ScoreSystemData.cs 22 KB

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  1. using ET;
  2. using System;
  3. using System.Collections.Generic;
  4. using cfg.GfgCfg;
  5. using UnityEngine;
  6. namespace GFGGame
  7. {
  8. public class ClickType
  9. {
  10. public const int MISS_CLICK = 0;
  11. public const int GOOD_CLICK = 1;
  12. public const int PERFECT_CLICK = 2;
  13. }
  14. public class SkillBeginTime
  15. {
  16. public const int ROUND_1 = 1; //作用第一回合
  17. public const int ROUND_2 = 2; //作用第二回合
  18. public const int ROUND_3 = 3; //作用第三回合
  19. public const int ROUND_4 = 4; //作用第四回合
  20. public const int ROUND_5 = 5; //作用第五回合
  21. public const int ROUND_6 = 6; //作用第六回合
  22. public const int FIGHT_BEGIN = 7; //对战开始
  23. public const int PERFECT_CLICK = 8; //每次完美点击
  24. public const int ERVERY_ROUND_BEGIN = 9; //每回合开始
  25. public const int ERVERY_ROUND_END = 10; //每回合结束
  26. 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)
  27. }
  28. public class ScoreSystemData : SingletonBase<ScoreSystemData>
  29. {
  30. /// <summary>
  31. /// 将穿戴部件分组
  32. /// </summary>
  33. public void SetEquipScoresWithPartId(FightData roleData)
  34. {
  35. roleData.partScoreListDic.Clear();
  36. roleData.partListDic.Clear();
  37. List<FightScoreCfg> typeCfgs = CommonDataManager.Tables.TblFightScoreCfg.DataList;
  38. for (int j = 0; j < typeCfgs.Count; j++)
  39. {
  40. FightScoreCfg cfg = typeCfgs[j];
  41. if (roleData.partScoreListDic.ContainsKey(cfg.Id) == false)
  42. {
  43. roleData.partScoreListDic.Add(cfg.Id, new List<float>());
  44. }
  45. if (roleData.partListDic.ContainsKey(cfg.Id) == false)
  46. {
  47. roleData.partListDic.Add(cfg.Id, new List<int>());
  48. }
  49. }
  50. for (int i = 0; i < roleData.itemList.Count; i++)
  51. {
  52. for (int j = 0; j < typeCfgs.Count; j++)
  53. {
  54. FightScoreCfg cfg = typeCfgs[j];
  55. bool isCheckFinish = false;
  56. for (int k = 0; k < cfg.SubTypes.Count; k++)
  57. {
  58. ItemCfg itemCfg = CommonDataManager.Tables.TblItemCfg.GetOrDefault(roleData.itemList[i]);
  59. if (itemCfg != null && itemCfg.SubType == cfg.SubTypes[k])
  60. {
  61. roleData.partListDic[cfg.Id].Add(roleData.itemList[i]);
  62. roleData.partScoreListDic[cfg.Id].Add(roleData.itemScoreList[i]);
  63. isCheckFinish = true;
  64. break;
  65. }
  66. }
  67. if (isCheckFinish) break;
  68. }
  69. }
  70. }
  71. /// <summary>
  72. /// 返回总主属性分
  73. /// </summary>
  74. /// <returns></returns>
  75. public double GetMainScore(FightData roleData)
  76. {
  77. //(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
  78. // int partScore = 0;
  79. // double tagScore = 0;
  80. // int tagCount = 0;
  81. double baseScore = 0;
  82. for (int i = 0; i < CommonDataManager.Tables.TblFightScoreCfg.DataList.Count; i++)
  83. {
  84. baseScore += GetroundBaseScore(roleData, i + 1);
  85. }
  86. return (baseScore + roleData.baseScore + roleData.leagueSkillScore + roleData.cardScore) *
  87. ConstScoreSystem.MAIN_SCORE;
  88. }
  89. public double GetRobotMainScore(FightData robotData)
  90. {
  91. //(部件属性分数+标签分数+人物基础分+词牌属性分数)*4
  92. double partScore = 0;
  93. for (int i = 0; i < CommonDataManager.Tables.TblFightScoreCfg.DataList.Count; i++)
  94. {
  95. partScore += GetRobotRoundBaseScore(robotData, i + 1);
  96. }
  97. return (partScore + robotData.baseScore + robotData.leagueSkillScore + robotData.cardScore) *
  98. ConstScoreSystem.MAIN_SCORE;
  99. }
  100. /// <summary>
  101. /// 回合评分
  102. /// </summary>
  103. /// <param name="roundId">部件id</param>
  104. /// <param name="clickType">点击状态0:miss,1:优秀,2:完美</param>
  105. /// <param name="mainScore">总主属性</param>
  106. /// <param name="type">评分部位</param>
