ItemDataManager.cs 11 KB

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  1. using System.Collections.Generic;
  2. using System.Linq;
  3. using ET;
  4. using UnityEngine;
  5. namespace GFGGame
  6. {
  7. public class ItemDataManager
  8. {
  9. private static Dictionary<int, ItemData> _dataDic = new Dictionary<int, ItemData>();
  10. private static Dictionary<int, int> _itemExchangeDic = new Dictionary<int, int>();
  11. delegate object MemberGetDelegate(ItemCfg p);
  12. public static void Clear()
  13. {
  14. _itemExchangeDic.Clear();
  15. }
  16. public static void Add(ItemInfoProto itemInfoProto)
  17. {
  18. //初始化时禁止使用物品配置,会造成卡顿!!!
  19. var itemID = itemInfoProto.ConfigId;
  20. ItemData itemData = null;
  21. if (_dataDic.ContainsKey(itemID))
  22. {
  23. itemData = _dataDic[itemID];
  24. }
  25. else
  26. {
  27. itemData = ItemDataPool.GetItemData(itemID);
  28. itemData.itemType = itemInfoProto.Type;
  29. itemData.subType = itemInfoProto.SubType;
  30. itemData.rarity = itemInfoProto.Rarity;
  31. _dataDic.Add(itemID, itemData);
  32. }
  33. itemData.num = itemInfoProto.Count;
  34. if (itemInfoProto.Type == ConstItemType.DRESS_UP && itemID % GameConst.MAX_COUNT_EVERY_TYPE_ITEM > 0)
  35. {
  36. DressUpMenuItemDataManager.Add(itemInfoProto);
  37. if (!DressUpMenuItemCfg1Array.Instance.CheckIsSceneType(itemInfoProto))
  38. {
  39. DecomposeDataManager.Instance.Add(itemID);
  40. }
  41. //游戏角色初始数据完成后才执行
  42. if (GameGlobal.DataInited)
  43. {
  44. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  45. FunctionOpenCfg functionOpenCfg = FunctionOpenCfgArray.Instance.GetCfg(typeof(ClothingListView).Name);
  46. if (itemCfg.rarity == ConstDressRarity.Rarity_TIANYI
  47. && StorageDataManager.Instance.GetStorageValue(ConstStorageId.FUNCTION_OPEN +
  48. functionOpenCfg.index) == 0)
  49. {
  50. FunctionOpenDataManager.Instance.CheckHasSpecialFunOpen();
  51. }
  52. }
  53. }
  54. if ((itemInfoProto.Type == ConstItemType.ITEM || itemInfoProto.Type == ConstItemType.USEABLE) &&
  55. itemData.num > 0)
  56. {
  57. BagDataManager.Instance.Add(itemData);
  58. }
  59. if (itemInfoProto.Type == ConstItemType.HEAD)
  60. {
  61. RoleInfoManager.Instance.Add(itemInfoProto);
  62. if (GameGlobal.DataInited)
  63. {
  64. RoleInfoManager.Instance.AddNew(itemID);
  65. EventAgent.DispatchEvent(ConstMessage.RED_CHANGE);
  66. }
  67. }
  68. PhotographDataManager.Instance.Add(itemInfoProto);
  69. if(GameGlobal.DataInited)
  70. {
  71. EventAgent.DispatchEvent(ConstMessage.ITEM_CHANGED, itemID);
  72. }
  73. }
  74. public static void Remove(int itemID, long itemNum)
  75. {
  76. if (_dataDic.ContainsKey(itemID))
  77. {
  78. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  79. ItemData itemData = _dataDic[itemID];
  80. itemData.num -= itemNum;
  81. if (itemData.num <= 0)
  82. {
  83. itemData.num = 0;
  84. _dataDic.Remove(itemID);
  85. if (ItemUtilCS.IsDressUpItem(itemID))
  86. {
  87. DressUpMenuItemDataManager.Remove(itemID);
  88. }
  89. if (itemCfg.itemType == ConstItemType.ITEM)
  90. {
  91. BagDataManager.Instance.Remove(itemID);
  92. }
  93. if (itemCfg.itemType == ConstItemType.USEABLE)
  94. {
  95. BagDataManager.Instance.Remove(itemID);
  96. }
  97. if (itemCfg.itemType == ConstItemType.HEAD)
  98. {
  99. RoleInfoManager.Instance.Remove(itemID);
  100. }
  101. }
  102. if (itemCfg.itemType == ConstItemType.DRESS_UP &&
  103. !DressUpMenuItemCfg1Array.Instance.CheckIsSceneType(itemID))
  104. {
  105. DecomposeDataManager.Instance.Remove(itemID);
  106. }
  107. EventAgent.DispatchEvent(ConstMessage.ITEM_CHANGED, itemID);
  108. }
  109. }
  110. public static long GetItemNum(int itemId)
  111. {
  112. int numericType = NumericUtil.GetNumericTypeByItemId(itemId);
  113. if (numericType != 0)
  114. {
  115. return GameGlobal.myNumericComponent.GetAsInt(numericType);
  116. }
  117. int leagueType = NumericUtil.GetLeagueNumericTypeByItemId(itemId);
  118. if (leagueType != 0)
  119. {
  120. return LeagueDataManager.Instance.GetNumeriValue(leagueType);
  121. }
  122. if (_dataDic.TryGetValue(itemId, out var itemData))
  123. {
  124. return itemData.num;
  125. }
  126. return 0;
  127. }
  128. public static int GetItemType(int itemId)
  129. {
  130. _dataDic.TryGetValue(itemId, out var value);
  131. if(value != null)
  132. {
  133. return value.itemType;
  134. }
  135. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  136. return itemCfg.itemType;
  137. }
  138. public static int GetItemSubType(int itemId)
  139. {
  140. _dataDic.TryGetValue(itemId, out var value);
  141. if (value != null)
