CardDataManager.cs 9.5 KB

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  1. 
  2. using System;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using System.Linq;
  6. using ET;
  7. using UnityEngine;
  8. namespace GFGGame
  9. {
  10. public class CardDataManager
  11. {
  12. private static Dictionary<int, Dictionary<int, CardData>> _cardDicByType = new Dictionary<int, Dictionary<int, CardData>>();
  13. public static Dictionary<int, Dictionary<int, int>> _selectList = new Dictionary<int, Dictionary<int, int>>();
  14. public static List<int> _selectRoleList = new List<int>();
  15. public static List<int> _selectRarityList = new List<int>();
  16. public static List<int> _selectFosterList = new List<int>();
  17. public static bool isFilter = false;//是否筛选中
  18. private static Dictionary<int, List<CardStoryCfg>> _cardStoryCfgDic = new Dictionary<int, List<CardStoryCfg>>();
  19. public static void Clear()
  20. {
  21. _cardDicByType.Clear();
  22. _cardStoryCfgDic.Clear();
  23. }
  24. public static void Add(CardInfoProto cardInfoProto)
  25. {
  26. CardData cardData = new CardData();
  27. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(cardInfoProto.CardId);
  28. if (itemCfg == null)
  29. {
  30. ET.Log.Error(cardInfoProto.CardId + " ItemCfgArray配置不存在");
  31. return;
  32. }
  33. cardData.mainScore = itemCfg.mainScore;
  34. cardData.resources = CardDataManager.GetCardResources(itemCfg);
  35. cardData.id = cardInfoProto.CardId;
  36. cardData.lv = cardInfoProto.Lvl;
  37. cardData.exp = cardInfoProto.Exp;
  38. cardData.star = cardInfoProto.Star;
  39. cardData.itemCfg = itemCfg;
  40. cardData.resIndex = cardInfoProto.ResIndex >= cardData.resources.Count ? 0 : cardInfoProto.ResIndex;
  41. for (int i = 0; i < cardInfoProto.KsStarBonus.Count; i++)
  42. {
  43. cardData.starRewardsState[cardInfoProto.KsStarBonus[i]] = cardInfoProto.VsStarBonus[i];
  44. }
  45. cardData.scores = new Dictionary<int, int>();
  46. for (int j = 0; j < cardInfoProto.KsAttribute.Count; j++)
  47. {
  48. cardData.scores.Add(cardInfoProto.KsAttribute[j], cardInfoProto.VsAttribute[j]);
  49. }
  50. if (_cardDicByType.ContainsKey(0) == false)
  51. {
  52. _cardDicByType[0] = new Dictionary<int, CardData>();
  53. }
  54. if (_cardDicByType.ContainsKey(cardData.itemCfg.mainScore) == false)
  55. {
  56. _cardDicByType[cardData.itemCfg.mainScore] = new Dictionary<int, CardData>();
  57. }
  58. _cardDicByType[0][cardData.id] = cardData;
  59. _cardDicByType[cardData.itemCfg.mainScore][cardData.id] = cardData;
  60. }
  61. private static List<string> GetCardResources(ItemCfg itemCfg)
  62. {
  63. List<string> resources = new List<string>();
  64. resources.Add(itemCfg.res);
  65. if (itemCfg.cardRes != "")
  66. {
  67. resources.Add(itemCfg.cardRes);
  68. }
  69. return resources;
  70. }
  71. //默认词牌排序规则 :稀有度>星级>等级>种类(风>花>雪>月)
  72. public static List<CardData> SortItemList(List<CardData> arrayList)
  73. {
  74. arrayList.Sort((CardData a, CardData b) =>
  75. {
  76. int rarityA = a.itemCfg.rarity;
  77. int rarityB = b.itemCfg.rarity;
  78. if (rarityA < rarityB)
  79. {
  80. return 1;
  81. }
  82. else if (rarityA > rarityB)
  83. {
  84. return -1;
  85. }
  86. else {
  87. if (a.star < b.star)
  88. {
  89. return 1;
  90. }
  91. else if (a.star > b.star) {
  92. return -1;
  93. }
  94. else {
  95. if (a.lv < b.lv)
  96. return 1;
  97. else if (a.lv > b.lv)
  98. return -1;
  99. else
  100. {
  101. if (a.mainScore> b.mainScore)
  102. return 1;
  103. else if (a.mainScore < b.mainScore)
  104. return -1;
  105. }
  106. }
  107. }
  108. return string.Compare(a.itemCfg.res, b.itemCfg.res);
  109. });
  110. return arrayList;
  111. }
  112. /// <summary>
  113. /// 根据词牌Id获取词牌升级升星数据,无数据返回null
  114. /// </summary>
  115. /// <param name="cardId"></param>
  116. /// <returns></returns>
  117. public static CardData GetCardDataById(int cardId)
  118. {
  119. if (!_cardDicByType.ContainsKey(0) || !_cardDicByType[0].ContainsKey(cardId)) return null;
