InstanceZonesDataManager.cs 17 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. namespace GFGGame
  8. {
  9. //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
  10. public class InstanceZonesDataManager
  11. {
  12. //所有副本关卡通用换装战斗是否使用推荐
  13. public static bool usedRecommend;
  14. //所有副本关卡通用
  15. public static int currentScoreType;
  16. //所有副本关卡通用
  17. public static int currentCardId = 0;
  18. //快速挑战挑战次数
  19. public static int FightTimes = 10;
  20. //是否速刷中
  21. public static bool isQuicklyFighting = false;
  22. //是否结算中
  23. public static bool isResultFighting = false;
  24. //战斗场景
  25. public static int FightScene;
  26. //战斗结算数据
  27. public static StoryFightResultData resultData;
  28. //是否战斗结算界面关闭
  29. public static bool isFightResultHide = false;
  30. public static List<string> currentFightTags;
  31. private static int _currentLevelCfgId;
  32. //所有副本关卡通用配置表的id
  33. public static int currentLevelCfgId
  34. {
  35. get { return _currentLevelCfgId; }
  36. set
  37. {
  38. _currentLevelCfgId = value;
  39. var levelCfg = CommonDataManager.Tables.TblStoryLevelCfg.GetOrDefault(_currentLevelCfgId);
  40. if (levelCfg.Type == ConstInstanceZonesType.Story)
  41. {
  42. MainStoryDataManager.currentLevelCfgId = _currentLevelCfgId;
  43. }
  44. if (string.IsNullOrEmpty(levelCfg.FightID))
  45. {
  46. currentFightTags = null;
  47. }
  48. else
  49. {
  50. StoryFightCfg storyFightCfg =
  51. CommonDataManager.Tables.TblStoryFightCfg.GetOrDefault(int.Parse(levelCfg.FightID));
  52. currentFightTags = storyFightCfg.NeedTags;
  53. }
  54. }
  55. }
  56. //所有副本关卡通用
  57. public static int currentLevelOrder
  58. {
  59. get
  60. {
  61. var levelCfg = CommonDataManager.Tables.TblStoryLevelCfg.GetOrDefault(_currentLevelCfgId);
  62. return levelCfg.Order;
  63. }
  64. }
  65. private static FightData _roleData = new FightData();
  66. public static FightData roleData
  67. {
  68. get { return GetMyFightRoleData(); }
  69. }
  70. private static FightData _targetData = new FightData();
  71. public static FightData targetData
  72. {
  73. get { return GetFightTargetData(); }
  74. }
  75. //获取玩家战斗数据
  76. private static FightData GetMyFightRoleData()
  77. {
  78. _roleData.name = RoleDataManager.roleName;
  79. _roleData.scoreType = InstanceZonesDataManager.currentScoreType;
  80. _roleData.baseScore = CommonDataManager.Tables.TblRoleLevelCfg.GetOrDefault(RoleDataManager.lvl).BaseScore;
  81. if (_roleData.scoreType != 0)
  82. _roleData.leagueSkillScore = LeagueDataManager.Instance.GetAllSkillScore(_roleData.scoreType);
  83. _roleData.cardId = InstanceZonesDataManager.currentCardId;
  84. ; //词牌id
  85. CardData cardData = CardDataManager.GetCardDataById(_roleData.cardId);
  86. _roleData.cardScore =
  87. _roleData.cardId <= 0 || cardData == null ? 0 : cardData.scores[_roleData.scoreType]; //词牌对应主题的属性分数
  88. StoryLevelCfg levelCfg =
  89. CommonDataManager.Tables.TblStoryLevelCfg.GetOrDefault(InstanceZonesDataManager.currentLevelCfgId);
  90. if (levelCfg != null && !string.IsNullOrEmpty(levelCfg.FightID))
  91. {
  92. StoryFightCfg fightCfg =
  93. CommonDataManager.Tables.TblStoryFightCfg.GetOrDefault(int.Parse(levelCfg.FightID));
  94. _roleData.tags = fightCfg.NeedTags; ////本次战斗要求的标签
  95. }
  96. if (_roleData.cardId > 0)
  97. {
  98. _roleData.skillLvs = SkillDataManager.Instance.GetCardSkillLvs(_roleData.cardId);
  99. }
  100. _roleData.type = FightTargetType.PLAYER;
  101. _roleData.headId = RoleDataManager.headId;
  102. _roleData.itemList = MyDressUpHelper.dressUpObj.itemList;
  103. FightDataManager.Instance.SetItemScoreList(_roleData);
  104. ScoreSystemData.Instance.SetEquipScoresWithPartId(_roleData);
  105. return _roleData;
  106. }
