| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285 | using System.Collections.Generic;namespace GFGGame{    public class DecomposeDataManager : SingletonBase<DecomposeDataManager>    {        Dictionary<int, List<int>> _decomposeData = new Dictionary<int, List<int>>();//所有可分解的换装部件数据        Dictionary<int, List<int>> _decomposeMaterialData = new Dictionary<int, List<int>>();//所有可分解的材料数据        Dictionary<int, List<int>> _suitSyntheticMaterials = new Dictionary<int, List<int>>();//materiasId,Lsit<suitId>        List<int> _rewardList = new List<int>();        public const int MaxCount = 999;        public void Clear()        {            _decomposeData.Clear();            _decomposeMaterialData.Clear();            _suitSyntheticMaterials.Clear();        }        public void Add(int itemId)        {            //初始化时禁止使用物品配置,会造成卡顿!!!            int rarity = ItemDataManager.GetItemRarity(itemId);            if (!_decomposeData.ContainsKey(rarity))            {                _decomposeData.Add(rarity, new List<int>());            }            long count = ItemCanDecomposeCount(itemId);            if (_decomposeData[rarity].IndexOf(itemId) < 0 && count > 0)            {                _decomposeData[rarity].Add(itemId);            }            //套装拥有的时候需要让材料重新加进列表            int[][] syntheticMateriarsArr = ItemDataManager.GetItemSyntheticSuitArr(itemId);            if (syntheticMateriarsArr.Length > 0) {                foreach (int[] materiars in syntheticMateriarsArr)                {                    int materialId = materiars[0];                    int materialItemType = ItemDataManager.GetItemType(materialId);                    if (materialItemType == ConstItemType.DRESS_UP) {                         long materiarsCount = ItemCanDecomposeCount(materialId);                        if (materiarsCount> 0 && (materiarsCount + materiars[1] - DeductSynthesisNeedNum(materialId)) > 0)                        {                            rarity = ItemDataManager.GetItemRarity(materialId);                            if (!_decomposeData.ContainsKey(rarity))                            {                                _decomposeData.Add(rarity, new List<int>());                            }                            if (_decomposeData[rarity].IndexOf(materialId) < 0)                            {                                _decomposeData[rarity].Add(materialId);                            }                        }                    }                }            }        }        public void AddMaterial(int itemId)        {            //初始化时禁止使用物品配置,会造成卡顿!!!            int rarity = ItemDataManager.GetItemRarity(itemId);            if (!_decomposeMaterialData.ContainsKey(rarity))            {                _decomposeMaterialData.Add(rarity, new List<int>());            }            if (_decomposeMaterialData[rarity].IndexOf(itemId) < 0)            {                _decomposeMaterialData[rarity].Add(itemId);            }        }        public void Remove(int itemId)        {            int rarity = ItemCfgArray.Instance.GetCfg(itemId).rarity;            long count = ItemCanDecomposeCount(itemId);            if (_decomposeData.ContainsKey(rarity) && _decomposeData[rarity].IndexOf(itemId) >= 0 && count <= 0)            {                _decomposeData[rarity].Remove(itemId);            }        }        public void RemoveMaterial(int itemId)        {            int rarity = ItemCfgArray.Instance.GetCfg(itemId).rarity;            long count = ItemCanDecomposeMaterialCount(itemId);            if (_decomposeMaterialData.ContainsKey(rarity) && _decomposeMaterialData[rarity].IndexOf(itemId) >= 0 && count <= 0)            {                _decomposeMaterialData[rarity].Remove(itemId);            }        }        //分解需要扣去合成需要的数量        public int DeductSynthesisNeedNum(int itemId)        {            ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);            if (itemCfg == null)                return 0;            int sum = 0;            foreach (int syntheticId in itemCfg.syntheticSuitArr)            {                if (ItemDataManager.GetItemNum(syntheticId) <= 0) {                     ItemCfg syntheticItemCfg = ItemCfgArray.Instance.GetCfg(syntheticId);                    foreach (int[] MateriarsInfo in syntheticItemCfg.syntheticMateriarsArr)                    {                        if(MateriarsInfo[0] == itemId)                            sum += MateriarsInfo[1];                    }                  }            }            return sum;        }        public List<int> GetRewardList()        {            if (_rewardList.Count == 0)            {                DecomposeCfg[] cfgs = DecomposeCfgArray.Instance.dataArray;                for (int i = 0; i < cfgs.Length; i++)                {                    for (int j = 0; j < cfgs[i].itemsArr.Length; j++)                    {                        if (_rewardList.IndexOf(cfgs[i].itemsArr[j][0]) < 0)                        {                            _rewardList.Add(cfgs[i].itemsArr[j][0]);                        }                    }                }            }            return _rewardList;        }        //物品可分解的数量        public long CanDecomposeCount(int decomposeType, int itemId)        {            if (decomposeType == 0) {                return