ItemDataManager.cs 6.4 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Reflection;
  4. using ET;
  5. using FairyGUI;
  6. using UnityEngine;
  7. using static UnityEditor.Progress;
  8. namespace GFGGame
  9. {
  10. public class ItemDataManager
  11. {
  12. private static Dictionary<int, ItemData> _dataDic = new Dictionary<int, ItemData>();
  13. private static Dictionary<int, int> _itemExchangeDic = new Dictionary<int, int>();
  14. delegate object MemberGetDelegate(ItemCfg p);
  15. public static void Add(int itemID, int itemNum)
  16. {
  17. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  18. if (itemCfg == null)
  19. {
  20. Debug.LogError($"添加了一个不存在的物品 {itemID}");
  21. return;
  22. }
  23. ItemData itemData = null;
  24. if (_dataDic.ContainsKey(itemID))
  25. {
  26. itemData = _dataDic[itemID];
  27. if (itemCfg.itemType == ConstItemType.CARD)
  28. {
  29. return;//每张卡牌只有一张
  30. }
  31. }
  32. else
  33. {
  34. itemData = ItemDataPool.GetItemData(itemID);
  35. _dataDic.Add(itemID, itemData);
  36. }
  37. itemData.num += itemNum;
  38. if (ItemUtilCS.IsDressUpItem(itemID) && itemID % GameConst.MAX_COUNT_EVERY_TYPE_ITEM > 0)
  39. {
  40. DressUpMenuItemDataManager.Add(itemID);
  41. }
  42. //Debug.Log("itemid:"+ itemID);
  43. //Debug.Log("itemCfg:" + itemCfg);
  44. if (itemCfg.itemType == ConstItemType.CARD)
  45. {
  46. CardDataManager.Add(itemID);
  47. }
  48. if (itemCfg.itemType == ConstItemType.DRESS_UP && !DressUpMenuItemDataManager.CheckIsSceneType(itemID))
  49. {
  50. DecomposeDataManager.Instance.Add(itemID);
  51. }
  52. PhotographDataManager.Instance.Add(itemID);
  53. EventAgent.DispatchEvent(ConstMessage.ITEM_CHANGED, itemID);
  54. }
  55. public static void Remove(int itemID, int itemNum)
  56. {
  57. if (_dataDic.ContainsKey(itemID))
  58. {
  59. ItemData itemData = _dataDic[itemID];
  60. itemData.num -= itemNum;
  61. if (itemData.num <= 0)
  62. {
  63. itemData.num = 0;
  64. _dataDic.Remove(itemID);
  65. if (ItemUtilCS.IsDressUpItem(itemID))
  66. {
  67. DressUpMenuItemDataManager.Remove(itemID);
  68. }
  69. }
  70. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  71. if (itemCfg.itemType == ConstItemType.DRESS_UP && !DressUpMenuItemDataManager.CheckIsSceneType(itemID))
  72. {
  73. DecomposeDataManager.Instance.Remove(itemID);
  74. }
  75. EventAgent.DispatchEvent(ConstMessage.ITEM_CHANGED, itemID);
  76. }
  77. }
  78. public static int GetItemNum(int itemId)
  79. {
  80. int numericType = NumericUtil.GetNumericTypeByItemId(itemId);
  81. if (numericType != 0)
  82. {
  83. return GameGlobal.myNumericComponent.GetAsInt(numericType);
  84. }
  85. if (_dataDic.TryGetValue(itemId, out var itemData))
  86. {
  87. return itemData.num;
  88. }
  89. return 0;
  90. }
  91. public static void InitServerData(List<ItemInfoProto> items)
  92. {
  93. _dataDic.Clear();
  94. foreach (ItemInfoProto roleItem in items)
  95. {
  96. Add(roleItem.ConfigId, roleItem.Count);
  97. }
  98. }
  99. public static void InitServerDataItemAttribute(List<ItemAttributeProto> infos)
  100. {
  101. foreach (var info in infos)
  102. {
  103. if (_dataDic.TryGetValue(info.ConfigId, out var itemData))
  104. {
  105. itemData.SetAttributes(info.Ks, info.Vs);
  106. }
  107. }
  108. }
  109. public static void InitItemExchange(int itemId, int exchangTimes)
  110. {
  111. if (_itemExchangeDic.ContainsKey(itemId))
  112. {
  113. _itemExchangeDic[itemId] = exchangTimes;
  114. }
  115. else
  116. {
  117. _itemExchangeDic.Add(itemId, exchangTimes);
  118. }
  119. }
  120. //获取物品已兑换次数
  121. public static int GetItemExchangeTimes(int itemId)
  122. {
  123. if (_itemExchangeDic.ContainsKey(itemId) == false)
  124. {
  125. InitItemExchange(itemId, 0);
  126. }
  127. return _itemExchangeDic[itemId];
  128. }
  129. public static void SetAttribute(int itemId, int key, int value)
  130. {
  131. if (_dataDic.TryGetValue(itemId, out var itemData))
  132. {
  133. itemData.SetAttribute(key, value);
  134. }
  135. }
  136. public static void GetMainScore(int itemId, out int mainScore, out int mainScoreValue)
  137. {
  138. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  139. //五个属性中最大的为主属性
  140. mainScore = 1;
  141. mainScoreValue = 0;
  142. if (itemCfg.score1 > mainScoreValue)
  143. {
  144. mainScoreValue = itemCfg.score1;
  145. mainScore = 1;
  146. }
  147. if (itemCfg.score2 > mainScoreValue)
  148. {
  149. mainScoreValue = itemCfg.score2;
  150. mainScore = 2;
  151. }
  152. if (itemCfg.score3 > mainScoreValue)
  153. {
  154. mainScoreValue = itemCfg.score3;
  155. mainScore = 3;
  156. }
  157. if (itemCfg.score4 > mainScoreValue)
  158. {
  159. mainScoreValue = itemCfg.score4;
  160. mainScore = 4;
  161. }
  162. }
  163. public static int GetItemScoreValue(int itemId, int scoreType)
  164. {
  165. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  166. if (scoreType == 1)
  167. {
  168. return itemCfg.score1;
  169. }
  170. else if (scoreType == 2)
  171. {
  172. return itemCfg.score2;
  173. }
  174. else if (scoreType == 3)
  175. {
  176. return itemCfg.score3;
  177. }
  178. else if (scoreType == 4)
  179. {
  180. return itemCfg.score4;
  181. }
  182. return 0;
  183. }
  184. public static int GetScore(int itemId, int scoreType)
  185. {
  186. if (_dataDic.TryGetValue(itemId, out var itemData))
  187. {
  188. return itemData.GetScore(scoreType);
  189. }
  190. return 0;
  191. }
  192. }
  193. }