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- using System;
- using System.Collections.Generic;
- using ET;
- namespace GFGGame
- {
- public class MyDressUpHelper
- {
- private static DressUpObj _dressUpObj;
- public static DressUpObj dressUpObj
- {
- get
- {
- if (_dressUpObj == null)
- {
- _dressUpObj = new DressUpObj();
- }
- return _dressUpObj;
- }
- }
- private static int _stepIndex = -1;
- public static int stepIndex { get { return _stepIndex; } }
- private static List<DressUpData> _dressMemory = new List<DressUpData>();
- public static List<DressUpData> dressMemory { get { return _dressMemory; } }
- public const int MAX_MEMORY_STEP = 20;//最大记录步数
- public static CustomSuitData GetCurSuitDataClone(int index)
- {
- CustomSuitData suitSavedData = new CustomSuitData(index);
- suitSavedData.dressUpData = MyDressUpHelper.dressUpObj.DressUpDataClone();
- return suitSavedData;
- }
- /// <summary>
- /// 检测是否穿戴完整(穿着连衣裙或同时穿着上装下装)
- /// </summary>
- /// <returns></returns>
- public static bool CheckPutOnFinish(List<int> itemList = null)
- {
- List<int> equipDatas;
- if (itemList == null)
- {
- if (MyDressUpHelper.dressUpObj.suitId > 0) return true;
- equipDatas = MyDressUpHelper.dressUpObj.itemList;
- }
- else
- {
- equipDatas = itemList;
- }
- bool isLianYiQun = false;
- bool isShangYi = false;
- bool isXiaZhuang = false;
- for (int i = 0; i < equipDatas.Count; i++)
- {
- var itemId = equipDatas[i];
- ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
- if (itemCfg == null)
- {
- Log.Warning($"id为 {itemId} 的物品没有配置,请查找原因!");
- continue;
- }
- if (itemCfg.subType == ConstDressUpItemType.LIAN_YI_QUN && itemCfg.id != ConstItemID.DEFULT_LIAN_YI_QUN)
- {
- isLianYiQun = true; break;
- }
- if (itemCfg.subType == ConstDressUpItemType.SHANG_YI)
- {
- isShangYi = true;
- }
- if (itemCfg.subType == ConstDressUpItemType.NEI_DA && itemCfg.id != ConstItemID.DEFULT_NEI_DA)
- {
- isShangYi = true;
- }
- if (itemCfg.subType == ConstDressUpItemType.XIA_ZHUANG && itemCfg.id != ConstItemID.DEFULT_XIA_ZHUANG)
- {
- isXiaZhuang = true;
- }
- }
- return isLianYiQun || isXiaZhuang && isShangYi;
- }
- public static bool CheckEquipedFightNeeded()
- {
- StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
- StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
- if (fightCfg.needItemId > 0)
- {
- return dressUpObj.CheckDressUpItemIsOn(fightCfg.needItemId);
- }
- else if (fightCfg.needSuitId > 0)
- {
- return dressUpObj.CheckSuitIsOn(fightCfg.needSuitId);
- }
- return true;
- }
- public static void PutOnSuitSavedByPos(int index)
- {
- CustomSuitData suitSavedData = CustomSuitDataManager.GetSuitList(index);
- dressUpObj.PutOnDressUpData(suitSavedData.dressUpData);
- }
- //返回当前饰品穿戴数量
- public static int GetCurrentOrnamentCount()
- {
- int count = 0;
- for (int i = 0; i < dressUpObj.itemList.Count; i++)
- {
- if (DressUpMenuItemCfg1Array.Instance.CheckIsOrnamentsType(dressUpObj.itemList[i]))
- {
- count++;
- }
- }
- return count;
- }
- public static void PutOnRecommendItems2()
- {
- Dictionary<int, List<int>> itemsDic = GetRecommendItems();
- List<int> recommendList = new List<int>();
