MyDressUpHelper.cs 22 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using ET;
  4. namespace GFGGame
  5. {
  6. public class MyDressUpHelper
  7. {
  8. private static DressUpObj _dressUpObj;
  9. public static DressUpObj dressUpObj
  10. {
  11. get
  12. {
  13. if (_dressUpObj == null)
  14. {
  15. _dressUpObj = new DressUpObj();
  16. }
  17. return _dressUpObj;
  18. }
  19. }
  20. public static CustomSuitData GetCurSuitDataClone(int index)
  21. {
  22. CustomSuitData suitSavedData = new CustomSuitData(index);
  23. suitSavedData.dressUpData = MyDressUpHelper.dressUpObj.DressUpDataClone();
  24. return suitSavedData;
  25. }
  26. /// <summary>
  27. /// 检测是否穿戴完整(穿着连衣裙或同时穿着上装下装)
  28. /// </summary>
  29. /// <returns></returns>
  30. public static bool CheckPutOnFinish(List<int> itemList = null)
  31. {
  32. List<int> equipDatas;
  33. if (itemList == null)
  34. {
  35. if (MyDressUpHelper.dressUpObj.suitId > 0) return true;
  36. equipDatas = MyDressUpHelper.dressUpObj.itemList;
  37. }
  38. else
  39. {
  40. equipDatas = itemList;
  41. }
  42. bool isLianYiQun = false;
  43. bool isShangYi = false;
  44. bool isXiaZhuang = false;
  45. for (int i = 0; i < equipDatas.Count; i++)
  46. {
  47. var itemId = equipDatas[i];
  48. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  49. if (itemCfg == null)
  50. {
  51. Log.Warning($"id为 {itemId} 的物品没有配置,请查找原因!");
  52. continue;
  53. }
  54. if (itemCfg.subType == ConstDressUpItemType.LIAN_YI_QUN && itemCfg.id != ConstItemID.DEFULT_LIAN_YI_QUN)
  55. {
  56. isLianYiQun = true; break;
  57. }
  58. if (itemCfg.subType == ConstDressUpItemType.SHANG_YI)
  59. {
  60. isShangYi = true;
  61. }
  62. if(itemCfg.subType == ConstDressUpItemType.NEI_DA && itemCfg.id != ConstItemID.DEFULT_NEI_DA)
  63. {
  64. isShangYi = true;
  65. }
  66. if (itemCfg.subType == ConstDressUpItemType.XIA_ZHUANG && itemCfg.id != ConstItemID.DEFULT_XIA_ZHUANG)
  67. {
  68. isXiaZhuang = true;
  69. }
  70. }
  71. return isLianYiQun || isXiaZhuang && isShangYi;
  72. }
  73. public static bool CheckEquipedFightNeeded()
  74. {
  75. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  76. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  77. if (fightCfg.needItemId > 0)
  78. {
  79. return dressUpObj.CheckDressUpItemIsOn(fightCfg.needItemId);
  80. }
  81. else if (fightCfg.needSuitId > 0)
  82. {
  83. return dressUpObj.CheckSuitIsOn(fightCfg.needSuitId);
  84. }
  85. return true;
  86. }
  87. public static void PutOnSuitSavedByPos(int index)
  88. {
  89. CustomSuitData suitSavedData = CustomSuitDataManager.GetSuitList(index);
  90. dressUpObj.PutOnDressUpData(suitSavedData.dressUpData);
  91. }
  92. //返回当前饰品穿戴数量
  93. public static int GetCurrentOrnamentCount()
  94. {
  95. int count = 0;
  96. for (int i = 0; i < dressUpObj.itemList.Count; i++)
  97. {
  98. if (DressUpMenuItemCfg1Array.Instance.CheckIsOrnamentsType(dressUpObj.itemList[i]))
  99. {
  100. count++;
  101. }
  102. }
  103. return count;
