ItemDataManager.cs 6.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202
  1. using System.Collections.Generic;
  2. using ET;
  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> _itemExchangeDic = new Dictionary<int, int>();
  10. delegate object MemberGetDelegate(ItemCfg p);
  11. public static void Add(int itemID, int itemNum)
  12. {
  13. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  14. if (itemCfg == null)
  15. {
  16. Debug.LogError($"添加了一个不存在的物品 {itemID}");
  17. return;
  18. }
  19. ItemData itemData = null;
  20. if (_dataDic.ContainsKey(itemID))
  21. {
  22. itemData = _dataDic[itemID];
  23. if (itemCfg.itemType == ConstItemType.CARD)
  24. {
  25. return;//每张卡牌只有一张
  26. }
  27. }
  28. else
  29. {
  30. itemData = ItemDataPool.GetItemData(itemID);
  31. _dataDic.Add(itemID, itemData);
  32. }
  33. itemData.num += itemNum;
  34. if (ItemUtilCS.IsDressUpItem(itemID) && itemID % GameConst.MAX_COUNT_EVERY_TYPE_ITEM > 0)
  35. {
  36. DressUpMenuItemDataManager.Add(itemID);
  37. if (!DressUpMenuItemDataManager.CheckIsSceneType(itemID))
  38. {
  39. DecomposeDataManager.Instance.Add(itemID);
  40. }
  41. FunctionOpenCfg functionOpenCfg = FunctionOpenCfgArray.Instance.GetCfg(typeof(SuitListView).Name);
  42. if (GameGlobal.myUnit != null//游戏角色初始数据不处理
  43. && itemCfg.rarity == ConstDressRarity.Rarity_TIANYI
  44. && StorageDataManager.Instance.GetStorageValue(ConstStorageId.FUNCTION_OPEN + functionOpenCfg.index) == 0)
  45. {
  46. FunctionOpenDataManager.Instance.CheckHasSpecialFunOpen();
  47. }
  48. }
  49. PhotographDataManager.Instance.Add(itemID);
  50. EventAgent.DispatchEvent(ConstMessage.ITEM_CHANGED, itemID);
  51. }
  52. public static void Remove(int itemID, int itemNum)
  53. {
  54. if (_dataDic.ContainsKey(itemID))
  55. {
  56. ItemData itemData = _dataDic[itemID];
  57. itemData.num -= itemNum;
  58. if (itemData.num <= 0)
  59. {
  60. itemData.num = 0;
  61. _dataDic.Remove(itemID);
  62. if (ItemUtilCS.IsDressUpItem(itemID))
  63. {
  64. DressUpMenuItemDataManager.Remove(itemID);
  65. }
  66. }
  67. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  68. if (itemCfg.itemType == ConstItemType.DRESS_UP && !DressUpMenuItemDataManager.CheckIsSceneType(itemID))
  69. {
  70. DecomposeDataManager.Instance.Remove(itemID);
  71. }
  72. EventAgent.DispatchEvent(ConstMessage.ITEM_CHANGED, itemID);
  73. }
  74. }
  75. public static int GetItemNum(int itemId)
  76. {
  77. int numericType = NumericUtil.GetNumericTypeByItemId(itemId);
  78. if (numericType != 0)
  79. {
  80. return GameGlobal.myNumericComponent.GetAsInt(numericType);
  81. }
  82. if (_dataDic.TryGetValue(itemId, out var itemData))
  83. {
  84. return itemData.num;
  85. }
  86. return 0;
  87. }
  88. public static void InitServerData(List<ItemInfoProto> items)
  89. {
  90. _dataDic.Clear();
  91. foreach (ItemInfoProto roleItem in items)
  92. {
  93. Add(roleItem.ConfigId, roleItem.Count);
  94. }
  95. }
  96. public static void InitServerDataItemAttribute(List<ItemAttributeProto> infos)
  97. {
  98. foreach (var info in infos)
  99. {
  100. if (_dataDic.TryGetValue(info.ConfigId, out var itemData))
  101. {
  102. itemData.SetAttributes(info.Ks, info.Vs);
  103. }
  104. }
  105. }
  106. public static void InitItemExchange(int itemId, int exchangTimes)
  107. {
  108. if (_itemExchangeDic.ContainsKey(itemId))
  109. {
  110. _itemExchangeDic[itemId] = exchangTimes;
  111. }
  112. else
  113. {
  114. _itemExchangeDic.Add(itemId, exchangTimes);
  115. }
  116. }
  117. //获取物品已兑换次数
  118. public static int GetItemExchangeTimes(int itemId)
  119. {
  120. if (_itemExchangeDic.ContainsKey(itemId) == false)
  121. {
  122. InitItemExchange(itemId, 0);
  123. }
  124. return _itemExchangeDic[itemId];
  125. }
  126. public static void SetAttribute(int itemId, int key, int value)
  127. {
  128. if (_dataDic.TryGetValue(itemId, out var itemData))
  129. {
  130. itemData.SetAttribute(key, value);
  131. }
  132. }
  133. public static void GetMainScore(int itemId, out int mainScore, out int mainScoreValue)
  134. {
  135. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  136. //五个属性中最大的为主属性
  137. mainScoreValue = 0;
  138. mainScore = itemCfg.mainScore;
  139. switch (mainScore)
  140. {
  141. case 1:
  142. mainScoreValue = itemCfg.score1;
  143. break;
  144. case 2:
  145. mainScoreValue = itemCfg.score2;
  146. break;
  147. case 3:
  148. mainScoreValue = itemCfg.score3;
  149. break;
  150. case 4:
  151. mainScoreValue = itemCfg.score4;
  152. break;
  153. }
  154. }
  155. public static int GetItemScoreValue(int itemId, int scoreType)
  156. {
  157. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  158. if (scoreType == 1)
  159. {
  160. return itemCfg.score1;
  161. }
  162. else if (scoreType == 2)
  163. {
  164. return itemCfg.score2;
  165. }
  166. else if (scoreType == 3)
  167. {
  168. return itemCfg.score3;
  169. }
  170. else if (scoreType == 4)
  171. {
  172. return itemCfg.score4;
  173. }
  174. return 0;
  175. }
  176. public static int GetScore(int itemId, int scoreType)
  177. {
  178. if (_dataDic.TryGetValue(itemId, out var itemData))
  179. {
  180. return itemData.GetScore(scoreType);
  181. }
  182. return 0;
  183. }
  184. }
  185. }