| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357 | using System;using System.Collections;using System.Collections.Generic;using System.Linq;using ET;using UnityEngine;namespace GFGGame{    public class CardDataManager    {        private static Dictionary<int, Dictionary<int, CardData>> _cardDicByType = new Dictionary<int, Dictionary<int, CardData>>();        public static Dictionary<int, Dictionary<int, int>> _selectList = new Dictionary<int, Dictionary<int, int>>();        public static List<int> _selectRoleList = new List<int>();        public static List<int> _selectRarityList = new List<int>();        public static List<int> _selectFosterList = new List<int>();        public static bool isFilter = false;//是否筛选中        private static Dictionary<int, List<CardStoryCfg>> _cardStoryCfgDic = new Dictionary<int, List<CardStoryCfg>>();        public static void Clear()        {            _cardDicByType.Clear();            _cardStoryCfgDic.Clear();        }        public static void Add(CardInfoProto cardInfoProto)        {            CardData cardData = new CardData();            ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(cardInfoProto.CardId);            if (itemCfg == null)            {                ET.Log.Error(cardInfoProto.CardId + "   ItemCfgArray配置不存在");                return;            }            cardData.mainScore = itemCfg.mainScore;            cardData.resources = CardDataManager.GetCardResources(itemCfg);            cardData.id = cardInfoProto.CardId;            cardData.lv = cardInfoProto.Lvl;            cardData.exp = cardInfoProto.Exp;            cardData.star = cardInfoProto.Star;            cardData.itemCfg = itemCfg;            cardData.resIndex = cardInfoProto.ResIndex >= cardData.resources.Count ? 0 : cardInfoProto.ResIndex;            for (int i = 0; i < cardInfoProto.KsStarBonus.Count; i++)            {                cardData.starRewardsState[cardInfoProto.KsStarBonus[i]] = cardInfoProto.VsStarBonus[i];            }            cardData.scores = new Dictionary<int, int>();            for (int j = 0; j < cardInfoProto.KsAttribute.Count; j++)            {                cardData.scores.Add(cardInfoProto.KsAttribute[j], cardInfoProto.VsAttribute[j]);            }            if (_cardDicByType.ContainsKey(0) == false)            {                _cardDicByType[0] = new Dictionary<int, CardData>();            }            if (_cardDicByType.ContainsKey(cardData.itemCfg.mainScore) == false)            {                _cardDicByType[cardData.itemCfg.mainScore] = new Dictionary<int, CardData>();            }            _cardDicByType[0][cardData.id] = cardData;            _cardDicByType[cardData.itemCfg.mainScore][cardData.id] = cardData;        }        public static List<string> GetCardResources(ItemCfg itemCfg)        {            List<string> resources = new List<string>();            resources.Add(itemCfg.res);            if (itemCfg.cardRes != "")            {                resources.Add(itemCfg.cardRes);            }            return resources;        }        //默认词牌排序规则 :稀有度>星级>等级>种类(风>花>雪>月)        public static List<CardData> SortItemList(List<CardData> arrayList)        {            arrayList.Sort((CardData a, CardData b) =>            {                int rarityA = a.itemCfg.rarity;                int rarityB = b.itemCfg.rarity;                if (rarityA < rarityB)                {                    return 1;                }                else if (rarityA > rarityB)                {                    return -1;                }                else                {                    if (a.star < b.star)                    {                        return 1;                    }                    else if (a.star > b.star)                    {                        return -1;                    }                    else                    {                        if (a.lv < b.lv)                            return 1;                        else if (a.lv > b.lv)                            return -1;                        else                        {                            if (a.mainScore > b.mainScore)                                return 1;                            else if (a.mainScore < b.mainScore)                                return -1;                        }                    }                }                return string.Compare(a.itemCfg.res, b.itemCfg.res);            });            return arrayList;        }        /// <summary>        /// 根据词牌Id获取词牌升级升星数据,无数据返回null        /// </summary>        /// <param name="cardId"></param>        /// <returns></returns>        public static CardData GetCardDataById(int cardId)        {            if (_cardDicByType.Count == 0 || !