PhotographDataManager.cs 4.1 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115
  1. using System;
  2. using System.Collections.Generic;
  3. using System.IO;
  4. using ET;
  5. using FairyGUI;
  6. using UI.DressUp;
  7. using UnityEngine;
  8. namespace GFGGame
  9. {
  10. public enum EnumPhotographType
  11. {
  12. BG,
  13. NPC,
  14. SCENE,
  15. BORDER,
  16. EFFECT
  17. }
  18. public class PhotographDataManager : SingletonBase<PhotographDataManager>
  19. {
  20. public List<GameObject> itemGameObjs = new List<GameObject>();
  21. public DressUpObj dressUpObj;//当前穿戴的角色数据
  22. public Dictionary<int, List<int>> _equipSceneData = new Dictionary<int, List<int>>();//当前穿戴的场景数据
  23. public List<int> listBgData = new List<int>();
  24. public List<int> listNpcData = new List<int>();
  25. public List<int> listSceneData = new List<int>();
  26. public List<int> listBorderData = new List<int>();
  27. public List<int> listEffectData = new List<int>();
  28. public void Clear()
  29. {
  30. listBgData.Clear();
  31. listNpcData.Clear();
  32. listSceneData.Clear();
  33. listBorderData.Clear();
  34. listEffectData.Clear();
  35. }
  36. public void Add(ItemInfoProto itemInfoProto)
  37. {
  38. //游戏初始化禁止使用ItemCfg
  39. var itemID = itemInfoProto.ConfigId;
  40. if (itemInfoProto.Type == ConstItemType.DRESS_UP)
  41. {
  42. if (itemInfoProto.SubType == ConstDressUpItemType.BEI_JING)
  43. {
  44. if (listBgData.IndexOf(itemID) < 0) listBgData.Add(itemID);
  45. }
  46. else if (DressUpMenuItemCfg1Array.Instance.CheckIsSceneType(itemInfoProto, false))
  47. {
  48. if (listSceneData.IndexOf(itemID) < 0) listSceneData.Add(itemID);
  49. }
  50. }
  51. else if (itemInfoProto.Type == ConstItemType.PHOTOGRAPH)
  52. {
  53. if (itemInfoProto.SubType == ConstItemSubType.PHOTOGRAPH_NPC)
  54. {
  55. if (listNpcData.IndexOf(itemID) < 0) listNpcData.Add(itemID);
  56. }
  57. else if (itemInfoProto.SubType == ConstItemSubType.PHOTOGRAPH_BOREDR)
  58. {
  59. if (listBorderData.IndexOf(ConstItemID.BORDERID) < 0) listBorderData.Insert(0, ConstItemID.BORDERID);
  60. if (listBorderData.IndexOf(itemID) < 0) listBorderData.Add(itemID);
  61. }
  62. else if (itemInfoProto.SubType == ConstItemSubType.PHOTOGRAPH_EFFECT)
  63. {
  64. if (listEffectData.IndexOf(ConstItemID.EFFECTID) < 0) listEffectData.Insert(0, ConstItemID.EFFECTID);
  65. if (listEffectData.IndexOf(itemID) < 0) listEffectData.Add(itemID);
  66. }
  67. }
  68. }
  69. //将穿戴数据分类
  70. public void ClassifyEquipData()
  71. {
  72. dressUpObj?.Dispose();
  73. dressUpObj = new DressUpObj();
  74. _equipSceneData.Clear();
  75. for (int i = 0; i < MyDressUpHelper.dressUpObj.itemList.Count; i++)
  76. {
  77. int itemId = MyDressUpHelper.dressUpObj.itemList[i];
  78. if (DressUpMenuItemCfg1Array.Instance.CheckIsSceneType(itemId, false))
  79. {
  80. if (!_equipSceneData.ContainsKey(itemId))
  81. {
  82. _equipSceneData.Add(itemId, new List<int>());
  83. }
  84. _equipSceneData[itemId].Add(itemId);
  85. }
  86. }
  87. }
  88. public List<int> GetListData(EnumPhotographType type)
  89. {
  90. switch (type)
  91. {
  92. case EnumPhotographType.BG:
  93. return listBgData;
  94. case EnumPhotographType.NPC:
  95. return listNpcData;
  96. case EnumPhotographType.SCENE:
  97. return listSceneData;
  98. case EnumPhotographType.BORDER:
  99. return listBorderData;
  100. case EnumPhotographType.EFFECT:
  101. return listEffectData;
  102. default:
  103. return new List<int>();
  104. }
  105. }
  106. }
  107. }