  107. /// <param name="showCard">是否展示词牌效果</param>
  108. /// <returns></returns>
  109. public int GetRoundScore(FightData roleData, int roundId, int clickType, double skillScore = 0)
  110. {
  111. //部件评分=部件基础分*部件系数
  112. //词牌评分=总属性*技能配表百分比
  113. double partBaseScore = GetroundBaseScore(roleData, roundId);
  114. double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
  115. int roleScore = roleData.baseScore;
  116. long leagueSkillScore = roleData.leagueSkillScore;
  117. int cardScore = roleData.cardScore;
  118. double clickCoefficient = GetRoundItemClickScore(clickType);
  119. //start------------------------------------------------------
  120. //本段注释为上个版本的计算公式,留做备份参考
  121. //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)
  122. //double clickScore = (partBaseScore + (roleScore + leagueSkillScore + cardScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
  123. //end--------------------------------------------------------
  124. //改为 点击评分 =(部件基础分+人物基础分)*点击系数
  125. double clickScore = (partBaseScore + roleScore) * clickCoefficient;
  126. int score = (int)Math.Ceiling(partScore + clickScore);
  127. return Math.Max(0, score);
  128. }
  129. /// <summary>
  130. /// 根据搭配学院获得服装分类基础分加成
  131. /// 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
  132. /// </summary>
  133. public float CollegeAddition(int roundId)
  134. {
  135. int additionNum = 1;
  136. switch (roundId)
  137. {
  138. case 1:
  139. additionNum += CollectPartDataManager.Instance.CollectPartDataDic[2][2] / 10000;
  140. break;
  141. case 2:
  142. break;
  143. case 3:
  144. additionNum += CollectPartDataManager.Instance.CollectPartDataDic[6][2] / 10000;
  145. break;
  146. case 4:
  147. additionNum += CollectPartDataManager.Instance.CollectPartDataDic[7][2] / 10000;
  148. break;
  149. case 5:
  150. additionNum += CollectPartDataManager.Instance.CollectPartDataDic[4][2] / 10000 +
  151. CollectPartDataManager.Instance.CollectPartDataDic[5][2] / 10000;
  152. break;
  153. case 6:
  154. additionNum += CollectPartDataManager.Instance.CollectPartDataDic[1][2] / 10000 +
  155. CollectPartDataManager.Instance.CollectPartDataDic[3][2] / 10000;
  156. break;
  157. }
  158. return additionNum;
  159. }
  160. public int GetRobotRoundScore(FightData robotData, int roundId, int clickType, double skillScore)
  161. {
  162. //部件评分=部件基础分*部件系数
  163. //词牌评分=总属性*技能配表百分比
  164. double partBaseScore = GetRobotRoundBaseScore(robotData, roundId);
  165. double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
  166. int roleScore = robotData.baseScore;
  167. long leagueSkillScore = robotData.leagueSkillScore;
  168. int cardScore = robotData.cardScore;
  169. double clickCoefficient = GetRoundItemClickScore(clickType);
  170. //start------------------------------------------------------
  171. //本段注释为上个版本的计算公式,留做备份参考
  172. //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)
  173. //double clickScore = (partBaseScore + (cardScore + leagueSkillScore + roleScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
  174. //end--------------------------------------------------------
  175. //改为 点击评分 =(部件基础分+人物基础分)*点击系数
  176. double clickScore = (partBaseScore + roleScore) * clickCoefficient;
  177. int score = (int)Math.Ceiling(partScore + clickScore + skillScore);
  178. return Math.Max(0, score);
  179. }
  180. /// <summary>
  181. /// 回合基础评分
  182. /// </summary>
  183. /// <param name="roundId">评分部位</param>
  184. /// <returns></returns>
  185. public double GetroundBaseScore(FightData roleData, int roundId)
  186. {
  187. double partScore = 0;
  188. double tagScore = 0;
  189. int tagCount = 0;