ItemCanDecomposeCount(itemId);            }            else            {                return ItemCanDecomposeMaterialCount(itemId);            }        }        //物品可分解的数量        public long ItemCanDecomposeCount(int itemId)        {            //合成需要的数量            int synthesisNum = DeductSynthesisNeedNum(itemId);            return ItemDataManager.GetItemNum(itemId) - 1 - synthesisNum;        }        //材料可分解的数量        public long ItemCanDecomposeMaterialCount(int itemId)        {            //合成需要的数量            int synthesisNum = DeductSynthesisMaterialNeedNum(itemId);            return ItemDataManager.GetItemNum(itemId) - synthesisNum;        }        //整理分解物品数据        public void TidyDecomposeData()        {            foreach (var itemId in DressUpMenuItemDataManager.GetDressUpItemDatas())            {                if (!DressUpMenuItemCfg1Array.Instance.CheckIsBackGroundType(itemId))                {                    Add(itemId);                }            }            foreach (var info in BagDataManager.Instance.GetBagData())            {                if (info.Value.itemType == ConstItemType.ITEM && info.Value.subType == ConstItemSubType.MATERIAL_SKILL_BOOK)                {                    AddMaterial(info.Value.id);                }            }        }        //获得分解服装数据        public List<int> GetDecomposeDataByRarity(int rarity)        {            if (!_decomposeData.ContainsKey(rarity)) return null;            return _decomposeData[rarity];        }        //获得分解技能书数据        public List<int> GetDecomposeMaterialByRarity(int rarity)        {            if (!_decomposeMaterialData.ContainsKey(rarity)) return null;            Dictionary<int, int> LeagueSkillLvDatas = SkillDataManager.Instance.LeagueSkillLvDatas;            List<int> materialDataKey = new List<int>();            foreach (var key in _decomposeMaterialData.Keys)            {                materialDataKey.Add(key);            }            for (int i = 0; i < materialDataKey.Count; i++)            {                for (int k = _decomposeMaterialData[materialDataKey[i]].Count-1; k >= 0; k--)                {                    int itemId = _decomposeMaterialData[materialDataKey[i]][k];                    if (ItemCanDecomposeMaterialCount(itemId) <= 0) {                        _decomposeMaterialData[materialDataKey[i]].RemoveAt(k);                    }                }            }            return _decomposeMaterialData[rarity];        }        //分解需要扣去合成材料需要的数量        public int DeductSynthesisMaterialNeedNum(int itemId)        {            int sum = 0;            int skillId = ItemDataManager.GetItemSkillId(itemId);            if(skillId == 0)            {                return 0;            }            Dictionary<int, int> leagueSkillLvDatas = SkillDataManager.Instance.GetLeagueSkillLvDatas();            if (!leagueSkillLvDatas.ContainsKey(skillId))                return 0;            int skillLv = leagueSkillLvDatas[skillId];            PassivitySkillLvlCfg skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLv, skillId);            int skillLvIndex = skillLv;            while (skillLvlCfg != null && skillLvlCfg.materiarsArr != null && skillLvlCfg.materiarsArr.Length > 0)            {                sum += skillLvlCfg.materiarsArr[0][1];                skillLvIndex += 1;                skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLvIndex, skillId);            }            return sum;        }        public void InitSuitSyntheticMaterias()        {            List<SuitCfg> suitCfgs = new List<SuitCfg>();            suitCfgs.AddRange(new List<SuitCfg>(SuitCfgArray.Instance.GetCfgsBysyntheticType(1)));            suitCfgs.AddRange(new List<SuitCfg>(SuitCfgArray.Instance.GetCfgsBysyntheticType(2)));            suitCfgs.AddRange(new List<SuitCfg>(SuitCfgArray.Instance.GetCfgsBysyntheticType(3)));            for (int i = 0; i < suitCfgs.Count; i++)            {                int suitId = suitCfgs[i].id;                for (int j = 0; j < suitCfgs[i].partsArr.Length; j++)                {                    ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(suitCfgs[i].partsArr[j]);                    for (int k = 0; k < itemCfg.syntheticMateriarsArr.Length; k++)                    {                        int materialId = itemCfg.syntheticMateriarsArr[k][0];                        if (!_suitSyntheticMaterials.ContainsKey(materialId))                        {                            _suitSyntheticMaterials[materialId] = new List<int>();                        }                        if (_suitSyntheticMaterials[materialId].IndexOf(suitId) < 0) _suitSyntheticMaterials[materialId].Add(suitId);                    }                }            }        }        /// <summary>        /// 检测物品对应的套装是否全部合成        /// </summary>        /// <param name="itemId"></param>        /// <returns></returns>        public bool CheckIsItemForSuitSynthetic(int itemId)        {            if (!_suitSyntheticMaterials.ContainsKey(itemId)) return true;            for (int i = 0; i < _suitSyntheticMaterials[itemId].Count; i++)            {                if (!DressUpMenuSuitDataManager.CheckHaveSuit(_suitSyntheticMaterials[itemId][i])) return false;            }            return true;        }    }}
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