- foreach (int key in itemsDic.Keys)
- {
- if (key == ConstDressUpItemType.SHANG_YI || key == ConstDressUpItemType.XIA_ZHUANG || key == ConstDressUpItemType.LIAN_YI_QUN) continue;
- recommendList.AddRange(itemsDic[key]);
- }
- StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
- //StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(id);
- StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
- SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(fightCfg.needSuitId);
- int[] suitParts = suitCfg == null ? new int[] { } : suitCfg.partsArr;
- int shangyiId = itemsDic.ContainsKey(ConstDressUpItemType.SHANG_YI) && itemsDic[ConstDressUpItemType.SHANG_YI].Count > 0 ? itemsDic[ConstDressUpItemType.SHANG_YI][0] : 0;
- int xiazhuangId = itemsDic.ContainsKey(ConstDressUpItemType.XIA_ZHUANG) && itemsDic[ConstDressUpItemType.XIA_ZHUANG].Count > 0 ? itemsDic[ConstDressUpItemType.XIA_ZHUANG][0] : ConstItemID.DEFULT_XIA_ZHUANG;
- int neidaId = itemsDic.ContainsKey(ConstDressUpItemType.NEI_DA) && itemsDic[ConstDressUpItemType.NEI_DA].Count > 0 ? itemsDic[ConstDressUpItemType.NEI_DA][0] : ConstItemID.DEFULT_NEI_DA;
- 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;
- if (fightCfg.needItemId > 0 && (shangyiId == fightCfg.needItemId || xiazhuangId == fightCfg.needItemId || neidaId == fightCfg.needItemId) ||
- fightCfg.needSuitId > 0 && (Array.IndexOf(suitParts, shangyiId) >= 0 || Array.IndexOf(suitParts, xiazhuangId) >= 0 || Array.IndexOf(suitParts, neidaId) >= 0))
- {
- if (shangyiId > 0) recommendList.Add(shangyiId);
- recommendList.Add(xiazhuangId);
- recommendList.Add(neidaId);
- }
- else if (fightCfg.needItemId > 0 && lianyiqunId == fightCfg.needItemId || fightCfg.needSuitId > 0 && Array.IndexOf(suitParts, lianyiqunId) >= 0)
- {
- recommendList.Add(lianyiqunId);
- }
- else
- {
- int shangyiScore = ItemDataManager.GetItemAdditionScore(shangyiId, InstanceZonesDataManager.currentScoreType);
- int xiazhuangScore = ItemDataManager.GetItemAdditionScore(xiazhuangId, InstanceZonesDataManager.currentScoreType);
- int neidaScore = ItemDataManager.GetItemAdditionScore(neidaId, InstanceZonesDataManager.currentScoreType);
- int lianyiqunScore = ItemDataManager.GetItemAdditionScore(lianyiqunId, InstanceZonesDataManager.currentScoreType);
- if (lianyiqunScore > (shangyiScore + xiazhuangScore + neidaScore))
- {
- recommendList.Add(lianyiqunId);
- }
- else
- {
- if (shangyiId > 0) recommendList.Add(shangyiId);
- recommendList.Add(xiazhuangId);
- recommendList.Add(neidaId);
- }
- }
- dressUpObj.PutOnItemList(recommendList);
- }
- private static Dictionary<int, List<int>> GetRecommendItems( int id = 0)
- {
- GetClassifyDictionaty(out Dictionary<int, List<int>> needListBySubType, out Dictionary<int, List<int>> recommendListBySubType);
- DressUpMenuItemCfg1[] menuCfg1s = DressUpMenuItemCfg1Array.Instance.dataArray;
- Dictionary<int, List<int>> itemsDic = new Dictionary<int, List<int>>();
- for (int i = 0; i < menuCfg1s.Length - 4; i++)//最后四个不处理(套装、动作、道具、背景)
- {
- DressUpMenuItemCfg1 menuCfg1 = menuCfg1s[i];
- List<int> recommendItems = new List<int>();