  104. }
  105. // public static void PutOnRecommendItems()
  106. // {
  107. // List<int> recommendList = DressUpMenuItemDataManager.GetRecommendItemList();
  108. // StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  109. // StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  110. // int liangyiqunIndex = -1;
  111. // int shangyiIndex = -1;
  112. // int xiazhuangIndex = -1;
  113. // int neidaIndex = -1;
  114. // for (int i = 0; i < recommendList.Count; i++)
  115. // {
  116. // int subType = ItemUtilCS.GetItemSubType(recommendList[i]);
  117. // if (subType == ConstDressUpItemType.LIAN_YI_QUN)
  118. // {
  119. // liangyiqunIndex = i;
  120. // continue;
  121. // }
  122. // if (subType == ConstDressUpItemType.SHANG_YI)
  123. // {
  124. // shangyiIndex = i;
  125. // continue;
  126. // }
  127. // if (subType == ConstDressUpItemType.XIA_ZHUANG)
  128. // {
  129. // xiazhuangIndex = i;
  130. // continue;
  131. // }
  132. // if (subType == ConstDressUpItemType.NEI_DA)
  133. // {
  134. // neidaIndex = i;
  135. // continue;
  136. // }
  137. // }
  138. // if (liangyiqunIndex >= 0 && (shangyiIndex >= 0 || xiazhuangIndex >= 0))
  139. // {
  140. // if (shangyiIndex < 0 && xiazhuangIndex >= 0) recommendList.RemoveAt(xiazhuangIndex);//上衣下装只有一件,则保留连衣裙
  141. // if (xiazhuangIndex < 0 && shangyiIndex >= 0) recommendList.RemoveAt(shangyiIndex);
  142. // if (shangyiIndex >= 0 && xiazhuangIndex >= 0)//同时拥有上衣、下装、连衣裙
  143. // {
  144. // int lianyiqunScore = ItemDataManager.GetItemAdditionScore(recommendList[liangyiqunIndex], InstanceZonesDataManager.currentScoreType);
  145. // int shangyiScore = ItemDataManager.GetItemAdditionScore(recommendList[shangyiIndex], InstanceZonesDataManager.currentScoreType);
  146. // int xiazhuangScore = ItemDataManager.GetItemAdditionScore(recommendList[xiazhuangIndex], InstanceZonesDataManager.currentScoreType);
  147. // int neidaScore = neidaIndex >= 0 ? ItemDataManager.GetItemAdditionScore(recommendList[neidaIndex], InstanceZonesDataManager.currentScoreType) : 0;
  148. // int subType = ItemUtilCS.GetItemSubType(fightCfg.needItemId);
  149. // if (fightCfg.needItemId > 0 && recommendList.IndexOf(fightCfg.needItemId) >= 0 && (subType == ConstDressUpItemType.SHANG_YI || subType == ConstDressUpItemType.XIA_ZHUANG || subType == ConstDressUpItemType.NEI_DA || subType == ConstDressUpItemType.LIAN_YI_QUN))//推荐列表里有必需品且,必需品类型为上衣或下装或连衣裙,有先穿戴必须品,其次穿戴高分服装
  150. // {
  151. // if (subType == ConstDressUpItemType.LIAN_YI_QUN)
  152. // {
  153. // shangyiIndex = CheckIndex(ConstDressUpItemType.SHANG_YI, recommendList);
  154. // if (shangyiIndex >= 0) recommendList.RemoveAt(shangyiIndex);
  155. // xiazhuangIndex = CheckIndex(ConstDressUpItemType.XIA_ZHUANG, recommendList);
  156. // if (xiazhuangIndex >= 0) recommendList.RemoveAt(xiazhuangIndex);
  157. // neidaIndex = CheckIndex(ConstDressUpItemType.NEI_DA, recommendList);
  158. // if (neidaIndex >= 0) recommendList.RemoveAt(neidaIndex);
  159. // }
