InstanceZonesDataManager.cs 17 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using cfg.GfgCfg;
  4. using ET;
  5. using UnityEngine;
  6. namespace GFGGame
  7. {
  8. //本类为通用关卡数据类,特殊副本类型数据请写到各自的管理器里
  9. public class InstanceZonesDataManager
  10. {
  11. //所有副本关卡通用换装战斗是否使用推荐
  12. public static bool usedRecommend;
  13. //所有副本关卡通用
  14. public static int currentScoreType;
  15. //所有副本关卡通用
  16. public static int currentCardId = 0;
  17. //快速挑战挑战次数
  18. public static int FightTimes = 10;
  19. //是否速刷中
  20. public static bool isQuicklyFighting = false;
  21. //是否结算中
  22. public static bool isResultFighting = false;
  23. //战斗场景
  24. public static int FightScene;
  25. //战斗结算数据
  26. public static StoryFightResultData resultData;
  27. //是否战斗结算界面关闭
  28. public static bool isFightResultHide = false;
  29. public static List<string> currentFightTags;
  30. private static int _currentLevelCfgId;
  31. //所有副本关卡通用配置表的id
  32. public static int currentLevelCfgId
  33. {
  34. get
  35. {
  36. return _currentLevelCfgId;
  37. }
  38. set
  39. {
  40. _currentLevelCfgId = value;
  41. var levelCfg = CommonDataManager.Tables.TblStoryLevelCfg.GetOrDefault(_currentLevelCfgId);
  42. if (levelCfg.Type == ConstInstanceZonesType.Story)
  43. {
  44. MainStoryDataManager.currentLevelCfgId = _currentLevelCfgId;
  45. }
  46. if (string.IsNullOrEmpty(levelCfg.FightID))
  47. {
  48. currentFightTags = null;
  49. }
  50. else
  51. {
  52. StoryFightCfg storyFightCfg = CommonDataManager.Tables.TblStoryFightCfg.GetOrDefault(int.Parse(levelCfg.FightID));
  53. currentFightTags = storyFightCfg.NeedTags;
  54. }
  55. }
  56. }
  57. //所有副本关卡通用
  58. public static int currentLevelOrder
  59. {
  60. get
  61. {
  62. var levelCfg = CommonDataManager.Tables.TblStoryLevelCfg.GetOrDefault(_currentLevelCfgId);
  63. return levelCfg.Order;
  64. }
  65. }
  66. private static FightData _roleData = new FightData();
  67. public static FightData roleData
  68. {
  69. get
  70. {
  71. return GetMyFightRoleData();
  72. }
  73. }
  74. private static FightData _targetData = new FightData();
  75. public static FightData targetData
  76. {
  77. get
  78. {
  79. return GetFightTargetData();
  80. }
  81. }
  82. //获取玩家战斗数据
  83. private static FightData GetMyFightRoleData()
  84. {
  85. _roleData.name = RoleDataManager.roleName;
  86. _roleData.scoreType = InstanceZonesDataManager.currentScoreType;
  87. _roleData.baseScore = CommonDataManager.Tables.TblRoleLevelCfg.GetOrDefault(RoleDataManager.lvl).BaseScore;
  88. if(_roleData.scoreType != 0)
  89. _roleData.leagueSkillScore = LeagueDataManager.Instance.GetAllSkillScore(_roleData.scoreType);
  90. _roleData.cardId = InstanceZonesDataManager.currentCardId; ;//词牌id
  91. CardData cardData = CardDataManager.GetCardDataById(_roleData.cardId);
  92. _roleData.cardScore = _roleData.cardId <= 0 || cardData == null ? 0 : cardData.scores[_roleData.scoreType];//词牌对应主题的属性分数
  93. StoryLevelCfg levelCfg = CommonDataManager.Tables.TblStoryLevelCfg.GetOrDefault(InstanceZonesDataManager.currentLevelCfgId);
  94. if (levelCfg != null && !string.IsNullOrEmpty(levelCfg.FightID))
  95. {
  96. StoryFightCfg fightCfg = CommonDataManager.Tables.TblStoryFightCfg.GetOrDefault(int.Parse(levelCfg.FightID));
  97. _roleData.tags = fightCfg.NeedTags;////本次战斗要求的标签
  98. }
  99. if (_roleData.cardId > 0)
  100. {
  101. _roleData.skillLvs = SkillDataManager.Instance.GetCardSkillLvs(_roleData.cardId);
  102. }
  103. _roleData.type = FightTargetType.PLAYER;
  104. _roleData.headId = RoleDataManager.headId;
