FieldWorkDataManager.cs 16 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using cfg.GfgCfg;
  5. using ET;
  6. using UnityEngine;
  7. using UI.FieldWork;
  8. using FairyGUI;
  9. namespace GFGGame
  10. {
  11. class FieldWorkDataManager : SingletonBase<FieldWorkDataManager>
  12. {
  13. public long LastFightTime = 0; //上次战斗时间,时间为0,说明未战斗过,则没有段位奖励
  14. public List<int> ThemeList = new List<int>() { 1, 2, 3 };
  15. public List<string> Tag = new List<string> { "艳丽", "志怪" }; //本周标签
  16. public int SeasonId = 1; // 赛季id
  17. public List<FightData> DressupList = new List<FightData>(); //我的搭配列表
  18. public List<int> HistoryDressupList = new List<int>();//本周通过关的服装列表
  19. public List<CardAbrasionInfo> CardAbrasionInfoList = new List<CardAbrasionInfo>();
  20. public Dictionary<int,CimbingTowerLevelInfoProto> CimbingTowerLevelInfoList = new Dictionary<int, CimbingTowerLevelInfoProto>();
  21. public List<int> roundTime = new List<int>();
  22. public OtherRoleInfoData roleInfo = new OtherRoleInfoData() {
  23. roleName = RoleDataManager.roleName,
  24. roleLv = RoleDataManager.lvl,
  25. headId = RoleDataManager.headId};
  26. //Dictionary<回合下标, Dictionary<partId, Dictionary<战斗节点, List<PassivitySkillLvlCfg>>>>
  27. public Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>> vaildSkills =
  28. new Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>>();
  29. public Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>> targetVaildSkills =
  30. new Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>>();
  31. public int SelectThemeIndex = 0; //当前选中换装主题(ThemeList)的下标
  32. public int SelectTargetIndex = -1; //当前选中挑战对象的下标
  33. public int CurFightIndex = 0; //当前挑战场次下标
  34. public List<long> myScore = new List<long>(); //对战数据,三轮分数
  35. public List<ItemInfoProto> BonusList = new List<ItemInfoProto>(); //战斗结算奖励
  36. public int targetWinScore = 10000;
  37. //战斗关卡
  38. public int currentLevelID = 0;
  39. public List<string> nameList = new List<string>()
  40. {"壹","贰","叄","肆","伍","陆","柒","捌","玖","拾","拾壹","终"};
  41. public int guideLevelID = 100005009;
  42. public int MaxLevelId = 0;
  43. public bool IsAutoStart = false;
  44. /// <summary>
  45. /// 更新战斗结算总分,含胜负
  46. /// </summary>
  47. /// <param name="obj"></param>
  48. /// <param name="myScores"></param>
  49. /// <param name="targetScore"></param>
  50. public void UpdateAllScoreResult(GObject obj, List<long> myScores,int targetScore)
  51. {
  52. UI_ComAllScoreResult com = UI_ComAllScoreResult.Proxy(obj);
  53. bool isWin = UpdateAllScore(com.m_comResult.target, myScores, targetScore);
  54. //_ui.m_loaResule.url = isWin ? "ui://FieldWork/kstzjj_slsl" : "ui://FieldWork/kstzjj_shib";
  55. UI_ComAllScoreResult.ProxyEnd();
  56. }
  57. public bool UpdateAllScore(GObject obj, List<long> myScores, int targetScore)
  58. {
  59. long myAllScore = 0;
  60. long targetAllScore = 0;
  61. for (int i = 0; i < myScores.Count; i++)
  62. {
  63. myAllScore += myScores[i];
  64. }
  65. UI_ComAllScore com = UI_ComAllScore.Proxy(obj);
  66. com.m_txtMyFightScore.text = myAllScore.ToString();
  67. UI_ComAllScore.ProxyEnd();
  68. bool isWin = myAllScore > targetAllScore;
  69. return isWin;
  70. }
  71. /// <summary>
  72. /// 更新标签、战力、属性分数值
  73. /// </summary>
  74. public void UpdateValue(GObject obj, int index, List<FightData> roleDatas)
  75. {
  76. UI.Arena.UI_ComFIeldValueInfo com = UI.Arena.UI_ComFIeldValueInfo.Proxy(obj);
