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