- itemsDic[menuCfg1.id] = recommendItems;
- 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
- {
- if (needListBySubType.ContainsKey(menuCfg1.type) && needListBySubType[menuCfg1.type].Count > 0)
- {
- recommendItems.Add(needListBySubType[menuCfg1.type][0]);
- continue;
- }
- if (recommendListBySubType.ContainsKey(menuCfg1.type) && recommendListBySubType[menuCfg1.type].Count > 0)
- {
- recommendItems.Add(recommendListBySubType[menuCfg1.type][0]);
- continue;
- }
- }
- else
- {
- List<int> needOrnament = new List<int>();//饰品的必需品列表
- List<int> recommecdOrnament = new List<int>();//饰品的推荐品列表
- for (int j = 0; j < menuCfg1.subMenusArr.Length; j++)
- {
- DressUpMenuItemCfg2 menuCfg2 = DressUpMenuItemCfg2Array.Instance.GetCfg(menuCfg1.subMenusArr[j]);
- if (menuCfg2.type != (int)ConstDressUpItemType.TE_SHU)
- {
- if (needListBySubType.ContainsKey(menuCfg2.type) && needListBySubType[menuCfg2.type].Count > 0)
- {
- needOrnament.AddRange(needListBySubType[menuCfg2.type]);
- continue;
- }
- if (recommendListBySubType.ContainsKey(menuCfg2.type) && recommendListBySubType[menuCfg2.type].Count > 0)
- {
- recommecdOrnament.AddRange(recommendListBySubType[menuCfg2.type]);
- continue;
- }
- }
- else
- {
- if (needListBySubType.ContainsKey(menuCfg2.type) && needListBySubType[menuCfg2.type].Count > 0)
- {
- needOrnament.AddRange(needListBySubType[menuCfg2.type]);
- }
- if (recommendListBySubType.ContainsKey(menuCfg2.type) && recommendListBySubType[menuCfg2.type].Count > 0)
- {
- int needCount = Math.Min(recommendListBySubType[menuCfg2.type].Count, 3 - needListBySubType[menuCfg2.type].Count);
- //特殊部件必需品不足三件,从推荐品里补足
- recommendListBySubType[menuCfg2.type] = recommendListBySubType[menuCfg2.type].GetRange(0, needCount);
- recommecdOrnament.AddRange(recommendListBySubType[menuCfg2.type]);
- }
- }
- }
- DressUpMenuItemDataManager.SortItemListByHighScore(needOrnament);
- needOrnament = needOrnament.GetRange(0, Math.Min(needOrnament.Count, GlobalCfgArray.globalCfg.dressLimitCount));
- recommendItems.AddRange(needOrnament);
- DressUpMenuItemDataManager.SortItemListByHighScore(recommecdOrnament);
- recommecdOrnament = recommecdOrnament.GetRange(0, Math.Min(recommecdOrnament.Count, GlobalCfgArray.globalCfg.dressLimitCount - needOrnament.Count));
- recommendItems.AddRange(recommecdOrnament);
- }
- }
- return itemsDic;
- }
- //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)
- private static void GetClassifyDictionaty(out Dictionary<int, List<int>> needListBySubType, out Dictionary<int, List<int>> recommendListBySubType)
- {
- StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
- StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
- needListBySubType = new Dictionary<int, List<int>>();
- recommendListBySubType = new Dictionary<int, List<int>>();
- Dictionary<int, List<int>> itemDatasDic = DressUpMenuItemDataManager.ItemDatasBySubTypeDic;
- foreach (int subType in itemDatasDic.Keys)
- {
- if (DressUpMenuItemCfg1Array.Instance.CheckIsSceneTypeBySubType(subType)) continue;
- if (!needListBySubType.ContainsKey(subType))
- {
- needListBySubType.Add(subType, new List<int>());
