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- using System.Collections;
- using System.Collections.Generic;
- using ET;
- using UnityEngine;
- namespace GFGGame
- {
- public class SuitFosterDataManager : SingletonBase<SuitFosterDataManager>
- {
- public string[] stepNames = { "浆洗", "晾晒", "熏香", "熨烫", "整饬" };
- private Dictionary<int, SuitFosterData> _suitInfoBySuitIdDic = new Dictionary<int, SuitFosterData>();
- public void Clear()
- {
- _suitInfoBySuitIdDic.Clear();
- }
- public void InitServerData(SuitFosterData suitFosterData)
- {
- _suitInfoBySuitIdDic.Add(suitFosterData.suitId, suitFosterData);
- }
- public void SetMaintainSuit(int suitId, int maintainStep)
- {
- _suitInfoBySuitIdDic[suitId].maintainStep = maintainStep;
- // _suitInfoBySuitIdDic[suitId].maintainBonusSteps = maintainBonusSteps;
- EventAgent.DispatchEvent(ConstMessage.MAINTAIN_SUIT);
- }
- public void SetMaintainBonusSteps(int suitId, int maintainBonusSteps)
- {
- _suitInfoBySuitIdDic[suitId].maintainBonusSteps.Add(maintainBonusSteps);
- EventAgent.DispatchEvent(ConstMessage.GET_MAINTAIN_SUIT_BONUS, maintainBonusSteps);
- }
- public void SetMakeNewSuit(int suitId, int makeNewSuit)
- {
- _suitInfoBySuitIdDic[suitId].makeNewState = makeNewSuit;
- EventAgent.DispatchEvent(ConstMessage.MAKE_NEW_SUIT);
- }
- public SuitFosterData GetSuitFosterData(int suitId)
- {
- return _suitInfoBySuitIdDic.ContainsKey(suitId) ? _suitInfoBySuitIdDic[suitId] : new SuitFosterData() { suitId = suitId, maintainStep = 0, maintainBonusSteps = new List<int>(), makeNewState = 0 };
- }
- //加成属性服装占比
- public List<KeyValuePair<string, int>> GetPropertyPercentData(int suitId, int index)
- {
- SuitFosterCfg cfg = SuitFosterCfgArray.Instance.GetCfgs(suitId)[index];
- Dictionary<string, int> _data = new Dictionary<string, int>();
- int count = 0;
- for (int i = 0; i < cfg.partsArr.Length; i++)
- {
- ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(cfg.partsArr[i][0]);
- string type = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType).name;
- int num = 0;
- if (_data.ContainsKey(type))
- {
- num = _data[type];
- }
- num = num + cfg.partsArr[i][1];
- _data.Add(type, num);
- count += cfg.partsArr[i][1];
- }
- int percentCount = 0;
- int dicIndex = 0;
- ICollection keys = _data.Keys;
- Dictionary<string, int> _dataPercent = new Dictionary<string, int>();
- foreach (string key in keys)
- {
- if (dicIndex == _data.Count - 1)
- {
- _dataPercent.Add(key, 100 - percentCount);
- }
- else
- {
- _dataPercent.Add(key, Mathf.FloorToInt(_data[key] * 100 / count));
- }
- percentCount += _dataPercent[key];
- dicIndex++;
- }
- return new List<KeyValuePair<string, int>>(_dataPercent);
- }
- //获取当前阶段部件属性总值
- public void GetPropertyData(int suitId, int index, out SortedList _propertyData, out SortedList _addPropertyData)
- {
- SortedList propertyData = new SortedList();
- SortedList addPropertyData = new SortedList();
- int[][] partsArr = SuitFosterCfgArray.Instance.GetCfgs(suitId)[index].partsArr;
- for (int i = 0; i < partsArr.Length; i++)
- {
- ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(partsArr[i][0]);
- for (int j = 0; j < ConstDressUpScoreType.scoreTypeList().Count; j++)
- {
- int score = j + 1;
- int count = ItemDataManager.GetScore(itemCfg.id, score);
- if (propertyData.ContainsKey(score))
- {
- count = count + (int)propertyData[score];
- propertyData[score] = count;
- }
- else
- {
- propertyData.Add(score, count);
- }
- int addCount = 0;
- if (score == itemCfg.mainScore)
- {
- addCount = partsArr[i][1];
- }
- if (addPropertyData.ContainsKey(score))
- {
- addCount = addCount + (int)addPropertyData[itemCfg.mainScore];
- }
- else
- {
- addPropertyData.Add(score, addCount);
- }
- }
- }
- _propertyData = propertyData;
- _addPropertyData = addPropertyData;
- }
- //0:已完成,1:养护中,2未养护
- public int GetFosterState(int suitId, int index)
- {
- SuitFosterData suitFosterData = this.GetSuitFosterData(suitId);
- if (index < suitFosterData.maintainStep)
- {
- return 0;
- }
- else if (index == suitFosterData.maintainStep)
- {
- return 1;
- }
- return 2;
- }
- public SortedList GetSuitFosterRewards(int suitId)
- {
- SuitFosterCfg[] cfg = SuitFosterCfgArray.Instance.GetCfgs(suitId);
- List<SuitFosterCfg> list = new List<SuitFosterCfg>(cfg);
- list = SortRewardList(list, suitId);
- SortedList sortedList = new SortedList();
- for (int i = 0; i < list.Count; i++)
- {
- if (list[i].rewardsArr.Length > 0)
- {
- sortedList.Add((i + 1), list[i]);
- }
- }
- return sortedList;
- }
- private List<SuitFosterCfg> SortRewardList(List<SuitFosterCfg> list, int suitId)
- {
- SuitFosterData fosterData = GetSuitFosterData(suitId);
- list.Sort((SuitFosterCfg a, SuitFosterCfg b) =>
- {
- int indexA = list.IndexOf(a) + 1;
- int indexB = list.IndexOf(b) + 1;
- if (fosterData.maintainBonusSteps.IndexOf(indexA) >= 0 && fosterData.maintainBonusSteps.IndexOf(indexB) < 0)
- {
- return -1;
- }
- else if (fosterData.maintainBonusSteps.IndexOf(indexA) < 0 && fosterData.maintainBonusSteps.IndexOf(indexB) >= 0)
- {
- return 1;
- }
- return 0;
- });
- return list;
- }
- //奖励领取状态
- public bool GetRewardState(int suitId, int step)
- {
- SuitFosterData fosterData = GetSuitFosterData(suitId);
- return fosterData.maintainBonusSteps.IndexOf(step) > 0;
- }
- //当前奖励状态:state 0:未领1:不可领2:已完成
- //当前奖励Index
- public void GetFosterRewardState(int suitId, out int state, out int index)
- {
- index = 0;
- SuitFosterData fosterData = GetSuitFosterData(suitId);
- int finishStep = fosterData.maintainStep;
- SuitFosterCfg[] cfg = SuitFosterCfgArray.Instance.GetCfgs(suitId);
- for (int i = 0; i < cfg.Length; i++)
- {
- if (cfg[i].rewardsArr.Length == 0) continue;
- index = i;
- int _step = i + 1;
- if (_step <= finishStep && fosterData.maintainBonusSteps.IndexOf(_step) < 0)
- {
- state = 0;
- return;
- }
- if (_step > finishStep)
- {
- state = 1;
- return;
- }
- }
- state = 2;
- }
- }
- }
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