  105. _roleData.itemList = MyDressUpHelper.dressUpObj.itemList;
  106. FightDataManager.Instance.SetItemScoreList(_roleData);
  107. ScoreSystemData.Instance.SetEquipScoresWithPartId(_roleData);
  108. return _roleData;
  109. }
  110. //获取副本机器人战斗数据
  111. public static FightData GetFightTargetData()
  112. {
  113. StoryLevelCfg levelCfg = CommonDataManager.Tables.TblStoryLevelCfg.GetOrDefault(InstanceZonesDataManager.currentLevelCfgId);
  114. StoryFightCfg fightCfg = CommonDataManager.Tables.TblStoryFightCfg.GetOrDefault(int.Parse(levelCfg.FightID));
  115. _targetData.name = fightCfg.TargetName;
  116. _targetData.scoreType = InstanceZonesDataManager.currentScoreType; //本次战斗的主题
  117. _targetData.baseScore = fightCfg.TargetBaseScore;
  118. _targetData.leagueSkillScore = 0;
  119. _targetData.cardId = fightCfg.TargetCardId;
  120. _targetData.cardScore = fightCfg.TargetCardScore;
  121. _targetData.tags = fightCfg.NeedTags;
  122. List<PassivitySkillCfg> skillCfgs = CommonDataManager.Tables.TblPassivitySkillCfg.GetGroup1ByCardId(_targetData.cardId);
  123. _targetData.skillLvs.Clear();
  124. for (int i = 0; i < skillCfgs.Count; i++)
  125. {
  126. _targetData.skillLvs.Add(fightCfg.TargetSkillLvs);
  127. }
  128. _targetData.itemScoreList.Clear();
  129. for (int i = 0; i < fightCfg.TargetPartsScore.Count; i++)
  130. {
  131. _targetData.itemScoreList.Add(fightCfg.TargetPartsScore[i]);
  132. }
  133. _targetData.type = FightTargetType.ROBOT;
  134. _targetData.res = fightCfg.TargetRes;
  135. return _targetData;
  136. }
  137. //副本通关状态,key为CalculateHelper.GenerateInstanceZonesLevelStateKey,值为通到关卡编号
  138. private static Dictionary<int, int> _passLevelDic = new Dictionary<int, int>();
  139. //关卡最高分数记录
  140. private static Dictionary<int, int> _highestScoreDic = new Dictionary<int, int>();
  141. //关卡星数记录
  142. private static Dictionary<int, int> _starDic = new Dictionary<int, int>();
  143. public static void InitScoreList(List<int> ks, List<int> vs)
  144. {
  145. usedRecommend = false;
  146. _highestScoreDic.Clear();
  147. for (var i = 0; i < ks.Count; ++i)
  148. {
  149. _highestScoreDic.Add(ks[i], vs[i]);
  150. }
  151. }
  152. public static void InitStarList(List<int> ks, List<int> vs)
  153. {
  154. _starDic.Clear();
  155. for (var i = 0; i < ks.Count; ++i)
  156. {
  157. _starDic.Add(ks[i], vs[i]);
  158. }
  159. }
  160. //检查更新最高分
  161. public static void TryUpdateScore(int levelCfgId, int score)
  162. {
  163. _highestScoreDic.TryGetValue(levelCfgId, out var scoreHighest);
  164. if (score > scoreHighest)
  165. {
  166. _highestScoreDic[levelCfgId] = score;
  167. }
  168. }
  169. public static int GetScoreHighest(int levelID)
  170. {
  171. if (_highestScoreDic.ContainsKey(levelID))
  172. {
  173. return _highestScoreDic[levelID];
  174. }
  175. return 0;
  176. }
  177. //检查并更新关卡星数
  178. public static void TryUpdateLevelStar(int levelCfgId, int star)
  179. {
  180. _starDic.TryGetValue(levelCfgId, out var OldStar);
  181. if (star > OldStar)
  182. {
  183. _starDic[levelCfgId] = star;
  184. }
  185. }
  186. public static int GetStarCountHistory(int levelCfgId)
  187. {
  188. _starDic.TryGetValue(levelCfgId, out var star);
  189. return star;
  190. }
  191. public static int GetChapterStarCount(int chapterID, int type, int subType)
  192. {
  193. var star = 0;
  194. foreach (var item in _starDic)
  195. {
  196. var levelCfg = CommonDataManager.Tables.TblStoryLevelCfg.GetOrDefault(item.Key);
  197. if (levelCfg == null) continue;
  198. if (levelCfg.ChapterId == chapterID && levelCfg.Type == type && levelCfg.SubType == subType)
