CardDataManager.cs 14 KB

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  1. 
  2. using System;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using System.Linq;
  6. using UnityEngine;
  7. namespace GFGGame
  8. {
  9. public class CardDataManager
  10. {
  11. private static Dictionary<int, Dictionary<int, CardData>> _cardDicByType = new Dictionary<int, Dictionary<int, CardData>>();
  12. public static Dictionary<int, Dictionary<int, int>> _selectList = new Dictionary<int, Dictionary<int, int>>();
  13. public static void Clear()
  14. {
  15. _cardDicByType.Clear();
  16. }
  17. public static void InitServerData(List<RoleCard> roleCards)
  18. {
  19. if (roleCards.Count != 0)
  20. {
  21. for (int i = 0; i < roleCards.Count; i++)
  22. {
  23. CardData cardData = _cardDicByType[0][roleCards[i].cardId];
  24. cardData.lv = roleCards[i].lv;
  25. cardData.exp = roleCards[i].exp;
  26. cardData.star = roleCards[i].star;
  27. cardData.res = roleCards[i].res;
  28. cardData.scores[ConstDressUpScoreType.SCORE_FENG] = roleCards[i].score1;
  29. cardData.scores[ConstDressUpScoreType.SCORE_HUA] = roleCards[i].score2;
  30. cardData.scores[ConstDressUpScoreType.SCORE_XUE] = roleCards[i].score3;
  31. cardData.scores[ConstDressUpScoreType.SCORE_YUE] = roleCards[i].score4;
  32. CardData cardDataByScore = _cardDicByType[cardData.itemCfg.rarity][roleCards[i].cardId];
  33. cardDataByScore.lv = roleCards[i].lv;
  34. cardDataByScore.exp = roleCards[i].exp;
  35. cardDataByScore.star = roleCards[i].star;
  36. cardDataByScore.res = roleCards[i].res;
  37. cardDataByScore.scores[ConstDressUpScoreType.SCORE_FENG] = roleCards[i].score1;
  38. cardDataByScore.scores[ConstDressUpScoreType.SCORE_HUA] = roleCards[i].score2;
  39. cardDataByScore.scores[ConstDressUpScoreType.SCORE_XUE] = roleCards[i].score3;
  40. cardDataByScore.scores[ConstDressUpScoreType.SCORE_YUE] = roleCards[i].score4;
  41. }
  42. }
  43. }
  44. public static void Add(int itemId)
  45. {
  46. CardData card = new CardData();
  47. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  48. card.id = itemId;
  49. card.lv = 1;
  50. card.exp = 0;
  51. card.star = 1;
  52. card.itemCfg = itemCfg;
  53. card.res = itemCfg.res;
  54. card.scores = new Dictionary<int, int>();
  55. card.scores.Add(ConstDressUpScoreType.SCORE_FENG, itemCfg.score1);
  56. card.scores.Add(ConstDressUpScoreType.SCORE_HUA, itemCfg.score2);
  57. card.scores.Add(ConstDressUpScoreType.SCORE_XUE, itemCfg.score3);
  58. card.scores.Add(ConstDressUpScoreType.SCORE_YUE, itemCfg.score4);
  59. card.mainScore = CardDataManager.GetMainScore(card.scores);
  60. card.resources = CardDataManager.GetCardResources(itemCfg);
  61. if (_cardDicByType.ContainsKey(0) == false)
  62. {
  63. _cardDicByType[0] = new Dictionary<int, CardData>();
  64. }
  65. if (_cardDicByType.ContainsKey(card.itemCfg.rarity) == false)
  66. {
  67. _cardDicByType[card.itemCfg.rarity] = new Dictionary<int, CardData>();
  68. }
  69. _cardDicByType[0].Add(card.id, card);
  70. _cardDicByType[card.itemCfg.rarity].Add(card.id, card);
  71. }
  72. private static int GetMainScore(Dictionary<int, int> scores)
  73. {
  74. //五个属性中最大的为主属性
  75. int mainScore = 1;
  76. int mainScoreValue = 0;
  77. ICollection keys = scores.Keys;
  78. foreach (int key in keys)
  79. {
  80. if (scores[key] > mainScoreValue)
  81. {
  82. mainScore = key;
  83. }
  84. }
  85. return mainScore;
  86. }
  87. private static List<string> GetCardResources(ItemCfg itemCfg)
  88. {
  89. List<string> resources = new List<string>();
  90. resources.Add(itemCfg.res);
  91. resources.Add(itemCfg.cardRes);
  92. return resources;
  93. }
  94. private static void Refresh(CardData cardData)
  95. {
  96. _cardDicByType[0][cardData.id] = cardData;
  97. _cardDicByType[cardData.itemCfg.rarity][cardData.id] = cardData;
  98. GameProxy.ReqUpdateCardStatus(cardData);
