;
  303. }
  304. public static bool OnClickBtnLastStep()
  305. {
  306. if (_stepIndex - 1 < 0) return false;
  307. _stepIndex--;
  308. MyDressUpHelper.dressUpObj.PutOnDressUpData(_dressMemory[_stepIndex]);
  309. return true;
  310. }
  311. public static bool OnClickBtnNextStep()
  312. {
  313. if (_stepIndex + 1 >= _dressMemory.Count) return false;
  314. _stepIndex++;
  315. MyDressUpHelper.dressUpObj.PutOnDressUpData(_dressMemory[_stepIndex]);
  316. return true;
  317. }
  318. public static void AddMemoryDressup()
  319. {
  320. _stepIndex++;
  321. if (_stepIndex == MAX_MEMORY_STEP)
  322. {
  323. _stepIndex = MAX_MEMORY_STEP - 1;
  324. _dressMemory.RemoveAt(0);
  325. }
  326. if (_dressMemory.Count > _stepIndex)
  327. {
  328. _dressMemory.RemoveRange(_stepIndex, _dressMemory.Count - _stepIndex);
  329. }
  330. _dressMemory.Add(MyDressUpHelper.dressUpObj.DressUpDataClone());
  331. // UpdateStepBtn();
  332. }
  333. public static void ResetMemory()
  334. {
  335. DressUpMenuItemDataManager.Clear();
  336. _stepIndex = -1;
  337. _dressMemory.Clear();
  338. }
  339. }
  340. }