ScoreSystemData.cs 23 KB

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  1. using ET;
  2. using System;
  3. using System.Collections.Generic;
  4. using System.Linq;
  5. using cfg.GfgCfg;
  6. using UnityEngine;
  7. namespace GFGGame
  8. {
  9. public class ClickType
  10. {
  11. public const int MISS_CLICK = 0;
  12. public const int GOOD_CLICK = 1;
  13. public const int PERFECT_CLICK = 2;
  14. }
  15. public class SkillBeginTime
  16. {
  17. public const int ROUND_1 = 1; //作用第一回合
  18. public const int ROUND_2 = 2; //作用第二回合
  19. public const int ROUND_3 = 3; //作用第三回合
  20. public const int ROUND_4 = 4; //作用第四回合
  21. public const int ROUND_5 = 5; //作用第五回合
  22. public const int ROUND_6 = 6; //作用第六回合
  23. public const int FIGHT_BEGIN = 7; //对战开始
  24. public const int PERFECT_CLICK = 8; //每次完美点击
  25. public const int ERVERY_ROUND_BEGIN = 9; //每回合开始
  26. public const int ERVERY_ROUND_END = 10; //每回合结束
  27. 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)
  28. }
  29. public class ScoreSystemData : SingletonBase<ScoreSystemData>
  30. {
  31. /// <summary>
  32. /// 将穿戴部件分组
  33. /// </summary>
  34. public void SetEquipScoresWithPartId(FightData roleData)
  35. {
  36. roleData.partScoreListDic.Clear();
  37. roleData.partListDic.Clear();
  38. List<FightScoreCfg> typeCfgs = CommonDataManager.Tables.TblFightScoreCfg.DataList;
  39. for (int j = 0; j < typeCfgs.Count; j++)
  40. {
  41. FightScoreCfg cfg = typeCfgs[j];
  42. if (roleData.partScoreListDic.ContainsKey(cfg.Id) == false)
  43. {
  44. roleData.partScoreListDic.Add(cfg.Id, new List<float>());
  45. }
  46. if (roleData.partListDic.ContainsKey(cfg.Id) == false)
  47. {
  48. roleData.partListDic.Add(cfg.Id, new List<int>());
  49. }
  50. }
  51. for (int i = 0; i < roleData.itemList.Count; i++)
  52. {
  53. for (int j = 0; j < typeCfgs.Count; j++)
  54. {
  55. FightScoreCfg cfg = typeCfgs[j];
  56. bool isCheckFinish = false;
  57. for (int k = 0; k < cfg.SubTypes.Count; k++)
  58. {
  59. ItemCfg itemCfg = CommonDataManager.Tables.TblItemCfg.GetOrDefault(roleData.itemList[i]);
  60. if (itemCfg != null && itemCfg.SubType == cfg.SubTypes[k])
  61. {
  62. roleData.partListDic[cfg.Id].Add(roleData.itemList[i]);
  63. roleData.partScoreListDic[cfg.Id].Add(roleData.itemScoreList[i]);
  64. isCheckFinish = true;
  65. break;
  66. }
  67. }
  68. if (isCheckFinish) break;
  69. }
  70. }
  71. }
  72. /// <summary>
  73. /// 返回总主属性分
  74. /// </summary>
  75. /// <returns></returns>
  76. public double GetMainScore(FightData roleData)
  77. {
  78. //(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
  79. // int partScore = 0;
  80. // double tagScore = 0;
  81. // int tagCount = 0;
  82. double baseScore = 0;
  83. for (int i = 0; i < CommonDataManager.Tables.TblFightScoreCfg.DataList.Count; i++)
  84. {
  85. baseScore += GetroundBaseScore(roleData, i + 1);
  86. }
  87. return (baseScore + roleData.baseScore + roleData.leagueSkillScore + roleData.cardScore) *
  88. ConstScoreSystem.MAIN_SCORE;
  89. }
  90. public double GetRobotMainScore(FightData robotData)
  91. {
  92. //(部件属性分数+标签分数+人物基础分+词牌属性分数)*4
  93. double partScore = 0;
  94. for (int i = 0; i < CommonDataManager.Tables.TblFightScoreCfg.DataList.Count; i++)
  95. {
  96. partScore += GetRobotRoundBaseScore(robotData, i + 1);
  97. }
  98. return (partScore + robotData.baseScore + robotData.leagueSkillScore + robotData.cardScore) *
  99. ConstScoreSystem.MAIN_SCORE;
  100. }
  101. /// <summary>
  102. /// 回合评分
  103. /// </summary>
  104. /// <param name="roundId">部件id</param>
  105. /// <param name="clickType">点击状态0:miss,1:优秀,2:完美</param>
  106. /// <param name="mainScore">总主属性</param>
  107. /// <param name="type">评分部位</param>
