DecomposeDataManager.cs 2.3 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>>();//所有数量大于1的换装部件数据
  7. List<int> _rewardList = new List<int>();
  8. public const int MaxCount = 999;
  9. public void Clear()
  10. {
  11. _decomposeData.Clear();
  12. }
  13. public void Add(int itemId)
  14. {
  15. //初始化时禁止使用物品配置,会造成卡顿!!!
  16. int rarity = ItemDataManager.GetItemRarity(itemId);
  17. if (!_decomposeData.ContainsKey(rarity))
  18. {
  19. _decomposeData.Add(rarity, new List<int>());
  20. }
  21. long count = ItemCanDecomposeCount(itemId);
  22. if (_decomposeData[rarity].IndexOf(itemId) < 0 && count > 0)
  23. {
  24. _decomposeData[rarity].Add(itemId);
  25. }
  26. }
  27. public void Remove(int itemId)
  28. {
  29. int rarity = ItemCfgArray.Instance.GetCfg(itemId).rarity;
  30. long count = ItemCanDecomposeCount(itemId);
  31. if (_decomposeData.ContainsKey(rarity) && _decomposeData[rarity].IndexOf(itemId) >= 0 && count <= 0)
  32. {
  33. _decomposeData[rarity].Remove(itemId);
  34. }
  35. }
  36. public List<int> GetDecomposeDataByRarity(int rarity)
  37. {
  38. if (!_decomposeData.ContainsKey(rarity)) return null;
  39. return _decomposeData[rarity];
  40. }
  41. public List<int> GetRewardList()
  42. {
  43. if (_rewardList.Count == 0)
  44. {
  45. DecomposeCfg[] cfgs = DecomposeCfgArray.Instance.dataArray;
  46. for (int i = 0; i < cfgs.Length; i++)
  47. {
  48. for (int j = 0; j < cfgs[i].itemsArr.Length; j++)
  49. {
  50. if (_rewardList.IndexOf(cfgs[i].itemsArr[j][0]) < 0)
  51. {
  52. _rewardList.Add(cfgs[i].itemsArr[j][0]);
  53. }
  54. }
  55. }
  56. }
  57. return _rewardList;
  58. }
  59. //物品可分解的数量
  60. public long ItemCanDecomposeCount(int itemId)
  61. {
  62. return ItemDataManager.GetItemNum(itemId) - 1;
  63. }
  64. }
  65. }