CardDataManager.cs 13 KB

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  1. 
  2. using System;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using System.Linq;
  6. using ET;
  7. using UnityEngine;
  8. namespace GFGGame
  9. {
  10. public class CardDataManager
  11. {
  12. private static Dictionary<int, Dictionary<int, CardData>> _cardDicByType = new Dictionary<int, Dictionary<int, CardData>>();
  13. public static Dictionary<int, Dictionary<int, int>> _selectList = new Dictionary<int, Dictionary<int, int>>();
  14. public static List<int> _selectRoleList = new List<int>();
  15. public static List<int> _selectRarityList = new List<int>();
  16. public static List<int> _selectFosterList = new List<int>();
  17. public static bool isFilter = false;//是否筛选中
  18. private static Dictionary<int, List<CardStoryCfg>> _cardStoryCfgDic = new Dictionary<int, List<CardStoryCfg>>();
  19. public static void Clear()
  20. {
  21. _cardDicByType.Clear();
  22. _cardStoryCfgDic.Clear();
  23. }
  24. public static void Add(CardInfoProto cardInfoProto)
  25. {
  26. CardData cardData = new CardData();
  27. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(cardInfoProto.CardId);
  28. if (itemCfg == null)
  29. {
  30. ET.Log.Error(cardInfoProto.CardId + " ItemCfgArray配置不存在");
  31. return;
  32. }
  33. cardData.mainScore = itemCfg.mainScore;
  34. cardData.resources = CardDataManager.GetCardResources(itemCfg);
  35. cardData.id = cardInfoProto.CardId;
  36. cardData.lv = cardInfoProto.Lvl;
  37. cardData.exp = cardInfoProto.Exp;
  38. cardData.star = cardInfoProto.Star;
  39. cardData.itemCfg = itemCfg;
  40. cardData.resIndex = cardInfoProto.ResIndex >= cardData.resources.Count ? 0 : cardInfoProto.ResIndex;
  41. for (int i = 0; i < cardInfoProto.KsStarBonus.Count; i++)
  42. {
  43. cardData.starRewardsState[cardInfoProto.KsStarBonus[i]] = cardInfoProto.VsStarBonus[i];
  44. }
  45. cardData.scores = new Dictionary<int, int>();
  46. for (int j = 0; j < cardInfoProto.KsAttribute.Count; j++)
  47. {
  48. cardData.scores.Add(cardInfoProto.KsAttribute[j], cardInfoProto.VsAttribute[j]);
  49. }
  50. if (_cardDicByType.ContainsKey(0) == false)
  51. {
  52. _cardDicByType[0] = new Dictionary<int, CardData>();
  53. }
  54. if (_cardDicByType.ContainsKey(cardData.itemCfg.mainScore) == false)
  55. {
  56. _cardDicByType[cardData.itemCfg.mainScore] = new Dictionary<int, CardData>();
  57. }
  58. _cardDicByType[0][cardData.id] = cardData;
  59. _cardDicByType[cardData.itemCfg.mainScore][cardData.id] = cardData;
  60. }
  61. public static List<string> GetCardResources(ItemCfg itemCfg)
  62. {
  63. List<string> resources = new List<string>();
  64. resources.Add(itemCfg.res);
  65. if (itemCfg.cardRes != "")
  66. {
  67. resources.Add(itemCfg.cardRes);
  68. }
  69. return resources;
  70. }
  71. //默认词牌排序规则 :稀有度>星级>等级>种类(风>花>雪>月)
  72. public static List<CardData> SortItemList(List<CardData> arrayList)
  73. {
  74. arrayList.Sort((CardData a, CardData b) =>
  75. {
  76. int rarityA = a.itemCfg.rarity;
  77. int rarityB = b.itemCfg.rarity;
  78. if (rarityA < rarityB)
  79. {
  80. return 1;
  81. }
  82. else if (rarityA > rarityB)
  83. {
  84. return -1;
  85. }
  86. else
  87. {
  88. if (a.star < b.star)
  89. {
  90. return 1;
  91. }
  92. else if (a.star > b.star)
  93. {
  94. return -1;
  95. }
  96. else
  97. {
  98. if (a.lv < b.lv)
  99. return 1;
  100. else if (a.lv > b.lv)
  101. return -1;
  102. else
  103. {
  104. if (a.mainScore > b.mainScore)
  105. return 1;