  190. if (!roleData.partListDic.ContainsKey(roundId) || roleData.partListDic[roundId].Count == 0)
  191. return partScore;
  192. List<int> partList = roleData.partListDic[roundId];
  193. for (int i = 0; i < partList.Count; i++)
  194. {
  195. partScore += roleData.partScoreListDic[roundId][i];
  196. tagScore += ItemDataManager.GetItemTagScore(partList[i], roleData.tags);
  197. // if (ItemDataManager.CheckItemTagsRight(partList[i], roleData.tags)) tagCount++;
  198. }
  199. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena ||
  200. InstanceZonesDataManager.FightScene == ConstInstanceZonesType.FieldWork)
  201. {
  202. tagCount = ArenaDataManager.Instance.GetTagsCount(roleData.itemList, roleData.tags);
  203. tagCount = Math.Min(CommonDataManager.Tables.TblArenaTagCfg.DataList.Count, tagCount);
  204. float addition = 0;
  205. if (tagCount > 0)
  206. {
  207. addition = CommonDataManager.Tables.TblArenaTagCfg.GetOrDefault(tagCount).Addition / 10000f;
  208. }
  209. return (partScore + tagScore) * (1 + addition);
  210. }
  211. else
  212. {
  213. return partScore + tagScore;
  214. }
  215. }
  216. /// <summary>
  217. /// 部件基础分之和
  218. /// </summary>
  219. /// <param name="roleData"></param>
  220. /// <returns></returns>
  221. public double GetAllRoundBaseScore(FightData roleData)
  222. {
  223. double baseScore = 0;
  224. for (int i = 0; i < CommonDataManager.Tables.TblFightScoreCfg.DataList.Count; i++)
  225. {
  226. baseScore += GetroundBaseScore(roleData, i + 1);
  227. }
  228. return baseScore;
  229. }
  230. private double GetRobotRoundBaseScore(FightData robotData, int roundId)
  231. {
  232. double partBaseScore = robotData.itemScoreList[roundId - 1];
  233. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena ||
  234. InstanceZonesDataManager.FightScene == ConstInstanceZonesType.FieldWork)
  235. {
  236. partBaseScore = partBaseScore * (1 + robotData.tagAddition / 10000f);
  237. }
  238. return partBaseScore;
  239. }
  240. private double GetRoundItemClickScore(int clickType)
  241. {
  242. //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
  243. double clickCoefficient = 0;
  244. switch (clickType)
  245. {
  246. case ClickType.MISS_CLICK:
  247. clickCoefficient = ConstScoreSystem.MISS_SCORE;
  248. break;
  249. case ClickType.GOOD_CLICK:
  250. clickCoefficient = ConstScoreSystem.GREAT_SCORE;
  251. break;
  252. case ClickType.PERFECT_CLICK:
  253. clickCoefficient = ConstScoreSystem.PERFECT_SCORE;
  254. break;
  255. }
  256. return clickCoefficient;
  257. }
  258. /// <summary>
  259. /// 获取词牌技能持续回合数
  260. /// </summary>
  261. /// <returns></returns>
  262. public List<int> GetRoundTime(int cardId, List<int> skillLvs)
  263. {
  264. List<int> roundTimes = new List<int>();
  265. List<PassivitySkillCfg> targetSkillCfgs =
  266. CommonDataManager.Tables.TblPassivitySkillCfg.GetGroup1ByCardId(cardId);
  267. for (int i = 0; i < targetSkillCfgs.Count; i++)
  268. {
  269. if (skillLvs.Count <= i) continue;
  270. int skillLv = skillLvs[i];
  271. PassivitySkillLvlCfg skillLvlCfg =
  272. CommonDataManager.Tables.TblPassivitySkillLvlCfg.Get(skillLv, targetSkillCfgs[i].SkillId);
  273. if (skillLvlCfg.BeginTime == SkillBeginTime.FIGHT_BEGIN &&
  274. UnityEngine.Random.Range(0, 10000) < skillLvlCfg.Probability)
  275. {
  276. roundTimes.Add(skillLvlCfg.RoundTime);
  277. }
  278. else
  279. {
  280. roundTimes.Add(0);
  281. }
  282. }
  283. return roundTimes;
  284. }
  285. /// <summary>
  286. /// 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
  287. /// </summary>
  288. /// <returns></returns>
  289. public List<PassivitySkillLvlCfg> GetValidSkills(int currentTime, int roundId, int cardId, List<int> skillLvs,
