SuitFosterDatamanager.cs 9.1 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using ET;
  5. using UnityEngine;
  6. namespace GFGGame
  7. {
  8. public class SuitFosterDataManager : SingletonBase<SuitFosterDataManager>
  9. {
  10. public string[] stepNames = { "浆洗", "晾晒", "熏香", "熨烫", "整饬" };
  11. private Dictionary<int, SuitFosterData> _suitInfoBySuitIdDic = new Dictionary<int, SuitFosterData>();
  12. public void Clear()
  13. {
  14. _suitInfoBySuitIdDic.Clear();
  15. }
  16. public void InitServerData(SuitFosterData suitFosterData)
  17. {
  18. if (!_suitInfoBySuitIdDic.ContainsKey(suitFosterData.suitId))
  19. {
  20. _suitInfoBySuitIdDic.Add(suitFosterData.suitId, suitFosterData);
  21. }
  22. _suitInfoBySuitIdDic[suitFosterData.suitId] = suitFosterData;
  23. }
  24. public void SetMaintainSuit(int suitId, int maintainStep)
  25. {
  26. _suitInfoBySuitIdDic[suitId].maintainStep = maintainStep;
  27. // _suitInfoBySuitIdDic[suitId].maintainBonusSteps = maintainBonusSteps;
  28. EventAgent.DispatchEvent(ConstMessage.MAINTAIN_SUIT);
  29. }
  30. public void SetMaintainBonusSteps(int suitId, int maintainBonusSteps)
  31. {
  32. _suitInfoBySuitIdDic[suitId].maintainBonusSteps.Add(maintainBonusSteps);
  33. EventAgent.DispatchEvent(ConstMessage.GET_MAINTAIN_SUIT_BONUS, maintainBonusSteps);
  34. }
  35. public void SetMakeNewSuit(int suitId, int makeNewSuit)
  36. {
  37. _suitInfoBySuitIdDic[suitId].makeNewState = makeNewSuit;
  38. EventAgent.DispatchEvent(ConstMessage.MAKE_NEW_SUIT);
  39. }
  40. public SuitFosterData GetSuitFosterData(int suitId)
  41. {
  42. if (_suitInfoBySuitIdDic.ContainsKey(suitId))
  43. {
  44. return _suitInfoBySuitIdDic[suitId];
  45. }
  46. else
  47. {
  48. SuitFosterData suitFosterData = new SuitFosterData() { suitId = suitId, maintainStep = 0, maintainBonusSteps = new List<int>(), makeNewState = 0 };
  49. InitServerData(suitFosterData);
  50. return suitFosterData;
  51. }
  52. }
  53. //加成属性服装占比
  54. // public List<KeyValuePair<int, string>> GetPropertyPercentData(int suitId, int index)
  55. // {
  56. // List<SuitFosterCfg> cfgs = SuitFosterCfgArray.Instance.GetCfgsBysuitId(suitId);
  57. // Dictionary<int, int> _data = new Dictionary<int, int>();
  58. // for (int i = 0; i < cfgs.Count; i++)
  59. // {
  60. // int[][] partsArr = cfgs[i].partsArr;
  61. // for (int j = 0; j < partsArr.Length; j++)
  62. // {
  63. // ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(partsArr[j][0]);
  64. // // int id = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType).i;
  65. // if (index < cfgs.Count && index == i || index >= cfgs.Count)
  66. // {
  67. // int num = 0;
  68. // if (!_data.ContainsKey(itemCfg.id))
  69. // {
  70. // _data.Add(itemCfg.id, num);
  71. // }
  72. // num = _data[itemCfg.id];
  73. // num = num + partsArr[j][1];
  74. // _data[itemCfg.id] = num;
  75. // }
  76. // }
  77. // }
  78. // ICollection keys = _data.Keys;
  79. // Dictionary<int, string> _dataPercent = new Dictionary<int, string>();
  80. // foreach (int key in keys)
  81. // {
  82. // ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(key);
  83. // float mainScore = ItemDataManager.GetItemBaseScoreValue(key, itemCfg.mainScore);
  84. // float addScore = _data[key];
  85. // float percent = (addScore / mainScore * 100);
  86. // _dataPercent.Add(key, percent.ToString("0.00"));
  87. // }
  88. // return new List<KeyValuePair<int, string>>(_dataPercent);
  89. // }
  90. //获取当前阶段部件属性总值
  91. public SortedList GetPropertyData(int suitId, int index)
  92. {
  93. SortedList _propertyData = new SortedList();
  94. // _addPropertyData = new SortedList();
  95. int[] parts = SuitCfgArray.Instance.GetCfg(suitId).partsArr;
  96. for (int i = 0; i < parts.Length; i++)
  97. {
  98. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(parts[i]);
