ItemDataManager.cs 7.2 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. DressUpMenuItemDataManager.Add(itemID);
  37. if (!DressUpMenuItemDataManager.CheckIsSceneType(itemID))
  38. {
  39. DecomposeDataManager.Instance.Add(itemID);
  40. }
  41. FunctionOpenCfg functionOpenCfg = FunctionOpenCfgArray.Instance.GetCfg(typeof(SuitListView).Name);
  42. if (GameGlobal.myUnit != null//游戏角色初始数据不处理
  43. && itemCfg.rarity == ConstDressRarity.Rarity_TIANYI
  44. && StorageDataManager.Instance.GetStorageValue(ConstStorageId.FUNCTION_OPEN + functionOpenCfg.index) == 0)
  45. {
  46. FunctionOpenDataManager.Instance.CheckHasSpecialFunOpen();
  47. }
  48. }
  49. PhotographDataManager.Instance.Add(itemID);
  50. EventAgent.DispatchEvent(ConstMessage.ITEM_CHANGED, itemID);
  51. }
  52. public static void Remove(int itemID, int itemNum)
  53. {
  54. if (_dataDic.ContainsKey(itemID))
  55. {
  56. ItemData itemData = _dataDic[itemID];
  57. itemData.num -= itemNum;
  58. if (itemData.num <= 0)
  59. {
  60. itemData.num = 0;
  61. _dataDic.Remove(itemID);
  62. if (ItemUtilCS.IsDressUpItem(itemID))
  63. {
  64. DressUpMenuItemDataManager.Remove(itemID);
  65. }
  66. }
  67. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  68. if (itemCfg.itemType == ConstItemType.DRESS_UP && !DressUpMenuItemDataManager.CheckIsSceneType(itemID))
  69. {
  70. DecomposeDataManager.Instance.Remove(itemID);
  71. }
  72. EventAgent.DispatchEvent(ConstMessage.ITEM_CHANGED, itemID);
  73. }
  74. }
  75. public static int GetItemNum(int itemId)
  76. {
  77. int numericType = NumericUtil.GetNumericTypeByItemId(itemId);
  78. if (numericType != 0)
  79. {
  80. return GameGlobal.myNumericComponent.GetAsInt(numericType);
  81. }
  82. if (_dataDic.TryGetValue(itemId, out var itemData))
  83. {
  84. return itemData.num;
  85. }
  86. return 0;
  87. }
  88. public static void InitServerData(List<ItemInfoProto> items)
  89. {
  90. _dataDic.Clear();
  91. foreach (ItemInfoProto roleItem in items)
  92. {
  93. Add(roleItem.ConfigId, roleItem.Count);
  94. }
  95. }
  96. public static void InitServerDataItemAttribute(List<ItemAttributeProto> infos)
  97. {
  98. foreach (var info in infos)
  99. {
  100. if (_dataDic.TryGetValue(info.ConfigId, out var itemData))
  101. {
  102. itemData.SetAttributes(info.Ks, info.Vs);
  103. }
  104. }
  105. }
  106. public static void InitItemExchange(int itemId, int exchangTimes)
  107. {
  108. if (_itemExchangeDic.ContainsKey(itemId))
  109. {
  110. _itemExchangeDic[itemId] = exchangTimes;
  111. }
  112. else
  113. {
  114. _itemExchangeDic.Add(itemId, exchangTimes);
  115. }
  116. }
  117. //获取物品已兑换次数
  118. public static int GetItemExchangeTimes(int itemId)
  119. {
  120. if (_itemExchangeDic.ContainsKey(itemId) == false)
  121. {
  122. InitItemExchange(itemId, 0);
  123. }
  124. return _itemExchangeDic[itemId];
  125. }
  126. public static void SetAttribute(int itemId, int key, int value)
  127. {
  128. if (_dataDic.TryGetValue(itemId, out var itemData))
  129. {
  130. itemData.SetAttribute(key, value);
  131. }
  132. }
  133. public static void GetMainScore(int itemId, out int mainScore, out int mainScoreValue)
  134. {
  135. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  136. //五个属性中最大的为主属性
  137. mainScore = 1;
  138. mainScoreValue = 0;
  139. // if (itemCfg.score1 > mainScoreValue)
  140. // {
  141. // mainScoreValue = itemCfg.score1;
  142. // mainScore = 1;
  143. // }
  144. // if (itemCfg.score2 > mainScoreValue)
  145. // {
  146. // mainScoreValue = itemCfg.score2;
  147. // mainScore = 2;
  148. // }
  149. // if (itemCfg.score3 > mainScoreValue)
  150. // {
  151. // mainScoreValue = itemCfg.score3;
  152. // mainScore = 3;
  153. // }
  154. // if (itemCfg.score4 > mainScoreValue)
  155. // {
  156. // mainScoreValue = itemCfg.score4;
  157. // mainScore = 4;
  158. // }
  159. mainScore = itemCfg.mainScore;
  160. switch (mainScore)
  161. {
  162. case 1:
  163. mainScoreValue = itemCfg.score1;
  164. break;
  165. case 2:
  166. mainScoreValue = itemCfg.score2;
  167. break;
  168. case 3:
  169. mainScoreValue = itemCfg.score3;
  170. break;
  171. case 4:
  172. mainScoreValue = itemCfg.score4;
  173. break;
  174. }
  175. }
  176. public static int GetItemScoreValue(int itemId, int scoreType)
  177. {
  178. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  179. if (scoreType == 1)
  180. {
  181. return itemCfg.score1;
  182. }
  183. else if (scoreType == 2)
  184. {
  185. return itemCfg.score2;
  186. }
  187. else if (scoreType == 3)
  188. {
  189. return itemCfg.score3;
  190. }
  191. else if (scoreType == 4)
  192. {
  193. return itemCfg.score4;
  194. }
  195. return 0;
  196. }
  197. public static int GetScore(int itemId, int scoreType)
  198. {
  199. if (_dataDic.TryGetValue(itemId, out var itemData))
  200. {
  201. return itemData.GetScore(scoreType);
  202. }
  203. return 0;
  204. }
  205. }
  206. }