  160. // else if (subType == ConstDressUpItemType.SHANG_YI || subType == ConstDressUpItemType.XIA_ZHUANG || subType == ConstDressUpItemType.NEI_DA)
  161. // {
  162. // liangyiqunIndex = CheckIndex(ConstDressUpItemType.LIAN_YI_QUN, recommendList);
  163. // if (liangyiqunIndex >= 0) recommendList.RemoveAt(liangyiqunIndex);
  164. // }
  165. // }
  166. // else
  167. // {
  168. // if (lianyiqunScore > shangyiScore + xiazhuangScore + neidaScore)
  169. // {
  170. // shangyiIndex = CheckIndex(ConstDressUpItemType.SHANG_YI, recommendList);
  171. // if (shangyiIndex >= 0) recommendList.RemoveAt(shangyiIndex);
  172. // xiazhuangIndex = CheckIndex(ConstDressUpItemType.XIA_ZHUANG, recommendList);
  173. // if (xiazhuangIndex >= 0) recommendList.RemoveAt(xiazhuangIndex);
  174. // neidaIndex = CheckIndex(ConstDressUpItemType.NEI_DA, recommendList);
  175. // if (neidaIndex >= 0) recommendList.RemoveAt(neidaIndex);
  176. // }
  177. // else
  178. // {
  179. // liangyiqunIndex = CheckIndex(ConstDressUpItemType.LIAN_YI_QUN, recommendList);
  180. // if (liangyiqunIndex >= 0) recommendList.RemoveAt(liangyiqunIndex);
  181. // }
  182. // }
  183. // }
  184. // }
  185. // //推荐搭配自动穿必穿品
  186. // if (fightCfg.needItemId > 0 && DressUpMenuItemDataManager.CheckHasItem(fightCfg.needItemId) && recommendList.IndexOf(fightCfg.needItemId) < 0)
  187. // {
  188. // int subType = ItemUtilCS.GetItemSubType(fightCfg.needItemId);
  189. // for (int i = 0; i < recommendList.Count; i++)
  190. // {
  191. // int recommendSubType = ItemUtilCS.GetItemSubType(recommendList[i]);
  192. // if (recommendSubType == subType)
  193. // {
  194. // recommendList.RemoveAt(i);
  195. // break;
  196. // }
  197. // }
  198. // recommendList.Add(fightCfg.needItemId);
  199. // }
  200. // else if (fightCfg.needSuitId > 0 && DressUpMenuSuitDataManager.CheckHaveSuit(fightCfg.needSuitId))
  201. // {
  202. // recommendList.Clear();
  203. // SuitCfg cfg = SuitCfgArray.Instance.GetCfg(fightCfg.needSuitId);
  204. // recommendList.AddRange(cfg.partsArr);
  205. // }
  206. // dressUpObj.PutOnItemList(recommendList);
  207. // }
  208. public static void PutOnRecommendItems2()
  209. {
  210. Dictionary<int, List<int>> itemsDic = GetRecommendItems();
  211. List<int> recommendList = new List<int>();
  212. foreach (int key in itemsDic.Keys)
  213. {
  214. if (key == ConstDressUpItemType.SHANG_YI || key == ConstDressUpItemType.XIA_ZHUANG || key == ConstDressUpItemType.LIAN_YI_QUN) continue;
  215. recommendList.AddRange(itemsDic[key]);
  216. }
  217. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  218. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  219. SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(fightCfg.needSuitId);
  220. int[] suitParts = suitCfg == null ? new int[] { } : suitCfg.partsArr;
  221. int shangyiId = itemsDic.ContainsKey(ConstDressUpItemType.SHANG_YI) && itemsDic[ConstDressUpItemType.SHANG_YI].Count > 0 ? itemsDic[ConstDressUpItemType.SHANG_YI][0] : 0;
