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-
- using System;
- using System.Collections;
- using System.Collections.Generic;
- using System.Linq;
- using UnityEngine;
- namespace GFGGame
- {
- public class CardDataManager
- {
- private static Dictionary<int, Dictionary<int, CardData>> _cardDicByType = new Dictionary<int, Dictionary<int, CardData>>();
- public static Dictionary<int, Dictionary<int, int>> _selectList = new Dictionary<int, Dictionary<int, int>>();
- public static void Clear()
- {
- _cardDicByType.Clear();
- }
- public static void InitServerData(List<RoleCard> roleCards)
- {
- if (roleCards.Count != 0)
- {
- for (int i = 0; i < roleCards.Count; i++)
- {
- CardData cardData = _cardDicByType[0][roleCards[i].cardId];
- cardData.lv = roleCards[i].lv;
- cardData.exp = roleCards[i].exp;
- cardData.star = roleCards[i].star;
- cardData.res = roleCards[i].res;
- cardData.scores[ConstDressUpScoreType.SCORE_FENG] = roleCards[i].score1;
- cardData.scores[ConstDressUpScoreType.SCORE_HUA] = roleCards[i].score2;
- cardData.scores[ConstDressUpScoreType.SCORE_XUE] = roleCards[i].score3;
- cardData.scores[ConstDressUpScoreType.SCORE_YUE] = roleCards[i].score4;
- CardData cardDataByScore = _cardDicByType[cardData.itemCfg.rarity][roleCards[i].cardId];
- cardDataByScore.lv = roleCards[i].lv;
- cardDataByScore.exp = roleCards[i].exp;
- cardDataByScore.star = roleCards[i].star;
- cardDataByScore.res = roleCards[i].res;
- cardDataByScore.scores[ConstDressUpScoreType.SCORE_FENG] = roleCards[i].score1;
- cardDataByScore.scores[ConstDressUpScoreType.SCORE_HUA] = roleCards[i].score2;
- cardDataByScore.scores[ConstDressUpScoreType.SCORE_XUE] = roleCards[i].score3;
- cardDataByScore.scores[ConstDressUpScoreType.SCORE_YUE] = roleCards[i].score4;
- }
- }
- }
- public static void Add(int itemId)
- {
- CardData card = new CardData();
- ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
- card.id = itemId;
- card.lv = 1;
- card.exp = 0;
- card.star = 1;
- card.itemCfg = itemCfg;
- card.res = itemCfg.res;
- card.scores = new Dictionary<int, int>();
- card.scores.Add(ConstDressUpScoreType.SCORE_FENG, itemCfg.score1);
- card.scores.Add(ConstDressUpScoreType.SCORE_HUA, itemCfg.score2);
- card.scores.Add(ConstDressUpScoreType.SCORE_XUE, itemCfg.score3);
- card.scores.Add(ConstDressUpScoreType.SCORE_YUE, itemCfg.score4);
- card.mainScore = CardDataManager.GetMainScore(card.scores);
- card.resources = CardDataManager.GetCardResources(itemCfg);
- if (_cardDicByType.ContainsKey(0) == false)
- {
- _cardDicByType[0] = new Dictionary<int, CardData>();
- }
- if (_cardDicByType.ContainsKey(card.itemCfg.rarity) == false)
- {
- _cardDicByType[card.itemCfg.rarity] = new Dictionary<int, CardData>();
- }
- _cardDicByType[0].Add(card.id, card);
- _cardDicByType[card.itemCfg.rarity].Add(card.id, card);
- }
- private static int GetMainScore(Dictionary<int, int> scores)
- {
- //五个属性中最大的为主属性
- int mainScore = 1;
- int mainScoreValue = 0;
- ICollection keys = scores.Keys;
- foreach (int key in keys)
- {
- if (scores[key] > mainScoreValue)
- {
- mainScore = key;
- }
- }
- return mainScore;
- }
- private static List<string> GetCardResources(ItemCfg itemCfg)
- {
- List<string> resources = new List<string>();
- resources.Add(itemCfg.res);
- resources.Add(itemCfg.cardRes);
- return resources;
- }
- private static void Refresh(CardData cardData)
- {
- _cardDicByType[0][cardData.id] = cardData;
