ItemDataManager.cs 6.5 KB

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  1. using System.Collections.Generic;
  2. using ET;
  3. using UnityEngine;
  4. namespace GFGGame
  5. {
  6. public class ItemDataManager
  7. {
  8. private static Dictionary<int, ItemData> _dataDic = new Dictionary<int, ItemData>();
  9. private static Dictionary<int, int> _itemExchangeDic = new Dictionary<int, int>();
  10. delegate object MemberGetDelegate(ItemCfg p);
  11. public static void Add(int itemID, int itemNum)
  12. {
  13. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  14. if (itemCfg == null)
  15. {
  16. Debug.LogError($"添加了一个不存在的物品 {itemID}");
  17. return;
  18. }
  19. ItemData itemData = null;
  20. if (_dataDic.ContainsKey(itemID))
  21. {
  22. itemData = _dataDic[itemID];
  23. if (itemCfg.itemType == ConstItemType.CARD)
  24. {
  25. return;//每张卡牌只有一张
  26. }
  27. }
  28. else
  29. {
  30. itemData = ItemDataPool.GetItemData(itemID);
  31. _dataDic.Add(itemID, itemData);
  32. }
  33. itemData.num += itemNum;
  34. if (ItemUtilCS.IsDressUpItem(itemID) && itemID % GameConst.MAX_COUNT_EVERY_TYPE_ITEM > 0)
  35. {
  36. DressUpMenuItemDataManager.Add(itemID);
  37. if (!DressUpMenuItemDataManager.CheckIsSceneType(itemID))
  38. {
  39. DecomposeDataManager.Instance.Add(itemID);
  40. }
  41. string functionId = typeof(ClothingListView).Name;
  42. FunctionOpenCfg functionOpenCfg = FunctionOpenCfgArray.Instance.GetCfg(functionId);
  43. if (GameGlobal.myUnit != null//游戏角色初始数据不处理
  44. && itemCfg.rarity == ConstDressRarity.Rarity_TIANYI
  45. && StorageDataManager.Instance.GetStorageValue(ConstStorageId.FUNCTION_OPEN + functionOpenCfg.index) == 0)
  46. {
  47. FunctionOpenDataManager.Instance.CheckHasSpecialFunOpen();
  48. }
  49. }
  50. PhotographDataManager.Instance.Add(itemID);
  51. EventAgent.DispatchEvent(ConstMessage.ITEM_CHANGED, itemID);
  52. }
  53. public static void Remove(int itemID, int itemNum)
  54. {
  55. if (_dataDic.ContainsKey(itemID))
  56. {
  57. ItemData itemData = _dataDic[itemID];
  58. itemData.num -= itemNum;
  59. if (itemData.num <= 0)
  60. {
  61. itemData.num = 0;
  62. _dataDic.Remove(itemID);
  63. if (ItemUtilCS.IsDressUpItem(itemID))
  64. {
  65. DressUpMenuItemDataManager.Remove(itemID);
  66. }
  67. }
  68. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  69. if (itemCfg.itemType == ConstItemType.DRESS_UP && !DressUpMenuItemDataManager.CheckIsSceneType(itemID))
  70. {
  71. DecomposeDataManager.Instance.Remove(itemID);
  72. }
  73. EventAgent.DispatchEvent(ConstMessage.ITEM_CHANGED, itemID);
  74. }
  75. }
  76. public static int GetItemNum(int itemId)
  77. {
  78. int numericType = NumericUtil.GetNumericTypeByItemId(itemId);
  79. if (numericType != 0)
  80. {
  81. return GameGlobal.myNumericComponent.GetAsInt(numericType);
  82. }
  83. if (_dataDic.TryGetValue(itemId, out var itemData))
  84. {
  85. return itemData.num;
  86. }
  87. return 0;
  88. }
  89. public static void InitServerData(List<ItemInfoProto> items)
  90. {
  91. _dataDic.Clear();
  92. foreach (ItemInfoProto roleItem in items)
  93. {
  94. Add(roleItem.ConfigId, roleItem.Count);
  95. }
  96. }
  97. public static void InitServerDataItemAttribute(List<ItemAttributeProto> infos)
  98. {
  99. foreach (var info in infos)
  100. {
  101. if (_dataDic.TryGetValue(info.ConfigId, out var itemData))
  102. {
  103. itemData.SetAttributes(info.Ks, info.Vs);
  104. }
  105. }
  106. }
  107. public static void InitItemExchange(int itemId, int exchangTimes)
  108. {
  109. if (_itemExchangeDic.ContainsKey(itemId))
  110. {
  111. _itemExchangeDic[itemId] = exchangTimes;
  112. }
  113. else
  114. {
  115. _itemExchangeDic.Add(itemId, exchangTimes);
  116. }
  117. }
  118. //获取物品已兑换次数
  119. public static int GetItemExchangeTimes(int itemId)
  120. {
  121. if (_itemExchangeDic.ContainsKey(itemId) == false)
  122. {
  123. InitItemExchange(itemId, 0);
  124. }
  125. return _itemExchangeDic[itemId];
  126. }
  127. public static void SetAttribute(int itemId, int key, int value)
  128. {
  129. if (_dataDic.TryGetValue(itemId, out var itemData))
  130. {
  131. itemData.SetAttribute(key, value);
  132. }
  133. }
  134. public static void GetMainScore(int itemId, out int mainScore, out int mainScoreValue)
  135. {
  136. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  137. //五个属性中最大的为主属性
  138. mainScoreValue = 0;
  139. mainScore = itemCfg.mainScore;
  140. switch (mainScore)
  141. {
  142. case 1:
  143. mainScoreValue = itemCfg.score1;
  144. break;
  145. case 2:
  146. mainScoreValue = itemCfg.score2;
  147. break;
  148. case 3:
  149. mainScoreValue = itemCfg.score3;
  150. break;
  151. case 4:
  152. mainScoreValue = itemCfg.score4;
  153. break;
  154. }
  155. }
  156. public static int GetItemScoreValue(int itemId, int scoreType)
  157. {
  158. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  159. if (scoreType == 1)
  160. {
  161. return itemCfg.score1;
  162. }
  163. else if (scoreType == 2)
  164. {
  165. return itemCfg.score2;
  166. }
  167. else if (scoreType == 3)
  168. {
  169. return itemCfg.score3;
  170. }
  171. else if (scoreType == 4)
  172. {
  173. return itemCfg.score4;
  174. }
  175. return 0;
  176. }
  177. public static int GetScore(int itemId, int scoreType)
  178. {
  179. if (_dataDic.TryGetValue(itemId, out var itemData))
  180. {
  181. return itemData.GetScore(scoreType);
  182. }
  183. return 0;
  184. }
  185. }
  186. }