using ET; using System; using System.Collections.Generic; using cfg.GfgCfg; using UnityEngine; namespace GFGGame { public class ClickType { public const int MISS_CLICK = 0; public const int GOOD_CLICK = 1; public const int PERFECT_CLICK = 2; } public class SkillBeginTime { public const int ROUND_1 = 1; //作用第一回合 public const int ROUND_2 = 2; //作用第二回合 public const int ROUND_3 = 3; //作用第三回合 public const int ROUND_4 = 4; //作用第四回合 public const int ROUND_5 = 5; //作用第五回合 public const int ROUND_6 = 6; //作用第六回合 public const int FIGHT_BEGIN = 7; //对战开始 public const int PERFECT_CLICK = 8; //每次完美点击 public const int ERVERY_ROUND_BEGIN = 9; //每回合开始 public const int ERVERY_ROUND_END = 10; //每回合结束 public const int ALL_PERFECT_START = 11; //登封造极开始(所有点击完美才会出现登峰造极) } public class ScoreSystemData : SingletonBase { /// /// 将穿戴部件分组 /// public void SetEquipScoresWithPartId(FightData roleData) { roleData.partScoreListDic.Clear(); roleData.partListDic.Clear(); List typeCfgs = CommonDataManager.Tables.TblFightScoreCfg.DataList; for (int j = 0; j < typeCfgs.Count; j++) { FightScoreCfg cfg = typeCfgs[j]; if (roleData.partScoreListDic.ContainsKey(cfg.Id) == false) { roleData.partScoreListDic.Add(cfg.Id, new List()); } if (roleData.partListDic.ContainsKey(cfg.Id) == false) { roleData.partListDic.Add(cfg.Id, new List()); } } for (int i = 0; i < roleData.itemList.Count; i++) { for (int j = 0; j < typeCfgs.Count; j++) { FightScoreCfg cfg = typeCfgs[j]; bool isCheckFinish = false; for (int k = 0; k < cfg.SubTypes.Count; k++) { ItemCfg itemCfg = CommonDataManager.Tables.TblItemCfg.GetOrDefault(roleData.itemList[i]); if (itemCfg != null && itemCfg.SubType == cfg.SubTypes[k]) { roleData.partListDic[cfg.Id].Add(roleData.itemList[i]); roleData.partScoreListDic[cfg.Id].Add(roleData.itemScoreList[i]); isCheckFinish = true; break; } } if (isCheckFinish) break; } } } /// /// 返回总主属性分 /// /// public double GetMainScore(FightData roleData) { //(部件属性分数+标签分数+人物基础分+雅集技能分+词牌属性分数)*4 // int partScore = 0; // double tagScore = 0; // int tagCount = 0; double baseScore = 0; for (int i = 0; i < CommonDataManager.Tables.TblFightScoreCfg.DataList.Count; i++) { baseScore += GetroundBaseScore(roleData, i + 1); } return (baseScore + roleData.baseScore + roleData.leagueSkillScore + roleData.cardScore) * ConstScoreSystem.MAIN_SCORE; } public double GetRobotMainScore(FightData robotData) { //(部件属性分数+标签分数+人物基础分+词牌属性分数)*4 double partScore = 0; for (int i = 0; i < CommonDataManager.Tables.TblFightScoreCfg.DataList.Count; i++) { partScore += GetRobotRoundBaseScore(robotData, i + 1); } return (partScore + robotData.baseScore + robotData.leagueSkillScore + robotData.cardScore) * ConstScoreSystem.MAIN_SCORE; } /// /// 回合评分 /// /// 部件id /// 点击状态0:miss,1:优秀,2:完美 /// 总主属性 /// 评分部位 /// 是否展示词牌效果 /// public int GetRoundScore(FightData roleData, int roundId, int clickType, double skillScore = 0) { //部件评分=部件基础分*部件系数 //词牌评分=总属性*技能配表百分比 double partBaseScore = GetroundBaseScore(roleData, roundId); double partScore = partBaseScore * ConstScoreSystem.PART_SCORE; int roleScore = roleData.baseScore; long leagueSkillScore = roleData.leagueSkillScore; int cardScore = roleData.cardScore; double clickCoefficient = GetRoundItemClickScore(clickType); //start------------------------------------------------------ //本段注释为上个版本的计算公式,留做备份参考 //点击评分=(部件基础分+(人物基础分+雅集技能分+词牌属性分数)*点击系数)*2.22 (防止点击优秀却因为未穿衣服结果是0分) //double clickScore = (partBaseScore + (roleScore + leagueSkillScore + cardScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE; //end-------------------------------------------------------- //改为 点击评分 =(部件基础分+人物基础分)*点击系数 double clickScore = (partBaseScore + roleScore) * clickCoefficient; int score = (int)Math.Ceiling(partScore + clickScore); return Math.Max(0, score); } /// /// 根据搭配学院获得服装分类基础分加成 /// CollectPartDataManager.partIndex: 1.