  120. return _cardDicByType[0][cardId];
  121. }
  122. /// <summary>
  123. /// 根据男主类型获取词牌列表
  124. /// </summary>
  125. public static List<CardData> GetCardListByRarity(int mainScore)
  126. {
  127. if (_cardDicByType.ContainsKey(mainScore))
  128. {
  129. return _cardDicByType[mainScore].Values.ToList();
  130. }
  131. return new List<CardData>();
  132. }
  133. public static bool isFullLv(int cardId, int lv, bool showTips = true)
  134. {
  135. CardData cardData = _cardDicByType[0][cardId];
  136. int rarity = cardData.itemCfg.rarity;
  137. int maxLv = CardRarityCfgArray.Instance.GetCfg(rarity).maxCardLvl;
  138. if (lv >= maxLv && cardData.exp >= CardLvlCfgArray.Instance.GetCfgByrarityAndcardLvl(rarity, maxLv).needExp)
  139. {
  140. if (showTips == true)
  141. {
  142. PromptController.Instance.ShowFloatTextPrompt("已达到最大等级");
  143. }
  144. return true;
  145. }
  146. else
  147. {
  148. return false;
  149. }
  150. }
  151. public static bool isFullStar(int cardId, int star, bool showTips = true)
  152. {
  153. CardData cardData = _cardDicByType[0][cardId];
  154. if (CardStarCfgArray.Instance.GetCfgBycardIdAndstarLvl(cardData.id, star + 1) == null)
  155. {
  156. if (showTips == true)
  157. {
  158. PromptController.Instance.ShowFloatTextPrompt("已达到最大星级");
  159. }
  160. return true;
  161. }
  162. else
  163. {
  164. return false;
  165. }
  166. }
  167. public static void GetPreViewLvAndExp(int cardId, int curLv, int curExp, int hasExp, out int showLv, out int showExp)
  168. {
  169. showLv = curLv;
  170. showExp = curExp + hasExp;
  171. CardData cardData = _cardDicByType[0][cardId];
  172. int rarity = cardData.itemCfg.rarity;
  173. int maxLv = CardRarityCfgArray.Instance.GetCfg(rarity).maxCardLvl;
  174. CardLvlCfg tCurCfg = CardLvlCfgArray.Instance.GetCfgByrarityAndcardLvl(rarity, showLv);
  175. while (showExp >= tCurCfg.needExp && showLv <= maxLv)
  176. {
  177. showExp -= tCurCfg.needExp;
  178. if (showLv + 1 > maxLv)
  179. {
  180. //满级
  181. showExp = tCurCfg.needExp;
  182. break;
  183. }
  184. showLv++;
  185. tCurCfg = CardLvlCfgArray.Instance.GetCfgByrarityAndcardLvl(rarity, showLv);
  186. }
  187. }
  188. public static List<CardData> FilterCardList(List<CardData> cardList)
  189. {
  190. List<CardData> _cardList = new List<CardData>();
  191. for (int i = 0; i < cardList.Count; i++)
  192. {
  193. CardData cardData = cardList[i];
  194. bool isRole = _selectRoleList.Count == 0 || _selectRoleList.IndexOf(cardData.itemCfg.subType) >= 0;
  195. bool isRarity = _selectRarityList.Count == 0 || _selectRarityList.IndexOf(cardData.itemCfg.rarity) >= 0;
  196. int maxLv = CardRarityCfgArray.Instance.GetCfg(cardData.itemCfg.rarity).maxCardLvl;
  197. bool isFoster = _selectFosterList.Count == 0 ||
  198. _selectFosterList.IndexOf(ConstCardState.STATE_FULL_LV) >= 0 && cardList[i].lv == maxLv ||
  199. _selectFosterList.IndexOf(ConstCardState.STATE_LV) >= 0 && cardList[i].lv < maxLv ||
  200. _selectFosterList.IndexOf(ConstCardState.STATE_FULL_STAR) >= 0 && isFullStar(cardList[i].id, cardList[i].star, false) ||
  201. _selectFosterList.IndexOf(ConstCardState.STATE_STAR) >= 0 && !isFullStar(cardList[i].id, cardList[i].star, false);
  202. if (isRole && isRarity && isFoster)
  203. {
  204. _cardList.Add(cardData);
  205. }
  206. }
  207. return _cardList;
  208. }
  209. public static List<CardStoryCfg> GetStoryCfgsById(int cardId)
  210. {
  211. if (_cardStoryCfgDic.Keys.Count == 0)
  212. {
  213. CardStoryCfg[] cardStoryCfgs = CardStoryCfgArray.Instance.dataArray;
  214. for (int i = 0; i < cardStoryCfgs.Length; i++)
  215. {
  216. int _cardId = cardStoryCfgs[i].cardId;
  217. if (_cardStoryCfgDic.ContainsKey(_cardId) == false)
  218. {
  219. _cardStoryCfgDic.Add(_cardId, new List<CardStoryCfg>());
  220. }
  221. _cardStoryCfgDic[_cardId].Add(cardStoryCfgs[i]);
  222. }
  223. }
  224. return _cardStoryCfgDic.ContainsKey(cardId) ? _cardStoryCfgDic[cardId] : new List<CardStoryCfg>();
  225. }
  226. }
  227. }