  99. }
  100. private static void RefreshCardLvProperty(CardData lastCardData, int lv)
  101. {
  102. List<CardLvlCfg> cardLvCfgs = CardCfgManager.GetCardLvCfgsByRarity(lastCardData.itemCfg.rarity);
  103. for (int i = lastCardData.lv; i < lv; i++)
  104. {
  105. lastCardData.scores[ConstDressUpScoreType.SCORE_FENG] += cardLvCfgs[i - 1].score1;
  106. lastCardData.scores[ConstDressUpScoreType.SCORE_HUA] += cardLvCfgs[i - 1].score1;
  107. lastCardData.scores[ConstDressUpScoreType.SCORE_XUE] += cardLvCfgs[i - 1].score1;
  108. lastCardData.scores[ConstDressUpScoreType.SCORE_YUE] += cardLvCfgs[i - 1].score1;
  109. }
  110. }
  111. private static void RefreshCardStarProperty(CardData lastCardData, int star)
  112. {
  113. List<CardLvlCfg> cardLvCfgs = CardCfgManager.GetCardLvCfgsByRarity(lastCardData.itemCfg.rarity);
  114. for (int i = lastCardData.star; i < star; i++)
  115. {
  116. lastCardData.scores[ConstDressUpScoreType.SCORE_FENG] += cardLvCfgs[i - 1].score1;
  117. lastCardData.scores[ConstDressUpScoreType.SCORE_HUA] += cardLvCfgs[i - 1].score1;
  118. lastCardData.scores[ConstDressUpScoreType.SCORE_XUE] += cardLvCfgs[i - 1].score1;
  119. lastCardData.scores[ConstDressUpScoreType.SCORE_YUE] += cardLvCfgs[i - 1].score1;
  120. }
  121. // lastCardData.star = star + 1;
  122. // CardDataManager.Refresh(lastCardData);
  123. }
  124. private static List<CardData> SortItemList(List<CardData> arrayList)
  125. {
  126. arrayList.Sort((CardData a, CardData b) =>
  127. {
  128. int rarityA = a.itemCfg.rarity;
  129. int rarityB = b.itemCfg.rarity;
  130. if (rarityA < rarityB)
  131. {
  132. return 1;
  133. }
  134. else if (rarityA > rarityB)
  135. {
  136. return -1;
  137. }
  138. return string.Compare(a.itemCfg.res, b.itemCfg.res);
  139. });
  140. return arrayList;
  141. }
  142. /// <summary>
  143. /// 卡牌升级
  144. /// </summary>
  145. /// <param name="cardId"></param>
  146. public static void UpCardLv(int cardId, int lv, int exp)
  147. {
  148. CardData cardData = _cardDicByType[0][cardId];
  149. CardDataManager.RefreshCardLvProperty(cardData, lv);
  150. cardData.lv = lv;
  151. cardData.exp = exp;
  152. CardDataManager.Refresh(cardData);
  153. }
  154. /// <summary>
  155. /// 卡牌升星
  156. /// </summary>
  157. /// <param name="cardId"></param>
  158. public static void UpCardStar(int cardId)
  159. {
  160. CardData cardData = _cardDicByType[0][cardId];
  161. int star = cardData.star + 1;
  162. CardDataManager.RefreshCardStarProperty(cardData, star);
  163. cardData.star = star;
  164. CardDataManager.Refresh(cardData);
  165. }
  166. /// <summary>
  167. /// 替换卡面
  168. /// </summary>
  169. /// <param name="cardId"></param>
  170. /// <param name="res"></param>
  171. public static void SetShowCard(int cardId, string res)
  172. {
  173. _cardDicByType[0][cardId].res = res;
  174. CardDataManager.Refresh(_cardDicByType[0][cardId]);
  175. }
  176. /// <summary>
  177. /// 根据男主类型获取卡牌字典
  178. /// </summary>
  179. public static Dictionary<int, CardData> GetCardDicByRarity(int rarity)
  180. {
  181. if (rarity == 0)
  182. {
  183. return _cardDicByType.ContainsKey(0) ? _cardDicByType[0] : null;
  184. }
  185. else
  186. {
  187. return _cardDicByType.ContainsKey(rarity) ? _cardDicByType[rarity] : null;
  188. }
  189. }
  190. public static List<CardData> CardDicToList(Dictionary<int, CardData> cardDic)
  191. {
  192. CardData[] cardArray = new CardData[cardDic.Count];
  193. cardDic.Values.CopyTo(cardArray, 0);
  194. List<CardData> cardList = new List<CardData>(cardArray);
  195. cardList = CardDataManager.SortItemList(cardList);
  196. return cardList;
  197. }
  198. public static bool isFullLv(int cardId, int lv, bool showTips = true)
  199. {
  200. CardData cardData = _cardDicByType[0][cardId];
  201. if (lv > CardCfgManager.GetCardLvCfgsByRarity(cardData.itemCfg.rarity).Count)
