DressUpMenuItemDataManager.cs 13 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using System;
  4. using UnityEngine;
  5. namespace GFGGame
  6. {
  7. public enum DressFilterType
  8. {
  9. None,
  10. Search,
  11. Filter
  12. }
  13. public class DressUpMenuItemDataManager
  14. {
  15. public static string dressSearchTxt = "";
  16. public static DressFilterType dressFilterType = DressFilterType.None;
  17. public static List<int> selectRarityList = new List<int>();
  18. public static List<int> selectScoreList = new List<int>();
  19. public static List<string> selectTagList = new List<string>();
  20. private static List<int> _itemDatas = new List<int>();
  21. public static void InitData()
  22. {
  23. _itemDatas.Clear();
  24. }
  25. public static void Add(int value)
  26. {
  27. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(value);
  28. if (itemCfg == null)
  29. {
  30. Debug.LogError("添加了一个不存在的物品" + value);
  31. }
  32. else
  33. {
  34. if (!_itemDatas.Contains(value))
  35. {
  36. _itemDatas.Add(value);
  37. DressUpMenuSuitDataManager.CheckItemInSuit(value);
  38. }
  39. }
  40. }
  41. public static bool CheckHasItem(int itemID)
  42. {
  43. return _itemDatas.Contains(itemID);
  44. }
  45. public static void Remove(int value)
  46. {
  47. if (_itemDatas == null)
  48. {
  49. return;
  50. }
  51. if (_itemDatas.Contains(value))
  52. {
  53. _itemDatas.Remove(value);
  54. }
  55. }
  56. public static List<int> getItemDatasByType(int type)
  57. {
  58. List<int> arrayList = new List<int>();
  59. for (int i = 0; i < _itemDatas.Count; i++)
  60. {
  61. int itemID = (int)_itemDatas[i];
  62. int subType = ItemUtil.GetItemSubType(itemID);
  63. if (type == (int)ConstDressUpItemType.TE_SHU && subType > type)
  64. {
  65. arrayList.Add(itemID);
  66. }
  67. else if (subType == type)
  68. {
  69. arrayList.Add(itemID);
  70. }
  71. }
  72. return arrayList;
  73. }
  74. public static List<int> SortItemListByHighScore(List<int> arrayList)
  75. {
  76. arrayList.Sort((int a, int b) =>
  77. {
  78. int scoreA = GetItemScore(a);
  79. int scoreB = GetItemScore(b);
  80. if (scoreB > scoreA)
  81. {
  82. return 1;
  83. }
  84. else if (scoreB < scoreA)
  85. {
  86. return -1;
  87. }
  88. return 0;
  89. });
  90. return arrayList;
  91. }
  92. public static List<int> SortItemListByLowScore(List<int> arrayList)
  93. {
  94. arrayList.Sort((int a, int b) =>
  95. {
  96. int scoreA = GetItemScore(a);
  97. int scoreB = GetItemScore(b);
  98. if (scoreB < scoreA)
  99. {
  100. return 1;
  101. }
  102. else if (scoreB > scoreA)
  103. {
  104. return -1;
  105. }
  106. return 0;
  107. });
  108. return arrayList;
  109. }
  110. private static List<int> SortItemListByScoreByType(List<int> arrayList)
  111. {
  112. arrayList.Sort((int a, int b) =>
  113. {
  114. int typeA = ItemUtil.GetItemSubType(a);
  115. int typeB = ItemUtil.GetItemSubType(b);
  116. int scoreA = GetItemScore(a);
  117. int scoreB = GetItemScore(b);
  118. if (typeB < typeA)
  119. {
  120. return -1;
  121. }
  122. else if (typeB > typeA)
  123. {
  124. return 1;
  125. }
  126. else if (scoreB > scoreA)
  127. {
  128. return 1;
  129. }
  130. else if (scoreB < scoreA)
  131. {
  132. return -1;
  133. }
  134. return 0;
  135. });
