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- using System.Collections.Generic;
- using UnityEngine;
- namespace GFGGame
- {
- public enum EnumPhotographType
- {
- BG,
- NPC,
- SCENE,
- BORDER,
- EFFECT
- }
- public class PhotographDataManager : SingletonBase<PhotographDataManager>
- {
- public List<int> listBgData = new List<int>();
- public List<int> listNpcData = new List<int>();
- public List<int> listSceneData = new List<int>();
- public List<int> listBorderData = new List<int>();
- public List<int> listEffectData = new List<int>();
- public void Clear()
- {
- listBgData.Clear();
- listNpcData.Clear();
- listSceneData.Clear();
- listBorderData.Clear();
- listEffectData.Clear();
- }
- public void Add(int itemID)
- {
- ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
- if (itemCfg.itemType == ConstItemType.DRESS_UP)
- {
- if (itemCfg.subType == ConstDressUpItemType.BEI_JING)
- {
- if (listBgData.IndexOf(itemID) < 0) listBgData.Add(itemID);
- }
- else if (itemCfg.subType == ConstDressUpItemType.QIAN_JING || itemCfg.subType == ConstDressUpItemType.BEI_SHI || itemCfg.subType == ConstDressUpItemType.HUAN_JING)
- {
- if (listSceneData.IndexOf(itemID) < 0) listSceneData.Add(itemID);
- }
- }
- else if (itemCfg.itemType == ConstItemType.ITEM)
- {
- if (itemCfg.subType == ConstItemSubType.NPC)
- {
- if (listNpcData.IndexOf(itemID) < 0) listNpcData.Add(itemID);
- }
- else if (itemCfg.subType == ConstItemSubType.BOREDR)
- {
- if (listBorderData.IndexOf(itemID) < 0) listBorderData.Add(itemID);
- }
- else if (itemCfg.subType == ConstItemSubType.EFFECT)
- {
- if (listEffectData.IndexOf(itemID) < 0) listEffectData.Add(itemID);
- }
- }
- }
- public void AddEquipItem(Dictionary<int, List<int>> _equipSceneData, int itemID, out Dictionary<int, List<int>> equipSceneData)
- {
- if (!_equipSceneData.ContainsKey(itemID))
- {
- _equipSceneData.Add(itemID, new List<int>());
- }
- _equipSceneData[itemID].Add(itemID);
- equipSceneData = _equipSceneData;
- }
- public void GetMaxLayer(int _maxLayer, bool isAdd, ItemCfg itemCfg, out int maxLayer)
- {
- if (isAdd)
- {
- _maxLayer += 1;
- }
- else
- {
- //初始场景最大层级
- _maxLayer = itemCfg.resLayer1 > itemCfg.resLayer2 ? itemCfg.resLayer1 : itemCfg.resLayer2;
- }
- maxLayer = _maxLayer;
- }
- }
- }
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