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- using System.Collections.Generic;
- using FairyGUI;
- using UnityEngine;
- namespace GFGGame
- {
- public class ItemDataManager
- {
- private static Dictionary<int, ItemData> _dataDic = new Dictionary<int, ItemData>();
- private static Dictionary<int, int> _prepareDic = new Dictionary<int, int>();
- public static void Add(int itemID, int itemNum, bool sendToServer = true)
- {
- switch (itemID)
- {
- case ConstItemID.EXP:
- RoleDataManager.exp += itemNum;
- return;
- case ConstItemID.POWER:
- RoleDataManager.power += itemNum;
- return;
- case ConstItemID.GOLD:
- RoleDataManager.gold += itemNum;
- return;
- case ConstItemID.DIAMOND_PURPLE:
- RoleDataManager.diaP += itemNum;
- return;
- case ConstItemID.DIAMOND_RED:
- RoleDataManager.diaR += itemNum;
- return;
- }
- ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
- if (itemCfg == null)
- {
- Debug.LogError($"添加了一个不存在的物品 {itemID}");
- return;
- }
- ItemData itemData = null;
- if (_dataDic.ContainsKey(itemID))
- {
- itemData = _dataDic[itemID];
- if (itemCfg.itemType == ConstItemType.CARD)
- {
- return;//每张卡牌只有一张
- }
- }
- else
- {
- itemData = ItemDataPool.GetItemData(itemID);
- _dataDic.Add(itemID, itemData);
- }
- itemData.num += itemNum;
- if (ItemUtil.IsDressUpItem(itemID) && itemID % GameConst.MAX_COUNT_EVERY_TYPE_ITEM > 0)
- {
- DressUpMenuItemDataManager.Add(itemID);
- }
- //Debug.Log("itemid:"+ itemID);
- //Debug.Log("itemCfg:" + itemCfg);
- if (itemCfg.itemType == ConstItemType.CARD)
- {
- CardDataManager.Add(itemID);
- }
- if (itemCfg.itemType == ConstItemType.DRESS_UP && !DressUpMenuItemDataManager.CheckIsSceneType(itemID))
- {
- DecomposeDataManager.Instance.Add(itemID);
- }
- PhotographDataManager.Instance.Add(itemID);
- if (sendToServer)
- {
- PrepareUpdateToServer(itemData.id, itemData.num);
- }
- EventAgent.DispatchEvent(ConstMessage.ITEM_CHANGED, itemID);
- }
- public static void Remove(int itemID, int itemNum)
- {
- switch (itemID)
- {
- case ConstItemID.EXP:
- RoleDataManager.exp -= itemNum;
- return;
- case ConstItemID.POWER:
- RoleDataManager.power -= itemNum;
- return;
- case ConstItemID.GOLD:
- RoleDataManager.gold -= itemNum;
- return;
- case ConstItemID.DIAMOND_PURPLE:
- RoleDataManager.diaP -= itemNum;
- return;
- case ConstItemID.DIAMOND_RED:
- RoleDataManager.diaR -= itemNum;
- return;
- }
- if (_dataDic.ContainsKey(itemID))
- {
- ItemData itemData = _dataDic[itemID];
- itemData.num -= itemNum;
- if (itemData.num <= 0)
- {
- itemData.num = 0;
- _dataDic.Remove(itemID);
- if (ItemUtil.IsDressUpItem(itemID))
- {
- DressUpMenuItemDataManager.Remove(itemID);
- }
- PrepareUpdateToServer(itemData.id, itemData.num);
- }
- ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
- if (itemCfg.itemType == ConstItemType.DRESS_UP && !DressUpMenuItemDataManager.CheckIsSceneType(itemID))
- {
- DecomposeDataManager.Instance.Remove(itemID);
- }
- EventAgent.DispatchEvent(ConstMessage.ITEM_CHANGED, itemID);
- }
- }
- public static int GetItemNum(int itemID)
- {
- switch (itemID)
- {
- case ConstItemID.EXP:
- return RoleDataManager.exp;
- case ConstItemID.POWER:
- return RoleDataManager.power;
- case ConstItemID.GOLD:
- return RoleDataManager.gold;
- case ConstItemID.DIAMOND_PURPLE:
- return RoleDataManager.diaP;
- case ConstItemID.DIAMOND_RED:
- return RoleDataManager.diaR;
- }
- if (_dataDic.ContainsKey(itemID))
- {
- ItemData itemData = _dataDic[itemID];
- return itemData.num;
- }
- return 0;
- }
- public static void InitServerData(List<RoleItem> list)
- {
- _dataDic.Clear();
- _prepareDic.Clear();
- if (list != null)
- {
- foreach (RoleItem roleItem in list)
- {
- Add(roleItem.itemId, roleItem.num, false);
- }
- }
- }
- private static void PrepareUpdateToServer(int itemId, int itemNum)
- {
- _prepareDic[itemId] = itemNum;
- if (!Timers.inst.Exists(UpdateToServer))
- {
- Timers.inst.Add(0.1f, 1, UpdateToServer);
- }
- }
- private static void UpdateToServer(object param)
- {
- List<RoleItem> list = new List<RoleItem>();
- foreach (KeyValuePair<int, int> item in _prepareDic)
- {
- RoleItem roleItem = new RoleItem();
- roleItem.itemId = item.Key;
- roleItem.num = item.Value;
- list.Add(roleItem);
- }
- GameProxy.ReqUpdateRoleItems(list);
- _prepareDic.Clear();
- }
- public static Dictionary<int, ItemData> GetItemDic()
- {
- return _dataDic;
- }
- public static void GetMainScore(int itemId, out int mainScore, out int mainScoreValue)
- {
- ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
- //五个属性中最大的为主属性
- mainScore = 1;
- mainScoreValue = 0;
- if (itemCfg.score1 > mainScoreValue)
- {
- mainScoreValue = itemCfg.score1;
- mainScore = 1;
- }
- if (itemCfg.score2 > mainScoreValue)
- {
- mainScoreValue = itemCfg.score2;
- mainScore = 2;
- }
- if (itemCfg.score3 > mainScoreValue)
- {
- mainScoreValue = itemCfg.score3;
- mainScore = 3;
- }
- if (itemCfg.score4 > mainScoreValue)
- {
- mainScoreValue = itemCfg.score4;
- mainScore = 4;
- }
- }
- public static int GetItemScoreValue(int itemId, int scoreType)
- {
- ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
- if (scoreType == 1)
- {
- return itemCfg.score1;
- }
- else if (scoreType == 2)
- {
- return itemCfg.score2;
- }
- else if (scoreType == 3)
- {
- return itemCfg.score3;
- }
- else if (scoreType == 4)
- {
- return itemCfg.score4;
- }
- return 0;
- }
- }
- }
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