  108. /// <param name="showCard">是否展示词牌效果</param>
  109. /// <returns></returns>
  110. public int GetRoundScore(FightData roleData, int roundId, int clickType, double skillScore = 0)
  111. {
  112. //部件评分=部件基础分*部件系数
  113. //词牌评分=总属性*技能配表百分比
  114. double partBaseScore = GetroundBaseScore(roleData, roundId);
  115. double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
  116. int roleScore = roleData.baseScore;
  117. long leagueSkillScore = roleData.leagueSkillScore;
  118. int cardScore = roleData.cardScore;
  119. double clickCoefficient = GetRoundItemClickScore(clickType);
  120. //start------------------------------------------------------
  121. //本段注释为上个版本的计算公式,留做备份参考
  122. //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)
  123. //double clickScore = (partBaseScore + (roleScore + leagueSkillScore + cardScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
  124. //end--------------------------------------------------------
  125. //改为 点击评分 =(部件基础分+人物基础分)*点击系数
  126. double clickScore = (partBaseScore + roleScore) * clickCoefficient;
  127. int score = (int)Math.Ceiling(partScore + clickScore);
  128. return Math.Max(0, score);
  129. }
  130. /// <summary>
  131. /// 根据搭配学院获得服装分类基础分加成
  132. /// 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
  133. /// </summary>
  134. public float CollegeAddition(int roundId)
  135. {
  136. int additionNum = 1;
  137. switch (roundId)
  138. {
  139. case 1:
  140. additionNum += CollectPartDataManager.Instance.CollectPartDataDic[2][2] / 10000;
  141. break;
  142. case 2:
  143. break;
  144. case 3:
  145. additionNum += CollectPartDataManager.Instance.CollectPartDataDic[6][2] / 10000;
  146. break;
  147. case 4:
  148. additionNum += CollectPartDataManager.Instance.CollectPartDataDic[7][2] / 10000;
  149. break;
  150. case 5:
  151. additionNum += CollectPartDataManager.Instance.CollectPartDataDic[4][2] / 10000 +
  152. CollectPartDataManager.Instance.CollectPartDataDic[5][2] / 10000;
  153. break;
  154. case 6:
  155. additionNum += CollectPartDataManager.Instance.CollectPartDataDic[1][2] / 10000 +
  156. CollectPartDataManager.Instance.CollectPartDataDic[3][2] / 10000;
  157. break;
  158. }
  159. return additionNum;
  160. }
  161. public int GetRobotRoundScore(FightData robotData, int roundId, int clickType, double skillScore)
  162. {
  163. //部件评分=部件基础分*部件系数
  164. //词牌评分=总属性*技能配表百分比
  165. double partBaseScore = GetRobotRoundBaseScore(robotData, roundId);
  166. double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
  167. int roleScore = robotData.baseScore;
  168. long leagueSkillScore = robotData.leagueSkillScore;
  169. int cardScore = robotData.cardScore;
  170. double clickCoefficient = GetRoundItemClickScore(clickType);
  171. //start------------------------------------------------------
  172. //本段注释为上个版本的计算公式,留做备份参考
  173. //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)
  174. //double clickScore = (partBaseScore + (cardScore + leagueSkillScore + roleScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
  175. //end--------------------------------------------------------
  176. //改为 点击评分 =(部件基础分+人物基础分)*点击系数
  177. double clickScore = (partBaseScore + roleScore) * clickCoefficient;
  178. int score = (int)Math.Ceiling(partScore + clickScore + skillScore);
  179. return Math.Max(0, score);
  180. }
  181. /// <summary>
  182. /// 回合基础评分
  183. /// </summary>
  184. /// <param name="roundId">评分部位</param>
  185. /// <returns></returns>
  186. public double GetroundBaseScore(FightData roleData, int roundId)
  187. {
  188. double partScore = 0;
  189. double tagScore = 0;
  190. int tagCount = 0;
  191. if (!roleData.partListDic.ContainsKey(roundId) || roleData.partListDic[roundId].Count == 0)
