DecomposeDataManager.cs 9.9 KB

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  1. using System.Collections.Generic;
  2. namespace GFGGame
  3. {
  4. public class DecomposeDataManager : SingletonBase<DecomposeDataManager>
  5. {
  6. Dictionary<int, List<int>> _decomposeData = new Dictionary<int, List<int>>();//所有可分解的换装部件数据
  7. Dictionary<int, List<int>> _decomposeMaterialData = new Dictionary<int, List<int>>();//所有可分解的材料数据
  8. Dictionary<int, List<int>> _suitSyntheticMaterials = new Dictionary<int, List<int>>();//materiasId,Lsit<suitId>
  9. List<int> _rewardList = new List<int>();
  10. public const int MaxCount = 999;
  11. public void Clear()
  12. {
  13. _decomposeData.Clear();
  14. _decomposeMaterialData.Clear();
  15. _suitSyntheticMaterials.Clear();
  16. }
  17. public void Add(int itemId)
  18. {
  19. //初始化时禁止使用物品配置,会造成卡顿!!!
  20. int rarity = ItemDataManager.GetItemRarity(itemId);
  21. if (!_decomposeData.ContainsKey(rarity))
  22. {
  23. _decomposeData.Add(rarity, new List<int>());
  24. }
  25. long count = ItemCanDecomposeCount(itemId);
  26. if (_decomposeData[rarity].IndexOf(itemId) < 0 && count > 0)
  27. {
  28. _decomposeData[rarity].Add(itemId);
  29. }
  30. //套装拥有的时候需要让材料重新加进列表
  31. int[][] syntheticMateriarsArr = ItemDataManager.GetItemSyntheticSuitArr(itemId);
  32. if (syntheticMateriarsArr.Length > 0) {
  33. foreach (int[] materiars in syntheticMateriarsArr)
  34. {
  35. int materialId = materiars[0];
  36. int materialItemType = ItemDataManager.GetItemType(materialId);
  37. if (materialItemType == ConstItemType.DRESS_UP) {
  38. long materiarsCount = ItemCanDecomposeCount(materialId);
  39. if (materiarsCount> 0 && (materiarsCount + materiars[1] - DeductSynthesisNeedNum(materialId)) > 0)
  40. {
  41. rarity = ItemDataManager.GetItemRarity(materialId);
  42. if (_decomposeData[rarity].IndexOf(materialId) < 0)
  43. {
  44. _decomposeData[rarity].Add(materialId);
  45. }
  46. }
  47. }
  48. }
  49. }
  50. }
  51. public void AddMaterial(int itemId)
  52. {
  53. //初始化时禁止使用物品配置,会造成卡顿!!!
  54. int rarity = ItemDataManager.GetItemRarity(itemId);
  55. if (!_decomposeMaterialData.ContainsKey(rarity))
  56. {
  57. _decomposeMaterialData.Add(rarity, new List<int>());
  58. }
  59. if (_decomposeMaterialData[rarity].IndexOf(itemId) < 0)
  60. {
  61. _decomposeMaterialData[rarity].Add(itemId);
  62. }
  63. }
  64. public void Remove(int itemId)
  65. {
  66. int rarity = ItemCfgArray.Instance.GetCfg(itemId).rarity;
  67. long count = ItemCanDecomposeCount(itemId);
  68. if (_decomposeData.ContainsKey(rarity) && _decomposeData[rarity].IndexOf(itemId) >= 0 && count <= 0)
  69. {
  70. _decomposeData[rarity].Remove(itemId);
  71. }
  72. }
  73. public void RemoveMaterial(int itemId)
  74. {
  75. int rarity = ItemCfgArray.Instance.GetCfg(itemId).rarity;
  76. long count = ItemCanDecomposeMaterialCount(itemId);
  77. if (_decomposeMaterialData.ContainsKey(rarity) && _decomposeMaterialData[rarity].IndexOf(itemId) >= 0 && count <= 0)
  78. {
  79. _decomposeMaterialData[rarity].Remove(itemId);
  80. }
  81. }
  82. //分解需要扣去合成需要的数量
  83. public int DeductSynthesisNeedNum(int itemId)
  84. {
  85. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  86. if (itemCfg == null)
  87. return 0;
  88. int sum = 0;
  89. foreach (int syntheticId in itemCfg.syntheticSuitArr)
  90. {
  91. if (ItemDataManager.GetItemNum(syntheticId) <= 0) {
  92. ItemCfg syntheticItemCfg = ItemCfgArray.Instance.GetCfg(syntheticId);
  93. foreach (int[] MateriarsInfo in syntheticItemCfg.syntheticMateriarsArr)
  94. {
  95. if(MateriarsInfo[0] == itemId)
  96. sum += MateriarsInfo[1];
  97. }
  98. }
  99. }
  100. return sum;
  101. }
  102. public List<int> GetDecomposeDataByRarity(int rarity)
  103. {
  104. if (!_decomposeData.ContainsKey(rarity)) return null;
  105. return _decomposeData[rarity];
  106. }
  107. public List<int> GetRewardList()
  108. {
  109. if (_rewardList.Count == 0)
  110. {
  111. DecomposeCfg[] cfgs = DecomposeCfgArray.Instance.dataArray;
  112. for (int i = 0; i < cfgs.Length; i++)
  113. {
  114. for (int j = 0; j < cfgs[i].itemsArr.Length; j++)
  115. {