  199. {
  200. star += item.Value;
  201. }
  202. }
  203. return star;
  204. }
  205. public static void InitLevelPass(List<int> ks, List<int> vs)
  206. {
  207. _passLevelDic.Clear();
  208. for (var i = 0; i < ks.Count; ++i)
  209. {
  210. _passLevelDic[ks[i]] = vs[i];
  211. }
  212. }
  213. /// <summary>
  214. /// 设置某关卡通过,参数为关卡配置id
  215. /// </summary>
  216. /// <param name="levelCfgId"></param>
  217. public static void TrySetLevelPass(int levelCfgId)
  218. {
  219. if (!CheckLevelPass(levelCfgId))
  220. {
  221. var levelCfg = CommonDataManager.Tables.TblStoryLevelCfg.GetOrDefault(levelCfgId);
  222. var key = CalculateHelper.GenerateInstanceZonesLevelStateKey(levelCfg.Type, levelCfg.SubType, levelCfg.ChapterId);
  223. _passLevelDic[key] = levelCfgId;
  224. }
  225. }
  226. /// <summary>
  227. /// 获取副本通关关卡
  228. /// </summary>
  229. /// <param name="type" value="副本类型"></param>
  230. /// <param name="subType" value="章节id"></param>
  231. /// <returns></returns>
  232. public static int GetPassLevelCfgId(int type, int subType, int chapterId)
  233. {
  234. var key = CalculateHelper.GenerateInstanceZonesLevelStateKey(type, subType, chapterId);
  235. if (_passLevelDic.TryGetValue(key, out var value))
  236. {
  237. return value;
  238. }
  239. return 0;
  240. }
  241. /// <summary>
  242. /// 获取通关关卡的编号
  243. /// </summary>
  244. /// <param name="type"></param>
  245. /// <param name="subType"></param>
  246. /// <param name="chapterId"></param>
  247. /// <returns></returns>
  248. public static int GetPassLevelOrder(int type, int subType, int chapterId)
  249. {
  250. var levelCfgId = GetPassLevelCfgId(type, subType, chapterId);
  251. if (levelCfgId == 0)
  252. {
  253. return 0;
  254. }
  255. var levelCfg = CommonDataManager.Tables.TblStoryLevelCfg.GetOrDefault(levelCfgId);
  256. if (levelCfg != null)
  257. {
  258. return levelCfg.Order;
  259. }
  260. return 0;
  261. }
  262. /// <summary>
  263. /// 检查某关卡是否通过,参数为关卡配置id
  264. /// </summary>
  265. /// <param name="levelCfgId"></param>
  266. /// <returns></returns>
  267. public static bool CheckLevelPass(int levelCfgId)
  268. {
  269. var levelCfg = CommonDataManager.Tables.TblStoryLevelCfg.GetOrDefault(levelCfgId);
  270. if (levelCfg != null)
  271. {
  272. var passLevelOrder = GetPassLevelOrder(levelCfg.Type, levelCfg.SubType, levelCfg.ChapterId);
  273. return levelCfg.Order <= passLevelOrder;
  274. }
  275. return false;
  276. }
  277. /// <summary>
  278. /// 检查某章是否通关
  279. /// </summary>
  280. /// <param name="type"></param>
  281. /// <param name="subType"></param>
  282. /// <param name="chapterId"></param>
  283. /// <param name="levelCount"></param>
  284. /// <returns></returns>
  285. public static bool CheckChapterPass(int type, int subType, int chapterId, int levelCount)
  286. {
  287. var chapterCfg = CommonDataManager.Tables.TblStoryChapterCfg.GetOrDefault(chapterId);
  288. if (chapterCfg != null)
  289. {
  290. var passLevelOrder = InstanceZonesDataManager.GetPassLevelOrder(type, subType, chapterId);
  291. if (levelCount <= passLevelOrder)
  292. {
  293. return true;
  294. }
  295. }
  296. return false;
  297. }
  298. public static int GetResultStarCount(int score)
  299. {
  300. return CalculateHelper.GetStoryChapterStar(currentLevelCfgId, score);
  301. }
  302. public static bool GetFightResult(int score, out int npcScore)
  303. {
  304. npcScore = 0;
  305. bool equipedNeeded = MyDressUpHelper.CheckEquipedFightNeeded();
  306. if (!equipedNeeded)
  307. {
  308. PromptController.Instance.ShowFloatTextPrompt("未穿必需物品");