  192. return partScore;
  193. List<int> partList = roleData.partListDic[roundId];
  194. for (int i = 0; i < partList.Count; i++)
  195. {
  196. partScore += roleData.partScoreListDic[roundId][i];
  197. tagScore += ItemDataManager.GetItemTagScore(partList[i], roleData.tags);
  198. // if (ItemDataManager.CheckItemTagsRight(partList[i], roleData.tags)) tagCount++;
  199. }
  200. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena ||
  201. InstanceZonesDataManager.FightScene == ConstInstanceZonesType.FieldWork)
  202. {
  203. tagCount = ArenaDataManager.Instance.GetTagsCount(roleData.itemList, roleData.tags);
  204. tagCount = Math.Min(CommonDataManager.Tables.TblArenaTagCfg.DataList.Count, tagCount);
  205. float addition = 0;
  206. if (tagCount > 0)
  207. {
  208. addition = CommonDataManager.Tables.TblArenaTagCfg.GetOrDefault(tagCount).Addition / 10000f;
  209. }
  210. return (partScore + tagScore) * (1 + addition);
  211. }
  212. else
  213. {
  214. return partScore + tagScore;
  215. }
  216. }
  217. /// <summary>
  218. /// 部件基础分之和
  219. /// </summary>
  220. /// <param name="roleData"></param>
  221. /// <returns></returns>
  222. public double GetAllRoundBaseScore(FightData roleData)
  223. {
  224. double baseScore = 0;
  225. for (int i = 0; i < CommonDataManager.Tables.TblFightScoreCfg.DataList.Count; i++)
  226. {
  227. baseScore += GetroundBaseScore(roleData, i + 1);
  228. }
  229. return baseScore;
  230. }
  231. private double GetRobotRoundBaseScore(FightData robotData, int roundId)
  232. {
  233. double partBaseScore = robotData.itemScoreList[roundId - 1];
  234. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena ||
  235. InstanceZonesDataManager.FightScene == ConstInstanceZonesType.FieldWork)
  236. {
  237. partBaseScore = partBaseScore * (1 + robotData.tagAddition / 10000f);
  238. }
  239. return partBaseScore;
  240. }
  241. private double GetRoundItemClickScore(int clickType)
  242. {
  243. //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
  244. double clickCoefficient = 0;
  245. switch (clickType)
  246. {
  247. case ClickType.MISS_CLICK:
  248. clickCoefficient = ConstScoreSystem.MISS_SCORE;
  249. break;
  250. case ClickType.GOOD_CLICK:
  251. clickCoefficient = ConstScoreSystem.GREAT_SCORE;
  252. break;
  253. case ClickType.PERFECT_CLICK:
  254. clickCoefficient = ConstScoreSystem.PERFECT_SCORE;
  255. break;
  256. }
  257. return clickCoefficient;
  258. }
  259. /// <summary>
  260. /// 获取词牌技能持续回合数
  261. /// </summary>
  262. /// <returns></returns>
  263. public List<int> GetRoundTime(int cardId, List<int> skillLvs)
  264. {
  265. List<int> roundTimes = new List<int>();
  266. List<PassivitySkillCfg> targetSkillCfgs =
  267. CommonDataManager.Tables.TblPassivitySkillCfg.DataList.Where(a => a.CardId == cardId).ToList();
  268. for (int i = 0; i < targetSkillCfgs.Count; i++)
  269. {
  270. if (skillLvs.Count <= i) continue;
  271. int skillLv = skillLvs[i];
  272. PassivitySkillLvlCfg skillLvlCfg =
  273. CommonDataManager.Tables.TblPassivitySkillLvlCfg.Get(skillLv, targetSkillCfgs[i].SkillId);
  274. if (skillLvlCfg.BeginTime == SkillBeginTime.FIGHT_BEGIN &&
  275. UnityEngine.Random.Range(0, 10000) < skillLvlCfg.Probability)
  276. {
  277. roundTimes.Add(skillLvlCfg.RoundTime);
  278. }
  279. else
  280. {
  281. roundTimes.Add(0);
  282. }
  283. }
  284. return roundTimes;
  285. }
  286. /// <summary>
  287. /// 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
  288. /// </summary>
  289. /// <returns></returns>
  290. public List<PassivitySkillLvlCfg> GetValidSkills(int currentTime, int roundId, int cardId, List<int> skillLvs,
  291. int targetCardId, List<int> targetSkillLvs, List<int> roundTimes, List<int> targetRoundTimes)
