ItemDataManager.cs 12 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.CheckIsBackGroundType(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. if (itemInfoProto.Type == ConstItemType.ITEM && itemInfoProto.SubType == ConstItemSubType.MATERIAL_SKILL_BOOK)
  59. {
  60. DecomposeDataManager.Instance.AddMaterial(itemID);
  61. }
  62. }
  63. if (itemInfoProto.Type == ConstItemType.HEAD)
  64. {
  65. RoleInfoManager.Instance.Add(itemInfoProto);
  66. if (GameGlobal.DataInited)
  67. {
  68. RoleInfoManager.Instance.AddNew(itemID);
  69. EventAgent.DispatchEvent(ConstMessage.RED_CHANGE);
  70. }
  71. }
  72. PhotographDataManager.Instance.Add(itemInfoProto);
  73. if(GameGlobal.DataInited)
  74. {
  75. EventAgent.DispatchEvent(ConstMessage.ITEM_CHANGED, itemID);
  76. }
  77. }
  78. public static void Remove(int itemID, long itemNum)
  79. {
  80. if (_dataDic.ContainsKey(itemID))
  81. {
  82. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  83. ItemData itemData = _dataDic[itemID];
  84. itemData.num -= itemNum;
  85. if (itemData.num <= 0)
  86. {
  87. itemData.num = 0;
  88. _dataDic.Remove(itemID);
  89. if (ItemUtilCS.IsDressUpItem(itemID))
  90. {
  91. DressUpMenuItemDataManager.Remove(itemID);
  92. }
  93. if (itemCfg.itemType == ConstItemType.ITEM)
  94. {
  95. BagDataManager.Instance.Remove(itemID);
  96. if(itemCfg.subType == ConstItemSubType.MATERIAL_SKILL_BOOK)
  97. DecomposeDataManager.Instance.RemoveMaterial(itemID);
  98. }
  99. if (itemCfg.itemType == ConstItemType.USEABLE)
  100. {
  101. BagDataManager.Instance.Remove(itemID);
  102. }
  103. if (itemCfg.itemType == ConstItemType.HEAD)
  104. {
  105. RoleInfoManager.Instance.Remove(itemID);
  106. }
  107. }
  108. if (itemCfg.itemType == ConstItemType.DRESS_UP &&
  109. !DressUpMenuItemCfg1Array.Instance.CheckIsSceneType(itemID))
  110. {
  111. DecomposeDataManager.Instance.Remove(itemID);
  112. }
  113. EventAgent.DispatchEvent(ConstMessage.ITEM_CHANGED, itemID);
  114. }
  115. }
  116. public static long GetItemNum(int itemId)
  117. {
  118. int numericType = NumericUtil.GetNumericTypeByItemId(itemId);
  119. if (numericType != 0)
  120. {
  121. return GameGlobal.myNumericComponent.GetAsInt(numericType);
  122. }
  123. int leagueType = NumericUtil.GetLeagueNumericTypeByItemId(itemId);
  124. if (leagueType != 0)
  125. {
  126. return LeagueDataManager.Instance.GetNumeriValue(leagueType);
  127. }
  128. if (_dataDic.TryGetValue(itemId, out var itemData))
  129. {
  130. return itemData.num;
  131. }
  132. return 0;
  133. }
  134. public static int GetItemType(int itemId)
  135. {
  136. _dataDic.TryGetValue(itemId, out var value);
  137. if(value != null)
  138. {
  139. return value.itemType;
  140. }
  141. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  142. return itemCfg.itemType;
  143. }
  144. public static int[][] GetItemSyntheticSuitArr(int itemId)
  145. {
  146. _dataDic.TryGetValue(itemId, out var value);
  147. if (value != null && value.syntheticMateriarsArr != null && value.syntheticMateriarsArr.Length > 0)
  148. {
  149. return value.syntheticMateriarsArr;
  150. }
  151. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  152. return itemCfg.syntheticMateriarsArr;
  153. }
  154. public static int GetItemSubType(int itemId)
  155. {
  156. _dataDic.TryGetValue(itemId, out var value);
  157. if (value != null)
  158. {
  159. return value.subType;
  160. }
  161. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  162. return itemCfg.subType;
  163. }
  164. public static int GetItemRarity(int itemId)
  165. {
  166. _dataDic.TryGetValue(itemId, out var value);
  167. if (value != null)
  168. {
  169. return value.rarity;
  170. }
  171. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  172. return itemCfg.rarity;
  173. }
  174. public static int GetItemSkillId(int itemId)
  175. {
  176. _dataDic.TryGetValue(itemId, out var value);
  177. if (value != null && value.param2Arr != null)
  178. {
  179. return value.param2Arr[0];
  180. }
  181. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  182. return itemCfg.param2Arr[0];
  183. }