  116. if (_rewardList.IndexOf(cfgs[i].itemsArr[j][0]) < 0)
  117. {
  118. _rewardList.Add(cfgs[i].itemsArr[j][0]);
  119. }
  120. }
  121. }
  122. }
  123. return _rewardList;
  124. }
  125. //物品可分解的数量
  126. public long CanDecomposeCount(int decomposeType, int itemId)
  127. {
  128. if (decomposeType == 0) {
  129. return ItemCanDecomposeCount(itemId);
  130. }
  131. else
  132. {
  133. return ItemCanDecomposeMaterialCount(itemId);
  134. }
  135. }
  136. //物品可分解的数量
  137. public long ItemCanDecomposeCount(int itemId)
  138. {
  139. //合成需要的数量
  140. int synthesisNum = DeductSynthesisNeedNum(itemId);
  141. return ItemDataManager.GetItemNum(itemId) - 1 - synthesisNum;
  142. }
  143. //材料可分解的数量
  144. public long ItemCanDecomposeMaterialCount(int itemId)
  145. {
  146. //合成需要的数量
  147. int synthesisNum = DeductSynthesisMaterialNeedNum(itemId);
  148. return ItemDataManager.GetItemNum(itemId) - synthesisNum;
  149. }
  150. public List<int> GetDecomposeMaterialByRarity(int rarity)
  151. {
  152. if (!_decomposeMaterialData.ContainsKey(rarity)) return null;
  153. Dictionary<int, int> LeagueSkillLvDatas = SkillDataManager.Instance.LeagueSkillLvDatas;
  154. List<int> materialDataKey = new List<int>();
  155. foreach (var key in _decomposeMaterialData.Keys)
  156. {
  157. materialDataKey.Add(key);
  158. }
  159. for (int i = 0; i < materialDataKey.Count; i++)
  160. {
  161. for (int k = _decomposeMaterialData[materialDataKey[i]].Count-1; k >= 0; k--)
  162. {
  163. int itemId = _decomposeMaterialData[materialDataKey[i]][k];
  164. if (ItemCanDecomposeMaterialCount(itemId) <= 0) {
  165. _decomposeMaterialData[materialDataKey[i]].RemoveAt(k);
  166. }
  167. }
  168. }
  169. return _decomposeMaterialData[rarity];
  170. }
  171. //分解需要扣去合成材料需要的数量
  172. public int DeductSynthesisMaterialNeedNum(int itemId)
  173. {
  174. int sum = 0;
  175. int skillId = ItemDataManager.GetItemSkillId(itemId);
  176. Dictionary<int, int> leagueSkillLvDatas = SkillDataManager.Instance.GetLeagueSkillLvDatas();
  177. if (!leagueSkillLvDatas.ContainsKey(skillId))
  178. return 0;
  179. int skillLv = leagueSkillLvDatas[skillId];
  180. PassivitySkillLvlCfg skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLv, skillId);
  181. int skillLvIndex = skillLv;
  182. while (skillLvlCfg != null && skillLvlCfg.materiarsArr != null && skillLvlCfg.materiarsArr.Length > 0)
  183. {
  184. sum += skillLvlCfg.materiarsArr[0][1];
  185. skillLvIndex += 1;
  186. skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLvIndex, skillId);
  187. }
  188. return sum;
  189. }
  190. public void InitSuitSyntheticMaterias()
  191. {
  192. List<SuitCfg> suitCfgs = new List<SuitCfg>();
  193. suitCfgs.AddRange(new List<SuitCfg>(SuitCfgArray.Instance.GetCfgsBysyntheticType(1)));
  194. suitCfgs.AddRange(new List<SuitCfg>(SuitCfgArray.Instance.GetCfgsBysyntheticType(2)));
  195. suitCfgs.AddRange(new List<SuitCfg>(SuitCfgArray.Instance.GetCfgsBysyntheticType(3)));
  196. for (int i = 0; i < suitCfgs.Count; i++)
  197. {
  198. int suitId = suitCfgs[i].id;
  199. for (int j = 0; j < suitCfgs[i].partsArr.Length; j++)
  200. {
  201. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(suitCfgs[i].partsArr[j]);
  202. for (int k = 0; k < itemCfg.syntheticMateriarsArr.Length; k++)
  203. {
  204. int materialId = itemCfg.syntheticMateriarsArr[k][0];
  205. if (!_suitSyntheticMaterials.ContainsKey(materialId))
  206. {
  207. _suitSyntheticMaterials[materialId] = new List<int>();
  208. }
  209. if (_suitSyntheticMaterials[materialId].IndexOf(suitId) < 0) _suitSyntheticMaterials[materialId].Add(suitId);
  210. }
  211. }
  212. }
  213. }
  214. /// <summary>
  215. /// 检测物品对应的套装是否全部合成
  216. /// </summary>
  217. /// <param name="itemId"></param>
  218. /// <returns></returns>
  219. public bool CheckIsItemForSuitSynthetic(int itemId)
  220. {
  221. if (!_suitSyntheticMaterials.ContainsKey(itemId)) return true;
  222. for (int i = 0; i < _suitSyntheticMaterials[itemId].Count; i++)
  223. {
  224. if (!DressUpMenuSuitDataManager.CheckHaveSuit(_suitSyntheticMaterials[itemId][i])) return false;
  225. }
  226. return true;
  227. }
  228. }
  229. }