连衣裙或者上衣、下装及内搭 2.发型 3.外套4.袜子 5.鞋子6.饰品7.手持物 /// public float CollegeAddition(int roundId) { int additionNum = 1; switch (roundId) { case 1: additionNum += CollectPartDataManager.Instance.CollectPartDataDic[2][2] / 10000; break; case 2: break; case 3: additionNum += CollectPartDataManager.Instance.CollectPartDataDic[6][2] / 10000; break; case 4: additionNum += CollectPartDataManager.Instance.CollectPartDataDic[7][2] / 10000; break; case 5: additionNum += CollectPartDataManager.Instance.CollectPartDataDic[4][2] / 10000 + CollectPartDataManager.Instance.CollectPartDataDic[5][2] / 10000; break; case 6: additionNum += CollectPartDataManager.Instance.CollectPartDataDic[1][2] / 10000 + CollectPartDataManager.Instance.CollectPartDataDic[3][2] / 10000; break; } return additionNum; } public int GetRobotRoundScore(FightData robotData, int roundId, int clickType, double skillScore) { //部件评分=部件基础分*部件系数 //词牌评分=总属性*技能配表百分比 double partBaseScore = GetRobotRoundBaseScore(robotData, roundId); double partScore = partBaseScore * ConstScoreSystem.PART_SCORE; int roleScore = robotData.baseScore; long leagueSkillScore = robotData.leagueSkillScore; int cardScore = robotData.cardScore; double clickCoefficient = GetRoundItemClickScore(clickType); //start------------------------------------------------------ //本段注释为上个版本的计算公式,留做备份参考 //点击评分=(部件基础分+(人物基础分+词牌属性分数)*点击系数)*2.22 (防止点击优秀却因为未穿衣服结果是0分) //double clickScore = (partBaseScore + (cardScore + leagueSkillScore + roleScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE; //end-------------------------------------------------------- //改为 点击评分 =(部件基础分+人物基础分)*点击系数 double clickScore = (partBaseScore + roleScore) * clickCoefficient; int score = (int)Math.Ceiling(partScore + clickScore + skillScore); return Math.Max(0, score); } /// /// 回合基础评分 /// /// 评分部位 /// public double GetroundBaseScore(FightData roleData, int roundId) { double partScore = 0; double tagScore = 0; int tagCount = 0; if (!roleData.partListDic.ContainsKey(roundId) || roleData.partListDic[roundId].Count == 0) return partScore; List partList = roleData.partListDic[roundId]; for (int i = 0; i < partList.Count; i++) { partScore += roleData.partScoreListDic[roundId][i]; tagScore += ItemDataManager.GetItemTagScore(partList[i], roleData.tags); // if (ItemDataManager.CheckItemTagsRight(partList[i], roleData.tags)) tagCount++; } if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena || InstanceZonesDataManager.FightScene == ConstInstanceZonesType.FieldWork) { tagCount = ArenaDataManager.Instance.GetTagsCount(roleData.itemList, roleData.tags); tagCount = Math.Min(CommonDataManager.Tables.TblArenaTagCfg.DataList.Count, tagCount); float addition = 0; if (tagCount > 0) { addition = CommonDataManager.Tables.TblArenaTagCfg.GetOrDefault(tagCount).Addition / 10000f; } return (partScore + tagScore) * (1 + addition); } else { return partScore + tagScore; } } /// /// 部件基础分之和 /// /// /// public double GetAllRoundBaseScore(FightData roleData) { double baseScore = 0; for (int i = 0; i < CommonDataManager.Tables.TblFightScoreCfg.DataList.Count; i++) { baseScore += GetroundBaseScore(roleData, i + 1); } return baseScore; } private double GetRobotRoundBaseScore(FightData