  184. public static void InitServerData(List<ItemInfoProto> items)
  185. {
  186. _dataDic.Clear();
  187. foreach (ItemInfoProto roleItem in items)
  188. {
  189. Add(roleItem);
  190. }
  191. DressUpMenuItemDataManager.StartPreLoadItemCfg();
  192. }
  193. public static void InitServerDataItemAttribute(List<ItemAttributeProto> infos)
  194. {
  195. foreach (var info in infos)
  196. {
  197. if (_dataDic.TryGetValue(info.ConfigId, out var itemData))
  198. {
  199. itemData.SetAttributes(info.Ks, info.Vs);
  200. }
  201. }
  202. }
  203. public static void InitItemExchange(int itemId, int exchangTimes)
  204. {
  205. if (_itemExchangeDic.ContainsKey(itemId))
  206. {
  207. _itemExchangeDic[itemId] = exchangTimes;
  208. }
  209. else
  210. {
  211. _itemExchangeDic.Add(itemId, exchangTimes);
  212. }
  213. }
  214. //获取物品已兑换次数
  215. public static int GetItemExchangeTimes(int itemId)
  216. {
  217. if (_itemExchangeDic.ContainsKey(itemId) == false)
  218. {
  219. InitItemExchange(itemId, 0);
  220. }
  221. return _itemExchangeDic[itemId];
  222. }
  223. public static void SetAttribute(int itemId, int key, int value)
  224. {
  225. if (_dataDic.TryGetValue(itemId, out var itemData))
  226. {
  227. itemData.SetAttribute(key, value);
  228. }
  229. }
  230. /// <summary>
  231. /// 获取表格配置的基础属性
  232. /// </summary>
  233. /// <param name="itemId"></param>
  234. /// <param name="scoreType"></param>
  235. /// <returns></returns>
  236. public static int GetItemBaseScoreValue(int itemId, int scoreType)
  237. {
  238. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  239. if (scoreType == 1)
  240. {
  241. return itemCfg.score1;
  242. }
  243. else if (scoreType == 2)
  244. {
  245. return itemCfg.score2;
  246. }
  247. else if (scoreType == 3)
  248. {
  249. return itemCfg.score3;
  250. }
  251. else if (scoreType == 4)
  252. {
  253. return itemCfg.score4;
  254. }
  255. return 0;
  256. }
  257. /// <summary>
  258. /// 获取当前(养护/升级/升星...后)的属性
  259. /// </summary>
  260. /// <param name="itemId"></param>
  261. /// <param name="scoreType"></param>
  262. /// <returns></returns>
  263. public static int GetItemAdditionScore(int itemId, int scoreType, string[] tags = null)
  264. {
  265. if (_dataDic.TryGetValue(itemId, out var itemData))
  266. {
  267. int scroe = 0;
  268. if (tags != null)
  269. {
  270. scroe += GetItemTagScore(itemId, tags);
  271. }
  272. scroe += itemData.GetScore(scoreType);
  273. return scroe;
  274. }
  275. return 0;
  276. }
  277. /// <summary>
  278. /// 获取一个换装部件对应的标签分数
  279. /// </summary>
  280. /// <param name="itemId"></param>
  281. /// <param name="tags"></param>
  282. /// <returns></returns>
  283. public static int GetItemTagScore(int itemId, string[] tags)
  284. {
  285. int score = 0;
  286. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  287. if (itemCfg == null)
  288. {
  289. ET.Log.Error("物品:" + itemId + "不存在");
  290. return score;
  291. }
  292. for (int i = 0; i < itemCfg.tagsArr.Length; i++)
  293. {
  294. for (int j = 0; j < tags.Length; j++)
  295. {
  296. if (itemCfg.tagsArr[i][0] == tags[j])
  297. {
  298. score += int.Parse(itemCfg.tagsArr[i][1]);
  299. }
  300. }
  301. }
  302. return score;
  303. }
  304. /// <summary>
  305. /// 检测一件服装是否包含要求的标签
  306. /// </summary>
  307. /// <returns></returns>
  308. public static bool CheckItemTagsRight(int itemId, string[] tags)
  309. {
  310. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  311. for (int i = 0; i < itemCfg.tagsArr.Length; i++)
  312. {
  313. for (int j = 0; j < tags.Length; j++)
  314. {
  315. if (itemCfg.tagsArr[i][0] == tags[j]) return true;
  316. }
  317. }
  318. return false;
  319. }
  320. /// <summary>
  321. /// 检测背包中是否存在礼包
  322. /// </summary>
  323. /// <returns></returns>
  324. public static bool BagIsExistGiftBag()
  325. {
  326. var isExistGiftBag = _dataDic.Values.Any(a =>
  327. (a.itemType == ConstItemType.USEABLE && a.subType == ConstItemSubType.USEABLE_GIFT_BAG_SELECTABLE) ||
  328. (a.itemType == ConstItemType.USEABLE && a.subType == ConstItemSubType.USEABLE_GIFT_BAG_RANDOM));
  329. return isExistGiftBag;
  330. }
  331. }
  332. }