  77. com.m_scoreType.url = ResPathUtil.GetScorePath(FieldWorkDataManager.Instance.ThemeList[index]);
  78. com.m_txtScore.text = FightDataManager.Instance.GetScore(roleDatas[index]).ToString();
  79. long fightScore = ArenaDataManager.Instance.GetAllFightScore(roleDatas);
  80. com.m_txtFightScore.SetVar("value", fightScore.ToString()).FlushVars(); ;
  81. com.m_txtTagScore.text = FightDataManager.Instance.GetTagsScore(roleDatas[index].itemList, roleDatas[index].tags).ToString();
  82. int count = ArenaDataManager.Instance.GetTagsCount(roleDatas[index].itemList, roleDatas[index].tags);
  83. com.m_c1.selectedIndex = Math.Min(count, CommonDataManager.Tables.TblArenaTagCfg.DataList.Count);
  84. com.m_c3.selectedIndex = roleDatas[index].tags.Count > 0 ? 1 : 0;
  85. UpdateFightScore(com.m_comFightScore.target, roleDatas);
  86. ItemUtil.UpdateTag(com.m_comTag, roleDatas[index].tags[0]);
  87. ItemUtil.UpdateTag(com.m_comTag1, roleDatas[index].tags[1]);
  88. if (com.m_btnTagRule.data == null)
  89. {
  90. com.m_btnTagRule.onClick.Add(RuleController.ShowRuleView);
  91. com.m_btnTagRule.data = 300034;
  92. }
  93. UI.Arena.UI_ComFIeldValueInfo.ProxyEnd();
  94. }
  95. /// <summary>
  96. /// 更新战力值
  97. /// </summary>
  98. public void UpdateFightScore(GObject obj, List<FightData> roleDatas)
  99. {
  100. List<long> fightScore = ArenaDataManager.Instance.GetFightScoreList(roleDatas);
  101. UI.Arena.UI_ComFieldFightScore com = UI.Arena.UI_ComFieldFightScore.Proxy(obj);
  102. com.m_txtSuitScore.SetVar("value", fightScore[0].ToString()).FlushVars(); ;
  103. com.m_txtClickScore.SetVar("value", fightScore[1].ToString()).FlushVars(); ;
  104. com.m_txtCardScore.SetVar("value", fightScore[2].ToString()).FlushVars(); ;
  105. UI.Arena.UI_ComFieldFightScore.ProxyEnd();
  106. }
  107. public void GetFightResult()
  108. {
  109. myScore.Clear();
  110. long allScore = 0;
  111. for (int i = 0; i < DressupList.Count; i++)
  112. {
  113. FieldWorkDataManager.Instance.GetQuickFightResult(i, DressupList[i], out long score);
  114. allScore += score;
  115. myScore.Add(score);
  116. }
  117. }
  118. public int GetTargetWinScore(int levelID)
  119. {
  120. targetWinScore = 10000;
  121. return targetWinScore;
  122. }
  123. public string GetHeihtScore(int levelID)
  124. {
  125. if(CimbingTowerLevelInfoList.ContainsKey(levelID))
  126. {
  127. long score = CimbingTowerLevelInfoList[levelID].WeekMaxScore;
  128. return score.ToString();
  129. }
  130. else
  131. {
  132. return "";
  133. }
  134. }
  135. public List<List<int>> GetDressAndCard()
  136. {
  137. List<List<int>> dress = new List<List<int>>();
  138. for (int i=0;i< FieldWorkDataManager.Instance.DressupList.Count;i++)
  139. {
  140. List<int> dressA = new List<int>();
  141. dressA = FieldWorkDataManager.Instance.DressupList[i].itemList.ToList();
  142. //去除默认
  143. dressA.Remove(10000);
  144. dressA.Remove(20000);
  145. dressA.Remove(30000);
  146. dressA.Remove(50000);
  147. dressA.Remove(60000);
  148. if (FieldWorkDataManager.Instance.DressupList[i].cardId > 0)
  149. {
  150. dressA.Add(FieldWorkDataManager.Instance.DressupList[i].cardId);
  151. }
  152. dress.Add(dressA);
  153. }
  154. return dress;
  155. }
  156. public float GetCardAbrasion(int cardID)
  157. {
  158. float abrasion = 0;
  159. float UseNum = 0;
  160. float cardTimes = CommonDataManager.Tables.TblCimbingTowerCfg.DataList[0].UseLimit;