  202. {
  203. if (showTips == true)
  204. {
  205. PromptController.Instance.ShowFloatTextPrompt("已达到最大等级");
  206. }
  207. return true;
  208. }
  209. else
  210. {
  211. return false;
  212. }
  213. }
  214. public static bool isFullStar(int cardId, int star, bool showTips = true)
  215. {
  216. CardData cardData = _cardDicByType[0][cardId];
  217. if (star >= CardCfgManager.GetCardStarCfgsByTypeAndRarity(cardData.itemCfg.subType, cardData.itemCfg.rarity).Count)
  218. {
  219. if (showTips == true)
  220. {
  221. PromptController.Instance.ShowFloatTextPrompt("已达到最大星级");
  222. }
  223. return true;
  224. }
  225. else
  226. {
  227. return false;
  228. }
  229. }
  230. /// <summary>
  231. /// 根据物品id获取卡牌数据
  232. /// </summary>
  233. /// <param name="itemId"></param>
  234. /// <returns></returns>
  235. public static CardData GetCardDataById(int itemId)
  236. {
  237. return _cardDicByType[0][itemId];
  238. }
  239. public static void GetPreViewLvAndExp(int rarity, int curLv, int curExp, int hasExp, out int showLv, out int showExp)
  240. {
  241. List<CardLvlCfg> listCardLvCfgs = CardCfgManager.GetCardLvCfgsByRarity(rarity);
  242. showLv = curLv;
  243. showExp = curExp + hasExp;
  244. CardLvlCfg tCurCfg = CardLvlCfgArray.Instance.GetCfg(showLv, rarity);
  245. while (showExp >= tCurCfg.needExp && showLv <= listCardLvCfgs.Count)
  246. {
  247. showLv++;
  248. if (showLv == listCardLvCfgs.Count)
  249. {
  250. //满级
  251. showLv = listCardLvCfgs.Count - 1;
  252. showExp = tCurCfg.needExp;
  253. break;
  254. }
  255. tCurCfg = CardLvlCfgArray.Instance.GetCfg(showLv, rarity);
  256. showExp -= tCurCfg.needExp;
  257. }
  258. }
  259. public static List<CardData> FilterCardList(List<CardData> cardList, Dictionary<int, Dictionary<int, int>> selectList)
  260. {
  261. List<CardData> _cardList = new List<CardData>();
  262. if (selectList.ContainsKey((int)EnumCardFilterType.SubType) == true && selectList[(int)EnumCardFilterType.SubType].Keys.Count > 0)
  263. {
  264. for (int i = cardList.Count - 1; i >= 0; i--)
  265. {
  266. if (selectList[(int)EnumCardFilterType.SubType].ContainsKey(cardList[i].itemCfg.subType) == false)
  267. {
  268. //稀有度
  269. cardList.RemoveAt(i);
  270. continue;
  271. }
  272. }
  273. }
  274. if (selectList.ContainsKey((int)EnumCardFilterType.PROPERTY) == true && selectList[(int)EnumCardFilterType.PROPERTY].Keys.Count > 0)
  275. {
  276. for (int i = cardList.Count - 1; i >= 0; i--)
  277. {
  278. if (selectList[(int)EnumCardFilterType.PROPERTY].ContainsKey(cardList[i].mainScore) == false)
  279. {
  280. cardList.RemoveAt(i);
  281. continue;
  282. }
  283. }
  284. }
  285. //属性
  286. if (selectList.ContainsKey((int)EnumCardFilterType.FOSTER) == true && selectList[(int)EnumCardFilterType.FOSTER].Keys.Count > 0)
  287. {
  288. for (int i = 0; i < cardList.Count; i++)
  289. {
  290. //培养度
  291. List<CardLvlCfg> cardLvCfgs = CardCfgManager.GetCardLvCfgsByRarity(cardList[i].itemCfg.rarity);
  292. List<CardStarCfg> cardStarCfgs = CardCfgManager.GetCardStarCfgsByTypeAndRarity(cardList[i].itemCfg.subType, cardList[i].itemCfg.rarity);
  293. ICollection keys = selectList[(int)EnumCardFilterType.FOSTER].Keys;
  294. foreach (int key in keys)
  295. {
  296. if (key == ConstCardState.STATE_FULL_LV && cardList[i].lv == cardLvCfgs.Count - 1 ||
  297. key == ConstCardState.STATE_LV && cardList[i].lv < cardLvCfgs.Count - 1 ||
  298. key == ConstCardState.STATE_FULL_STAR && cardList[i].star == cardStarCfgs.Count ||
  299. key == ConstCardState.STATE_STAR && cardList[i].star < cardStarCfgs.Count)
  300. {
  301. _cardList.Add(cardList[i]);
  302. continue;
  303. }
  304. //if ()
  305. //{
  306. //技能相关留空
  307. //}
  308. }
  309. }
  310. return _cardList;
  311. }
  312. else
  313. {
  314. return cardList;
  315. }
  316. }
  317. }
  318. }