ItemDataManager.cs 6.8 KB

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  1. using System.Collections.Generic;
  2. using ET;
  3. using UnityEngine;
  4. namespace GFGGame
  5. {
  6. public class ItemDataManager
  7. {
  8. private static Dictionary<int, ItemData> _dataDic = new Dictionary<int, ItemData>();
  9. private static Dictionary<int, int> _itemExchangeDic = new Dictionary<int, int>();
  10. delegate object MemberGetDelegate(ItemCfg p);
  11. public static void Add(int itemID, int itemNum)
  12. {
  13. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  14. if (itemCfg == null)
  15. {
  16. Debug.LogError($"添加了一个不存在的物品 {itemID}");
  17. return;
  18. }
  19. ItemData itemData = null;
  20. if (_dataDic.ContainsKey(itemID))
  21. {
  22. itemData = _dataDic[itemID];
  23. if (itemCfg.itemType == ConstItemType.CARD)
  24. {
  25. return;//每张卡牌只有一张
  26. }
  27. }
  28. else
  29. {
  30. itemData = ItemDataPool.GetItemData(itemID);
  31. _dataDic.Add(itemID, itemData);
  32. }
  33. itemData.num += itemNum;
  34. if (ItemUtilCS.IsDressUpItem(itemID) && itemID % GameConst.MAX_COUNT_EVERY_TYPE_ITEM > 0)
  35. {
  36. //游戏角色初始数据完成后才执行
  37. bool dataInited = GameGlobal.DataInited;
  38. DressUpMenuItemDataManager.Add(itemID);
  39. if (!DressUpMenuItemDataManager.CheckIsSceneType(itemID))
  40. {
  41. DecomposeDataManager.Instance.Add(itemID);
  42. }
  43. FunctionOpenCfg functionOpenCfg = FunctionOpenCfgArray.Instance.GetCfg(typeof(ClothingListView).Name);
  44. if (dataInited
  45. && itemCfg.rarity == ConstDressRarity.Rarity_TIANYI
  46. && StorageDataManager.Instance.GetStorageValue(ConstStorageId.FUNCTION_OPEN + functionOpenCfg.index) == 0)
  47. {
  48. FunctionOpenDataManager.Instance.CheckHasSpecialFunOpen();
  49. }
  50. }
  51. if (itemCfg.itemType == ConstItemType.ITEM)
  52. {
  53. BagDataManager.Instance.Add(itemData);
  54. }
  55. PhotographDataManager.Instance.Add(itemID);
  56. EventAgent.DispatchEvent(ConstMessage.ITEM_CHANGED, itemID);
  57. }
  58. public static void Remove(int itemID, int itemNum)
  59. {
  60. if (_dataDic.ContainsKey(itemID))
  61. {
  62. ItemData itemData = _dataDic[itemID];
  63. itemData.num -= itemNum;
  64. if (itemData.num <= 0)
  65. {
  66. itemData.num = 0;
  67. _dataDic.Remove(itemID);
  68. if (ItemUtilCS.IsDressUpItem(itemID))
  69. {
  70. DressUpMenuItemDataManager.Remove(itemID);
  71. }
  72. }
  73. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  74. if (itemCfg.itemType == ConstItemType.DRESS_UP && !DressUpMenuItemDataManager.CheckIsSceneType(itemID))
  75. {
  76. DecomposeDataManager.Instance.Remove(itemID);
  77. }
  78. if (itemCfg.itemType == ConstItemType.ITEM)
  79. {
  80. BagDataManager.Instance.Remove(itemID);
  81. }
  82. EventAgent.DispatchEvent(ConstMessage.ITEM_CHANGED, itemID);
  83. }
  84. }
  85. public static int GetItemNum(int itemId)
  86. {
  87. int numericType = NumericUtil.GetNumericTypeByItemId(itemId);
  88. if (numericType != 0)
  89. {
  90. return GameGlobal.myNumericComponent.GetAsInt(numericType);
  91. }
  92. if (_dataDic.TryGetValue(itemId, out var itemData))
  93. {
  94. return itemData.num;
  95. }
  96. return 0;
  97. }
  98. public static void InitServerData(List<ItemInfoProto> items)
  99. {
  100. _dataDic.Clear();
  101. foreach (ItemInfoProto roleItem in items)
  102. {
  103. Add(roleItem.ConfigId, roleItem.Count);
  104. }
  105. }
  106. public static void InitServerDataItemAttribute(List<ItemAttributeProto> infos)
  107. {
  108. foreach (var info in infos)
  109. {
  110. if (_dataDic.TryGetValue(info.ConfigId, out var itemData))
  111. {
  112. itemData.SetAttributes(info.Ks, info.Vs);
  113. }
  114. }
  115. }
  116. public static void InitItemExchange(int itemId, int exchangTimes)
  117. {
  118. if (_itemExchangeDic.ContainsKey(itemId))
  119. {
  120. _itemExchangeDic[itemId] = exchangTimes;
  121. }
  122. else
  123. {
  124. _itemExchangeDic.Add(itemId, exchangTimes);
  125. }
  126. }
  127. //获取物品已兑换次数
  128. public static int GetItemExchangeTimes(int itemId)
  129. {
  130. if (_itemExchangeDic.ContainsKey(itemId) == false)
  131. {
  132. InitItemExchange(itemId, 0);
  133. }
  134. return _itemExchangeDic[itemId];
  135. }
  136. public static void SetAttribute(int itemId, int key, int value)
  137. {
  138. if (_dataDic.TryGetValue(itemId, out var itemData))
  139. {
  140. itemData.SetAttribute(key, value);
  141. }
  142. }
  143. public static void GetMainScore(int itemId, out int mainScore, out int mainScoreValue)
  144. {
  145. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  146. //五个属性中最大的为主属性
  147. mainScoreValue = 0;
  148. mainScore = itemCfg.mainScore;
  149. switch (mainScore)
  150. {
  151. case 1:
  152. mainScoreValue = itemCfg.score1;
  153. break;
  154. case 2:
  155. mainScoreValue = itemCfg.score2;
  156. break;
  157. case 3:
  158. mainScoreValue = itemCfg.score3;
  159. break;
  160. case 4:
  161. mainScoreValue = itemCfg.score4;
  162. break;
  163. }
  164. }
  165. public static int GetItemScoreValue(int itemId, int scoreType)
  166. {
  167. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  168. if (scoreType == 1)
  169. {
  170. return itemCfg.score1;
  171. }
  172. else if (scoreType == 2)
  173. {
  174. return itemCfg.score2;
  175. }
  176. else if (scoreType == 3)
  177. {
  178. return itemCfg.score3;
  179. }
  180. else if (scoreType == 4)
  181. {
  182. return itemCfg.score4;
  183. }
  184. return 0;
  185. }
  186. public static int GetScore(int itemId, int scoreType)
  187. {
  188. if (_dataDic.TryGetValue(itemId, out var itemData))
  189. {
  190. return itemData.GetScore(scoreType);
  191. }
  192. return 0;
  193. }
  194. }
  195. }