  107. //获取副本机器人战斗数据
  108. public static FightData GetFightTargetData()
  109. {
  110. StoryLevelCfg levelCfg =
  111. CommonDataManager.Tables.TblStoryLevelCfg.GetOrDefault(InstanceZonesDataManager.currentLevelCfgId);
  112. StoryFightCfg fightCfg =
  113. CommonDataManager.Tables.TblStoryFightCfg.GetOrDefault(int.Parse(levelCfg.FightID));
  114. _targetData.name = fightCfg.TargetName;
  115. _targetData.scoreType = InstanceZonesDataManager.currentScoreType; //本次战斗的主题
  116. _targetData.baseScore = fightCfg.TargetBaseScore;
  117. _targetData.leagueSkillScore = 0;
  118. _targetData.cardId = fightCfg.TargetCardId;
  119. _targetData.cardScore = fightCfg.TargetCardScore;
  120. _targetData.tags = fightCfg.NeedTags;
  121. List<PassivitySkillCfg> skillCfgs = CommonDataManager.Tables.TblPassivitySkillCfg.DataList
  122. .Where(a => a.CardId == _targetData.cardId).ToList();
  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,
  223. levelCfg.ChapterId);
  224. _passLevelDic[key] = levelCfgId;
  225. }
  226. }
  227. /// <summary>
  228. /// 获取副本通关关卡
  229. /// </summary>
  230. /// <param name="type" value="副本类型"></param>
  231. /// <param name="subType" value="章节id"></param>
  232. /// <returns></returns>
  233. public static int GetPassLevelCfgId(int type, int subType, int chapterId)
  234. {
  235. var key = CalculateHelper.GenerateInstanceZonesLevelStateKey(type, subType, chapterId);
  236. if (_passLevelDic.TryGetValue(key, out var value))
  237. {
  238. return value;
  239. }
  240. return 0;
  241. }
  242. /// <summary>
  243. /// 获取通关关卡的编号
  244. /// </summary>
  245. /// <param name="type"></param>
  246. /// <param name="subType"></param>
  247. /// <param name="chapterId"></param>
  248. /// <returns></returns>
  249. public static int GetPassLevelOrder(int type, int subType, int chapterId)
  250. {
  251. var levelCfgId = GetPassLevelCfgId(type, subType, chapterId);
  252. if (levelCfgId == 0)
  253. {
  254. return 0;
  255. }
  256. var levelCfg = CommonDataManager.Tables.TblStoryLevelCfg.GetOrDefault(levelCfgId);
  257. if (levelCfg != null)
  258. {
  259. return levelCfg.Order;
  260. }
  261. return 0;
  262. }
  263. /// <summary>
  264. /// 检查某关卡是否通过,参数为关卡配置id
  265. /// </summary>
  266. /// <param name="levelCfgId"></param>
  267. /// <returns></returns>
  268. public static bool CheckLevelPass(int levelCfgId)
  269. {
  270. var levelCfg = CommonDataManager.Tables.TblStoryLevelCfg.GetOrDefault(levelCfgId);
  271. if (levelCfg != null)
  272. {
  273. var passLevelOrder = GetPassLevelOrder(levelCfg.Type, levelCfg.SubType, levelCfg.ChapterId);
  274. return levelCfg.Order <= passLevelOrder;
  275. }
  276. return false;
  277. }
  278. /// <summary>
  279. /// 检查某章是否通关
  280. /// </summary>
  281. /// <param name="type"></param>
  282. /// <param name="subType"></param>
  283. /// <param name="chapterId"></param>
  284. /// <param name="levelCount"></param>
  285. /// <returns></returns>
  286. public static bool CheckChapterPass(int type, int subType, int chapterId, int levelCount)
  287. {
  288. var chapterCfg = CommonDataManager.Tables.TblStoryChapterCfg.GetOrDefault(chapterId);
  289. if (chapterCfg != null)
  290. {
  291. var passLevelOrder = InstanceZonesDataManager.GetPassLevelOrder(type, subType, chapterId);
  292. if (levelCount <= passLevelOrder)
  293. {
  294. return true;
  295. }
  296. }
  297. return false;
  298. }
  299. public static int GetResultStarCount(int score)
  300. {
  301. return CalculateHelper.GetStoryChapterStar(currentLevelCfgId, score);
  302. }
  303. public static bool GetFightResult(int score, out int npcScore)
  304. {
  305. npcScore = 0;
  306. bool equipedNeeded = MyDressUpHelper.CheckEquipedFightNeeded();
  307. if (!equipedNeeded)