  136. return arrayList;
  137. }
  138. public static List<int> SortItemListByHighRarity(List<int> arrayList)
  139. {
  140. arrayList.Sort((int a, int b) =>
  141. {
  142. ItemCfg itemCfgA = ItemCfgArray.Instance.GetCfg(a);
  143. ItemCfg itemCfgB = ItemCfgArray.Instance.GetCfg(b);
  144. if (itemCfgB.rarity > itemCfgA.rarity)
  145. {
  146. return 1;
  147. }
  148. else if (itemCfgB.rarity < itemCfgA.rarity)
  149. {
  150. return -1;
  151. }
  152. return 0;
  153. });
  154. return arrayList;
  155. }
  156. public static List<int> SortItemListByLowRarity(List<int> arrayList)
  157. {
  158. arrayList.Sort((int a, int b) =>
  159. {
  160. ItemCfg itemCfgA = ItemCfgArray.Instance.GetCfg(a);
  161. ItemCfg itemCfgB = ItemCfgArray.Instance.GetCfg(b);
  162. if (itemCfgB.rarity < itemCfgA.rarity)
  163. {
  164. return 1;
  165. }
  166. else if (itemCfgB.rarity > itemCfgA.rarity)
  167. {
  168. return -1;
  169. }
  170. return 0;
  171. });
  172. return arrayList;
  173. }
  174. public static List<int> GetRecommendItemList(bool toSort = true)
  175. {
  176. List<int> recommendTypeList = new List<int>();
  177. List<int> recommendList = new List<int>();
  178. List<int> tempAllList = _itemDatas.GetRange(0, _itemDatas.Count);
  179. if (toSort)
  180. {
  181. SortItemListByScoreByType(tempAllList);
  182. }
  183. foreach (int itemID in tempAllList)
  184. {
  185. int subType = ItemUtil.GetItemSubType(itemID);
  186. if (!CheckIsSceneType(itemID))
  187. {
  188. if (!recommendTypeList.Contains(subType))
  189. {
  190. recommendList.Add(itemID);
  191. recommendTypeList.Add(subType);
  192. }
  193. }
  194. }
  195. return recommendList;
  196. }
  197. public static int GetRecommendCount()
  198. {
  199. List<int> recommendTypeList = GetRecommendItemList(false);
  200. return recommendTypeList.Count;
  201. }
  202. public static bool CheckIsSceneType(int itemID)
  203. {
  204. int subType = ItemUtil.GetItemSubType(itemID);
  205. DressUpMenuItemCfg1 typeCfg = DressUpMenuItemCfg1Array.Instance.GetCfg(12);
  206. foreach (int temp in typeCfg.subMenusArr)
  207. {
  208. DressUpMenuItemCfg2 subTypeCfg = DressUpMenuItemCfg2Array.Instance.GetCfg(temp);
  209. if (subType == subTypeCfg.type)
  210. {
  211. return true;
  212. }
  213. }
  214. return false;
  215. }
  216. public static int GetItemScore(int itemId)
  217. {
  218. return GetItemScore(itemId, StoryDataManager.currentScoreType);
  219. }
  220. public static int GetItemScore(int itemId, int scoreType)
  221. {
  222. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  223. if (itemCfg == null) return 0;
  224. int score = itemCfg.baseScore;
  225. switch (scoreType)
  226. {
  227. case ConstDressUpScoreType.SCORE_FENG:
  228. score += itemCfg.score1;
  229. break;
  230. case ConstDressUpScoreType.SCORE_HUA:
  231. score += itemCfg.score2;
  232. break;
  233. case ConstDressUpScoreType.SCORE_XUE:
  234. score += itemCfg.score3;
  235. break;
  236. case ConstDressUpScoreType.SCORE_YUE:
  237. score += itemCfg.score4;
  238. break;
  239. }
  240. return score;
  241. }
  242. public static List<int> DressSearch(List<int> list, bool isTaoZhuang)
  243. {
  244. List<int> searchList = new List<int>();
  245. for (int i = 0; i < list.Count; i++)
  246. {
