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- 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[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> GetDecomposeDataByRarity(int rarity)
- {
- if (!_decomposeData.ContainsKey(rarity)) return null;
- return _decomposeData[rarity];
- }
- 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;
- }
- 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);
- 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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