robotData, int roundId) { double partBaseScore = robotData.itemScoreList[roundId - 1]; if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena || InstanceZonesDataManager.FightScene == ConstInstanceZonesType.FieldWork) { partBaseScore = partBaseScore * (1 + robotData.tagAddition / 10000f); } return partBaseScore; } private double GetRoundItemClickScore(int clickType) { //点击评分=(部件基础分+(人物基础分+词牌属性分数)*点击系数)*2.22 double clickCoefficient = 0; switch (clickType) { case ClickType.MISS_CLICK: clickCoefficient = ConstScoreSystem.MISS_SCORE; break; case ClickType.GOOD_CLICK: clickCoefficient = ConstScoreSystem.GREAT_SCORE; break; case ClickType.PERFECT_CLICK: clickCoefficient = ConstScoreSystem.PERFECT_SCORE; break; } return clickCoefficient; } /// /// 获取词牌技能持续回合数 /// /// public List GetRoundTime(int cardId, List skillLvs) { List roundTimes = new List(); List targetSkillCfgs = CommonDataManager.Tables.TblPassivitySkillCfg.GetGroup1ByCardId(cardId); for (int i = 0; i < targetSkillCfgs.Count; i++) { if (skillLvs.Count <= i) continue; int skillLv = skillLvs[i]; PassivitySkillLvlCfg skillLvlCfg = CommonDataManager.Tables.TblPassivitySkillLvlCfg.Get(skillLv, targetSkillCfgs[i].SkillId); if (skillLvlCfg.BeginTime == SkillBeginTime.FIGHT_BEGIN && UnityEngine.Random.Range(0, 10000) < skillLvlCfg.Probability) { roundTimes.Add(skillLvlCfg.RoundTime); } else { roundTimes.Add(0); } } return roundTimes; } /// /// 获取有效技能配置,过滤掉:被对方失效的、不符合作用时机、未满足触发概率的技能 /// /// public List GetValidSkills(int currentTime, int roundId, int cardId, List skillLvs, int targetCardId, List targetSkillLvs, List roundTimes, List targetRoundTimes) { List skillCfgs = new List(); List targetSkillCfgs = CommonDataManager.Tables.TblPassivitySkillCfg.GetGroup1ByCardId(targetCardId); //找到敌方对我的减益技能 List nullifySkillIndex = new List(); if (targetSkillCfgs != null) { for (int i = 0; i < targetSkillCfgs.Count; i++) { if (targetSkillLvs.Count <= i) continue; PassivitySkillLvlCfg targetSkillLvlCfg = CommonDataManager.Tables.TblPassivitySkillLvlCfg.Get(targetSkillLvs[i], targetSkillCfgs[i].SkillId); if (CheckIsRightTime(targetSkillLvlCfg, currentTime, roundId)) { bool isProbability = targetSkillLvlCfg.NullifySkillIndex > 0 && UnityEngine.Random.Range(0, 10000) < targetSkillLvlCfg.Probability; if (targetSkillLvlCfg.BeginTime == SkillBeginTime.FIGHT_BEGIN && targetRoundTimes.Count > i && roundId < targetRoundTimes[i]) isProbability = true; if (isProbability) nullifySkillIndex.Add(targetSkillLvlCfg.NullifySkillIndex); } } } List mySkillCfgs = CommonDataManager.Tables.TblPassivitySkillCfg.GetGroup1ByCardId(cardId); for (int i = 0; i < mySkillCfgs.Count; i++) { if (skillLvs.Count <= i) continue; PassivitySkillLvlCfg mySkillLvlCfg = CommonDataManager.Tables.TblPassivitySkillLvlCfg.Get(skillLvs[i], mySkillCfgs[i].SkillId); if (nullifySkillIndex.IndexOf(i + 1) >= 0) continue; //技能被对手失效 if (CheckIsRightTime(mySkillLvlCfg, currentTime, roundId)) { bool isProbability = UnityEngine.Random.Range(0, 10000) < mySkillLvlCfg.Probability; if ((mySkillLvlCfg.BeginTime == currentTime || roundId == mySkillLvlCfg.BeginTime) && roundTimes != null /*&& roundId < roundTimes[i]*/) isProbability = true; else isProbability = false; if (isProbability) skillCfgs.Add(mySkillLvlCfg); } } return skillCfgs; } private bool CheckIsRightTime(PassivitySkillLvlCfg skillLvlCfg, int currentTime, int roundId) { if (skillLvlCfg.BeginTime == SkillBeginTime.FIGHT_BEGIN && currentTime == SkillBeginTime.ERVERY_ROUND_BEGIN || skillLvlCfg.BeginTime == SkillBeginTime.PERFECT_CLICK && currentTime == SkillBeginTime.PERFECT_CLICK || skillLvlCfg.BeginTime == SkillBeginTime.ERVERY_ROUND_BEGIN && currentTime == SkillBeginTime.ERVERY_ROUND_BEGIN || skillLvlCfg.BeginTime == SkillBeginTime.ERVERY_ROUND_END && currentTime == SkillBeginTime.ERVERY_ROUND_END || skillLvlCfg.BeginTime == SkillBeginTime.ALL_PERFECT_START && currentTime == SkillBeginTime.ALL_PERFECT_START || skillLvlCfg.BeginTime == SkillBeginTime.FIGHT_BEGIN && currentTime == SkillBeginTime.FIGHT_BEGIN || skillLvlCfg.BeginTime <= SkillBeginTime.ROUND_6 && currentTime == SkillBeginTime.ERVERY_ROUND_BEGIN && roundId == skillLvlCfg.BeginTime) { return true; } return false; } /// /// 本轮技能分数 /// /// 有效技能列表 /// 总主属性 /// public void GetRoundItemSkillScore(List validSkills, double mainScore, double targetMainScore, out int skillScore, out int targetScore, out Dictionary skillsToShowDic) { double _skillScore = 0; double _targetSkillScore = 0; skillsToShowDic = new Dictionary(); for (int i = 0; i < validSkills.Count; i++) { if (validSkills[i].Target == 1 && mainScore > 0) //作用自身 { double score = mainScore * validSkills[i].Ratio / 10000; _skillScore += score; skillsToShowDic.Add(validSkills[i].SkillId, (int)Math.Ceiling(score)); } else if (validSkills[i].Target == 2 && targetMainScore > 0) //作用对方 { double score = mainScore * validSkills[i].Ratio / 10000; _targetSkillScore += score; skillsToShowDic.Add(validSkills[i].SkillId, (int)Math.Ceiling(score)); } } skillScore = (int)Math.Ceiling(_skillScore); targetScore = (int)Math.Ceiling(_targetSkillScore); } /// /// 是否展示词牌效果 /// /// 词牌id /// 被触发的有效技能列表 /// public bool IsShowCard(int cardId, List validSkills) { if (cardId <= 0) return false; //未选卡 if (validSkills.Count == 0) return false; //本轮没有技能被触发不显示词牌 List skillCfgs = CommonDataManager.Tables.TblPassivitySkillCfg.GetGroup1ByCardId(cardId); for (int i = 0; i < skillCfgs.Count; i++) { if (skillCfgs[i].MainSkill == 1) { return true; } } return false; } /// /// 登峰造极额外加分 /// /// /// public int GetAllCircleAddScore(FightData fightData) { //登峰造极评分 = (部件基础分之和 + 人物基础分)*卓越点击系数 * 3 double allPartsBaseScore = GetAllRoundBaseScore(fightData); return (int)Math.Ceiling((allPartsBaseScore + (double)fightData.baseScore) * ConstScoreSystem.PERFECT_SCORE * ConstScoreSystem.ALL_CIRCLE_SCORE); } /// /// 根据词牌Id获取 战斗选卡 界面显示配置 /// /// /// public PassivitySkillCfg GetShowSkillCfg(int cardId) { List skillCfgs = CommonDataManager.Tables.TblPassivitySkillCfg.GetGroup1ByCardId(cardId); if (skillCfgs.Count <= 0) { Debug.LogWarning(cardId + " 这张卡片没有配置技能"); return null; } for (int i = 0; i < skillCfgs.Count; i++) { if (skillCfgs[i].ShowSkill == 1) { // int skillLv = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId); return skillCfgs[i]; } } return null; } /// /// 根据词牌Id获取评分主技能显示配置 /// /// /// public PassivitySkillCfg GetMainSkillCfg(int cardId) { // Dictionary> cfgs = SkillDataManager.Instance.dicPassivitySkill[cardId]; List skillCfgs = CommonDataManager.Tables.TblPassivitySkillCfg.GetGroup1ByCardId(cardId); if (skillCfgs.Count <= 0) { Debug.LogWarning(cardId + " 这张卡片没有配置技能"); return null; } // foreach (int key in cfgs.Keys) // { for (int i = 0; i < skillCfgs.Count; i++) { if (skillCfgs[i].MainSkill == 1) { // int skillLV = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId); // PassivitySkillLvlCfgArray skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfg(skillLV, skillCfgs[i].skillId); // return cfgs[key][skillLV - 1]; return skillCfgs[i]; } } return null; } } }