_cardDicByType.ContainsKey(0) || !_cardDicByType[0].ContainsKey(cardId))            {                return null;            }            return _cardDicByType[0][cardId];        }        /// <summary>        /// 根据男主类型获取词牌列表        /// </summary>        public static List<CardData> GetCardListByRoleType(int mainScore)        {            if (_cardDicByType.ContainsKey(mainScore))            {                return _cardDicByType[mainScore].Values.ToList();            }            return new List<CardData>();        }        public static bool isFullLv(int cardId, int lv, bool showTips = true)        {            CardData cardData = _cardDicByType[0][cardId];            int rarity = cardData.itemCfg.rarity;            int maxLv = CardRarityCfgArray.Instance.GetCfg(rarity).maxCardLvl;            if (lv >= maxLv && cardData.exp >= CardLvlCfgArray.Instance.GetCfgByrarityAndcardLvl(rarity, maxLv).needExp)            {                if (showTips == true)                {                    PromptController.Instance.ShowFloatTextPrompt("已达到最大等级");                }                return true;            }            else            {                return false;            }        }        public static bool isFullStar(int cardId, int star, bool showTips = true)        {            CardData cardData = _cardDicByType[0][cardId];            if (CardStarCfgArray.Instance.GetCfgBycardIdAndstarLvl(cardData.id, star + 1) == null)            {                if (showTips == true)                {                    PromptController.Instance.ShowFloatTextPrompt("已达到最大星级");                }                return true;            }            else            {                return false;            }        }        public static void GetPreViewLvAndExp(int cardId, int curLv, int curExp, int hasExp, out int showLv, out int showExp)        {            showLv = curLv;            showExp = curExp + hasExp;            CardData cardData = _cardDicByType[0][cardId];            int rarity = cardData.itemCfg.rarity;            int maxLv = CardRarityCfgArray.Instance.GetCfg(rarity).maxCardLvl;            CardLvlCfg tCurCfg = CardLvlCfgArray.Instance.GetCfgByrarityAndcardLvl(rarity, showLv);            while (showExp >= tCurCfg.needExp && showLv <= maxLv)            {                showExp -= tCurCfg.needExp;                if (showLv + 1 > maxLv)                {                    //满级                    showExp = tCurCfg.needExp;                    break;                }                showLv++;                tCurCfg = CardLvlCfgArray.Instance.GetCfgByrarityAndcardLvl(rarity, showLv);            }        }        public static List<CardData> FilterCardList(List<CardData> cardList)        {            List<CardData> _cardList = new List<CardData>();            for (int i = 0; i < cardList.Count; i++)            {                CardData cardData = cardList[i];                bool isRole = _selectRoleList.Count == 0 || _selectRoleList.IndexOf(cardData.itemCfg.subType) >= 0;                bool isRarity = _selectRarityList.Count == 0 || _selectRarityList.IndexOf(cardData.itemCfg.rarity) >= 0;                int maxLv = CardRarityCfgArray.Instance.GetCfg(cardData.itemCfg.rarity).maxCardLvl;                bool isFoster = _selectFosterList.Count == 0 ||                _selectFosterList.IndexOf(ConstCardState.STATE_FULL_LV) >= 0 && cardList[i].lv == maxLv ||                _selectFosterList.IndexOf(ConstCardState.STATE_LV) >= 0 && cardList[i].lv < maxLv ||                _selectFosterList.IndexOf(ConstCardState.STATE_FULL_STAR) >= 0 && isFullStar(cardList[i].id, cardList[i].star, false) ||                _selectFosterList.IndexOf(ConstCardState.STATE_STAR) >= 0 && !isFullStar(cardList[i].id, cardList[i].star, false);                