  290. int targetCardId, List<int> targetSkillLvs, List<int> roundTimes, List<int> targetRoundTimes)
  291. {
  292. List<PassivitySkillLvlCfg> skillCfgs = new List<PassivitySkillLvlCfg>();
  293. List<PassivitySkillCfg> targetSkillCfgs =
  294. CommonDataManager.Tables.TblPassivitySkillCfg.GetGroup1ByCardId(targetCardId);
  295. //找到敌方对我的减益技能
  296. List<int> nullifySkillIndex = new List<int>();
  297. if (targetSkillCfgs != null)
  298. {
  299. for (int i = 0; i < targetSkillCfgs.Count; i++)
  300. {
  301. if (targetSkillLvs.Count <= i) continue;
  302. PassivitySkillLvlCfg targetSkillLvlCfg =
  303. CommonDataManager.Tables.TblPassivitySkillLvlCfg.Get(targetSkillLvs[i],
  304. targetSkillCfgs[i].SkillId);
  305. if (CheckIsRightTime(targetSkillLvlCfg, currentTime, roundId))
  306. {
  307. bool isProbability = targetSkillLvlCfg.NullifySkillIndex > 0 &&
  308. UnityEngine.Random.Range(0, 10000) < targetSkillLvlCfg.Probability;
  309. if (targetSkillLvlCfg.BeginTime == SkillBeginTime.FIGHT_BEGIN && targetRoundTimes.Count > i &&
  310. roundId < targetRoundTimes[i]) isProbability = true;
  311. if (isProbability) nullifySkillIndex.Add(targetSkillLvlCfg.NullifySkillIndex);
  312. }
  313. }
  314. }
  315. List<PassivitySkillCfg> mySkillCfgs =
  316. CommonDataManager.Tables.TblPassivitySkillCfg.GetGroup1ByCardId(cardId);
  317. for (int i = 0; i < mySkillCfgs.Count; i++)
  318. {
  319. if (skillLvs.Count <= i) continue;
  320. PassivitySkillLvlCfg mySkillLvlCfg =
  321. CommonDataManager.Tables.TblPassivitySkillLvlCfg.Get(skillLvs[i], mySkillCfgs[i].SkillId);
  322. if (nullifySkillIndex.IndexOf(i + 1) >= 0) continue; //技能被对手失效
  323. if (CheckIsRightTime(mySkillLvlCfg, currentTime, roundId))
  324. {
  325. bool isProbability = UnityEngine.Random.Range(0, 10000) < mySkillLvlCfg.Probability;
  326. if ((mySkillLvlCfg.BeginTime == currentTime || roundId == mySkillLvlCfg.BeginTime) &&
  327. roundTimes != null /*&& roundId < roundTimes[i]*/)
  328. isProbability = true;
  329. else
  330. isProbability = false;
  331. if (isProbability) skillCfgs.Add(mySkillLvlCfg);
  332. }
  333. }
  334. return skillCfgs;
  335. }
  336. private bool CheckIsRightTime(PassivitySkillLvlCfg skillLvlCfg, int currentTime, int roundId)
  337. {
  338. if (skillLvlCfg.BeginTime == SkillBeginTime.FIGHT_BEGIN && currentTime == SkillBeginTime.ERVERY_ROUND_BEGIN
  339. || skillLvlCfg.BeginTime == SkillBeginTime.PERFECT_CLICK && currentTime == SkillBeginTime.PERFECT_CLICK
  340. || skillLvlCfg.BeginTime == SkillBeginTime.ERVERY_ROUND_BEGIN &&
  341. currentTime == SkillBeginTime.ERVERY_ROUND_BEGIN
  342. || skillLvlCfg.BeginTime == SkillBeginTime.ERVERY_ROUND_END &&
  343. currentTime == SkillBeginTime.ERVERY_ROUND_END
  344. || skillLvlCfg.BeginTime == SkillBeginTime.ALL_PERFECT_START &&
  345. currentTime == SkillBeginTime.ALL_PERFECT_START
  346. || skillLvlCfg.BeginTime == SkillBeginTime.FIGHT_BEGIN && currentTime == SkillBeginTime.FIGHT_BEGIN
  347. || skillLvlCfg.BeginTime <= SkillBeginTime.ROUND_6 &&
  348. currentTime == SkillBeginTime.ERVERY_ROUND_BEGIN && roundId == skillLvlCfg.BeginTime)
  349. {
  350. return true;
  351. }
  352. return false;
  353. }
  354. /// <summary>
  355. /// 本轮技能分数
  356. /// </summary>
  357. /// <param name="validSkills">有效技能列表</param>
  358. /// <param name="mainScore">总主属性</param>
  359. /// <returns></returns>
  360. public void GetRoundItemSkillScore(List<PassivitySkillLvlCfg> validSkills, double mainScore,
  361. double targetMainScore, out int skillScore, out int targetScore, out Dictionary<int, int> skillsToShowDic)
  362. {
  363. double _skillScore = 0;
  364. double _targetSkillScore = 0;
  365. skillsToShowDic = new Dictionary<int, int>();
