CardDataManager.cs 11 KB

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  1. 
  2. using System;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using System.Linq;
  6. using ET;
  7. using UnityEngine;
  8. namespace GFGGame
  9. {
  10. public class CardDataManager
  11. {
  12. private static Dictionary<int, Dictionary<int, CardData>> _cardDicByType = new Dictionary<int, Dictionary<int, CardData>>();
  13. public static Dictionary<int, Dictionary<int, int>> _selectList = new Dictionary<int, Dictionary<int, int>>();
  14. public static void Clear()
  15. {
  16. _cardDicByType.Clear();
  17. }
  18. public static void Add(CardInfoProto cardInfoProto)
  19. {
  20. CardData cardData = new CardData();
  21. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(cardInfoProto.CardId);
  22. cardData.id = cardInfoProto.CardId;
  23. cardData.lv = cardInfoProto.Lvl;
  24. cardData.exp = cardInfoProto.Exp;
  25. cardData.star = cardInfoProto.Star;
  26. cardData.itemCfg = itemCfg;
  27. cardData.res = cardInfoProto.ResIndex == 0 ? itemCfg.res : itemCfg.cardRes;
  28. cardData.scores = new Dictionary<int, int>();
  29. for (int j = 0; j < cardInfoProto.KsAttribute.Count; j++)
  30. {
  31. cardData.scores.Add(cardInfoProto.KsAttribute[j], cardInfoProto.VsAttribute[j]);
  32. }
  33. cardData.mainScore = itemCfg.mainScore;
  34. cardData.resources = CardDataManager.GetCardResources(itemCfg);
  35. if (_cardDicByType.ContainsKey(0) == false)
  36. {
  37. _cardDicByType[0] = new Dictionary<int, CardData>();
  38. }
  39. if (_cardDicByType.ContainsKey(cardData.itemCfg.rarity) == false)
  40. {
  41. _cardDicByType[cardData.itemCfg.rarity] = new Dictionary<int, CardData>();
  42. }
  43. _cardDicByType[0].Add(cardData.id, cardData);
  44. _cardDicByType[cardData.itemCfg.rarity].Add(cardData.id, cardData);
  45. }
  46. public static List<string> GetCardResources(ItemCfg itemCfg)
  47. {
  48. List<string> resources = new List<string>();
  49. resources.Add(itemCfg.res);
  50. if (itemCfg.cardRes! != "")
  51. {
  52. resources.Add(itemCfg.cardRes);
  53. }
  54. return resources;
  55. }
  56. private static void Refresh(CardData cardData)
  57. {
  58. _cardDicByType[0][cardData.id] = cardData;
  59. _cardDicByType[cardData.itemCfg.rarity][cardData.id] = cardData;
  60. GameProxy.ReqUpdateCardStatus(cardData);
  61. }
  62. private static void RefreshCardLvProperty(CardData lastCardData, int lv)
  63. {
  64. // List<CardLvlCfg> cardLvCfgs = CardCfgManager.GetCardLvCfgsByRarity(lastCardData.itemCfg.rarity);
  65. // for (int i = lastCardData.lv; i < lv; i++)
  66. // {
  67. // lastCardData.scores[ConstDressUpScoreType.SCORE_FENG] += cardLvCfgs[i - 1].score1;
  68. // lastCardData.scores[ConstDressUpScoreType.SCORE_HUA] += cardLvCfgs[i - 1].score1;
  69. // lastCardData.scores[ConstDressUpScoreType.SCORE_XUE] += cardLvCfgs[i - 1].score1;
  70. // lastCardData.scores[ConstDressUpScoreType.SCORE_YUE] += cardLvCfgs[i - 1].score1;
  71. // }
  72. }
  73. private static void RefreshCardStarProperty(CardData lastCardData, int star)
  74. {
  75. // List<CardLvlCfg> cardLvCfgs = CardCfgManager.GetCardLvCfgsByRarity(lastCardData.itemCfg.rarity);
  76. // for (int i = lastCardData.star; i < star; i++)
  77. // {
