| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185 | using System;using System.Collections.Generic;using ET;using GFGGame;namespace GFGGame{    public class StudioDataManager : SingletonBase<StudioDataManager>    {        private Dictionary<int, StudioData> _StudioInfoById = new Dictionary<int, StudioData>();        // public int TYPE_SELECT_INDEX = 0;//界面类型0无属性选择,1有属性选择        public int PROPERTY_SELECT_INDEX = 0;//属性类型        public string VIEW_NAME = "";//界面名称        public int filingChapterId;//查阅建档副本Id        public int PorcelainTheme = 1;//瓷器修复当天主题        public List<StudioCfg> FilingDatas        {            get            {                return StudioCfgArray.Instance.GetCfgsByfunId(typeof(StudioFilingView).Name);            }        }        public void Clear()        {            _StudioInfoById.Clear();        }        public void RspStudioInfos(StudioData studioData)        {            if (!_StudioInfoById.ContainsKey(studioData.ChapterId))            {                _StudioInfoById.Add(studioData.ChapterId, studioData);            }            _StudioInfoById[studioData.ChapterId] = studioData;        }        public void RspBuyStudioPlayTimes(int chapterId, int buyTimes, int totalPlayTimes)        {            _StudioInfoById[chapterId].BuyTimes = buyTimes;            _StudioInfoById[chapterId].TotalPlayTimes = totalPlayTimes;        }        public void RspFilingScoreReward(int chapterId, int index)        {            _StudioInfoById[chapterId].RewardsStatus[index] = ConstBonusStatus.GOT;        }        public void NoticeStudioPlayTimes(int chapterId, int PlayTimes)        {            _StudioInfoById[chapterId].PlayTimes = PlayTimes;        }        public void NoticeFilingScoreBonusChanged(int chapterId, int chapterScore, List<int> rewardsStatus)        {            _StudioInfoById[chapterId].ChapterScore = chapterScore;            _StudioInfoById[chapterId].RewardsStatus = rewardsStatus;        }        public StudioData GetStudioDataById(int id)        {            if (_StudioInfoById.ContainsKey(id))            {                return _StudioInfoById[id];            }            else            {                int totalPlayTimes = StudioCfgArray.Instance.GetCfg(id).num;                StudioData studioData = new StudioData() { ChapterId = id, BuyTimes = 0, PlayTimes = 0, TotalPlayTimes = totalPlayTimes };                RspStudioInfos(studioData);                return studioData;            }        }        public void IsCanFight(List<StoryLevelCfg> storyLevelCfgs, int index, out bool canFight, out string content)        {            StoryLevelCfg storyLevelCfg = storyLevelCfgs[index];            bool isPass = InstanceZonesDataManager.CheckLevelPass(storyLevelCfg.needStoryLevelId);            bool isRoleLv = GameGlobal.myNumericComponent.GetAsInt(NumericType.Lvl) >= storyLevelCfg.needRoleLv;            bool isLastPast = true;            if (index > 0 && index < storyLevelCfgs.Count)            {                isLastPast = InstanceZonesDataManager.CheckLevelPass(storyLevelCfgs[index - 1].id);            }            content = "";            if (!isRoleLv) content = string.Format("主角等级达到{0}级解锁", storyLevelCfg.needRoleLv);            if (!isLastPast) content = string.Format("需通关{0}", storyLevelCfgs[index - 1].name);            StoryLevelCfg needStoryLevelCfg = StoryLevelCfgArray.Instance.GetCfg(storyLevelCfg.needStoryLevelId);            if (!isPass) content = string.Format("完成主线{0}-{1}解锁", needStoryLevelCfg.chapterId, needStoryLevelCfg.order);            canFight = isPass && isRoleLv && isLastPast;        }        public void IsCanFight(int levelId, out bool canFight, out string content)        {            StoryLevelCfg storyLevelCfg = StoryLevelCfgArray.Instance.GetCfg(levelId);            StudioCfg cfg = StudioCfgArray.Instance.GetCfg(storyLevelCfg.chapterId);            int needStoryLevelId = 0;            if (cfg.funId == typeof(StudioFilingView).Name)            {                needStoryLevelId = cfg.storyLevelId;            }            else            {                needStoryLevelId = storyLevelCfg.needStoryLevelId;            }            bool isPass = InstanceZonesDataManager.CheckLevelPass(needStoryLevelId);            StoryLevelCfg needStoryLevelCfg = StoryLevelCfgArray.Instance.GetCfg(needStoryLevelId);            if (!isPass && needStoryLevelCfg != null) content = string.Format("完成主线{0}-{1}解锁", needStoryLevelCfg.chapterId, needStoryLevelCfg.order);            bool isRoleLv = GameGlobal.myNumericComponent.GetAsInt(NumericType.Lvl) >= storyLevelCfg.needRoleLv;            if (!isRoleLv) content = string.Format("主角等级达到{0}级解锁", storyLevelCfg.needRoleLv);            bool isLastPast = true;            int lastIndex = storyLevelCfg.order - 1 - 1;            List<StoryLevelCfg> storyLevelCfgs = StoryLevelCfgArray.Instance.GetCfgsBytypeAndsubTypeAndchapterId(storyLevelCfg.type, storyLevelCfg.subType, storyLevelCfg.chapterId);            if (lastIndex >= 0)            {                isLastPast = InstanceZonesDataManager.CheckLevelPass(storyLevelCfgs[lastIndex].id);            }            if (!isLastPast) content = string.Format("需通关{0}", storyLevelCfgs[lastIndex].name);            content = "";            canFight = isPass && isRoleLv && isLastPast;        }        public void OnFinishStudioStoryLevel(int levelCfgId, bool firstPass, bool success)        {            ViewManager.Show(VIEW_NAME, PROPERTY_SELECT_INDEX, ViewManager.GetGoBackDatas(VIEW_NAME));        }        public void OnFinishFilingStoryLevel(int levelCfgId, bool firstPass, bool success)        {            ViewManager.Show<StudioFilingView>(MainStoryDataManager.currentChapterCfgId, ViewManager.GetGoBackDatas(typeof(StudioFilingView).FullName), true);        }        public float GetAdditionBySuitId(int suitId)        {            float addition = 0;            SuitCfg cfg = SuitCfgArray.Instance.GetCfg(suitId);            for (int i = 0; i < cfg.partsArr.Length; i++)            {                if (ItemDataManager.GetItemNum(cfg.partsArr[i]) > 0)                {                    ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(cfg.partsArr[i]);                    addition += itemCfg.addition;                }            }            return addition;        }        public bool GetFilingRewardState(int chapterId)        {            StudioData studioData = GetStudioDataById(chapterId);            if (studioData.RewardsStatus.Count == 0) return false;            for (int i = 0; i < studioData.RewardsStatus.Count; i++)            {                if (studioData.RewardsStatus[i] == ConstBonusStatus.CAN_GET)                {                    return true;                }                else if (studioData.RewardsStatus[i] == ConstBonusStatus.CAN_NOT_GET)                {                    return false;//奖励按顺序领取,第一个不可领则没有可领奖励                }            }            return false;        }        public int GetFilingRewardStateByIndex(int chapterId, int index)        {            StudioData studioData = GetStudioDataById(chapterId);            return studioData.RewardsStatus[index];        }    }}
 |