PhotographDataManager.cs 4.1 KB

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  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 const int layerCount = 600;
  22. public DressUpObj dressUpObj;//当前穿戴的角色数据
  23. public Dictionary<int, List<int>> _equipSceneData = new Dictionary<int, List<int>>();//当前穿戴的场景数据
  24. public List<int> listBgData = new List<int>();
  25. public List<int> listNpcData = new List<int>();
  26. public List<int> listSceneData = new List<int>();
  27. public List<int> listBorderData = new List<int>();
  28. public List<int> listEffectData = new List<int>();
  29. public void Clear()
  30. {
  31. listBgData.Clear();
  32. listNpcData.Clear();
  33. listSceneData.Clear();
  34. listBorderData.Clear();
  35. listEffectData.Clear();
  36. }
  37. public void Add(ItemInfoProto itemInfoProto)
  38. {
  39. //游戏初始化禁止使用ItemCfg
  40. var itemID = itemInfoProto.ConfigId;
  41. if (itemInfoProto.Type == ConstItemType.DRESS_UP)
  42. {
  43. if (itemInfoProto.SubType == ConstDressUpItemType.BEI_JING)
  44. {
  45. if (listBgData.IndexOf(itemID) < 0) listBgData.Add(itemID);
  46. }
  47. else if (DressUpMenuItemCfg1Array.Instance.CheckIsSceneType(itemInfoProto, false))
  48. {
  49. if (listSceneData.IndexOf(itemID) < 0) listSceneData.Add(itemID);
  50. }
  51. }
  52. else if (itemInfoProto.Type == ConstItemType.PHOTOGRAPH)
  53. {
  54. if (itemInfoProto.SubType == ConstItemSubType.PHOTOGRAPH_NPC)
  55. {
  56. if (listNpcData.IndexOf(itemID) < 0) listNpcData.Add(itemID);
  57. }
  58. else if (itemInfoProto.SubType == ConstItemSubType.PHOTOGRAPH_BOREDR)
  59. {
  60. if (listBorderData.IndexOf(ConstItemID.BORDERID) < 0) listBorderData.Insert(0, ConstItemID.BORDERID);
  61. if (listBorderData.IndexOf(itemID) < 0) listBorderData.Add(itemID);
  62. }
  63. else if (itemInfoProto.SubType == ConstItemSubType.PHOTOGRAPH_EFFECT)
  64. {
  65. if (listEffectData.IndexOf(ConstItemID.EFFECTID) < 0) listEffectData.Insert(0, ConstItemID.EFFECTID);
  66. if (listEffectData.IndexOf(itemID) < 0) listEffectData.Add(itemID);
  67. }
  68. }
  69. }
  70. //将穿戴数据分类
  71. public void ClassifyEquipData()
  72. {
  73. dressUpObj?.Dispose();
  74. dressUpObj = new DressUpObj();
  75. _equipSceneData.Clear();
  76. for (int i = 0; i < MyDressUpHelper.dressUpObj.itemList.Count; i++)
  77. {
  78. int itemId = MyDressUpHelper.dressUpObj.itemList[i];
  79. if (DressUpMenuItemCfg1Array.Instance.CheckIsSceneType(itemId, false))
  80. {
  81. if (!_equipSceneData.ContainsKey(itemId))
  82. {
  83. _equipSceneData.Add(itemId, new List<int>());
  84. }
  85. _equipSceneData[itemId].Add(itemId);
  86. }
  87. }
  88. }
  89. public List<int> GetListData(EnumPhotographType type)
  90. {
  91. switch (type)
  92. {
  93. case EnumPhotographType.BG:
  94. return listBgData;
  95. case EnumPhotographType.NPC:
  96. return listNpcData;
  97. case EnumPhotographType.SCENE:
  98. return listSceneData;
  99. case EnumPhotographType.BORDER:
  100. return listBorderData;
  101. case EnumPhotographType.EFFECT:
  102. return listEffectData;
  103. default:
  104. return new List<int>();
  105. }
  106. }
  107. }
  108. }