- _cardDicByType[cardData.itemCfg.rarity][cardData.id] = cardData;
- GameProxy.ReqUpdateCardStatus(cardData);
- }
- private static void RefreshCardLvProperty(CardData lastCardData, int lv)
- {
- List<CardLvlCfg> cardLvCfgs = CardCfgManager.GetCardLvCfgsByRarity(lastCardData.itemCfg.rarity);
- for (int i = lastCardData.lv; i < lv; i++)
- {
- lastCardData.scores[ConstDressUpScoreType.SCORE_FENG] += cardLvCfgs[i - 1].score1;
- lastCardData.scores[ConstDressUpScoreType.SCORE_HUA] += cardLvCfgs[i - 1].score1;
- lastCardData.scores[ConstDressUpScoreType.SCORE_XUE] += cardLvCfgs[i - 1].score1;
- lastCardData.scores[ConstDressUpScoreType.SCORE_YUE] += cardLvCfgs[i - 1].score1;
- }
- }
- private static void RefreshCardStarProperty(CardData lastCardData, int star)
- {
- List<CardLvlCfg> cardLvCfgs = CardCfgManager.GetCardLvCfgsByRarity(lastCardData.itemCfg.rarity);
- for (int i = lastCardData.star; i < star; i++)
- {
- lastCardData.scores[ConstDressUpScoreType.SCORE_FENG] += cardLvCfgs[i - 1].score1;
- lastCardData.scores[ConstDressUpScoreType.SCORE_HUA] += cardLvCfgs[i - 1].score1;
- lastCardData.scores[ConstDressUpScoreType.SCORE_XUE] += cardLvCfgs[i - 1].score1;
- lastCardData.scores[ConstDressUpScoreType.SCORE_YUE] += cardLvCfgs[i - 1].score1;
- }
- // lastCardData.star = star + 1;
- // CardDataManager.Refresh(lastCardData);
- }
- private static List<CardData> SortItemList(List<CardData> arrayList)
- {
- arrayList.Sort((CardData a, CardData b) =>
- {
- int rarityA = a.itemCfg.rarity;
- int rarityB = b.itemCfg.rarity;
- if (rarityA < rarityB)
- {
- return 1;
- }
- else if (rarityA > rarityB)
- {
- return -1;
- }
- return string.Compare(a.itemCfg.res, b.itemCfg.res);
- });
- return arrayList;
- }
- /// <summary>
- /// 卡牌升级
- /// </summary>
- /// <param name="cardId"></param>
- public static void UpCardLv(int cardId, int lv, int exp)
- {
- CardData cardData = _cardDicByType[0][cardId];
- CardDataManager.RefreshCardLvProperty(cardData, lv);
- cardData.lv = lv;
- cardData.exp = exp;
- CardDataManager.Refresh(cardData);
- }
- /// <summary>
- /// 卡牌升星
- /// </summary>
- /// <param name="cardId"></param>
- public static void UpCardStar(int cardId)
- {
- CardData cardData = _cardDicByType[0][cardId];
- int star = cardData.star + 1;
- CardDataManager.RefreshCardStarProperty(cardData, star);
- cardData.star = star;
- CardDataManager.Refresh(cardData);
- }
- /// <summary>
- /// 替换卡面
- /// </summary>
- /// <param name="cardId"></param>
- /// <param name="res"></param>
- public static void SetShowCard(int cardId, string res)
- {
- _cardDicByType[0][cardId].res = res;
- CardDataManager.Refresh(_cardDicByType[0][cardId]);
- }
- /// <summary>
- /// 根据男主类型获取卡牌字典
- /// </summary>
- public static Dictionary<int, CardData> GetCardDicByRarity(int rarity)
- {
- if (rarity == 0)
- {
- return _cardDicByType.ContainsKey(0) ? _cardDicByType[0] : null;
- }
- else
- {
- return _cardDicByType.ContainsKey(rarity) ? _cardDicByType[rarity] : null;
- }
- }
- public static List<CardData> CardDicToList(Dictionary<int, CardData> cardDic)
- {
- CardData[] cardArray = new CardData[cardDic.Count];
- cardDic.Values.CopyTo(cardArray, 0);
- List<CardData> cardList = new List<CardData>(cardArray);
- cardList = CardDataManager.SortItemList(cardList);
- return cardList;
- }
- public static bool isFullLv(int cardId, int lv, bool showTips = true)
- {
- CardData cardData = _cardDicByType[0][cardId];