  222. int xiazhuangId = itemsDic.ContainsKey(ConstDressUpItemType.XIA_ZHUANG) && itemsDic[ConstDressUpItemType.XIA_ZHUANG].Count > 0 ? itemsDic[ConstDressUpItemType.XIA_ZHUANG][0] : ConstItemID.DEFULT_XIA_ZHUANG;
  223. int neidaId = itemsDic.ContainsKey(ConstDressUpItemType.NEI_DA) && itemsDic[ConstDressUpItemType.NEI_DA].Count > 0 ? itemsDic[ConstDressUpItemType.NEI_DA][0] : ConstItemID.DEFULT_NEI_DA;
  224. int lianyiqunId = itemsDic.ContainsKey(ConstDressUpItemType.LIAN_YI_QUN) && itemsDic[ConstDressUpItemType.LIAN_YI_QUN].Count > 0 ? itemsDic[ConstDressUpItemType.LIAN_YI_QUN][0] : ConstItemID.DEFULT_LIAN_YI_QUN;
  225. if (fightCfg.needItemId > 0 && (shangyiId == fightCfg.needItemId || xiazhuangId == fightCfg.needItemId || neidaId == fightCfg.needItemId) ||
  226. fightCfg.needSuitId > 0 && (Array.IndexOf(suitParts, shangyiId) >= 0 || Array.IndexOf(suitParts, xiazhuangId) >= 0 || Array.IndexOf(suitParts, neidaId) >= 0))
  227. {
  228. if (shangyiId > 0) recommendList.Add(shangyiId);
  229. recommendList.Add(xiazhuangId);
  230. recommendList.Add(neidaId);
  231. }
  232. else if (fightCfg.needItemId > 0 && lianyiqunId == fightCfg.needItemId || fightCfg.needSuitId > 0 && Array.IndexOf(suitParts, lianyiqunId) >= 0)
  233. {
  234. recommendList.Add(lianyiqunId);
  235. }
  236. else
  237. {
  238. int shangyiScore = ItemDataManager.GetItemAdditionScore(shangyiId, InstanceZonesDataManager.currentScoreType);
  239. int xiazhuangScore = ItemDataManager.GetItemAdditionScore(xiazhuangId, InstanceZonesDataManager.currentScoreType);
  240. int neidaScore = ItemDataManager.GetItemAdditionScore(neidaId, InstanceZonesDataManager.currentScoreType);
  241. int lianyiqunScore = ItemDataManager.GetItemAdditionScore(lianyiqunId, InstanceZonesDataManager.currentScoreType);
  242. if (lianyiqunScore > (shangyiScore + xiazhuangScore + neidaScore))
  243. {
  244. recommendList.Add(lianyiqunId);
  245. }
  246. else
  247. {
  248. if (shangyiId > 0) recommendList.Add(shangyiId);
  249. recommendList.Add(xiazhuangId);
  250. recommendList.Add(neidaId);
  251. }
  252. }
  253. dressUpObj.PutOnItemList(recommendList);
  254. }
  255. private static Dictionary<int, List<int>> GetRecommendItems()
  256. {
  257. GetClassifyDictionaty(out Dictionary<int, List<int>> needListBySubType, out Dictionary<int, List<int>> recommendListBySubType);
  258. DressUpMenuItemCfg1[] menuCfg1s = DressUpMenuItemCfg1Array.Instance.dataArray;
  259. Dictionary<int, List<int>> itemsDic = new Dictionary<int, List<int>>();
  260. for (int i = 0; i < menuCfg1s.Length - 4; i++)//最后四个不处理(套装、动作、道具、背景)
  261. {
  262. DressUpMenuItemCfg1 menuCfg1 = menuCfg1s[i];
  263. List<int> recommendItems = new List<int>();
  264. itemsDic[menuCfg1.id] = recommendItems;
  265. if (menuCfg1.subMenusArr.Length == 0)//普通部件有必需品就用必需品,没有必需品就用推荐品
  266. {
  267. if (needListBySubType.ContainsKey(menuCfg1.type) && needListBySubType[menuCfg1.type].Count > 0)
  268. {
  269. recommendItems.Add(needListBySubType[menuCfg1.type][0]);
  270. continue;