  292. {
  293. List<PassivitySkillLvlCfg> skillCfgs = new List<PassivitySkillLvlCfg>();
  294. List<PassivitySkillCfg> targetSkillCfgs =
  295. CommonDataManager.Tables.TblPassivitySkillCfg.DataList.Where(a => a.CardId == targetCardId).ToList();
  296. //找到敌方对我的减益技能
  297. List<int> nullifySkillIndex = new List<int>();
  298. if (targetSkillCfgs != null)
  299. {
  300. for (int i = 0; i < targetSkillCfgs.Count; i++)
  301. {
  302. if (targetSkillLvs.Count <= i) continue;
  303. PassivitySkillLvlCfg targetSkillLvlCfg =
  304. CommonDataManager.Tables.TblPassivitySkillLvlCfg.Get(targetSkillLvs[i],
  305. targetSkillCfgs[i].SkillId);
  306. if (CheckIsRightTime(targetSkillLvlCfg, currentTime, roundId))
  307. {
  308. bool isProbability = targetSkillLvlCfg.NullifySkillIndex > 0 &&
  309. UnityEngine.Random.Range(0, 10000) < targetSkillLvlCfg.Probability;
  310. if (targetSkillLvlCfg.BeginTime == SkillBeginTime.FIGHT_BEGIN && targetRoundTimes.Count > i &&
  311. roundId < targetRoundTimes[i]) isProbability = true;
  312. if (isProbability) nullifySkillIndex.Add(targetSkillLvlCfg.NullifySkillIndex);
  313. }
  314. }
  315. }
  316. List<PassivitySkillCfg> mySkillCfgs =
  317. CommonDataManager.Tables.TblPassivitySkillCfg.DataList.Where(a => a.CardId == cardId).ToList();
  318. for (int i = 0; i < mySkillCfgs.Count; i++)
  319. {
  320. if (skillLvs.Count <= i) continue;
  321. PassivitySkillLvlCfg mySkillLvlCfg =
  322. CommonDataManager.Tables.TblPassivitySkillLvlCfg.Get(skillLvs[i], mySkillCfgs[i].SkillId);
  323. if (nullifySkillIndex.IndexOf(i + 1) >= 0) continue; //技能被对手失效
  324. if (CheckIsRightTime(mySkillLvlCfg, currentTime, roundId))
  325. {
  326. bool isProbability = UnityEngine.Random.Range(0, 10000) < mySkillLvlCfg.Probability;
  327. if ((mySkillLvlCfg.BeginTime == currentTime || roundId == mySkillLvlCfg.BeginTime) &&
  328. roundTimes != null /*&& roundId < roundTimes[i]*/)
  329. isProbability = true;
  330. else
  331. isProbability = false;
  332. if (isProbability) skillCfgs.Add(mySkillLvlCfg);
  333. }
  334. }
  335. return skillCfgs;
  336. }
  337. private bool CheckIsRightTime(PassivitySkillLvlCfg skillLvlCfg, int currentTime, int roundId)
  338. {
  339. if (skillLvlCfg.BeginTime == SkillBeginTime.FIGHT_BEGIN && currentTime == SkillBeginTime.ERVERY_ROUND_BEGIN
  340. || skillLvlCfg.BeginTime == SkillBeginTime.PERFECT_CLICK && currentTime == SkillBeginTime.PERFECT_CLICK
  341. || skillLvlCfg.BeginTime == SkillBeginTime.ERVERY_ROUND_BEGIN &&
  342. currentTime == SkillBeginTime.ERVERY_ROUND_BEGIN
  343. || skillLvlCfg.BeginTime == SkillBeginTime.ERVERY_ROUND_END &&
  344. currentTime == SkillBeginTime.ERVERY_ROUND_END
  345. || skillLvlCfg.BeginTime == SkillBeginTime.ALL_PERFECT_START &&
  346. currentTime == SkillBeginTime.ALL_PERFECT_START
  347. || skillLvlCfg.BeginTime == SkillBeginTime.FIGHT_BEGIN && currentTime == SkillBeginTime.FIGHT_BEGIN
  348. || skillLvlCfg.BeginTime <= SkillBeginTime.ROUND_6 &&
  349. currentTime == SkillBeginTime.ERVERY_ROUND_BEGIN && roundId == skillLvlCfg.BeginTime)
  350. {
  351. return true;
  352. }
  353. return false;
  354. }
  355. /// <summary>
  356. /// 本轮技能分数
  357. /// </summary>
  358. /// <param name="validSkills">有效技能列表</param>
  359. /// <param name="mainScore">总主属性</param>
  360. /// <returns></returns>
  361. public void GetRoundItemSkillScore(List<PassivitySkillLvlCfg> validSkills, double mainScore,
  362. double targetMainScore, out int skillScore, out int targetScore, out Dictionary<int, int> skillsToShowDic)
  363. {
  364. double _skillScore = 0;
  365. double _targetSkillScore = 0;
  366. skillsToShowDic = new Dictionary<int, int>();
  367. for (int i = 0; i < validSkills.Count; i++)
