ItemDataManager.cs 7.0 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, long 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. //游戏角色初始数据完成后才执行
  37. bool dataInited = GameGlobal.DataInited;
  38. DressUpMenuItemDataManager.Add(itemID);
  39. if (!DressUpMenuItemDataManager.CheckIsSceneType(itemID))
  40. {
  41. DecomposeDataManager.Instance.Add(itemID);
  42. }
  43. FunctionOpenCfg functionOpenCfg = FunctionOpenCfgArray.Instance.GetCfg(typeof(ClothingListView).Name);
  44. if (dataInited
  45. && itemCfg.rarity == ConstDressRarity.Rarity_TIANYI
  46. && StorageDataManager.Instance.GetStorageValue(ConstStorageId.FUNCTION_OPEN + functionOpenCfg.index) == 0)
  47. {
  48. FunctionOpenDataManager.Instance.CheckHasSpecialFunOpen();
  49. }
  50. }
  51. if (itemCfg.itemType == ConstItemType.ITEM && itemData.num > 0)
  52. {
  53. BagDataManager.Instance.Add(itemData);
  54. }
  55. if (itemCfg.itemType == ConstItemType.HEAD)
  56. {
  57. RoleInfoManager.Instance.Add(itemID);
  58. if (GameGlobal.DataInited)
  59. {
  60. RoleInfoManager.Instance.AddNew(itemID);
  61. EventAgent.DispatchEvent(ConstMessage.RED_CHANGE);
  62. }
  63. }
  64. PhotographDataManager.Instance.Add(itemID);
  65. EventAgent.DispatchEvent(ConstMessage.ITEM_CHANGED, itemID);
  66. }
  67. public static void Remove(int itemID, long itemNum)
  68. {
  69. if (_dataDic.ContainsKey(itemID))
  70. {
  71. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  72. ItemData itemData = _dataDic[itemID];
  73. itemData.num -= itemNum;
  74. if (itemData.num <= 0)
  75. {
  76. itemData.num = 0;
  77. _dataDic.Remove(itemID);
  78. if (ItemUtilCS.IsDressUpItem(itemID))
  79. {
  80. DressUpMenuItemDataManager.Remove(itemID);
  81. }
  82. if (itemCfg.itemType == ConstItemType.ITEM)
  83. {
  84. BagDataManager.Instance.Remove(itemID);
  85. }
  86. if (itemCfg.itemType == ConstItemType.HEAD)
  87. {
  88. RoleInfoManager.Instance.Remove(itemID);
  89. }
  90. }
  91. if (itemCfg.itemType == ConstItemType.DRESS_UP && !DressUpMenuItemDataManager.CheckIsSceneType(itemID))
  92. {
  93. DecomposeDataManager.Instance.Remove(itemID);
  94. }
  95. EventAgent.DispatchEvent(ConstMessage.ITEM_CHANGED, itemID);
  96. }
  97. }
  98. public static int GetItemNum(int itemId)
  99. {
  100. int numericType = NumericUtil.GetNumericTypeByItemId(itemId);
  101. if (numericType != 0)
  102. {
  103. return GameGlobal.myNumericComponent.GetAsInt(numericType);
  104. }
  105. if (_dataDic.TryGetValue(itemId, out var itemData))
  106. {
  107. return itemData.num;
  108. }
  109. return 0;
  110. }
  111. public static void InitServerData(List<ItemInfoProto> items)
  112. {
  113. _dataDic.Clear();
  114. foreach (ItemInfoProto roleItem in items)
  115. {
  116. Add(roleItem.ConfigId, roleItem.Count);
  117. }
  118. }
  119. public static void InitServerDataItemAttribute(List<ItemAttributeProto> infos)
  120. {
  121. foreach (var info in infos)
  122. {
  123. if (_dataDic.TryGetValue(info.ConfigId, out var itemData))
  124. {
  125. itemData.SetAttributes(info.Ks, info.Vs);
  126. }
  127. }
  128. }
  129. public static void InitItemExchange(int itemId, int exchangTimes)
  130. {
  131. if (_itemExchangeDic.ContainsKey(itemId))
  132. {
  133. _itemExchangeDic[itemId] = exchangTimes;
  134. }
  135. else
  136. {
  137. _itemExchangeDic.Add(itemId, exchangTimes);
  138. }
  139. }
  140. //获取物品已兑换次数
  141. public static int GetItemExchangeTimes(int itemId)
  142. {
  143. if (_itemExchangeDic.ContainsKey(itemId) == false)
  144. {
  145. InitItemExchange(itemId, 0);
  146. }
  147. return _itemExchangeDic[itemId];
  148. }
  149. public static void SetAttribute(int itemId, int key, int value)
  150. {
  151. if (_dataDic.TryGetValue(itemId, out var itemData))
  152. {
  153. itemData.SetAttribute(key, value);
  154. }
  155. }
  156. /// <summary>
  157. /// 获取表格配置的基础属性
  158. /// </summary>
  159. /// <param name="itemId"></param>
  160. /// <param name="scoreType"></param>
  161. /// <returns></returns>
  162. public static int GetItemScoreValue(int itemId, int scoreType)
  163. {
  164. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  165. if (scoreType == 1)
  166. {
  167. return itemCfg.score1;
  168. }
  169. else if (scoreType == 2)
  170. {
  171. return itemCfg.score2;
  172. }
  173. else if (scoreType == 3)
  174. {
  175. return itemCfg.score3;
  176. }
  177. else if (scoreType == 4)
  178. {
  179. return itemCfg.score4;
  180. }
  181. return 0;
  182. }
  183. /// <summary>
  184. /// 获取当前(养护/升级/升星后)的属性
  185. /// </summary>
  186. /// <param name="itemId"></param>
  187. /// <param name="scoreType"></param>
  188. /// <returns></returns>
  189. public static int GetItemAdditionScore(int itemId, int scoreType)
  190. {
  191. if (_dataDic.TryGetValue(itemId, out var itemData))
  192. {
  193. return itemData.GetScore(scoreType);
  194. }
  195. return 0;
  196. }
  197. }
  198. }