  271. }
  272. if (recommendListBySubType.ContainsKey(menuCfg1.type) && recommendListBySubType[menuCfg1.type].Count > 0)
  273. {
  274. recommendItems.Add(recommendListBySubType[menuCfg1.type][0]);
  275. continue;
  276. }
  277. }
  278. else
  279. {
  280. List<int> needOrnament = new List<int>();//饰品的必需品列表
  281. List<int> recommecdOrnament = new List<int>();//饰品的推荐品列表
  282. for (int j = 0; j < menuCfg1.subMenusArr.Length; j++)
  283. {
  284. DressUpMenuItemCfg2 menuCfg2 = DressUpMenuItemCfg2Array.Instance.GetCfg(menuCfg1.subMenusArr[j]);
  285. if (menuCfg2.type != (int)ConstDressUpItemType.TE_SHU)
  286. {
  287. if (needListBySubType.ContainsKey(menuCfg2.type) && needListBySubType[menuCfg2.type].Count > 0)
  288. {
  289. needOrnament.AddRange(needListBySubType[menuCfg2.type]);
  290. continue;
  291. }
  292. if (recommendListBySubType.ContainsKey(menuCfg2.type) && recommendListBySubType[menuCfg2.type].Count > 0)
  293. {
  294. recommecdOrnament.AddRange(recommendListBySubType[menuCfg2.type]);
  295. continue;
  296. }
  297. }
  298. else
  299. {
  300. if (needListBySubType.ContainsKey(menuCfg2.type) && needListBySubType[menuCfg2.type].Count > 0)
  301. {
  302. needOrnament.AddRange(needListBySubType[menuCfg2.type]);
  303. }
  304. if (recommendListBySubType.ContainsKey(menuCfg2.type) && recommendListBySubType[menuCfg2.type].Count > 0)
  305. {
  306. int needCount = Math.Min(recommendListBySubType[menuCfg2.type].Count, 3 - needListBySubType[menuCfg2.type].Count);
  307. //特殊部件必需品不足三件,从推荐品里补足
  308. recommendListBySubType[menuCfg2.type] = recommendListBySubType[menuCfg2.type].GetRange(0, needCount);
  309. recommecdOrnament.AddRange(recommendListBySubType[menuCfg2.type]);
  310. }
  311. }
  312. }
  313. DressUpMenuItemDataManager.SortItemListByHighScore(needOrnament);
  314. needOrnament = needOrnament.GetRange(0, Math.Min(needOrnament.Count, GlobalCfgArray.globalCfg.dressLimitCount));
  315. recommendItems.AddRange(needOrnament);
  316. DressUpMenuItemDataManager.SortItemListByHighScore(recommecdOrnament);
  317. recommecdOrnament = recommecdOrnament.GetRange(0, Math.Min(recommecdOrnament.Count, GlobalCfgArray.globalCfg.dressLimitCount - needOrnament.Count));
  318. recommendItems.AddRange(recommecdOrnament);
  319. }
  320. }
  321. return itemsDic;
  322. }
  323. //获取本关卡所有必需品Dictionary和每个类型的最高分推荐Dictionary,两个Dictionary内部件互斥(必需品不会出现在推荐品里)
  324. private static void GetClassifyDictionaty(out Dictionary<int, List<int>> needListBySubType, out Dictionary<int, List<int>> recommendListBySubType)
  325. {
  326. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  327. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  328. needListBySubType = new Dictionary<int, List<int>>();
  329. recommendListBySubType = new Dictionary<int, List<int>>();
  330. Dictionary<int, List<int>> itemDatasDic = DressUpMenuItemDataManager.ItemDatasBySubTypeDic;
  331. foreach (int subType in itemDatasDic.Keys)
  332. {
