少年修仙传客户端代码仓库
client_Hale
2019-04-11 f54f6c7531c426a59efa900c880ee86d90d38c9d
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Snxxz.UI;
 
namespace Snxxz.UI
{
    public class SinglePack
    {
        public readonly PackType type;
        public int unlockedGridCount { get; private set; }
        private Dictionary<int, ItemModel> items = new Dictionary<int, ItemModel>(); //key 物品位置索引
 
        public SinglePack(PackType type)
        {
            this.type = type;
        }
 
        public ItemModel UpdateItem(ItemInfo itemInfo)
        {
            var index = itemInfo.index;
            if (!items.ContainsKey(index))
            {
                items.Add(index, new ItemModel(type, itemInfo));
            }
            else
            {
                items[index].SetItemInfo(itemInfo);
            }
 
            return items[index];
        }
 
        public void RemoveItem(int index)
        {
            if (items.ContainsKey(index))
            {
                items.Remove(index);
            }
        }
 
        public void SetOpenGridCount(int count)
        {
            unlockedGridCount = count;
        }
 
        public ItemModel GetItemByIndex(int index)
        {
            ItemModel item = null;
            items.TryGetValue(index, out item);
            return item;
        }
 
        public Dictionary<int, ItemModel> GetAllItems()
        {
            return items;
        }
 
        public List<ItemModel> GetItemsById(int itemId)
        {
            var list = new List<ItemModel>();
            foreach (var model in items.Values)
            {
                if (model.itemId == itemId)
                {
                    list.Add(model);
                }
            }
 
            return list;
        }
 
        public int GetCountById(int itemId)
        {
            var count = 0;
            foreach (var item in items.Values)
            {
                if (item.itemId == itemId)
                {
                    count += item.count;
                }
            }
 
            return count;
        }
 
        public List<ItemModel> GetItems(FilterParams filterParams)
        {
            var list = new List<ItemModel>();
            foreach (var item in items.Values)
            {
                var levelValid = filterParams.levels == null || filterParams.levels.Contains(item.config.LV);
                var qualityValid = filterParams.qualitys == null || filterParams.qualitys.Contains(item.config.ItemColor);
                var typeValid = filterParams.itemTypes == null || filterParams.itemTypes.Contains(item.config.Type);
                var equipTypeValid = filterParams.equipTypes == null || filterParams.equipTypes.Contains(item.config.EquipPlace);
                var jobValid = filterParams.jobs == null || filterParams.jobs.Contains(item.config.JobLimit);
                var auctionValid = filterParams.isAuction == item.isAuction;
 
                if (levelValid && qualityValid && typeValid && equipTypeValid && jobValid && auctionValid)
                {
                    list.Add(item);
                }
            }
 
            return list;
        }
 
        public int GetCountByType(int type)
        {
            var count = 0;
            foreach (var item in items.Values)
            {
                if (item.config.Type == type)
                {
                    count += item.count;
                }
            }
 
            return count;
        }
 
        /// <summary>
        ///  得到同一个id指定数量的物品格子序号
        /// </summary>
        /// <param name="itemId"></param>
        /// <param name="needCount"></param>
        /// <param name="type"></param>
        /// <returns></returns>
        public List<int> GetItemIndexsAppointedCount(int itemId, int needCount)
        {
            var goalItems = new List<ItemModel>();
            foreach (var item in this.items.Values)
            {
                if (item.itemId == itemId)
                {
                    goalItems.Add(item);
                }
            }
 
            var itemIndexs = new List<int>();
            var count = 0;
            for (var i = 0; i < goalItems.Count; i++)
            {
                if (count < needCount)
                {
                    itemIndexs.Add(goalItems[i].gridIndex);
                    count += goalItems[i].count;
                }
                else
                {
                    break;
                }
 
            }
 
            return itemIndexs;
        }
 
        /// <summary>
        /// 得到第一个空格位置索引
        /// </summary>
        /// <param name="type"></param>
        /// <returns></returns>
        public int GetFirstEmptyGridIndex()
        {
            for (var index = 0; index < unlockedGridCount; index++)
            {
                if (!items.ContainsKey(index))
                {
                    return index;
                }
            }
 
            return -1;
        }
 
        public int GetEmptyGridCount()
        {
            return unlockedGridCount - items.Count;
        }
 
        public void Clear()
        {
            items.Clear();
        }
 
        public struct FilterParams
        {
            public List<int> levels;
            public List<int> qualitys;
            public List<int> itemTypes;
            public List<int> equipTypes;
            public bool isAuction;
            public List<int> jobs;
        }
 
    }
}