| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472 |
- using System;
- using System.Collections.Generic;
- using System.Linq;
- using cfg.GfgCfg;
- using ET;
- using UnityEngine;
- namespace GFGGame
- {
- //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
- public class InstanceZonesDataManager
- {
- //所有副本关卡通用换装战斗是否使用推荐
- public static bool usedRecommend;
- //所有副本关卡通用
- public static int currentScoreType;
- //所有副本关卡通用
- public static int currentCardId = 0;
- //快速挑战挑战次数
- public static int FightTimes = 10;
- //是否速刷中
- public static bool isQuicklyFighting = false;
- //是否结算中
- public static bool isResultFighting = false;
- //战斗场景
- public static int FightScene;
- //战斗结算数据
- public static StoryFightResultData resultData;
- //是否战斗结算界面关闭
- public static bool isFightResultHide = false;
- public static List<string> currentFightTags;
- private static int _currentLevelCfgId;
- //所有副本关卡通用配置表的id
- public static int currentLevelCfgId
- {
- get { return _currentLevelCfgId; }
- set
- {
- _currentLevelCfgId = value;
- var levelCfg = CommonDataManager.Tables.TblStoryLevelCfg.GetOrDefault(_currentLevelCfgId);
- if (levelCfg.Type == ConstInstanceZonesType.Story)
- {
- MainStoryDataManager.currentLevelCfgId = _currentLevelCfgId;
- }
- if (string.IsNullOrEmpty(levelCfg.FightID))
- {
- currentFightTags = null;
- }
- else
- {
- StoryFightCfg storyFightCfg =
- CommonDataManager.Tables.TblStoryFightCfg.GetOrDefault(int.Parse(levelCfg.FightID));
- currentFightTags = storyFightCfg.NeedTags;
- }
- }
- }
- //所有副本关卡通用
- public static int currentLevelOrder
- {
- get
- {
- var levelCfg = CommonDataManager.Tables.TblStoryLevelCfg.GetOrDefault(_currentLevelCfgId);
- return levelCfg.Order;
- }
- }
- private static FightData _roleData = new FightData();
- public static FightData roleData
- {
- get { return GetMyFightRoleData(); }
- }
- private static FightData _targetData = new FightData();
- public static FightData targetData
- {
- get { return GetFightTargetData(); }
- }
- //获取玩家战斗数据
- private static FightData GetMyFightRoleData()
- {
- _roleData.name = RoleDataManager.roleName;
- _roleData.scoreType = InstanceZonesDataManager.currentScoreType;
- _roleData.baseScore = CommonDataManager.Tables.TblRoleLevelCfg.GetOrDefault(RoleDataManager.lvl).BaseScore;
- if (_roleData.scoreType != 0)
- _roleData.leagueSkillScore = LeagueDataManager.Instance.GetAllSkillScore(_roleData.scoreType);
- _roleData.cardId = InstanceZonesDataManager.currentCardId;
- ; //词牌id
- CardData cardData = CardDataManager.GetCardDataById(_roleData.cardId);
- _roleData.cardScore =
- _roleData.cardId <= 0 || cardData == null ? 0 : cardData.scores[_roleData.scoreType]; //词牌对应主题的属性分数
- StoryLevelCfg levelCfg =
- CommonDataManager.Tables.TblStoryLevelCfg.GetOrDefault(InstanceZonesDataManager.currentLevelCfgId);
- if (levelCfg != null && !string.IsNullOrEmpty(levelCfg.FightID))
- {
- StoryFightCfg fightCfg =
- CommonDataManager.Tables.TblStoryFightCfg.GetOrDefault(int.Parse(levelCfg.FightID));
- _roleData.tags = fightCfg.NeedTags; ////本次战斗要求的标签
- }
- if (_roleData.cardId > 0)
- {
- _roleData.skillLvs = SkillDataManager.Instance.GetCardSkillLvs(_roleData.cardId);
- }