  99. for (int j = 0; j < ConstDressUpScoreType.scoreTypeList().Count; j++)
  100. {
  101. int score = j + 1;
  102. int count = ItemDataManager.GetItemAdditionScore(itemCfg.id, score);
  103. if (_propertyData.ContainsKey(score))
  104. {
  105. count = count + (int)_propertyData[score];
  106. _propertyData[score] = count;
  107. }
  108. else
  109. {
  110. _propertyData.Add(score, count);
  111. }
  112. }
  113. }
  114. return _propertyData;
  115. }
  116. public Dictionary<int, int> GetAdditionPropertyData(int suitId, int index)
  117. {
  118. Dictionary<int, int> _addPropertyData = new Dictionary<int, int>();
  119. SuitFosterCfg cfg = SuitFosterCfgArray.Instance.GetCfgsBysuitId(suitId)[index];
  120. int[] parts = SuitCfgArray.Instance.GetCfg(suitId).partsArr;
  121. for (int j = 0; j < parts.Length; j++)
  122. {
  123. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(parts[j]);
  124. for (int k = 0; k < ConstDressUpScoreType.scoreTypeList().Count; k++)
  125. {
  126. int score = k + 1;
  127. int addCount = cfg.addition;
  128. if (_addPropertyData.ContainsKey(score))
  129. {
  130. addCount = addCount + (int)_addPropertyData[score];
  131. _addPropertyData[score] = addCount;
  132. }
  133. else
  134. {
  135. _addPropertyData.Add(score, addCount);
  136. }
  137. }
  138. }
  139. return _addPropertyData;
  140. }
  141. //0:已完成,1:养护中,2未养护
  142. public int GetFosterState(int suitId, int index)
  143. {
  144. SuitFosterData suitFosterData = this.GetSuitFosterData(suitId);
  145. if (index < suitFosterData.maintainStep)
  146. {
  147. return 0;
  148. }
  149. else if (index == suitFosterData.maintainStep)
  150. {
  151. return 1;
  152. }
  153. return 2;
  154. }
  155. public List<SuitFosterCfg> GetSuitFosterRewards(int suitId)
  156. {
  157. List<SuitFosterCfg> cfgs = SuitFosterCfgArray.Instance.GetCfgsBysuitId(suitId);
  158. List<SuitFosterCfg> list = new List<SuitFosterCfg>(cfgs);
  159. for (int i = list.Count - 1; i >= 0; i--)
  160. {
  161. if (list[i].rewardsArr.Length == 0)
  162. {
  163. list.RemoveAt(i);
  164. }
  165. }
  166. list = SortRewardList(list, suitId);
  167. return list;
  168. }
  169. private List<SuitFosterCfg> SortRewardList(List<SuitFosterCfg> list, int suitId)
  170. {
  171. SuitFosterData fosterData = GetSuitFosterData(suitId);
  172. List<SuitFosterCfg> cfgs = SuitFosterCfgArray.Instance.GetCfgsBysuitId(suitId);
  173. list.Sort((SuitFosterCfg a, SuitFosterCfg b) =>
  174. {
  175. int indexA = cfgs.IndexOf(a) + 1;
  176. int indexB = cfgs.IndexOf(b) + 1;
  177. if (fosterData.maintainBonusSteps.IndexOf(indexA) >= 0 && fosterData.maintainBonusSteps.IndexOf(indexB) < 0)
  178. {
  179. return 1;
  180. }
  181. else if (fosterData.maintainBonusSteps.IndexOf(indexA) < 0 && fosterData.maintainBonusSteps.IndexOf(indexB) >= 0)
  182. {
  183. return -1;
  184. }
  185. return 0;
  186. });
  187. return list;
  188. }
  189. //奖励领取状态
  190. public bool GetRewardState(int suitId, int step)
  191. {
  192. SuitFosterData fosterData = GetSuitFosterData(suitId);
  193. return fosterData.maintainBonusSteps.IndexOf(step) >= 0;
  194. }
  195. //当前奖励状态:state 0:未领1:不可领2:已完成
  196. //当前奖励Index
  197. public void GetFosterRewardState(int suitId, out int state, out int index)
  198. {
  199. index = 0;
  200. SuitFosterData fosterData = GetSuitFosterData(suitId);
  201. int finishStep = fosterData.maintainStep;
  202. List<SuitFosterCfg> cfg = SuitFosterCfgArray.Instance.GetCfgsBysuitId(suitId);
  203. for (int i = 0; i < cfg.Count; i++)
  204. {
  205. if (cfg[i].rewardsArr.Length == 0) continue;
  206. index = i;
  207. int _step = i + 1;
  208. if (_step <= finishStep && fosterData.maintainBonusSteps.IndexOf(_step) < 0)
  209. {
  210. state = 0;
  211. return;
  212. }
  213. if (_step > finishStep)
  214. {
  215. state = 1;
  216. return;
  217. }
  218. }
  219. state = 2;
  220. }
  221. }
  222. }