  308. {
  309. PromptController.Instance.ShowFloatTextPrompt("未穿必需物品");
  310. return false; //没穿必需品
  311. }
  312. StoryLevelCfg levelCfg = CommonDataManager.Tables.TblStoryLevelCfg.GetOrDefault(currentLevelCfgId);
  313. StoryFightCfg fightCfg =
  314. CommonDataManager.Tables.TblStoryFightCfg.GetOrDefault(int.Parse(levelCfg.FightID));
  315. bool hasFightTarget = fightCfg.TargetName != null && fightCfg.TargetName.Length > 0;
  316. if (hasFightTarget)
  317. {
  318. npcScore = FightDataManager.Instance.npcTotalScore;
  319. if (score > npcScore)
  320. {
  321. return true; //分数低于对战对象
  322. }
  323. }
  324. else
  325. {
  326. int starCount = GetResultStarCount(score);
  327. if (starCount > 0)
  328. {
  329. return true; //低于一星
  330. }
  331. }
  332. return false;
  333. }
  334. public static void GetCanFightTime(int type, int subType, int levelCfgId, out int times, out string title)
  335. {
  336. var levelCfg = CommonDataManager.Tables.TblStoryLevelCfg.GetOrDefault(levelCfgId);
  337. //不需要消耗体力
  338. if (levelCfg.Power == 0)
  339. {
  340. times = GameConst.MAX_COUNT_FIGHT_QUICKLY;
  341. //神都宸游
  342. if (levelCfg.Type == ConstInstanceZonesType.PureFight)
  343. {
  344. var activityFightCfg =
  345. CommonDataManager.Tables.TblActivityFightCfg.GetOrDefault(levelCfg.ChapterId);
  346. RoleLimitData limitData = RoleLimitDataManager.GetLimitData(activityFightCfg.Limit);
  347. times = limitData.TotalPlayMax - limitData.PlayTimes;
  348. }
  349. }
  350. else
  351. {
  352. times = (int)Math.Floor((float)RoleDataManager.power / levelCfg.Power); //体力次数
  353. }
  354. times = Math.Min(GameConst.MAX_COUNT_FIGHT_QUICKLY, times);
  355. title = "";
  356. if (type == ConstInstanceZonesType.Studio)
  357. {
  358. var studioCfg = CommonDataManager.Tables.TblStudioCfg.GetOrDefault(levelCfg.ChapterId);
  359. var limitData = RoleLimitDataManager.GetLimitData(studioCfg.Limit);
  360. times = Math.Min(times, limitData.TotalPlayMax - limitData.PlayTimes);
  361. }
  362. else if (type == ConstInstanceZonesType.PureFight && subType == 1)
  363. {
  364. var zcjbFightCfg = CommonDataManager.Tables.TblActivityFightCfg.GetOrDefault(levelCfg.ChapterId);
  365. var limitData = RoleLimitDataManager.GetLimitData(zcjbFightCfg.Limit);
  366. times = Math.Min(times, 10);
  367. }
  368. else if (type == ConstInstanceZonesType.PureFight && subType == 2)
  369. {
  370. var activityFightCfg = CommonDataManager.Tables.TblActivityFightCfg.GetOrDefault(levelCfg.ChapterId);
  371. RoleLimitData limitData = RoleLimitDataManager.GetLimitData(activityFightCfg.Limit);
  372. int time = limitData.TotalPlayMax - limitData.PlayTimes;
  373. times = Math.Min(times, time);
  374. }
  375. else if (type == 1 && subType == 1)
  376. {
  377. //精英关卡特殊处理
  378. RoleLimitData limitData = RoleLimitDataManager.GetLimitData(50);
  379. int time = limitData.TotalPlayMax - limitData.PlayTimes;
  380. times = Math.Min(times, time);
  381. }
  382. title = string.Format("挑战{0}次", NumberUtil.GetChiniseNumberText(times));
  383. }
  384. public static void GetTotalProgress(out int count, out int totalCount)
  385. {
  386. List<StoryChapterCfg> storyChapters =
  387. CommonDataManager.Tables.TblStoryChapterCfg.DataList
  388. .Where(a => a.SubType == ConstInstanceZonesSubType.Normal).ToList();
  389. totalCount = storyChapters.Count;
  390. count = 0;
  391. for (int i = 0; i < storyChapters.Count; i++)
  392. {
  393. bool isPass = InstanceZonesDataManager.CheckChapterPass(storyChapters[i].Type, storyChapters[i].SubType,
  394. storyChapters[i].Id, storyChapters[i].LevelCount);
  395. if (isPass)
  396. {
  397. count++;
  398. }
  399. else
  400. {
  401. break;
  402. }
  403. }
  404. }
  405. }
  406. }