  161. ItemCfg itemCfg = CommonDataManager.Tables.TblItemCfg.GetOrDefault(cardID);
  162. if(itemCfg == null)
  163. {
  164. return 100;
  165. }
  166. foreach (var item in CardAbrasionInfoList)
  167. {
  168. if(item.Card == cardID)
  169. {
  170. UseNum = item.UseNum;
  171. abrasion = UseNum / cardTimes;
  172. if(abrasion >= 1)
  173. {
  174. abrasion = 1;
  175. }
  176. break;
  177. }
  178. }
  179. return abrasion * 100;
  180. }
  181. //输入属性类型,获取联盟技能该属性加成总值
  182. public int GetAllSkillScore(int scoreType)
  183. {
  184. int score = 0;
  185. if(scoreType == 0)
  186. {
  187. return score;
  188. }
  189. foreach (int key in SkillDataManager.Instance.LeagueSkillScoreDatas.Keys)
  190. {
  191. score += SkillDataManager.Instance.LeagueSkillScoreDatas[key][scoreType];
  192. }
  193. return score;
  194. }
  195. public void SetDataScoreType()
  196. {
  197. for(int i = 0;i<DressupList.Count;i++)
  198. {
  199. DressupList[i].scoreType = ThemeList[i];
  200. }
  201. }
  202. public bool SetCanStart()
  203. {
  204. int i = 0;
  205. foreach(var item in DressupList)
  206. {
  207. bool isDress = false;
  208. for(int j= 0;j<item.itemList.Count;j++)
  209. {
  210. if(item.itemList.Count > 0)
  211. {
  212. if(item.itemList[j] != 10000 && item.itemList[j] != 20000
  213. && item.itemList[j] != 30000 && item.itemList[j] != 50000 && item.itemList[j] != 60000)
  214. {
  215. isDress = true;
  216. }
  217. }
  218. }
  219. if(item.cardId > 0 && isDress)
  220. {
  221. i++;
  222. }
  223. }
  224. if(i>=3)
  225. {
  226. return true;
  227. }
  228. else
  229. {
  230. return false;
  231. }
  232. }
  233. public bool CheckLevelPass(int LevelID)
  234. {
  235. CimbingTowerLevelCfg levelCfg = CommonDataManager.Tables.TblCimbingTowerLevelCfg.DataList[0];
  236. if(LevelID == levelCfg.Id)
  237. {
  238. return true;
  239. }
  240. int levelBefore = LevelID - 1;
  241. if (FieldWorkDataManager.Instance.CimbingTowerLevelInfoList.ContainsKey(levelBefore))
  242. {
  243. if( FieldWorkDataManager.Instance.CimbingTowerLevelInfoList[levelBefore].IsPass)
  244. {
  245. return true;
  246. }
  247. else
  248. {
  249. return false;
  250. }
  251. }
  252. else
  253. {
  254. return false;
  255. }
  256. }
  257. /// <summary>
  258. /// 词牌如果磨损达到上限就放到最后
  259. /// </summary>
  260. /// <param name="arrayList"></param>
  261. /// <returns></returns>
  262. public List<CardData> SortCardList(List<CardData> cardList)
  263. {
  264. List<CardData> card = new List<CardData>();
  265. int limitNum = CommonDataManager.Tables.TblCimbingTowerCfg.DataList[0].UseLimit;
  266. card = cardList.ToList();
  267. for(int i = 0;i<card.Count;i++)
  268. {
  269. foreach(var item in CardAbrasionInfoList)
  270. {
  271. if(item.Card == card[i].id)
  272. {
  273. if(item.UseNum >= limitNum)
  274. {
  275. // 添加到列表末尾
  276. card.Add(card[i]);
  277. // 移除元素
  278. card.RemoveAt(i);
  279. }
  280. break;
  281. }
  282. }
  283. }
  284. return card;
  285. }
  286. /// <summary>
  287. /// 获取快速挑战结果
  288. /// </summary>
  289. /// <param name="myRoleData"></param>
  290. /// <param name="_score"></param>
  291. public void GetQuickFightResult(int roundIndex, FightData myRoleData, out long _score)
  292. {
  293. double score = 0;
  294. int cardId = myRoleData.cardId;
  295. double mainScore = ScoreSystemData.Instance.GetMainScore(myRoleData);