if (isRole && isRarity && isFoster)                {                    _cardList.Add(cardData);                }            }            return _cardList;        }        public static List<CardStoryCfg> GetStoryCfgsById(int cardId)        {            if (_cardStoryCfgDic.Keys.Count == 0)            {                CardStoryCfg[] cardStoryCfgs = CardStoryCfgArray.Instance.dataArray;                for (int i = 0; i < cardStoryCfgs.Length; i++)                {                    int _cardId = cardStoryCfgs[i].cardId;                    if (_cardStoryCfgDic.ContainsKey(_cardId) == false)                    {                        _cardStoryCfgDic.Add(_cardId, new List<CardStoryCfg>());                    }                    _cardStoryCfgDic[_cardId].Add(cardStoryCfgs[i]);                }            }            return _cardStoryCfgDic.ContainsKey(cardId) ? _cardStoryCfgDic[cardId] : new List<CardStoryCfg>();        }        //升星是否满足材料消耗        public static bool GetUpStarEnoughMaterial(int cardId)        {            CardData cardData = CardDataManager.GetCardDataById(cardId);            CardStarCfg starCfg = CardStarCfgArray.Instance.GetCfgBycardIdAndstarLvl(cardId, cardData.star);            for (int i = 0; i < starCfg.materiarsArr.Length; i++)            {                if (GameGlobal.myNumericComponent.GetAsInt(NumericType.IsAutoSelect) == 0 &&                    ItemDataManager.GetItemNum(starCfg.materiarsArr[i][0]) < starCfg.materiarsArr[i][1])                    return false;                else if (GameGlobal.myNumericComponent.GetAsInt(NumericType.IsAutoSelect) == 1 &&                    (i == 0 && (ItemDataManager.GetItemNum(6003001) + ItemDataManager.GetItemNum(starCfg.materiarsArr[i][0])) < starCfg.materiarsArr[i][1]) || (i == 1 && (ItemDataManager.GetItemNum(6003002) + ItemDataManager.GetItemNum(starCfg.materiarsArr[i][0])) < starCfg.materiarsArr[i][1]))                    return false;            }            return true;        }        /// <summary>        /// 根据主属性获取有序牌ID列表(排序规则: 已获得词牌按稀有度从高到低 > 未获得词牌按稀有度从高到低 > 按词牌名字拼音)        /// </summary>        /// <param name="mainScore">        /// 0 - 全部        /// </param>        /// <returns></returns>        public static List<int> GetAllCardIdListByRoleType(int mainScore)        {            List<int> result = new List<int>();            List<ItemCfg> itemCfgs = ItemCfgArray.Instance.GetCfgsByitemType(ConstItemType.CARD);            itemCfgs.Sort((a, b) =>            {                bool haveA = GetCardDataById(a.id) != null;                bool haveB = GetCardDataById(b.id) != null;                if (haveB && !haveA)                {                    return 1;                }                else if (!haveB && haveA)                {                    return -1;                }                if (a.rarity != b.rarity)                {                    return a.rarity > b.rarity ? -1 : 1;                }                return a.res.CompareTo(b.res);            });            for (int i = 0; i < itemCfgs.Count; i++)            {                if (itemCfgs[i].isHide > 0)                {                    continue;                }                if (mainScore == 0 || itemCfgs[i].mainScore == mainScore)                {                    result.Add(itemCfgs[i].id);                }            }            return result;        }        public static void GetTotalProgress(out int haveCount, out int totalCount, int mainScore = 0)        {            totalCount = GlobalCfgArray.globalCfg.CardCount;            if (mainScore != 0)            {                List<ItemCfg> itemCfgs = ItemCfgArray.Instance.GetCfgsByitemType(ConstItemType.CARD);                totalCount = 0;                for (int i = 0; i < itemCfgs.Count; i++)                {                    if (itemCfgs[i].isHide > 0)                    {                        continue;                    }                    if (itemCfgs[i].mainScore == mainScore)                    {                        ++totalCount;                    }                }            }            haveCount = _cardDicByType.ContainsKey(mainScore) ? _cardDicByType[mainScore].Count : 0;        }    }}
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