- _roleData.type = FightTargetType.PLAYER;
- _roleData.headId = RoleDataManager.headId;
- _roleData.itemList = MyDressUpHelper.dressUpObj.itemList;
- FightDataManager.Instance.SetItemScoreList(_roleData);
- ScoreSystemData.Instance.SetEquipScoresWithPartId(_roleData);
- return _roleData;
- }
- //获取副本机器人战斗数据
- public static FightData GetFightTargetData()
- {
- StoryLevelCfg levelCfg =
- CommonDataManager.Tables.TblStoryLevelCfg.GetOrDefault(InstanceZonesDataManager.currentLevelCfgId);
- StoryFightCfg fightCfg =
- CommonDataManager.Tables.TblStoryFightCfg.GetOrDefault(int.Parse(levelCfg.FightID));
- _targetData.name = fightCfg.TargetName;
- _targetData.scoreType = InstanceZonesDataManager.currentScoreType; //本次战斗的主题
- _targetData.baseScore = fightCfg.TargetBaseScore;
- _targetData.leagueSkillScore = 0;
- _targetData.cardId = fightCfg.TargetCardId;
- _targetData.cardScore = fightCfg.TargetCardScore;
- _targetData.tags = fightCfg.NeedTags;
- List<PassivitySkillCfg> skillCfgs = CommonDataManager.Tables.TblPassivitySkillCfg.DataList
- .Where(a => a.CardId == _targetData.cardId).ToList();
- _targetData.skillLvs.Clear();
- for (int i = 0; i < skillCfgs.Count; i++)
- {
- _targetData.skillLvs.Add(fightCfg.TargetSkillLvs);
- }
- _targetData.itemScoreList.Clear();
- for (int i = 0; i < fightCfg.TargetPartsScore.Count; i++)
- {
- _targetData.itemScoreList.Add(fightCfg.TargetPartsScore[i]);
- }
- _targetData.type = FightTargetType.ROBOT;
- _targetData.res = fightCfg.TargetRes;
- return _targetData;
- }
- //副本通关状态,key为CalculateHelper.GenerateInstanceZonesLevelStateKey,值为通到关卡编号
- private static Dictionary<int, int> _passLevelDic = new Dictionary<int, int>();
- //关卡最高分数记录
- private static Dictionary<int, int> _highestScoreDic = new Dictionary<int, int>();
- //关卡星数记录
- private static Dictionary<int, int> _starDic = new Dictionary<int, int>();
- public static void InitScoreList(List<int> ks, List<int> vs)
- {
- usedRecommend = false;
- _highestScoreDic.Clear();
- for (var i = 0; i < ks.Count; ++i)
- {
- _highestScoreDic.Add(ks[i], vs[i]);
- }
- }
- public static void InitStarList(List<int> ks, List<int> vs)
- {
- _starDic.Clear();
- for (var i = 0; i < ks.Count; ++i)
- {
- _starDic.Add(ks[i], vs[i]);
- }
- }
- //检查更新最高分
- public static void TryUpdateScore(int levelCfgId, int score)
- {
- _highestScoreDic.TryGetValue(levelCfgId, out var scoreHighest);
- if (score > scoreHighest)
- {
- _highestScoreDic[levelCfgId] = score;
- }
- }
- public static int GetScoreHighest(int levelID)
- {
- if (_highestScoreDic.ContainsKey(levelID))
- {
- return _highestScoreDic[levelID];
- }
- return 0;
- }
- //检查并更新关卡星数
- public static void TryUpdateLevelStar(int levelCfgId, int star)
- {
- _starDic.TryGetValue(levelCfgId, out var OldStar);
- if (star > OldStar)
- {
- _starDic[levelCfgId] = star;
- }
- }
- public static int GetStarCountHistory(int levelCfgId)
- {
- _starDic.TryGetValue(levelCfgId, out var star);
- return star;
- }
- public static int GetChapterStarCount(int chapterID, int type, int subType)
- {
- var star = 0;
- foreach (var item in _starDic)
- {
- var levelCfg = CommonDataManager.Tables.TblStoryLevelCfg.GetOrDefault(item.Key);
- if (levelCfg == null) continue;