  333. if (DressUpMenuItemCfg1Array.Instance.CheckIsSceneTypeBySubType(subType)) continue;
  334. if (!needListBySubType.ContainsKey(subType))
  335. {
  336. needListBySubType.Add(subType, new List<int>());
  337. }
  338. List<int> itemDatas = new List<int>(itemDatasDic[subType]);
  339. DressUpMenuItemDataManager.SortItemListByHighScore(itemDatas);
  340. if (fightCfg.needSuitId > 0)
  341. {
  342. int[] suitParts = SuitCfgArray.Instance.GetCfg(fightCfg.needSuitId).partsArr;
  343. for (int i = 0; i < suitParts.Length; i++)
  344. {
  345. if (itemDatas.IndexOf(suitParts[i]) >= 0)//当前类型里是否包含此部件,
  346. {
  347. needListBySubType[subType].Add(suitParts[i]);
  348. }
  349. }
  350. }
  351. if (fightCfg.needItemId > 0)
  352. {
  353. if (itemDatas.IndexOf(fightCfg.needItemId) >= 0 && needListBySubType[subType].IndexOf(fightCfg.needItemId) < 0)
  354. {
  355. needListBySubType[subType].Add(fightCfg.needItemId);
  356. }
  357. }
  358. DressUpMenuItemDataManager.SortItemListByHighScore(needListBySubType[subType]);
  359. int maxCount = subType == (int)ConstDressUpItemType.TE_SHU ? 3 : 1;//特殊部件最多穿3个,其他部件只能穿一个;
  360. needListBySubType[subType] = needListBySubType[subType].Count > maxCount ? needListBySubType[subType].GetRange(0, maxCount) : needListBySubType[subType];
  361. if (!recommendListBySubType.ContainsKey(subType))
  362. {
  363. recommendListBySubType.Add(subType, new List<int>());
  364. }
  365. int index = 0;
  366. while (recommendListBySubType[subType].Count < maxCount && itemDatas.Count > index)//不足3个从列表里补足
  367. {
  368. int partId = itemDatas[index];
  369. if (needListBySubType[subType].IndexOf(partId) < 0)//必需品列表里还没有此部件才会被添加进去
  370. {
  371. recommendListBySubType[subType].Add(partId);
  372. }
  373. index++;
  374. }
  375. DressUpMenuItemDataManager.SortItemListByHighScore(recommendListBySubType[subType]);
  376. }
  377. }
  378. //获取一套套装战斗时可用部件(剔除超过5件的饰品)
  379. public static List<int> GetSuitFightItems(int suitId)
  380. {
  381. List<int> items = new List<int>();
  382. List<int> ornamentItems = new List<int>();
  383. int[] suitParts = SuitCfgArray.Instance.GetCfg(suitId).partsArr;
  384. for (int i = 0; i < suitParts.Length; i++)
  385. {
  386. if (DressUpMenuItemCfg1Array.Instance.CheckIsOrnamentsType(suitParts[i]))
  387. {
  388. ornamentItems.Add(suitParts[i]);
  389. }
  390. else
  391. {
  392. items.Add(suitParts[i]);
  393. }
  394. }
  395. DressUpMenuItemDataManager.SortItemListByHighScore(ornamentItems);
  396. int count = Math.Min(ornamentItems.Count, GlobalCfgArray.globalCfg.dressLimitCount);
  397. ornamentItems = ornamentItems.GetRange(0, count);
  398. items.AddRange(ornamentItems);
  399. return items;
  400. }
  401. private static int CheckIndex(int _subType, List<int> recommendList)
  402. {
  403. for (int i = 0; i < recommendList.Count; i++)
  404. {
  405. int itemSubType = ItemUtilCS.GetItemSubType(recommendList[i]);
  406. if (itemSubType == _subType)
  407. {
  408. return i;
  409. }
  410. }
  411. return -1;
  412. }
  413. }
  414. }