  78. // lastCardData.scores[ConstDressUpScoreType.SCORE_FENG] += cardLvCfgs[i - 1].score1;
  79. // lastCardData.scores[ConstDressUpScoreType.SCORE_HUA] += cardLvCfgs[i - 1].score1;
  80. // lastCardData.scores[ConstDressUpScoreType.SCORE_XUE] += cardLvCfgs[i - 1].score1;
  81. // lastCardData.scores[ConstDressUpScoreType.SCORE_YUE] += cardLvCfgs[i - 1].score1;
  82. // }
  83. }
  84. private static List<CardData> SortItemList(List<CardData> arrayList)
  85. {
  86. arrayList.Sort((CardData a, CardData b) =>
  87. {
  88. int rarityA = a.itemCfg.rarity;
  89. int rarityB = b.itemCfg.rarity;
  90. if (rarityA < rarityB)
  91. {
  92. return 1;
  93. }
  94. else if (rarityA > rarityB)
  95. {
  96. return -1;
  97. }
  98. return string.Compare(a.itemCfg.res, b.itemCfg.res);
  99. });
  100. return arrayList;
  101. }
  102. /// <summary>
  103. /// 卡牌升级
  104. /// </summary>
  105. /// <param name="cardId"></param>
  106. public static void UpCardLv(int cardId, int lv, int exp)
  107. {
  108. CardData cardData = _cardDicByType[0][cardId];
  109. CardDataManager.RefreshCardLvProperty(cardData, lv);
  110. cardData.lv = lv;
  111. cardData.exp = exp;
  112. CardDataManager.Refresh(cardData);
  113. }
  114. /// <summary>
  115. /// 卡牌升星
  116. /// </summary>
  117. /// <param name="cardId"></param>
  118. public static void UpCardStar(int cardId)
  119. {
  120. CardData cardData = _cardDicByType[0][cardId];
  121. int star = cardData.star + 1;
  122. CardDataManager.RefreshCardStarProperty(cardData, star);
  123. cardData.star = star;
  124. CardDataManager.Refresh(cardData);
  125. }
  126. /// <summary>
  127. /// 替换卡面
  128. /// </summary>
  129. /// <param name="cardId"></param>
  130. /// <param name="res"></param>
  131. public static void SetShowCard(int cardId, string res)
  132. {
  133. _cardDicByType[0][cardId].res = res;
  134. CardDataManager.Refresh(_cardDicByType[0][cardId]);
  135. }
  136. /// <summary>
  137. /// 根据卡牌Id获取卡牌升级升星数据,无数据返回null
  138. /// </summary>
  139. /// <param name="cardId"></param>
  140. /// <returns></returns>
  141. public static CardData GetCardDataById(int cardId)
  142. {
  143. return _cardDicByType[0].ContainsKey(cardId) ? _cardDicByType[0][cardId] : null;
  144. }
  145. /// <summary>
  146. /// 根据男主类型获取卡牌列表
  147. /// </summary>
  148. public static List<CardData> GetCardListByRarity(int rarity)
  149. {
  150. if (_cardDicByType.ContainsKey(rarity))
  151. {
  152. Dictionary<int, CardData> cardDic = _cardDicByType[rarity];
  153. CardData[] cardArray = new CardData[cardDic.Count];
  154. cardDic.Values.CopyTo(cardArray, 0);
  155. List<CardData> cardList = new List<CardData>(cardArray);
  156. cardList = CardDataManager.SortItemList(cardList);
  157. return cardList;
  158. }
  159. return new List<CardData>();
  160. }
  161. public static bool isFullLv(int cardId, int lv, bool showTips = true)
  162. {
  163. CardData cardData = _cardDicByType[0][cardId];
  164. if (lv > CardRarityCfgArray.Instance.GetCfg(cardData.itemCfg.rarity).maxCardLvl)
  165. {
  166. if (showTips == true)
  167. {
  168. PromptController.Instance.ShowFloatTextPrompt("已达到最大等级");
  169. }
  170. return true;
  171. }
  172. else
  173. {
  174. return false;
  175. }
  176. }
  177. public static bool isFullStar(int cardId, int star, bool showTips = true)
  178. {