- }
- List<int> itemDatas = new List<int>(itemDatasDic[subType]);
- DressUpMenuItemDataManager.SortItemListByHighScore(itemDatas);
- if (fightCfg.needSuitId > 0)
- {
- int[] suitParts = SuitCfgArray.Instance.GetCfg(fightCfg.needSuitId).partsArr;
- for (int i = 0; i < suitParts.Length; i++)
- {
- if (itemDatas.IndexOf(suitParts[i]) >= 0)//当前类型里是否包含此部件,
- {
- needListBySubType[subType].Add(suitParts[i]);
- }
- }
- }
- if (fightCfg.needItemId > 0)
- {
- if (itemDatas.IndexOf(fightCfg.needItemId) >= 0 && needListBySubType[subType].IndexOf(fightCfg.needItemId) < 0)
- {
- needListBySubType[subType].Add(fightCfg.needItemId);
- }
- }
- DressUpMenuItemDataManager.SortItemListByHighScore(needListBySubType[subType]);
- 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;
- needListBySubType[subType] = needListBySubType[subType].Count > maxCount ? needListBySubType[subType].GetRange(0, maxCount) : needListBySubType[subType];
- if (!recommendListBySubType.ContainsKey(subType))
- {
- recommendListBySubType.Add(subType, new List<int>());
- }
- int index = 0;
- while (recommendListBySubType[subType].Count < maxCount && itemDatas.Count > index)//不足3个从列表里补足
- {
- int partId = itemDatas[index];
- 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
- {
- recommendListBySubType[subType].Add(partId);
- }
- index++;
- }
- DressUpMenuItemDataManager.SortItemListByHighScore(recommendListBySubType[subType]);
- }
- }
- //获取一套套装战斗时可用部件(剔除超过5件的饰品)
- public static List<int> GetSuitFightItems(int suitId)
- {
- List<int> items = new List<int>();
- List<int> ornamentItems = new List<int>();
- int[] suitParts = SuitCfgArray.Instance.GetCfg(suitId).partsArr;
- for (int i = 0; i < suitParts.Length; i++)
- {
- if (DressUpMenuItemCfg1Array.Instance.CheckIsOrnamentsType(suitParts[i]))
- {
- ornamentItems.Add(suitParts[i]);
- }
- else
- {
- items.Add(suitParts[i]);
- }
- }
- DressUpMenuItemDataManager.SortItemListByHighScore(ornamentItems);
- int count = Math.Min(ornamentItems.Count, GlobalCfgArray.globalCfg.dressLimitCount);
- ornamentItems = ornamentItems.GetRange(0, count);
- items.AddRange(ornamentItems);
- return items;
- }
- public static bool OnClickBtnLastStep()
- {
- if (_stepIndex - 1 < 0) return false;
- _stepIndex--;
- MyDressUpHelper.dressUpObj.PutOnDressUpData(_dressMemory[_stepIndex]);
- return true;
- }
- public static bool OnClickBtnNextStep()
- {
- if (_stepIndex + 1 >= _dressMemory.Count) return false;
- _stepIndex++;
- MyDressUpHelper.dressUpObj.PutOnDressUpData(_dressMemory[_stepIndex]);
- return true;
- }
- public static void AddMemoryDressup()
- {
- _stepIndex++;
- if (_stepIndex == MAX_MEMORY_STEP)
- {
- _stepIndex = MAX_MEMORY_STEP - 1;
- _dressMemory.RemoveAt(0);
- }
- if (_dressMemory.Count > _stepIndex)
- {
- _dressMemory.RemoveRange(_stepIndex, _dressMemory.Count - _stepIndex);
- }
- _dressMemory.Add(MyDressUpHelper.dressUpObj.DressUpDataClone());
- // UpdateStepBtn();
- }
- public static void ResetMemory()
- {
- DressUpMenuItemDataManager.Clear();
- _stepIndex = -1;
- _dressMemory.Clear();
- }
- }
- }
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