- if (levelCfg.ChapterId == chapterID && levelCfg.Type == type && levelCfg.SubType == subType)
- {
- star += item.Value;
- }
- }
- return star;
- }
- public static void InitLevelPass(List<int> ks, List<int> vs)
- {
- _passLevelDic.Clear();
- for (var i = 0; i < ks.Count; ++i)
- {
- _passLevelDic[ks[i]] = vs[i];
- }
- }
- /// <summary>
- /// 设置某关卡通过,参数为关卡配置id
- /// </summary>
- /// <param name="levelCfgId"></param>
- public static void TrySetLevelPass(int levelCfgId)
- {
- if (!CheckLevelPass(levelCfgId))
- {
- var levelCfg = CommonDataManager.Tables.TblStoryLevelCfg.GetOrDefault(levelCfgId);
- var key = CalculateHelper.GenerateInstanceZonesLevelStateKey(levelCfg.Type, levelCfg.SubType,
- levelCfg.ChapterId);
- _passLevelDic[key] = levelCfgId;
- }
- }
- /// <summary>
- /// 获取副本通关关卡
- /// </summary>
- /// <param name="type" value="副本类型"></param>
- /// <param name="subType" value="章节id"></param>
- /// <returns></returns>
- public static int GetPassLevelCfgId(int type, int subType, int chapterId)
- {
- var key = CalculateHelper.GenerateInstanceZonesLevelStateKey(type, subType, chapterId);
- if (_passLevelDic.TryGetValue(key, out var value))
- {
- return value;
- }
- return 0;
- }
- /// <summary>
- /// 获取通关关卡的编号
- /// </summary>
- /// <param name="type"></param>
- /// <param name="subType"></param>
- /// <param name="chapterId"></param>
- /// <returns></returns>
- public static int GetPassLevelOrder(int type, int subType, int chapterId)
- {
- var levelCfgId = GetPassLevelCfgId(type, subType, chapterId);
- if (levelCfgId == 0)
- {
- return 0;
- }
- var levelCfg = CommonDataManager.Tables.TblStoryLevelCfg.GetOrDefault(levelCfgId);
- if (levelCfg != null)
- {
- return levelCfg.Order;
- }
- return 0;
- }
- /// <summary>
- /// 检查某关卡是否通过,参数为关卡配置id
- /// </summary>
- /// <param name="levelCfgId"></param>
- /// <returns></returns>
- public static bool CheckLevelPass(int levelCfgId)
- {
- var levelCfg = CommonDataManager.Tables.TblStoryLevelCfg.GetOrDefault(levelCfgId);
- if (levelCfg != null)
- {
- var passLevelOrder = GetPassLevelOrder(levelCfg.Type, levelCfg.SubType, levelCfg.ChapterId);
- return levelCfg.Order <= passLevelOrder;
- }
- return false;
- }
- /// <summary>
- /// 检查某章是否通关
- /// </summary>
- /// <param name="type"></param>
- /// <param name="subType"></param>
- /// <param name="chapterId"></param>
- /// <param name="levelCount"></param>
- /// <returns></returns>
- public static bool CheckChapterPass(int type, int subType, int chapterId, int levelCount)
- {
- var chapterCfg = CommonDataManager.Tables.TblStoryChapterCfg.GetOrDefault(chapterId);
- if (chapterCfg != null)
- {
- var passLevelOrder = InstanceZonesDataManager.GetPassLevelOrder(type, subType, chapterId);
- if (levelCount <= passLevelOrder)
- {
- return true;
- }
- }
- return false;
- }
- public static int GetResultStarCount(int score)
- {
- return CalculateHelper.GetStoryChapterStar(currentLevelCfgId, score);
- }
- public static bool GetFightResult(int score, out int npcScore)
- {
- npcScore = 0;
- bool equipedNeeded = MyDressUpHelper.CheckEquipedFightNeeded();
- if (!equipedNeeded)
- {
- PromptController.Instance.ShowFloatTextPrompt("未穿必需物品");
- return false; //没穿必需品