  247. bool isSearch = true;
  248. string name = isTaoZhuang ? SuitCfgArray.Instance.GetCfg(list[i]).name : ItemCfgArray.Instance.GetCfg(list[i]).name;
  249. for (int j = 0; j < dressSearchTxt.Length; j++)
  250. {
  251. if (name.IndexOf(dressSearchTxt[j]) < 0)
  252. {
  253. isSearch = false;
  254. break;
  255. }
  256. }
  257. if (isSearch)
  258. {
  259. searchList.Add(list[i]);
  260. }
  261. }
  262. if (searchList.Count == 0)
  263. {
  264. PromptController.Instance.ShowFloatTextPrompt("搜索不到相关物品");
  265. }
  266. return searchList;
  267. }
  268. public static List<int> DressFilter(List<int> list, bool isTaoZhuang)
  269. {
  270. List<int> filterList = new List<int>();
  271. for (int i = 0; i < list.Count; i++)
  272. {
  273. ItemCfg cfg = ItemCfgArray.Instance.GetCfg(list[i]);
  274. SuitCfg tzCfg = SuitCfgArray.Instance.GetCfg(list[i]);
  275. bool isRarity = isTaoZhuang ? FilterRarity(tzCfg) : FilterRarity(cfg);
  276. bool isScore = isTaoZhuang ? true : FilterScore(cfg);
  277. bool isTag = isTaoZhuang ? true : FilterTag(cfg);
  278. if (isRarity && isScore && isTag)
  279. {
  280. filterList.Add(list[i]);
  281. }
  282. }
  283. if (filterList.Count == 0)
  284. {
  285. PromptController.Instance.ShowFloatTextPrompt("无满足条件物品");
  286. }
  287. return filterList;
  288. }
  289. private static bool FilterRarity(ItemCfg cfg)
  290. {
  291. bool isRarity = false;
  292. if (selectRarityList.Count > 0)
  293. {
  294. for (int j = 0; j < selectRarityList.Count; j++)
  295. {
  296. if (cfg != null && cfg.rarity == selectRarityList[j])
  297. {
  298. isRarity = true;
  299. break;
  300. }
  301. }
  302. }
  303. else
  304. {
  305. isRarity = true;
  306. }
  307. return isRarity;
  308. }
  309. private static bool FilterRarity(SuitCfg cfg)
  310. {
  311. bool isRarity = false;
  312. if (selectRarityList.Count > 0)
  313. {
  314. for (int j = 0; j < selectRarityList.Count; j++)
  315. {
  316. if (cfg != null && cfg.rarity == selectRarityList[j])
  317. {
  318. isRarity = true;
  319. break;
  320. }
  321. }
  322. }
  323. else
  324. {
  325. isRarity = true;
  326. }
  327. return isRarity;
  328. }
  329. private static bool FilterScore(ItemCfg cfg)
  330. {
  331. bool isScore = false;
  332. if (selectScoreList.Count > 0)
  333. {
  334. if (cfg != null)
  335. {
  336. int mainScore;
  337. int mainScoreValue;
  338. ItemDataManager.GetMainScore(cfg.id, out mainScore, out mainScoreValue);
  339. for (int j = 0; j < selectScoreList.Count; j++)
  340. {
  341. if (mainScore == selectScoreList[j])
  342. {
  343. isScore = true;
  344. break;
  345. }
  346. }
  347. }
  348. }
  349. else
  350. {
  351. isScore = true;
  352. }
  353. return isScore;
  354. }
  355. private static bool FilterTag(ItemCfg cfg)
  356. {
  357. bool isTag = false;
  358. if (selectTagList.Count > 0)
  359. {
  360. if (cfg != null)
  361. {
  362. for (int j = 0; j < selectTagList.Count; j++)
  363. {
  364. if (isTag == true)
  365. {
  366. break;
  367. }
  368. for (int k = 0; k < cfg.tagsArr.Length; k++)
  369. {
  370. if (cfg.tagsArr[k] == selectTagList[j])
  371. {
  372. isTag = true;
  373. break;
  374. }
  375. }
  376. }
  377. }
  378. }
  379. else
  380. {
  381. isTag = true;
  382. }
  383. return isTag;
  384. }
  385. }
  386. }