  368. {
  369. if (validSkills[i].Target == 1 && mainScore > 0) //作用自身
  370. {
  371. double score = mainScore * validSkills[i].Ratio / 10000;
  372. _skillScore += score;
  373. skillsToShowDic.Add(validSkills[i].SkillId, (int)Math.Ceiling(score));
  374. }
  375. else if (validSkills[i].Target == 2 && targetMainScore > 0) //作用对方
  376. {
  377. double score = mainScore * validSkills[i].Ratio / 10000;
  378. _targetSkillScore += score;
  379. skillsToShowDic.Add(validSkills[i].SkillId, (int)Math.Ceiling(score));
  380. }
  381. }
  382. skillScore = (int)Math.Ceiling(_skillScore);
  383. targetScore = (int)Math.Ceiling(_targetSkillScore);
  384. }
  385. /// <summary>
  386. /// 是否展示词牌效果
  387. /// </summary>
  388. /// <param name="cardId">词牌id</param>
  389. /// <param name="validSkills">被触发的有效技能列表</param>
  390. /// <returns></returns>
  391. public bool IsShowCard(int cardId, List<PassivitySkillLvlCfg> validSkills)
  392. {
  393. if (cardId <= 0) return false; //未选卡
  394. if (validSkills.Count == 0) return false; //本轮没有技能被触发不显示词牌
  395. List<PassivitySkillCfg> skillCfgs = CommonDataManager.Tables.TblPassivitySkillCfg.DataList
  396. .Where(a => a.CardId == cardId).ToList();
  397. for (int i = 0; i < skillCfgs.Count; i++)
  398. {
  399. if (skillCfgs[i].MainSkill == 1)
  400. {
  401. return true;
  402. }
  403. }
  404. return false;
  405. }
  406. /// <summary>
  407. /// 登峰造极额外加分
  408. /// </summary>
  409. /// <param name="mainScore"></param>
  410. /// <returns></returns>
  411. public int GetAllCircleAddScore(FightData fightData)
  412. {
  413. //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
  414. double allPartsBaseScore = GetAllRoundBaseScore(fightData);
  415. return (int)Math.Ceiling((allPartsBaseScore + (double)fightData.baseScore) *
  416. ConstScoreSystem.PERFECT_SCORE * ConstScoreSystem.ALL_CIRCLE_SCORE);
  417. }
  418. /// <summary>
  419. /// 根据词牌Id获取 战斗选卡 界面显示配置
  420. /// </summary>
  421. /// <param name="cardId"></param>
  422. /// <returns></returns>
  423. public PassivitySkillCfg GetShowSkillCfg(int cardId)
  424. {
  425. List<PassivitySkillCfg> skillCfgs = CommonDataManager.Tables.TblPassivitySkillCfg.DataList
  426. .Where(a => a.CardId == cardId).ToList();
  427. if (skillCfgs.Count <= 0)
  428. {
  429. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  430. return null;
  431. }
  432. for (int i = 0; i < skillCfgs.Count; i++)
  433. {
  434. if (skillCfgs[i].ShowSkill == 1)
  435. {
  436. // int skillLv = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
  437. return skillCfgs[i];
  438. }
  439. }
  440. return null;
  441. }
  442. /// <summary>
  443. /// 根据词牌Id获取评分主技能显示配置
  444. /// </summary>
  445. /// <param name="cardId"></param>
  446. /// <returns></returns>
  447. public PassivitySkillCfg GetMainSkillCfg(int cardId)
  448. {
  449. // Dictionary<int, List<PassivitySkillCfg>> cfgs = SkillDataManager.Instance.dicPassivitySkill[cardId];
  450. List<PassivitySkillCfg> skillCfgs = CommonDataManager.Tables.TblPassivitySkillCfg.DataList
  451. .Where(a => a.CardId == cardId).ToList();
  452. if (skillCfgs.Count <= 0)
  453. {
  454. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  455. return null;
  456. }
  457. // foreach (int key in cfgs.Keys)
  458. // {
  459. for (int i = 0; i < skillCfgs.Count; i++)
  460. {
  461. if (skillCfgs[i].MainSkill == 1)
  462. {
  463. // int skillLV = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
  464. // PassivitySkillLvlCfgArray skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfg(skillLV, skillCfgs[i].skillId);
  465. // return cfgs[key][skillLV - 1];
  466. return skillCfgs[i];
  467. }
  468. }
  469. return null;
  470. }
  471. }
  472. }