- }
- StoryLevelCfg levelCfg = CommonDataManager.Tables.TblStoryLevelCfg.GetOrDefault(currentLevelCfgId);
- StoryFightCfg fightCfg =
- CommonDataManager.Tables.TblStoryFightCfg.GetOrDefault(int.Parse(levelCfg.FightID));
- bool hasFightTarget = fightCfg.TargetName != null && fightCfg.TargetName.Length > 0;
- if (hasFightTarget)
- {
- npcScore = FightDataManager.Instance.npcTotalScore;
- if (score > npcScore)
- {
- return true; //分数低于对战对象
- }
- }
- else
- {
- int starCount = GetResultStarCount(score);
- if (starCount > 0)
- {
- return true; //低于一星
- }
- }
- return false;
- }
- public static void GetCanFightTime(int type, int subType, int levelCfgId, out int times, out string title)
- {
- var levelCfg = CommonDataManager.Tables.TblStoryLevelCfg.GetOrDefault(levelCfgId);
- //不需要消耗体力
- if (levelCfg.Power == 0)
- {
- times = GameConst.MAX_COUNT_FIGHT_QUICKLY;
- //神都宸游
- if (levelCfg.Type == ConstInstanceZonesType.PureFight)
- {
- var activityFightCfg =
- CommonDataManager.Tables.TblActivityFightCfg.GetOrDefault(levelCfg.ChapterId);
- RoleLimitData limitData = RoleLimitDataManager.GetLimitData(activityFightCfg.Limit);
- times = limitData.TotalPlayMax - limitData.PlayTimes;
- }
- }
- else
- {
- times = (int)Math.Floor((float)RoleDataManager.power / levelCfg.Power); //体力次数
- }
- times = Math.Min(GameConst.MAX_COUNT_FIGHT_QUICKLY, times);
- title = "";
- if (type == ConstInstanceZonesType.Studio)
- {
- var studioCfg = CommonDataManager.Tables.TblStudioCfg.GetOrDefault(levelCfg.ChapterId);
- var limitData = RoleLimitDataManager.GetLimitData(studioCfg.Limit);
- times = Math.Min(times, limitData.TotalPlayMax - limitData.PlayTimes);
- }
- else if (type == ConstInstanceZonesType.PureFight && subType == 1)
- {
- var zcjbFightCfg = CommonDataManager.Tables.TblActivityFightCfg.GetOrDefault(levelCfg.ChapterId);
- var limitData = RoleLimitDataManager.GetLimitData(zcjbFightCfg.Limit);
- times = Math.Min(times, 10);
- }
- else if (type == ConstInstanceZonesType.PureFight && subType == 2)
- {
- var activityFightCfg = CommonDataManager.Tables.TblActivityFightCfg.GetOrDefault(levelCfg.ChapterId);
- RoleLimitData limitData = RoleLimitDataManager.GetLimitData(activityFightCfg.Limit);
- int time = limitData.TotalPlayMax - limitData.PlayTimes;
- times = Math.Min(times, time);
- }
- else if (type == 1 && subType == 1)
- {
- //精英关卡特殊处理
- RoleLimitData limitData = RoleLimitDataManager.GetLimitData(50);
- int time = limitData.TotalPlayMax - limitData.PlayTimes;
- times = Math.Min(times, time);
- }
- title = string.Format("挑战{0}次", NumberUtil.GetChiniseNumberText(times));
- }
- public static void GetTotalProgress(out int count, out int totalCount)
- {
- List<StoryChapterCfg> storyChapters =
- CommonDataManager.Tables.TblStoryChapterCfg.DataList
- .Where(a => a.SubType == ConstInstanceZonesSubType.Normal).ToList();
- totalCount = storyChapters.Count;
- count = 0;
- for (int i = 0; i < storyChapters.Count; i++)
- {
- bool isPass = InstanceZonesDataManager.CheckChapterPass(storyChapters[i].Type, storyChapters[i].SubType,
- storyChapters[i].Id, storyChapters[i].LevelCount);
- if (isPass)
- {
- count++;
- }
- else
- {
- break;
- }
- }
- }
- }
- }
|