| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256 | using System;using System.Collections;using System.Collections.Generic;using ET;using UnityEngine;namespace GFGGame{    public class SuitFosterDataManager : SingletonBase<SuitFosterDataManager>    {        public string[] stepNames = { "浆洗", "晾晒", "熏香", "熨烫", "整饬" };        private Dictionary<int, SuitFosterData> _suitInfoBySuitIdDic = new Dictionary<int, SuitFosterData>();        public void Clear()        {            _suitInfoBySuitIdDic.Clear();        }        public void InitServerData(SuitFosterData suitFosterData)        {            if (!_suitInfoBySuitIdDic.ContainsKey(suitFosterData.suitId))            {                _suitInfoBySuitIdDic.Add(suitFosterData.suitId, suitFosterData);            }            _suitInfoBySuitIdDic[suitFosterData.suitId] = suitFosterData;        }        public void SetMaintainSuit(int suitId, int maintainStep)        {            _suitInfoBySuitIdDic[suitId].maintainStep = maintainStep;            // _suitInfoBySuitIdDic[suitId].maintainBonusSteps = maintainBonusSteps;            EventAgent.DispatchEvent(ConstMessage.MAINTAIN_SUIT);        }        public void SetMaintainBonusSteps(int suitId, int maintainBonusSteps)        {            _suitInfoBySuitIdDic[suitId].maintainBonusSteps.Add(maintainBonusSteps);            EventAgent.DispatchEvent(ConstMessage.GET_MAINTAIN_SUIT_BONUS, maintainBonusSteps);        }        public void SetMakeNewSuit(int suitId, int makeNewSuit)        {            _suitInfoBySuitIdDic[suitId].makeNewState = makeNewSuit;            EventAgent.DispatchEvent(ConstMessage.MAKE_NEW_SUIT);        }        public SuitFosterData GetSuitFosterData(int suitId)        {            if (_suitInfoBySuitIdDic.ContainsKey(suitId))            {                return _suitInfoBySuitIdDic[suitId];            }            else            {                SuitFosterData suitFosterData = new SuitFosterData() { suitId = suitId, maintainStep = 0, maintainBonusSteps = new List<int>(), makeNewState = 0 };                InitServerData(suitFosterData);                return suitFosterData;            }        }        //加成属性服装占比        // public List<KeyValuePair<int, string>> GetPropertyPercentData(int suitId, int index)        // {        // List<SuitFosterCfg> cfgs = SuitFosterCfgArray.Instance.GetCfgsBysuitId(suitId);        // Dictionary<int, int> _data = new Dictionary<int, int>();        // for (int i = 0; i < cfgs.Count; i++)        // {        //     int[][] partsArr = cfgs[i].partsArr;        //     for (int j = 0; j < partsArr.Length; j++)        //     {        //         ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(partsArr[j][0]);        //         // int id = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType).i;        //         if (index < cfgs.Count && index == i || index >= cfgs.Count)        //         {        //             int num = 0;        //             if (!_data.ContainsKey(itemCfg.id))        //             {        //                 _data.Add(itemCfg.id, num);        //             }        //             num = _data[itemCfg.id];        //             num = num + partsArr[j][1];        //             _data[itemCfg.id] = num;        //         }        //     }        // }        // ICollection keys = _data.Keys;        // Dictionary<int, string> _dataPercent = new Dictionary<int, string>();        // foreach (int key in keys)        // {        //     ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(key);        //     float mainScore = ItemDataManager.GetItemBaseScoreValue(key, itemCfg.mainScore);        //     float addScore = _data[key];        //     float percent = (addScore / mainScore * 100);        //     _dataPercent.Add(key, percent.ToString("0.00"));        // }        // return new List<KeyValuePair<int, string>>(_dataPercent);        // }        //获取当前阶段部件属性总值        public SortedList GetPropertyData(int suitId, int index)        {            SortedList _propertyData = new SortedList();            // _addPropertyData = new SortedList();            int[] parts = SuitCfgArray.Instance.GetCfg(suitId).partsArr;            for (int i = 0; i < parts.Length; i++)            {                ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(parts[i]);                for (int j = 0; j < ConstDressUpScoreType.scoreTypeList().Count; j++)                {                    int score = j + 1;                    int count = ItemDataManager.GetItemAdditionScore(itemCfg.id, score);                    if (_propertyData.ContainsKey(score))                    {                        count = count + (int)_propertyData[score];                        _propertyData[score] = count;                    }                    else                    {                        _propertyData.Add(score, count);                    }                }            }            return _propertyData;        }        public Dictionary<int, int> GetAdditionPropertyData(int suitId, int index)        {            Dictionary<int, int> _addPropertyData = new Dictionary<int, int>();            SuitFosterCfg cfg = SuitFosterCfgArray.Instance.GetCfgsBysuitId(suitId)[index];            int[] parts = SuitCfgArray.Instance.GetCfg(suitId).partsArr;            for (int j = 0; j < parts.Length; j++)            {                ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(parts[j]);                for (int k = 0; k < ConstDressUpScoreType.scoreTypeList().Count; k++)                {                    int score = k + 1;                    int addCount = cfg.addition;                    if (_addPropertyData.ContainsKey(score))                    {                        addCount = addCount + (int)_addPropertyData[score];                        _addPropertyData[score] = addCount;                    }                    else                    {                        _addPropertyData.Add(score, addCount);                    }                }            }            return _addPropertyData;        }        //0:已完成,1:养护中,2未养护        public int GetFosterState(int suitId, int index)        {            SuitFosterData suitFosterData = this.GetSuitFosterData(suitId);            if (index < suitFosterData.maintainStep)            {                return 0;            }            else if (index == suitFosterData.maintainStep)            {                return 1;            }            return 2;        }        public List<SuitFosterCfg> GetSuitFosterRewards(int suitId)        {            List<SuitFosterCfg> cfgs = SuitFosterCfgArray.Instance.GetCfgsBysuitId(suitId);            List<SuitFosterCfg> list = new List<SuitFosterCfg>(cfgs);            for (int i = list.Count - 1; i >= 0; i--)            {                if (list[i].rewardsArr.Length == 0)                {                    list.RemoveAt(i);                }            }            list = SortRewardList(list, suitId);            return list;        }        private List<SuitFosterCfg> SortRewardList(List<SuitFosterCfg> list, int suitId)        {            SuitFosterData fosterData = GetSuitFosterData(suitId);            List<SuitFosterCfg> cfgs = SuitFosterCfgArray.Instance.GetCfgsBysuitId(suitId);            list.Sort((SuitFosterCfg a, SuitFosterCfg b) =>            {                int indexA = cfgs.IndexOf(a) + 1;                int indexB = cfgs.IndexOf(b) + 1;                if (fosterData.maintainBonusSteps.IndexOf(indexA) >= 0 && fosterData.maintainBonusSteps.IndexOf(indexB) < 0)                {                    return 1;                }                else if (fosterData.maintainBonusSteps.IndexOf(indexA) < 0 && fosterData.maintainBonusSteps.IndexOf(indexB) >= 0)                {                    return -1;                }                return 0;            });            return list;        }        //奖励领取状态        public bool GetRewardState(int suitId, int step)        {            SuitFosterData fosterData = GetSuitFosterData(suitId);            return fosterData.maintainBonusSteps.IndexOf(step) >= 0;        }        //当前奖励状态:state 0:未领1:不可领2:已完成        //当前奖励Index        public void GetFosterRewardState(int suitId, out int state, out int index)        {            index = 0;            SuitFosterData fosterData = GetSuitFosterData(suitId);            int finishStep = fosterData.maintainStep;            List<SuitFosterCfg> cfg = SuitFosterCfgArray.Instance.GetCfgsBysuitId(suitId);            for (int i = 0; i < cfg.Count; i++)            {                if (cfg[i].rewardsArr.Length == 0) continue;                index = i;                int _step = i + 1;                if (_step <= finishStep && fosterData.maintainBonusSteps.IndexOf(_step) < 0)                {                    state = 0;                    return;                }                if (_step > finishStep)                {                    state = 1;                    return;                }            }            state = 2;        }    }}
 |