  309. return false;//没穿必需品
  310. }
  311. StoryLevelCfg levelCfg = CommonDataManager.Tables.TblStoryLevelCfg.GetOrDefault(currentLevelCfgId);
  312. StoryFightCfg fightCfg = CommonDataManager.Tables.TblStoryFightCfg.GetOrDefault(int.Parse(levelCfg.FightID));
  313. bool hasFightTarget = fightCfg.TargetName != null && fightCfg.TargetName.Length > 0;
  314. if (hasFightTarget)
  315. {
  316. npcScore = FightDataManager.Instance.npcTotalScore;
  317. if (score > npcScore)
  318. {
  319. return true;//分数低于对战对象
  320. }
  321. }
  322. else
  323. {
  324. int starCount = GetResultStarCount(score);
  325. if (starCount > 0)
  326. {
  327. return true;//低于一星
  328. }
  329. }
  330. return false;
  331. }
  332. public static void GetCanFightTime(int type, int subType, int levelCfgId, out int times, out string title)
  333. {
  334. var levelCfg = CommonDataManager.Tables.TblStoryLevelCfg.GetOrDefault(levelCfgId);
  335. //不需要消耗体力
  336. if (levelCfg.Power == 0)
  337. {
  338. times = GameConst.MAX_COUNT_FIGHT_QUICKLY;
  339. //神都宸游
  340. if (levelCfg.Type == ConstInstanceZonesType.PureFight) {
  341. var activityFightCfg = CommonDataManager.Tables.TblActivityFightCfg.GetOrDefault(levelCfg.ChapterId);
  342. RoleLimitData limitData = RoleLimitDataManager.GetLimitData(activityFightCfg.Limit);
  343. times = limitData.TotalPlayMax - limitData.PlayTimes;
  344. }
  345. }
  346. else
  347. {
  348. times = (int)Math.Floor((float)RoleDataManager.power / levelCfg.Power);//体力次数
  349. }
  350. times = Math.Min(GameConst.MAX_COUNT_FIGHT_QUICKLY, times);
  351. title = "";
  352. if (type == ConstInstanceZonesType.Studio)
  353. {
  354. var studioCfg = CommonDataManager.Tables.TblStudioCfg.GetOrDefault(levelCfg.ChapterId);
  355. var limitData = RoleLimitDataManager.GetLimitData(studioCfg.Limit);
  356. times = Math.Min(times, limitData.TotalPlayMax - limitData.PlayTimes);
  357. }
  358. else if(type == ConstInstanceZonesType.PureFight && subType == 1)
  359. {
  360. var zcjbFightCfg = CommonDataManager.Tables.TblActivityFightCfg.GetOrDefault(levelCfg.ChapterId);
  361. var limitData = RoleLimitDataManager.GetLimitData(zcjbFightCfg.Limit);
  362. times = Math.Min(times, 10);
  363. }
  364. else if (type == ConstInstanceZonesType.PureFight && subType == 2)
  365. {
  366. var activityFightCfg = CommonDataManager.Tables.TblActivityFightCfg.GetOrDefault(levelCfg.ChapterId);
  367. RoleLimitData limitData = RoleLimitDataManager.GetLimitData(activityFightCfg.Limit);
  368. int time = limitData.TotalPlayMax - limitData.PlayTimes;
  369. times = Math.Min(times, time);
  370. }
  371. else if(type == 1 && subType == 1)
  372. {
  373. //精英关卡特殊处理
  374. RoleLimitData limitData = RoleLimitDataManager.GetLimitData(50);
  375. int time = limitData.TotalPlayMax - limitData.PlayTimes;
  376. times = Math.Min(times, time);
  377. }
  378. title = string.Format("挑战{0}次", NumberUtil.GetChiniseNumberText(times));
  379. }
  380. public static void GetTotalProgress(out int count, out int totalCount)
  381. {
  382. List<StoryChapterCfg> storyChapters = CommonDataManager.Tables.TblStoryChapterCfg.GetGroup1BySubType(ConstInstanceZonesSubType.Normal);
  383. totalCount = storyChapters.Count;
  384. count = 0;
  385. for (int i = 0; i < storyChapters.Count; i++)
  386. {
  387. bool isPass = InstanceZonesDataManager.CheckChapterPass(storyChapters[i].Type, storyChapters[i].SubType, storyChapters[i].Id, storyChapters[i].LevelCount);
  388. if (isPass)
  389. {
  390. count++;
  391. }
  392. else
  393. {
  394. break;
  395. }
  396. }
  397. }
  398. }
  399. }