  179. CardData cardData = _cardDicByType[0][cardId];
  180. if (star >= CardCfgManager.GetCardStarCfgsByTypeAndRarity(cardData.itemCfg.subType, cardData.itemCfg.rarity).Count)
  181. {
  182. if (showTips == true)
  183. {
  184. PromptController.Instance.ShowFloatTextPrompt("已达到最大星级");
  185. }
  186. return true;
  187. }
  188. else
  189. {
  190. return false;
  191. }
  192. }
  193. public static void GetPreViewLvAndExp(int rarity, int curLv, int curExp, int hasExp, out int showLv, out int showExp)
  194. {
  195. List<CardLvlCfg> listCardLvCfgs = CardCfgManager.GetCardLvCfgsByRarity(rarity);
  196. showLv = curLv;
  197. showExp = curExp + hasExp;
  198. CardLvlCfg tCurCfg = CardLvlCfgArray.Instance.GetCfg(showLv, rarity);
  199. while (showExp >= tCurCfg.needExp && showLv <= listCardLvCfgs.Count)
  200. {
  201. showLv++;
  202. if (showLv == listCardLvCfgs.Count)
  203. {
  204. //满级
  205. showLv = listCardLvCfgs.Count - 1;
  206. showExp = tCurCfg.needExp;
  207. break;
  208. }
  209. tCurCfg = CardLvlCfgArray.Instance.GetCfg(showLv, rarity);
  210. showExp -= tCurCfg.needExp;
  211. }
  212. }
  213. public static List<CardData> FilterCardList(List<CardData> cardList, Dictionary<int, Dictionary<int, int>> selectList)
  214. {
  215. List<CardData> _cardList = new List<CardData>();
  216. if (selectList.ContainsKey((int)EnumCardFilterType.SubType) == true && selectList[(int)EnumCardFilterType.SubType].Keys.Count > 0)
  217. {
  218. for (int i = cardList.Count - 1; i >= 0; i--)
  219. {
  220. if (selectList[(int)EnumCardFilterType.SubType].ContainsKey(cardList[i].itemCfg.subType) == false)
  221. {
  222. //稀有度
  223. cardList.RemoveAt(i);
  224. continue;
  225. }
  226. }
  227. }
  228. if (selectList.ContainsKey((int)EnumCardFilterType.PROPERTY) == true && selectList[(int)EnumCardFilterType.PROPERTY].Keys.Count > 0)
  229. {
  230. for (int i = cardList.Count - 1; i >= 0; i--)
  231. {
  232. if (selectList[(int)EnumCardFilterType.PROPERTY].ContainsKey(cardList[i].mainScore) == false)
  233. {
  234. cardList.RemoveAt(i);
  235. continue;
  236. }
  237. }
  238. }
  239. //属性
  240. if (selectList.ContainsKey((int)EnumCardFilterType.FOSTER) == true && selectList[(int)EnumCardFilterType.FOSTER].Keys.Count > 0)
  241. {
  242. for (int i = 0; i < cardList.Count; i++)
  243. {
  244. //培养度
  245. List<CardLvlCfg> cardLvCfgs = CardCfgManager.GetCardLvCfgsByRarity(cardList[i].itemCfg.rarity);
  246. List<CardStarCfg> cardStarCfgs = CardCfgManager.GetCardStarCfgsByTypeAndRarity(cardList[i].itemCfg.subType, cardList[i].itemCfg.rarity);
  247. ICollection keys = selectList[(int)EnumCardFilterType.FOSTER].Keys;
  248. foreach (int key in keys)
  249. {
  250. if (key == ConstCardState.STATE_FULL_LV && cardList[i].lv == cardLvCfgs.Count - 1 ||
  251. key == ConstCardState.STATE_LV && cardList[i].lv < cardLvCfgs.Count - 1 ||
  252. key == ConstCardState.STATE_FULL_STAR && cardList[i].star == cardStarCfgs.Count ||
  253. key == ConstCardState.STATE_STAR && cardList[i].star < cardStarCfgs.Count)
  254. {
  255. _cardList.Add(cardList[i]);
  256. continue;
  257. }
  258. //if ()
  259. //{
  260. //技能相关留空
  261. //}
  262. }
  263. }
  264. return _cardList;
  265. }
  266. else
  267. {
  268. return cardList;
  269. }
  270. }
  271. }
  272. }