ItemDataManager.cs 6.6 KB

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  1. using System.Collections.Generic;
  2. using ET;
  3. using UnityEngine;
  4. namespace GFGGame
  5. {
  6. public class ItemDataManager
  7. {
  8. private static Dictionary<int, ItemData> _dataDic = new Dictionary<int, ItemData>();
  9. private static Dictionary<int, int> _itemExchangeDic = new Dictionary<int, int>();
  10. delegate object MemberGetDelegate(ItemCfg p);
  11. public static void Add(int itemID, int itemNum)
  12. {
  13. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  14. if (itemCfg == null)
  15. {
  16. Debug.LogError($"添加了一个不存在的物品 {itemID}");
  17. return;
  18. }
  19. ItemData itemData = null;
  20. if (_dataDic.ContainsKey(itemID))
  21. {
  22. itemData = _dataDic[itemID];
  23. if (itemCfg.itemType == ConstItemType.CARD)
  24. {
  25. return;//每张卡牌只有一张
  26. }
  27. }
  28. else
  29. {
  30. itemData = ItemDataPool.GetItemData(itemID);
  31. _dataDic.Add(itemID, itemData);
  32. }
  33. itemData.num += itemNum;
  34. if (ItemUtilCS.IsDressUpItem(itemID) && itemID % GameConst.MAX_COUNT_EVERY_TYPE_ITEM > 0)
  35. {
  36. //游戏角色初始数据完成后才执行
  37. bool dataInited = GameGlobal.DataInited;
  38. if (dataInited)
  39. {
  40. DressUpMenuItemDataManager.Add(itemID);
  41. }
  42. if (!DressUpMenuItemDataManager.CheckIsSceneType(itemID))
  43. {
  44. DecomposeDataManager.Instance.Add(itemID);
  45. }
  46. FunctionOpenCfg functionOpenCfg = FunctionOpenCfgArray.Instance.GetCfg(typeof(ClothingListView).Name);
  47. if (dataInited
  48. && itemCfg.rarity == ConstDressRarity.Rarity_TIANYI
  49. && StorageDataManager.Instance.GetStorageValue(ConstStorageId.FUNCTION_OPEN + functionOpenCfg.index) == 0)
  50. {
  51. FunctionOpenDataManager.Instance.CheckHasSpecialFunOpen();
  52. }
  53. }
  54. PhotographDataManager.Instance.Add(itemID);
  55. EventAgent.DispatchEvent(ConstMessage.ITEM_CHANGED, itemID);
  56. }
  57. public static void Remove(int itemID, int itemNum)
  58. {
  59. if (_dataDic.ContainsKey(itemID))
  60. {
  61. ItemData itemData = _dataDic[itemID];
  62. itemData.num -= itemNum;
  63. if (itemData.num <= 0)
  64. {
  65. itemData.num = 0;
  66. _dataDic.Remove(itemID);
  67. if (ItemUtilCS.IsDressUpItem(itemID))
  68. {
  69. DressUpMenuItemDataManager.Remove(itemID);
  70. }
  71. }
  72. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  73. if (itemCfg.itemType == ConstItemType.DRESS_UP && !DressUpMenuItemDataManager.CheckIsSceneType(itemID))
  74. {
  75. DecomposeDataManager.Instance.Remove(itemID);
  76. }
  77. EventAgent.DispatchEvent(ConstMessage.ITEM_CHANGED, itemID);
  78. }
  79. }
  80. public static int GetItemNum(int itemId)
  81. {
  82. int numericType = NumericUtil.GetNumericTypeByItemId(itemId);
  83. if (numericType != 0)
  84. {
  85. return GameGlobal.myNumericComponent.GetAsInt(numericType);
  86. }
  87. if (_dataDic.TryGetValue(itemId, out var itemData))
  88. {
  89. return itemData.num;
  90. }
  91. return 0;
  92. }
  93. public static void InitServerData(List<ItemInfoProto> items)
  94. {
  95. _dataDic.Clear();
  96. foreach (ItemInfoProto roleItem in items)
  97. {
  98. Add(roleItem.ConfigId, roleItem.Count);
  99. }
  100. }
  101. public static void InitServerDataItemAttribute(List<ItemAttributeProto> infos)
  102. {
  103. foreach (var info in infos)
  104. {
  105. if (_dataDic.TryGetValue(info.ConfigId, out var itemData))
  106. {
  107. itemData.SetAttributes(info.Ks, info.Vs);
  108. }
  109. }
  110. }
  111. public static void InitItemExchange(int itemId, int exchangTimes)
  112. {
  113. if (_itemExchangeDic.ContainsKey(itemId))
  114. {
  115. _itemExchangeDic[itemId] = exchangTimes;
  116. }
  117. else
  118. {
  119. _itemExchangeDic.Add(itemId, exchangTimes);
  120. }
  121. }
  122. //获取物品已兑换次数
  123. public static int GetItemExchangeTimes(int itemId)
  124. {
  125. if (_itemExchangeDic.ContainsKey(itemId) == false)
  126. {
  127. InitItemExchange(itemId, 0);
  128. }
  129. return _itemExchangeDic[itemId];
  130. }
  131. public static void SetAttribute(int itemId, int key, int value)
  132. {
  133. if (_dataDic.TryGetValue(itemId, out var itemData))
  134. {
  135. itemData.SetAttribute(key, value);
  136. }
  137. }
  138. public static void GetMainScore(int itemId, out int mainScore, out int mainScoreValue)
  139. {
  140. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  141. //五个属性中最大的为主属性
  142. mainScoreValue = 0;
  143. mainScore = itemCfg.mainScore;
  144. switch (mainScore)
  145. {
  146. case 1:
  147. mainScoreValue = itemCfg.score1;
  148. break;
  149. case 2:
  150. mainScoreValue = itemCfg.score2;
  151. break;
  152. case 3:
  153. mainScoreValue = itemCfg.score3;
  154. break;
  155. case 4:
  156. mainScoreValue = itemCfg.score4;
  157. break;
  158. }
  159. }
  160. public static int GetItemScoreValue(int itemId, int scoreType)
  161. {
  162. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  163. if (scoreType == 1)
  164. {
  165. return itemCfg.score1;
  166. }
  167. else if (scoreType == 2)
  168. {
  169. return itemCfg.score2;
  170. }
  171. else if (scoreType == 3)
  172. {
  173. return itemCfg.score3;
  174. }
  175. else if (scoreType == 4)
  176. {
  177. return itemCfg.score4;
  178. }
  179. return 0;
  180. }
  181. public static int GetScore(int itemId, int scoreType)
  182. {
  183. if (_dataDic.TryGetValue(itemId, out var itemData))
  184. {
  185. return itemData.GetScore(scoreType);
  186. }
  187. return 0;
  188. }
  189. }
  190. }