  106. else if (a.mainScore < b.mainScore)
  107. return -1;
  108. }
  109. }
  110. }
  111. return string.Compare(a.itemCfg.res, b.itemCfg.res);
  112. });
  113. return arrayList;
  114. }
  115. /// <summary>
  116. /// 根据词牌Id获取词牌升级升星数据,无数据返回null
  117. /// </summary>
  118. /// <param name="cardId"></param>
  119. /// <returns></returns>
  120. public static CardData GetCardDataById(int cardId)
  121. {
  122. if (_cardDicByType.Count == 0 || !_cardDicByType.ContainsKey(0) || !_cardDicByType[0].ContainsKey(cardId))
  123. {
  124. return null;
  125. }
  126. return _cardDicByType[0][cardId];
  127. }
  128. /// <summary>
  129. /// 根据男主类型获取词牌列表
  130. /// </summary>
  131. public static List<CardData> GetCardListByRoleType(int mainScore)
  132. {
  133. if (_cardDicByType.ContainsKey(mainScore))
  134. {
  135. return _cardDicByType[mainScore].Values.ToList();
  136. }
  137. return new List<CardData>();
  138. }
  139. public static bool isFullLv(int cardId, int lv, bool showTips = true)
  140. {
  141. CardData cardData = _cardDicByType[0][cardId];
  142. int rarity = cardData.itemCfg.rarity;
  143. int maxLv = CardRarityCfgArray.Instance.GetCfg(rarity).maxCardLvl;
  144. if (lv >= maxLv && cardData.exp >= CardLvlCfgArray.Instance.GetCfgByrarityAndcardLvl(rarity, maxLv).needExp)
  145. {
  146. if (showTips == true)
  147. {
  148. PromptController.Instance.ShowFloatTextPrompt("已达到最大等级");
  149. }
  150. return true;
  151. }
  152. else
  153. {
  154. return false;
  155. }
  156. }
  157. public static bool isFullStar(int cardId, int star, bool showTips = true)
  158. {
  159. CardData cardData = _cardDicByType[0][cardId];
  160. if (CardStarCfgArray.Instance.GetCfgBycardIdAndstarLvl(cardData.id, star + 1) == null)
  161. {
  162. if (showTips == true)
  163. {
  164. PromptController.Instance.ShowFloatTextPrompt("已达到最大星级");
  165. }
  166. return true;
  167. }
  168. else
  169. {
  170. return false;
  171. }
  172. }
  173. public static void GetPreViewLvAndExp(int cardId, int curLv, int curExp, int hasExp, out int showLv, out int showExp)
  174. {
  175. showLv = curLv;
  176. showExp = curExp + hasExp;
  177. CardData cardData = _cardDicByType[0][cardId];
  178. int rarity = cardData.itemCfg.rarity;
  179. int maxLv = CardRarityCfgArray.Instance.GetCfg(rarity).maxCardLvl;
  180. CardLvlCfg tCurCfg = CardLvlCfgArray.Instance.GetCfgByrarityAndcardLvl(rarity, showLv);
  181. while (showExp >= tCurCfg.needExp && showLv <= maxLv)
  182. {
  183. showExp -= tCurCfg.needExp;
  184. if (showLv + 1 > maxLv)
  185. {
  186. //满级
  187. showExp = tCurCfg.needExp;
  188. break;
  189. }
  190. showLv++;
  191. tCurCfg = CardLvlCfgArray.Instance.GetCfgByrarityAndcardLvl(rarity, showLv);
  192. }
  193. }
  194. public static List<CardData> FilterCardList(List<CardData> cardList)
  195. {
  196. List<CardData> _cardList = new List<CardData>();
  197. for (int i = 0; i < cardList.Count; i++)
  198. {
  199. CardData cardData = cardList[i];
  200. bool isRole = _selectRoleList.Count == 0 || _selectRoleList.IndexOf(cardData.itemCfg.subType) >= 0;
  201. bool isRarity = _selectRarityList.Count == 0 || _selectRarityList.IndexOf(cardData.itemCfg.rarity) >= 0;
  202. int maxLv = CardRarityCfgArray.Instance.GetCfg(cardData.itemCfg.rarity).maxCardLvl;
  203. bool isFoster = _selectFosterList.Count == 0 ||
  204. _selectFosterList.IndexOf(ConstCardState.STATE_FULL_LV) >= 0 && cardList[i].lv == maxLv ||
  205. _selectFosterList.IndexOf(ConstCardState.STATE_LV) >= 0 && cardList[i].lv < maxLv ||
