DressUpMenuSuitDataManager.cs 9.7 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using ET;
  5. namespace GFGGame
  6. {
  7. public class DressUpMenuSuitDataManager
  8. {
  9. private static List<int> _suitIDList = new List<int>();
  10. private static List<int> _travelSuitIDList = new List<int>();//拥有的游历套装列表
  11. public static List<int> TravelSuitIDList
  12. {
  13. get
  14. {
  15. return _travelSuitIDList;
  16. }
  17. }
  18. //获得这件装备时套装的进度,用于展示
  19. private static Dictionary<int, int> _progressByItemIdDic = new Dictionary<int, int>();
  20. //套装当前的进度
  21. private static Dictionary<int, int> _progressBySuitIdDic = new Dictionary<int, int>();
  22. private static Dictionary<int, int> _suitGuideBoxBonusStatus = new Dictionary<int, int>();
  23. private static Dictionary<int, int> _suitSyntheticBoxBonusStatus = new Dictionary<int, int>();
  24. public static void InitData()
  25. {
  26. _suitIDList.Clear();
  27. _travelSuitIDList.Clear();
  28. _progressBySuitIdDic.Clear();
  29. _progressByItemIdDic.Clear();
  30. }
  31. public static void SetSuitInfo(List<SuitInfoProto> suitInfoList)
  32. {
  33. if (suitInfoList != null)
  34. {
  35. _suitGuideBoxBonusStatus.Clear();
  36. _suitSyntheticBoxBonusStatus.Clear();
  37. foreach (SuitInfoProto suitInfo in suitInfoList)
  38. {
  39. SuitFosterData suitFosterData = new SuitFosterData()
  40. {
  41. suitId = suitInfo.SuitId,
  42. maintainStep = suitInfo.MaintainStep,
  43. maintainBonusSteps = suitInfo.MaintainBonusSteps,
  44. makeNewState = suitInfo.MakeNewState
  45. };
  46. SuitFosterDataManager.Instance.InitServerData(suitFosterData);
  47. //图鉴
  48. _suitGuideBoxBonusStatus.Add(suitInfo.SuitId, suitInfo.GuideBoxBonusState);
  49. //合成
  50. _suitSyntheticBoxBonusStatus.Add(suitInfo.SuitId, suitInfo.SyntheticBoxBonusState);
  51. }
  52. EventAgent.DispatchEvent(ConstMessage.GET_SUIT_INFOS);
  53. }
  54. }
  55. public static void Add(int value)
  56. {
  57. if (!_suitIDList.Contains(value))
  58. {
  59. _suitIDList.Add(value);
  60. TravelSuitCfg travelSuitCfg = TravelSuitCfgArray.Instance.GetCfgBysuitId(value);
  61. if (travelSuitCfg != null)
  62. {
  63. _travelSuitIDList.Add(travelSuitCfg.id);
  64. }
  65. }
  66. }
  67. public static void Remove(int value)
  68. {
  69. if (_suitIDList.Contains(value))
  70. {
  71. _suitIDList.Remove(value);
  72. TravelSuitCfg travelSuitCfg = TravelSuitCfgArray.Instance.GetCfgBysuitId(value);
  73. if (travelSuitCfg != null && _travelSuitIDList.Contains(travelSuitCfg.id))
  74. {
  75. _travelSuitIDList.Remove(travelSuitCfg.id);
  76. }
  77. }
  78. }
  79. public static void GetTotalProgress(out int count, out int totalCount)
  80. {
  81. totalCount = SuitCfgManager.Instance.totalItemCount;
  82. count = 0;
  83. foreach (KeyValuePair<int, int> item in _progressBySuitIdDic)
  84. {
  85. count += item.Value;
  86. }
  87. }
  88. // public static void GetSuitProgressByItemId(int itemID, out int suitId, out int count)
  89. // {
  90. // suitId = SuitCfgManager.Instance.GetItemSuitId(itemID);
  91. // if (suitId > 0)
  92. // {
  93. // if (_progressByItemIdDic.ContainsKey(itemID))
  94. // {
  95. // count = _progressByItemIdDic[itemID];
  96. // }
  97. // else
  98. // {
  99. // count = 0;
  100. // }
  101. // }
  102. // else
  103. // {
  104. // count = 0;
  105. // }
  106. // }
  107. public static void GetSuitProgressBySuitId(int suitId, out int count, out int totalCount)
  108. {
  109. if (suitId > 0)
  110. {
  111. if (_progressBySuitIdDic.ContainsKey(suitId))
  112. {
  113. count = _progressBySuitIdDic[suitId];
  114. }
  115. else
  116. {
  117. count = 0;
  118. }
  119. totalCount = SuitCfgManager.Instance.GetTotalCountOfOneSuit(suitId);
  120. }
  121. else
  122. {
  123. count = 0;
  124. totalCount = 1;
  125. }
  126. }
  127. public static float GetSuitProgressValueBySuitId(int suitId)
  128. {
  129. int count = 0;
  130. int totalCount = 1;
  131. GetSuitProgressBySuitId(suitId, out count, out totalCount);
