ItemDataManager.cs 7.7 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238
  1. using System.Collections.Generic;
  2. using FairyGUI;
  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> _prepareDic = new Dictionary<int, int>();
  10. public static void Add(int itemID, int itemNum, bool sendToServer = true)
  11. {
  12. switch (itemID)
  13. {
  14. case ConstItemID.EXP:
  15. RoleDataManager.exp += itemNum;
  16. return;
  17. case ConstItemID.POWER:
  18. RoleDataManager.power += itemNum;
  19. return;
  20. case ConstItemID.GOLD:
  21. RoleDataManager.gold += itemNum;
  22. return;
  23. case ConstItemID.DIAMOND_PURPLE:
  24. RoleDataManager.diaP += itemNum;
  25. return;
  26. case ConstItemID.DIAMOND_RED:
  27. RoleDataManager.diaR += itemNum;
  28. return;
  29. }
  30. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  31. if (itemCfg == null)
  32. {
  33. Debug.LogError($"添加了一个不存在的物品 {itemID}");
  34. return;
  35. }
  36. ItemData itemData = null;
  37. if (_dataDic.ContainsKey(itemID))
  38. {
  39. itemData = _dataDic[itemID];
  40. if (itemCfg.itemType == ConstItemType.CARD)
  41. {
  42. return;//每张卡牌只有一张
  43. }
  44. }
  45. else
  46. {
  47. itemData = ItemDataPool.GetItemData(itemID);
  48. _dataDic.Add(itemID, itemData);
  49. }
  50. itemData.num += itemNum;
  51. if (ItemUtil.IsDressUpItem(itemID) && itemID % GameConst.MAX_COUNT_EVERY_TYPE_ITEM > 0)
  52. {
  53. DressUpMenuItemDataManager.Add(itemID);
  54. }
  55. //Debug.Log("itemid:"+ itemID);
  56. //Debug.Log("itemCfg:" + itemCfg);
  57. if (itemCfg.itemType == ConstItemType.CARD)
  58. {
  59. CardDataManager.Add(itemID);
  60. }
  61. if (itemCfg.itemType == ConstItemType.DRESS_UP && !DressUpMenuItemDataManager.CheckIsSceneType(itemID))
  62. {
  63. DecomposeDataManager.Instance.Add(itemID);
  64. }
  65. PhotographDataManager.Instance.Add(itemID);
  66. if (sendToServer)
  67. {
  68. PrepareUpdateToServer(itemData.id, itemData.num);
  69. }
  70. EventAgent.DispatchEvent(ConstMessage.ITEM_CHANGED, itemID);
  71. }
  72. public static void Remove(int itemID, int itemNum)
  73. {
  74. switch (itemID)
  75. {
  76. case ConstItemID.EXP:
  77. RoleDataManager.exp -= itemNum;
  78. return;
  79. case ConstItemID.POWER:
  80. RoleDataManager.power -= itemNum;
  81. return;
  82. case ConstItemID.GOLD:
  83. RoleDataManager.gold -= itemNum;
  84. return;
  85. case ConstItemID.DIAMOND_PURPLE:
  86. RoleDataManager.diaP -= itemNum;
  87. return;
  88. case ConstItemID.DIAMOND_RED:
  89. RoleDataManager.diaR -= itemNum;
  90. return;
  91. }
  92. if (_dataDic.ContainsKey(itemID))
  93. {
  94. ItemData itemData = _dataDic[itemID];
  95. itemData.num -= itemNum;
  96. if (itemData.num <= 0)
  97. {
  98. itemData.num = 0;
  99. _dataDic.Remove(itemID);
  100. if (ItemUtil.IsDressUpItem(itemID))
  101. {
  102. DressUpMenuItemDataManager.Remove(itemID);
  103. }
  104. PrepareUpdateToServer(itemData.id, itemData.num);
  105. }
  106. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  107. if (itemCfg.itemType == ConstItemType.DRESS_UP && !DressUpMenuItemDataManager.CheckIsSceneType(itemID))
  108. {
  109. DecomposeDataManager.Instance.Remove(itemID);
  110. }
  111. EventAgent.DispatchEvent(ConstMessage.ITEM_CHANGED, itemID);
  112. }
  113. }
  114. public static int GetItemNum(int itemID)
  115. {
  116. switch (itemID)
  117. {
  118. case ConstItemID.EXP:
  119. return RoleDataManager.exp;
  120. case ConstItemID.POWER:
  121. return RoleDataManager.power;
  122. case ConstItemID.GOLD:
  123. return RoleDataManager.gold;
  124. case ConstItemID.DIAMOND_PURPLE:
  125. return RoleDataManager.diaP;
  126. case ConstItemID.DIAMOND_RED:
  127. return RoleDataManager.diaR;
  128. }
  129. if (_dataDic.ContainsKey(itemID))
  130. {
  131. ItemData itemData = _dataDic[itemID];
  132. return itemData.num;
  133. }
  134. return 0;
  135. }
  136. public static void InitServerData(List<RoleItem> list)
  137. {
  138. _dataDic.Clear();
  139. _prepareDic.Clear();
  140. if (list != null)
  141. {
  142. foreach (RoleItem roleItem in list)
  143. {
  144. Add(roleItem.itemId, roleItem.num, false);
  145. }
  146. }
  147. }
  148. private static void PrepareUpdateToServer(int itemId, int itemNum)
  149. {
  150. _prepareDic[itemId] = itemNum;
  151. if (!Timers.inst.Exists(UpdateToServer))
  152. {
  153. Timers.inst.Add(0.1f, 1, UpdateToServer);
  154. }
  155. }
  156. private static void UpdateToServer(object param)
  157. {
  158. List<RoleItem> list = new List<RoleItem>();
  159. foreach (KeyValuePair<int, int> item in _prepareDic)
  160. {
  161. RoleItem roleItem = new RoleItem();
  162. roleItem.itemId = item.Key;
  163. roleItem.num = item.Value;
  164. list.Add(roleItem);
  165. }
  166. GameProxy.ReqUpdateRoleItems(list);
  167. _prepareDic.Clear();
  168. }
  169. public static Dictionary<int, ItemData> GetItemDic()
  170. {
  171. return _dataDic;
  172. }
  173. public static void GetMainScore(int itemId, out int mainScore, out int mainScoreValue)
  174. {
  175. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  176. //五个属性中最大的为主属性
  177. mainScore = 1;
  178. mainScoreValue = 0;
  179. if (itemCfg.score1 > mainScoreValue)
  180. {
  181. mainScoreValue = itemCfg.score1;
  182. mainScore = 1;
  183. }
  184. if (itemCfg.score2 > mainScoreValue)
  185. {
  186. mainScoreValue = itemCfg.score2;
  187. mainScore = 2;
  188. }
  189. if (itemCfg.score3 > mainScoreValue)
  190. {
  191. mainScoreValue = itemCfg.score3;
  192. mainScore = 3;
  193. }
  194. if (itemCfg.score4 > mainScoreValue)
  195. {
  196. mainScoreValue = itemCfg.score4;
  197. mainScore = 4;
  198. }
  199. }
  200. public static int GetItemScoreValue(int itemId, int scoreType)
  201. {
  202. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  203. if (scoreType == 1)
  204. {
  205. return itemCfg.score1;
  206. }
  207. else if (scoreType == 2)
  208. {
  209. return itemCfg.score2;
  210. }
  211. else if (scoreType == 3)
  212. {
  213. return itemCfg.score3;
  214. }
  215. else if (scoreType == 4)
  216. {
  217. return itemCfg.score4;
  218. }
  219. return 0;
  220. }
  221. }
  222. }