  296. List<int> skillLvs = myRoleData.skillLvs;
  297. List<int> roundTime = ScoreSystemData.Instance.GetRoundTime(myRoleData.cardId, myRoleData.skillLvs);
  298. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena || InstanceZonesDataManager.FightScene == ConstInstanceZonesType.FieldWork)
  299. {
  300. FieldWorkDataManager.Instance.roundTime = roundTime;
  301. if (!FieldWorkDataManager.Instance.vaildSkills.ContainsKey(roundIndex)) FieldWorkDataManager.Instance.vaildSkills[roundIndex] = new Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>();
  302. }
  303. int roundId = 0;
  304. int currentTime = SkillBeginTime.FIGHT_BEGIN;
  305. GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, roundId, mainScore, cardId, skillLvs, roundTime, ref score);
  306. for (int i = 0; i < CommonDataManager.Tables.TblFightScoreCfg.DataList.Count; i++)
  307. {
  308. roundId++;
  309. currentTime = SkillBeginTime.ERVERY_ROUND_BEGIN;
  310. GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, roundId, mainScore, cardId, skillLvs, roundTime, ref score);
  311. score += ScoreSystemData.Instance.GetRoundScore(myRoleData, roundId, ClickType.PERFECT_CLICK, 0);
  312. currentTime = SkillBeginTime.PERFECT_CLICK;
  313. GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, roundId, mainScore, cardId, skillLvs, roundTime, ref score);
  314. currentTime = SkillBeginTime.ERVERY_ROUND_END;
  315. GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, roundId, mainScore, cardId, skillLvs, roundTime, ref score);
  316. // Debug.Log(" targetScore444:" + targetScore);
  317. }
  318. roundId++;
  319. currentTime = SkillBeginTime.ALL_PERFECT_START;
  320. GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, roundId, mainScore, cardId, skillLvs, roundTime, ref score);
  321. score += ScoreSystemData.Instance.GetAllCircleAddScore(myRoleData);
  322. _score = Mathf.CeilToInt((float)score);
  323. }
  324. private void GetSkillScore(int roleType, int roundIndex, int currentTime, int partId, double mainScore, int cardId, List<int> skillLvs, List<int> roundTime, ref double score)
  325. {
  326. List<int> targetSkillLvs = new List<int>();
  327. List<int> targetRoundTime = new List<int>();
  328. List<PassivitySkillLvlCfg> vaildSkills = ScoreSystemData.Instance.GetValidSkills(currentTime, partId, cardId, skillLvs, 0, targetSkillLvs, roundTime, targetRoundTime);
  329. ScoreSystemData.Instance.GetRoundItemSkillScore(vaildSkills, mainScore, 0, out int skillScore, out int targetSkillScore, out Dictionary<int, int> skillScoreDic);
  330. score += skillScore;
  331. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena || InstanceZonesDataManager.FightScene == ConstInstanceZonesType.FieldWork)
  332. {
  333. FieldWorkDataManager dataManager = FieldWorkDataManager.Instance;
  334. if (roleType == FightRoleType.MINE)
  335. {
  336. if (!dataManager.vaildSkills[roundIndex].ContainsKey(partId)) dataManager.vaildSkills[roundIndex][partId] = new Dictionary<int, List<PassivitySkillLvlCfg>>();
  337. dataManager.vaildSkills[roundIndex][partId][currentTime] = vaildSkills;
  338. }
  339. else
  340. {
  341. if (!dataManager.targetVaildSkills[roundIndex].ContainsKey(partId)) dataManager.targetVaildSkills[roundIndex][partId] = new Dictionary<int, List<PassivitySkillLvlCfg>>();
  342. dataManager.targetVaildSkills[roundIndex][partId][currentTime] = vaildSkills;
  343. }
  344. }
  345. }
  346. }
  347. }