  132. return (float)count / totalCount;
  133. }
  134. public static bool CheckHaveSuit(int suitId)
  135. {
  136. return _suitIDList.Contains(suitId);
  137. }
  138. public static void CheckItemInSuit(int itemId)
  139. {
  140. int suitId = SuitCfgManager.Instance.GetItemSuitId(itemId);
  141. if (suitId > 0)
  142. {
  143. SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(suitId);
  144. int[] itemIds = SuitCfgManager.Instance.GetSuitItems(suitId);
  145. int totalCount = itemIds.Length;
  146. bool hasAll = true;
  147. int count = 0;
  148. for (int i = 0; i < totalCount; i++)
  149. {
  150. int tempItemId = itemIds[i];
  151. bool hasItem = DressUpMenuItemDataManager.CheckHasItem(tempItemId);
  152. if (!hasItem)
  153. {
  154. hasAll = false;
  155. }
  156. else
  157. {
  158. count++;
  159. }
  160. }
  161. _progressBySuitIdDic[suitId] = count;
  162. _progressByItemIdDic[itemId] = count;
  163. if (hasAll)
  164. {
  165. Add(suitId);
  166. }
  167. GetSuitItemController.AddItemId(itemId);
  168. }
  169. }
  170. // //检测当前穿戴是否是一件完整套装,且只穿了一件套装,返回套装id
  171. // public static int CheckCurDressIsSuit()
  172. // {
  173. // if (EquipDataCache.cacher.suitId > 0) return EquipDataCache.cacher.suitId;
  174. // var equipDatas = EquipDataCache.cacher.equipDatas;
  175. // int dressSuitId = 0;
  176. // List<int> _equipDatas = new List<int>();
  177. // for (int i = 0; i < equipDatas.Count; i++)
  178. // {
  179. // if (DressUpMenuItemDataManager.CheckIsSceneType(equipDatas[i])) continue;
  180. // if (equipDatas[i] != ConstItemID.DEFULT_FA_XING && equipDatas[i] != ConstItemID.DEFULT_LIAN_YI_QUN && equipDatas[i] != ConstItemID.DEFULT_NEI_DA && equipDatas[i] != ConstItemID.DEFULT_XIA_ZHUANG)
  181. // {
  182. // int suitId = SuitCfgManager.Instance.GetItemSuitId(equipDatas[i]);
  183. // if (suitId <= 0) return 0;//有任何不属于套装的部件且不是原始服装,则当前穿戴不属于套装
  184. // if (dressSuitId != 0 && dressSuitId != suitId) return 0;//当前穿戴不同套装的部件,则当前穿戴不属于套装
  185. // dressSuitId = suitId;
  186. // _equipDatas.Add(equipDatas[i]);
  187. // }
  188. // }
  189. // if (dressSuitId == 0) return dressSuitId;
  190. // int[] itemIds = SuitCfgManager.Instance.GetSuitItems(dressSuitId);
  191. // for (int i = 0; i < itemIds.Length; i++)
  192. // {
  193. // if (DressUpMenuItemDataManager.CheckIsSceneType(itemIds[i])) continue;
  194. // if (_equipDatas.IndexOf(itemIds[i]) < 0) return 0;//套装部件穿戴不完整
  195. // }
  196. // return dressSuitId;
  197. // }
  198. public static List<int> GetSuitIDList()
  199. {
  200. return (List<int>)_suitIDList.GetRange(0, _suitIDList.Count);
  201. }
  202. public static int GetSuitGuideBonusStatus(int suitId)
  203. {
  204. int status = ConstBonusStatus.CAN_NOT_GET;
  205. if (_suitGuideBoxBonusStatus.ContainsKey(suitId))
  206. {
  207. status = _suitGuideBoxBonusStatus[suitId];
  208. }
  209. if (status == ConstBonusStatus.CAN_NOT_GET)//游戏过程中收集完成套装,不会有奖励可领状态不会有推送,需要前端判断
  210. {
  211. if (CheckHaveSuit(suitId))
  212. {
  213. status = ConstBonusStatus.CAN_GET;
  214. }
  215. }
  216. return status;
  217. }
  218. public static void SetSuitGuideBoxBonusCompleted(int suitId)
  219. {
  220. _suitGuideBoxBonusStatus[suitId] = ConstBonusStatus.GOT;
  221. EventAgent.DispatchEvent(ConstMessage.SUIT_BOX_STATUS_CHANGED, suitId);
  222. }
  223. public static int GetSuitSyntheticBonusStatus(int suitId)
  224. {
  225. int status = ConstBonusStatus.CAN_NOT_GET;
  226. if (_suitSyntheticBoxBonusStatus.ContainsKey(suitId))
  227. {
  228. status = _suitSyntheticBoxBonusStatus[suitId];
  229. }
  230. if (status == ConstBonusStatus.CAN_NOT_GET)
  231. {
  232. if (CheckHaveSuit(suitId))
  233. {
  234. status = ConstBonusStatus.CAN_GET;
  235. }
  236. }
  237. return status;
  238. }
  239. public static void SetSuitSyntheticBoxBonusCompleted(int suitId)
  240. {
  241. _suitSyntheticBoxBonusStatus[suitId] = ConstBonusStatus.GOT;
  242. EventAgent.DispatchEvent(ConstMessage.SUIT_BOX_STATUS_CHANGED, suitId);
  243. }
  244. }
  245. }