  142. {
  143. return value.subType;
  144. }
  145. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  146. return itemCfg.subType;
  147. }
  148. public static int GetItemRarity(int itemId)
  149. {
  150. _dataDic.TryGetValue(itemId, out var value);
  151. if (value != null)
  152. {
  153. return value.rarity;
  154. }
  155. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  156. return itemCfg.rarity;
  157. }
  158. public static void InitServerData(List<ItemInfoProto> items)
  159. {
  160. _dataDic.Clear();
  161. foreach (ItemInfoProto roleItem in items)
  162. {
  163. Add(roleItem);
  164. }
  165. DressUpMenuItemDataManager.StartPreLoadItemCfg();
  166. }
  167. public static void InitServerDataItemAttribute(List<ItemAttributeProto> infos)
  168. {
  169. foreach (var info in infos)
  170. {
  171. if (_dataDic.TryGetValue(info.ConfigId, out var itemData))
  172. {
  173. itemData.SetAttributes(info.Ks, info.Vs);
  174. }
  175. }
  176. }
  177. public static void InitItemExchange(int itemId, int exchangTimes)
  178. {
  179. if (_itemExchangeDic.ContainsKey(itemId))
  180. {
  181. _itemExchangeDic[itemId] = exchangTimes;
  182. }
  183. else
  184. {
  185. _itemExchangeDic.Add(itemId, exchangTimes);
  186. }
  187. }
  188. //获取物品已兑换次数
  189. public static int GetItemExchangeTimes(int itemId)
  190. {
  191. if (_itemExchangeDic.ContainsKey(itemId) == false)
  192. {
  193. InitItemExchange(itemId, 0);
  194. }
  195. return _itemExchangeDic[itemId];
  196. }
  197. public static void SetAttribute(int itemId, int key, int value)
  198. {
  199. if (_dataDic.TryGetValue(itemId, out var itemData))
  200. {
  201. itemData.SetAttribute(key, value);
  202. }
  203. }
  204. /// <summary>
  205. /// 获取表格配置的基础属性
  206. /// </summary>
  207. /// <param name="itemId"></param>
  208. /// <param name="scoreType"></param>
  209. /// <returns></returns>
  210. public static int GetItemBaseScoreValue(int itemId, int scoreType)
  211. {
  212. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  213. if (scoreType == 1)
  214. {
  215. return itemCfg.score1;
  216. }
  217. else if (scoreType == 2)
  218. {
  219. return itemCfg.score2;
  220. }
  221. else if (scoreType == 3)
  222. {
  223. return itemCfg.score3;
  224. }
  225. else if (scoreType == 4)
  226. {
  227. return itemCfg.score4;
  228. }
  229. return 0;
  230. }
  231. /// <summary>
  232. /// 获取当前(养护/升级/升星...后)的属性
  233. /// </summary>
  234. /// <param name="itemId"></param>
  235. /// <param name="scoreType"></param>
  236. /// <returns></returns>
  237. public static int GetItemAdditionScore(int itemId, int scoreType, string[] tags = null)
  238. {
  239. if (_dataDic.TryGetValue(itemId, out var itemData))
  240. {
  241. int scroe = 0;
  242. if (tags != null)
  243. {
  244. scroe += GetItemTagScore(itemId, tags);
  245. }
  246. scroe += itemData.GetScore(scoreType);
  247. return scroe;
  248. }
  249. return 0;
  250. }
  251. /// <summary>
  252. /// 获取一个换装部件对应的标签分数
  253. /// </summary>
  254. /// <param name="itemId"></param>
  255. /// <param name="tags"></param>
  256. /// <returns></returns>
  257. public static int GetItemTagScore(int itemId, string[] tags)
  258. {
  259. int score = 0;
  260. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  261. if (itemCfg == null)
  262. {
  263. ET.Log.Error("物品:" + itemId + "不存在");
  264. return score;
  265. }
  266. for (int i = 0; i < itemCfg.tagsArr.Length; i++)
  267. {
  268. for (int j = 0; j < tags.Length; j++)
  269. {
  270. if (itemCfg.tagsArr[i][0] == tags[j])
  271. {
  272. score += int.Parse(itemCfg.tagsArr[i][1]);
  273. }
  274. }
  275. }
  276. return score;
  277. }
  278. /// <summary>
  279. /// 检测一件服装是否包含要求的标签
  280. /// </summary>
  281. /// <returns></returns>
  282. public static bool CheckItemTagsRight(int itemId, string[] tags)
  283. {
  284. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  285. for (int i = 0; i < itemCfg.tagsArr.Length; i++)
  286. {
  287. for (int j = 0; j < tags.Length; j++)
  288. {
  289. if (itemCfg.tagsArr[i][0] == tags[j]) return true;
  290. }
  291. }
  292. return false;
  293. }
  294. /// <summary>
  295. /// 检测背包中是否存在礼包
  296. /// </summary>
  297. /// <returns></returns>
  298. public static bool BagIsExistGiftBag()
  299. {
  300. var isExistGiftBag = _dataDic.Values.Any(a =>
  301. (a.itemType == ConstItemType.USEABLE && a.subType == ConstItemSubType.USEABLE_GIFT_BAG_SELECTABLE) ||
  302. (a.itemType == ConstItemType.USEABLE && a.subType == ConstItemSubType.USEABLE_GIFT_BAG_RANDOM));
  303. return isExistGiftBag;
  304. }
  305. }
  306. }