  366. for (int i = 0; i < validSkills.Count; i++)
  367. {
  368. if (validSkills[i].Target == 1 && mainScore > 0) //作用自身
  369. {
  370. double score = mainScore * validSkills[i].Ratio / 10000;
  371. _skillScore += score;
  372. skillsToShowDic.Add(validSkills[i].SkillId, (int)Math.Ceiling(score));
  373. }
  374. else if (validSkills[i].Target == 2 && targetMainScore > 0) //作用对方
  375. {
  376. double score = mainScore * validSkills[i].Ratio / 10000;
  377. _targetSkillScore += score;
  378. skillsToShowDic.Add(validSkills[i].SkillId, (int)Math.Ceiling(score));
  379. }
  380. }
  381. skillScore = (int)Math.Ceiling(_skillScore);
  382. targetScore = (int)Math.Ceiling(_targetSkillScore);
  383. }
  384. /// <summary>
  385. /// 是否展示词牌效果
  386. /// </summary>
  387. /// <param name="cardId">词牌id</param>
  388. /// <param name="validSkills">被触发的有效技能列表</param>
  389. /// <returns></returns>
  390. public bool IsShowCard(int cardId, List<PassivitySkillLvlCfg> validSkills)
  391. {
  392. if (cardId <= 0) return false; //未选卡
  393. if (validSkills.Count == 0) return false; //本轮没有技能被触发不显示词牌
  394. List<PassivitySkillCfg> skillCfgs = CommonDataManager.Tables.TblPassivitySkillCfg.GetGroup1ByCardId(cardId);
  395. for (int i = 0; i < skillCfgs.Count; i++)
  396. {
  397. if (skillCfgs[i].MainSkill == 1)
  398. {
  399. return true;
  400. }
  401. }
  402. return false;
  403. }
  404. /// <summary>
  405. /// 登峰造极额外加分
  406. /// </summary>
  407. /// <param name="mainScore"></param>
  408. /// <returns></returns>
  409. public int GetAllCircleAddScore(FightData fightData)
  410. {
  411. //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
  412. double allPartsBaseScore = GetAllRoundBaseScore(fightData);
  413. return (int)Math.Ceiling((allPartsBaseScore + (double)fightData.baseScore) *
  414. ConstScoreSystem.PERFECT_SCORE * ConstScoreSystem.ALL_CIRCLE_SCORE);
  415. }
  416. /// <summary>
  417. /// 根据词牌Id获取 战斗选卡 界面显示配置
  418. /// </summary>
  419. /// <param name="cardId"></param>
  420. /// <returns></returns>
  421. public PassivitySkillCfg GetShowSkillCfg(int cardId)
  422. {
  423. List<PassivitySkillCfg> skillCfgs = CommonDataManager.Tables.TblPassivitySkillCfg.GetGroup1ByCardId(cardId);
  424. if (skillCfgs.Count <= 0)
  425. {
  426. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  427. return null;
  428. }
  429. for (int i = 0; i < skillCfgs.Count; i++)
  430. {
  431. if (skillCfgs[i].ShowSkill == 1)
  432. {
  433. // int skillLv = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
  434. return skillCfgs[i];
  435. }
  436. }
  437. return null;
  438. }
  439. /// <summary>
  440. /// 根据词牌Id获取评分主技能显示配置
  441. /// </summary>
  442. /// <param name="cardId"></param>
  443. /// <returns></returns>
  444. public PassivitySkillCfg GetMainSkillCfg(int cardId)
  445. {
  446. // Dictionary<int, List<PassivitySkillCfg>> cfgs = SkillDataManager.Instance.dicPassivitySkill[cardId];
  447. List<PassivitySkillCfg> skillCfgs = CommonDataManager.Tables.TblPassivitySkillCfg.GetGroup1ByCardId(cardId);
  448. if (skillCfgs.Count <= 0)
  449. {
  450. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  451. return null;
  452. }
  453. // foreach (int key in cfgs.Keys)
  454. // {
  455. for (int i = 0; i < skillCfgs.Count; i++)
  456. {
  457. if (skillCfgs[i].MainSkill == 1)
  458. {
  459. // int skillLV = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
  460. // PassivitySkillLvlCfgArray skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfg(skillLV, skillCfgs[i].skillId);
  461. // return cfgs[key][skillLV - 1];
  462. return skillCfgs[i];
  463. }
  464. }
  465. return null;
  466. }
  467. }
  468. }