ItemDataManager.cs 7.2 KB

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  1. using System.Collections.Generic;
  2. using FairyGUI;
  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> _prepareDic = new Dictionary<int, int>();
  10. public static void Add(int itemID, int itemNum, bool sendToServer = true)
  11. {
  12. switch (itemID)
  13. {
  14. case ConstItemID.EXP:
  15. RoleDataManager.exp += itemNum;
  16. return;
  17. case ConstItemID.POWER:
  18. RoleDataManager.power += itemNum;
  19. return;
  20. case ConstItemID.GOLD:
  21. RoleDataManager.gold += itemNum;
  22. return;
  23. case ConstItemID.DIAMOND_PURPLE:
  24. RoleDataManager.diaP += itemNum;
  25. return;
  26. case ConstItemID.DIAMOND_RED:
  27. RoleDataManager.diaR += itemNum;
  28. return;
  29. }
  30. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  31. if (itemCfg == null)
  32. {
  33. Debug.LogError($"添加了一个不存在的物品 {itemID}");
  34. return;
  35. }
  36. ItemData itemData = null;
  37. if (_dataDic.ContainsKey(itemID))
  38. {
  39. itemData = _dataDic[itemID];
  40. if (itemCfg.itemType == ConstItemType.CARD)
  41. {
  42. return;//每张卡牌只有一张
  43. }
  44. }
  45. else
  46. {
  47. itemData = ItemDataPool.GetItemData(itemID);
  48. _dataDic.Add(itemID, itemData);
  49. }
  50. itemData.num += itemNum;
  51. if (ItemUtil.IsDressUpItem(itemID) && itemID % GameConst.MAX_COUNT_EVERY_TYPE_ITEM > 0)
  52. {
  53. DressUpMenuItemDataManager.Add(itemID);
  54. }
  55. //Debug.Log("itemid:"+ itemID);
  56. //Debug.Log("itemCfg:" + itemCfg);
  57. if (itemCfg.itemType == ConstItemType.CARD)
  58. {
  59. CardDataManager.Add(itemID);
  60. }
  61. PhotographDataManager.Instance.Add(itemID);
  62. if (sendToServer)
  63. {
  64. PrepareUpdateToServer(itemData.id, itemData.num);
  65. }
  66. EventAgent.DispatchEvent(ConstMessage.ITEM_CHANGED, itemID);
  67. }
  68. public static void Remove(int itemID, int itemNum)
  69. {
  70. switch (itemID)
  71. {
  72. case ConstItemID.EXP:
  73. RoleDataManager.exp -= itemNum;
  74. return;
  75. case ConstItemID.POWER:
  76. RoleDataManager.power -= itemNum;
  77. return;
  78. case ConstItemID.GOLD:
  79. RoleDataManager.gold -= itemNum;
  80. return;
  81. case ConstItemID.DIAMOND_PURPLE:
  82. RoleDataManager.diaP -= itemNum;
  83. return;
  84. case ConstItemID.DIAMOND_RED:
  85. RoleDataManager.diaR -= itemNum;
  86. return;
  87. }
  88. if (_dataDic.ContainsKey(itemID))
  89. {
  90. ItemData itemData = _dataDic[itemID];
  91. itemData.num -= itemNum;
  92. if (itemData.num <= 0)
  93. {
  94. itemData.num = 0;
  95. _dataDic.Remove(itemID);
  96. if (ItemUtil.IsDressUpItem(itemID))
  97. {
  98. DressUpMenuItemDataManager.Remove(itemID);
  99. }
  100. PrepareUpdateToServer(itemData.id, itemData.num);
  101. }
  102. EventAgent.DispatchEvent(ConstMessage.ITEM_CHANGED, itemID);
  103. }
  104. }
  105. public static int GetItemNum(int itemID)
  106. {
  107. switch (itemID)
  108. {
  109. case ConstItemID.EXP:
  110. return RoleDataManager.exp;
  111. case ConstItemID.POWER:
  112. return RoleDataManager.power;
  113. case ConstItemID.GOLD:
  114. return RoleDataManager.gold;
  115. case ConstItemID.DIAMOND_PURPLE:
  116. return RoleDataManager.diaP;
  117. case ConstItemID.DIAMOND_RED:
  118. return RoleDataManager.diaR;
  119. }
  120. if (_dataDic.ContainsKey(itemID))
  121. {
  122. ItemData itemData = _dataDic[itemID];
  123. return itemData.num;
  124. }
  125. return 0;
  126. }
  127. public static void InitServerData(List<RoleItem> list)
  128. {
  129. _dataDic.Clear();
  130. _prepareDic.Clear();
  131. if (list != null)
  132. {
  133. foreach (RoleItem roleItem in list)
  134. {
  135. Add(roleItem.itemId, roleItem.num, false);
  136. }
  137. }
  138. }
  139. private static void PrepareUpdateToServer(int itemId, int itemNum)
  140. {
  141. _prepareDic[itemId] = itemNum;
  142. if (!Timers.inst.Exists(UpdateToServer))
  143. {
  144. Timers.inst.Add(0.1f, 1, UpdateToServer);
  145. }
  146. }
  147. private static void UpdateToServer(object param)
  148. {
  149. List<RoleItem> list = new List<RoleItem>();
  150. foreach (KeyValuePair<int, int> item in _prepareDic)
  151. {
  152. RoleItem roleItem = new RoleItem();
  153. roleItem.itemId = item.Key;
  154. roleItem.num = item.Value;
  155. list.Add(roleItem);
  156. }
  157. GameProxy.ReqUpdateRoleItems(list);
  158. _prepareDic.Clear();
  159. }
  160. public static Dictionary<int, ItemData> GetItemDic()
  161. {
  162. return _dataDic;
  163. }
  164. public static void GetMainScore(int itemId, out int mainScore, out int mainScoreValue)
  165. {
  166. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  167. //五个属性中最大的为主属性
  168. mainScore = 1;
  169. mainScoreValue = 0;
  170. if (itemCfg.score1 > mainScoreValue)
  171. {
  172. mainScoreValue = itemCfg.score1;
  173. mainScore = 1;
  174. }
  175. if (itemCfg.score2 > mainScoreValue)
  176. {
  177. mainScoreValue = itemCfg.score2;
  178. mainScore = 2;
  179. }
  180. if (itemCfg.score3 > mainScoreValue)
  181. {
  182. mainScoreValue = itemCfg.score3;
  183. mainScore = 3;
  184. }
  185. if (itemCfg.score4 > mainScoreValue)
  186. {
  187. mainScoreValue = itemCfg.score4;
  188. mainScore = 4;
  189. }
  190. }
  191. public static int GetItemScoreValue(int itemId, int scoreType)
  192. {
  193. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  194. if (scoreType == 1)
  195. {
  196. return itemCfg.score1;
  197. }
  198. else if (scoreType == 2)
  199. {
  200. return itemCfg.score2;
  201. }
  202. else if (scoreType == 3)
  203. {
  204. return itemCfg.score3;
  205. }
  206. else if (scoreType == 4)
  207. {
  208. return itemCfg.score4;
  209. }
  210. return 0;
  211. }
  212. }
  213. }