ItemDataManager.cs 6.5 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, int 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. PhotographDataManager.Instance.Add(itemID);
  52. EventAgent.DispatchEvent(ConstMessage.ITEM_CHANGED, itemID);
  53. }
  54. public static void Remove(int itemID, int itemNum)
  55. {
  56. if (_dataDic.ContainsKey(itemID))
  57. {
  58. ItemData itemData = _dataDic[itemID];
  59. itemData.num -= itemNum;
  60. if (itemData.num <= 0)
  61. {
  62. itemData.num = 0;
  63. _dataDic.Remove(itemID);
  64. if (ItemUtilCS.IsDressUpItem(itemID))
  65. {
  66. DressUpMenuItemDataManager.Remove(itemID);
  67. }
  68. }
  69. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
  70. if (itemCfg.itemType == ConstItemType.DRESS_UP && !DressUpMenuItemDataManager.CheckIsSceneType(itemID))
  71. {
  72. DecomposeDataManager.Instance.Remove(itemID);
  73. }
  74. EventAgent.DispatchEvent(ConstMessage.ITEM_CHANGED, itemID);
  75. }
  76. }
  77. public static int GetItemNum(int itemId)
  78. {
  79. int numericType = NumericUtil.GetNumericTypeByItemId(itemId);
  80. if (numericType != 0)
  81. {
  82. return GameGlobal.myNumericComponent.GetAsInt(numericType);
  83. }
  84. if (_dataDic.TryGetValue(itemId, out var itemData))
  85. {
  86. return itemData.num;
  87. }
  88. return 0;
  89. }
  90. public static void InitServerData(List<ItemInfoProto> items)
  91. {
  92. _dataDic.Clear();
  93. foreach (ItemInfoProto roleItem in items)
  94. {
  95. Add(roleItem.ConfigId, roleItem.Count);
  96. }
  97. }
  98. public static void InitServerDataItemAttribute(List<ItemAttributeProto> infos)
  99. {
  100. foreach (var info in infos)
  101. {
  102. if (_dataDic.TryGetValue(info.ConfigId, out var itemData))
  103. {
  104. itemData.SetAttributes(info.Ks, info.Vs);
  105. }
  106. }
  107. }
  108. public static void InitItemExchange(int itemId, int exchangTimes)
  109. {
  110. if (_itemExchangeDic.ContainsKey(itemId))
  111. {
  112. _itemExchangeDic[itemId] = exchangTimes;
  113. }
  114. else
  115. {
  116. _itemExchangeDic.Add(itemId, exchangTimes);
  117. }
  118. }
  119. //获取物品已兑换次数
  120. public static int GetItemExchangeTimes(int itemId)
  121. {
  122. if (_itemExchangeDic.ContainsKey(itemId) == false)
  123. {
  124. InitItemExchange(itemId, 0);
  125. }
  126. return _itemExchangeDic[itemId];
  127. }
  128. public static void SetAttribute(int itemId, int key, int value)
  129. {
  130. if (_dataDic.TryGetValue(itemId, out var itemData))
  131. {
  132. itemData.SetAttribute(key, value);
  133. }
  134. }
  135. public static void GetMainScore(int itemId, out int mainScore, out int mainScoreValue)
  136. {
  137. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  138. //五个属性中最大的为主属性
  139. mainScoreValue = 0;
  140. mainScore = itemCfg.mainScore;
  141. switch (mainScore)
  142. {
  143. case 1:
  144. mainScoreValue = itemCfg.score1;
  145. break;
  146. case 2:
  147. mainScoreValue = itemCfg.score2;
  148. break;
  149. case 3:
  150. mainScoreValue = itemCfg.score3;
  151. break;
  152. case 4:
  153. mainScoreValue = itemCfg.score4;
  154. break;
  155. }
  156. }
  157. public static int GetItemScoreValue(int itemId, int scoreType)
  158. {
  159. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  160. if (scoreType == 1)
  161. {
  162. return itemCfg.score1;
  163. }
  164. else if (scoreType == 2)
  165. {
  166. return itemCfg.score2;
  167. }
  168. else if (scoreType == 3)
  169. {
  170. return itemCfg.score3;
  171. }
  172. else if (scoreType == 4)
  173. {
  174. return itemCfg.score4;
  175. }
  176. return 0;
  177. }
  178. public static int GetScore(int itemId, int scoreType)
  179. {
  180. if (_dataDic.TryGetValue(itemId, out var itemData))
  181. {
  182. return itemData.GetScore(scoreType);
  183. }
  184. return 0;
  185. }
  186. }
  187. }