  206. _selectFosterList.IndexOf(ConstCardState.STATE_FULL_STAR) >= 0 && isFullStar(cardList[i].id, cardList[i].star, false) ||
  207. _selectFosterList.IndexOf(ConstCardState.STATE_STAR) >= 0 && !isFullStar(cardList[i].id, cardList[i].star, false);
  208. if (isRole && isRarity && isFoster)
  209. {
  210. _cardList.Add(cardData);
  211. }
  212. }
  213. return _cardList;
  214. }
  215. public static List<CardStoryCfg> GetStoryCfgsById(int cardId)
  216. {
  217. if (_cardStoryCfgDic.Keys.Count == 0)
  218. {
  219. CardStoryCfg[] cardStoryCfgs = CardStoryCfgArray.Instance.dataArray;
  220. for (int i = 0; i < cardStoryCfgs.Length; i++)
  221. {
  222. int _cardId = cardStoryCfgs[i].cardId;
  223. if (_cardStoryCfgDic.ContainsKey(_cardId) == false)
  224. {
  225. _cardStoryCfgDic.Add(_cardId, new List<CardStoryCfg>());
  226. }
  227. _cardStoryCfgDic[_cardId].Add(cardStoryCfgs[i]);
  228. }
  229. }
  230. return _cardStoryCfgDic.ContainsKey(cardId) ? _cardStoryCfgDic[cardId] : new List<CardStoryCfg>();
  231. }
  232. //升星是否满足材料消耗
  233. public static bool GetUpStarEnoughMaterial(int cardId)
  234. {
  235. CardData cardData = CardDataManager.GetCardDataById(cardId);
  236. CardStarCfg starCfg = CardStarCfgArray.Instance.GetCfgBycardIdAndstarLvl(cardId, cardData.star);
  237. for (int i = 0; i < starCfg.materiarsArr.Length; i++)
  238. {
  239. if (GameGlobal.myNumericComponent.GetAsInt(NumericType.IsAutoSelect) == 0 &&
  240. ItemDataManager.GetItemNum(starCfg.materiarsArr[i][0]) < starCfg.materiarsArr[i][1])
  241. return false;
  242. else if (GameGlobal.myNumericComponent.GetAsInt(NumericType.IsAutoSelect) == 1 &&
  243. (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]))
  244. return false;
  245. }
  246. return true;
  247. }
  248. /// <summary>
  249. /// 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)
  250. /// </summary>
  251. /// <param name="mainScore">
  252. /// 0 - 全部
  253. /// </param>
  254. /// <returns></returns>
  255. public static List<int> GetAllCardIdListByRoleType(int mainScore)
  256. {
  257. List<int> result = new List<int>();
  258. List<ItemCfg> itemCfgs = ItemCfgArray.Instance.GetCfgsByitemType(ConstItemType.CARD);
  259. itemCfgs.Sort((a, b) =>
  260. {
  261. bool haveA = GetCardDataById(a.id) != null;
  262. bool haveB = GetCardDataById(b.id) != null;
  263. if (haveB && !haveA)
  264. {
  265. return 1;
  266. }
  267. else if (!haveB && haveA)
  268. {
  269. return -1;
  270. }
  271. if (a.rarity != b.rarity)
  272. {
  273. return a.rarity > b.rarity ? -1 : 1;
  274. }
  275. return a.res.CompareTo(b.res);
  276. });
  277. for (int i = 0; i < itemCfgs.Count; i++)
  278. {
  279. if (itemCfgs[i].isHide > 0)
  280. {
  281. continue;
  282. }
  283. if (mainScore == 0 || itemCfgs[i].mainScore == mainScore)
  284. {
  285. result.Add(itemCfgs[i].id);
  286. }
  287. }
  288. return result;
  289. }
  290. public static void GetTotalProgress(out int haveCount, out int totalCount, int mainScore = 0)
  291. {
  292. totalCount = GlobalCfgArray.globalCfg.CardCount;
  293. if (mainScore != 0)
  294. {
  295. List<ItemCfg> itemCfgs = ItemCfgArray.Instance.GetCfgsByitemType(ConstItemType.CARD);
  296. totalCount = 0;
  297. for (int i = 0; i < itemCfgs.Count; i++)
  298. {
  299. if (itemCfgs[i].isHide > 0)
  300. {
  301. continue;
  302. }
  303. if (itemCfgs[i].mainScore == mainScore)
  304. {
  305. ++totalCount;
  306. }
  307. }
  308. }
  309. haveCount = _cardDicByType.ContainsKey(mainScore) ? _cardDicByType[mainScore].Count : 0;
  310. }
  311. }
  312. }