- if (lv > CardCfgManager.GetCardLvCfgsByRarity(cardData.itemCfg.rarity).Count)
- {
- if (showTips == true)
- {
- PromptController.Instance.ShowFloatTextPrompt("已达到最大等级");
- }
- return true;
- }
- else
- {
- return false;
- }
- }
- public static bool isFullStar(int cardId, int star, bool showTips = true)
- {
- CardData cardData = _cardDicByType[0][cardId];
- if (star >= CardCfgManager.GetCardStarCfgsByTypeAndRarity(cardData.itemCfg.subType, cardData.itemCfg.rarity).Count)
- {
- if (showTips == true)
- {
- PromptController.Instance.ShowFloatTextPrompt("已达到最大星级");
- }
- return true;
- }
- else
- {
- return false;
- }
- }
- /// <summary>
- /// 根据物品id获取卡牌数据
- /// </summary>
- /// <param name="itemId"></param>
- /// <returns></returns>
- public static CardData GetCardDataById(int itemId)
- {
- return _cardDicByType[0][itemId];
- }
- public static void GetPreViewLvAndExp(int rarity, int curLv, int curExp, int hasExp, out int showLv, out int showExp)
- {
- List<CardLvlCfg> listCardLvCfgs = CardCfgManager.GetCardLvCfgsByRarity(rarity);
- showLv = curLv;
- showExp = curExp + hasExp;
- CardLvlCfg tCurCfg = CardLvlCfgArray.Instance.GetCfg(showLv, rarity);
- while (showExp >= tCurCfg.needExp && showLv <= listCardLvCfgs.Count)
- {
- showLv++;
- if (showLv == listCardLvCfgs.Count)
- {
- //满级
- showLv = listCardLvCfgs.Count - 1;
- showExp = tCurCfg.needExp;
- break;
- }
- tCurCfg = CardLvlCfgArray.Instance.GetCfg(showLv, rarity);
- showExp -= tCurCfg.needExp;
- }
- }
- public static List<CardData> FilterCardList(List<CardData> cardList, Dictionary<int, Dictionary<int, int>> selectList)
- {
- List<CardData> _cardList = new List<CardData>();
- if (selectList.ContainsKey((int)EnumCardFilterType.SubType) == true && selectList[(int)EnumCardFilterType.SubType].Keys.Count > 0)
- {
- for (int i = cardList.Count - 1; i >= 0; i--)
- {
- if (selectList[(int)EnumCardFilterType.SubType].ContainsKey(cardList[i].itemCfg.subType) == false)
- {
- //稀有度
- cardList.RemoveAt(i);
- continue;
- }
- }
- }
- if (selectList.ContainsKey((int)EnumCardFilterType.PROPERTY) == true && selectList[(int)EnumCardFilterType.PROPERTY].Keys.Count > 0)
- {
- for (int i = cardList.Count - 1; i >= 0; i--)
- {
- if (selectList[(int)EnumCardFilterType.PROPERTY].ContainsKey(cardList[i].mainScore) == false)
- {
- cardList.RemoveAt(i);
- continue;
- }
- }
- }
- //属性
- if (selectList.ContainsKey((int)EnumCardFilterType.FOSTER) == true && selectList[(int)EnumCardFilterType.FOSTER].Keys.Count > 0)
- {
- for (int i = 0; i < cardList.Count; i++)
- {
- //培养度
- List<CardLvlCfg> cardLvCfgs = CardCfgManager.GetCardLvCfgsByRarity(cardList[i].itemCfg.rarity);
- List<CardStarCfg> cardStarCfgs = CardCfgManager.GetCardStarCfgsByTypeAndRarity(cardList[i].itemCfg.subType, cardList[i].itemCfg.rarity);
- ICollection keys = selectList[(int)EnumCardFilterType.FOSTER].Keys;
- foreach (int key in keys)
- {
- if (key == ConstCardState.STATE_FULL_LV && cardList[i].lv == cardLvCfgs.Count - 1 ||
- key == ConstCardState.STATE_LV && cardList[i].lv < cardLvCfgs.Count - 1 ||
- key == ConstCardState.STATE_FULL_STAR && cardList[i].star == cardStarCfgs.Count ||
- key == ConstCardState.STATE_STAR && cardList[i].star < cardStarCfgs.Count)
- {
- _cardList.Add(cardList[i]);
- continue;
- }
- //if ()
- //{
- //技能相关留空
- //}
- }
- }
- return _cardList;
- }
- else
- {
- return cardList;
- }
- }
- }
- }
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