PhotographDataManager.cs 3.9 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.IO;
  4. using ET;
  5. using FairyGUI;
  6. using UI.DressUp;
  7. using UnityEngine;
  8. namespace GFGGame
  9. {
  10. public enum EnumPhotographType
  11. {
  12. BG,
  13. NPC,
  14. SCENE,
  15. BORDER,
  16. EFFECT
  17. }
  18. public class PhotographDataManager : SingletonBase<PhotographDataManager>
  19. {
  20. public List<GameObject> itemGameObjs = new List<GameObject>();
  21. public DressUpObj dressUpObj;//当前穿戴的角色数据
  22. public Dictionary<int, List<int>> _equipSceneData = new Dictionary<int, List<int>>();//当前穿戴的场景数据
  23. public List<int> listBgData = new List<int>();
  24. public List<int> listNpcData = new List<int>();
  25. public List<int> listSceneData = new List<int>();
  26. public List<int> listBorderData = new List<int>();
  27. public List<int> listEffectData = new List<int>();
  28. public void Clear()
  29. {
  30. listBgData.Clear();
  31. listNpcData.Clear();
  32. listSceneData.Clear();
  33. listBorderData.Clear();
  34. listEffectData.Clear();
  35. }
  36. public void Add(int itemID)
  37. {
  38. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  39. if (itemCfg.itemType == ConstItemType.DRESS_UP)
  40. {
  41. if (itemCfg.subType == ConstDressUpItemType.BEI_JING)
  42. {
  43. if (listBgData.IndexOf(itemID) < 0) listBgData.Add(itemID);
  44. }
  45. else if (DressUpMenuItemCfg1Array.Instance.CheckIsSceneType(itemID, false))
  46. {
  47. if (listSceneData.IndexOf(itemID) < 0) listSceneData.Add(itemID);
  48. }
  49. }
  50. else if (itemCfg.itemType == ConstItemType.PHOTOGRAPH)
  51. {
  52. if (itemCfg.subType == ConstItemSubType.NPC)
  53. {
  54. if (listNpcData.IndexOf(itemID) < 0) listNpcData.Add(itemID);
  55. }
  56. else if (itemCfg.subType == ConstItemSubType.BOREDR)
  57. {
  58. if (listBorderData.IndexOf(ConstItemID.BORDERID) < 0) listBorderData.Insert(0, ConstItemID.BORDERID);
  59. if (listBorderData.IndexOf(itemID) < 0) listBorderData.Add(itemID);
  60. }
  61. else if (itemCfg.subType == ConstItemSubType.EFFECT)
  62. {
  63. if (listEffectData.IndexOf(ConstItemID.EFFECTID) < 0) listEffectData.Insert(0, ConstItemID.EFFECTID);
  64. if (listEffectData.IndexOf(itemID) < 0) listEffectData.Add(itemID);
  65. }
  66. }
  67. }
  68. //将穿戴数据分类
  69. public void ClassifyEquipData()
  70. {
  71. dressUpObj?.Dispose();
  72. dressUpObj = new DressUpObj();
  73. _equipSceneData.Clear();
  74. for (int i = 0; i < MyDressUpHelper.dressUpObj.itemList.Count; i++)
  75. {
  76. int itemId = MyDressUpHelper.dressUpObj.itemList[i];
  77. if (DressUpMenuItemCfg1Array.Instance.CheckIsSceneType(itemId, false))
  78. {
  79. if (!_equipSceneData.ContainsKey(itemId))
  80. {
  81. _equipSceneData.Add(itemId, new List<int>());
  82. }
  83. _equipSceneData[itemId].Add(itemId);
  84. }
  85. }
  86. }
  87. public List<int> GetListData(EnumPhotographType type)
  88. {
  89. switch (type)
  90. {
  91. case EnumPhotographType.BG:
  92. return listBgData;
  93. case EnumPhotographType.NPC:
  94. return listNpcData;
  95. case EnumPhotographType.SCENE:
  96. return listSceneData;
  97. case EnumPhotographType.BORDER:
  98. return listBorderData;
  99. case EnumPhotographType.EFFECT:
  100. return listEffectData;
  101. default:
  102. return new List<int>();
  103. }
  104. }
  105. }
  106. }