|
@@ -11,19 +11,19 @@ namespace GFGGame
|
|
public const int GOOD_CLICK = 1;
|
|
public const int GOOD_CLICK = 1;
|
|
public const int PERFECT_CLICK = 2;
|
|
public const int PERFECT_CLICK = 2;
|
|
}
|
|
}
|
|
- public class BeginTime
|
|
|
|
|
|
+ public class SkillBeginTime
|
|
{
|
|
{
|
|
- public const int PART_SCORE_1 = 1;//作用第一回合
|
|
|
|
- public const int PART_SCORE_2 = 2;//作用第二回合
|
|
|
|
- public const int PART_SCORE_3 = 3;//作用第三回合
|
|
|
|
- public const int PART_SCORE_4 = 4;//作用第四回合
|
|
|
|
- public const int PART_SCORE_5 = 5;//作用第五回合
|
|
|
|
- public const int PART_SCORE_6 = 6;//作用第六回合
|
|
|
|
- public const int PART_ALL_FIGHT_BEGIN = 7;//对战开始
|
|
|
|
- public const int PART_PERFECT_CLICK = 8;//每次完美点击
|
|
|
|
- public const int PART_FIGHT_BEGIN = 9;//每回合开始
|
|
|
|
- public const int PART_FIGHT_END = 10;//每回合结束
|
|
|
|
- public const int ALL_PERFECT_START = 11;//登封造极开始
|
|
|
|
|
|
+ public const int ROUND_1 = 1;//作用第一回合
|
|
|
|
+ public const int ROUND_2 = 2;//作用第二回合
|
|
|
|
+ public const int ROUND_3 = 3;//作用第三回合
|
|
|
|
+ public const int ROUND_4 = 4;//作用第四回合
|
|
|
|
+ public const int ROUND_5 = 5;//作用第五回合
|
|
|
|
+ public const int ROUND_6 = 6;//作用第六回合
|
|
|
|
+ public const int FIGHT_BEGIN = 7;//对战开始
|
|
|
|
+ public const int PERFECT_CLICK = 8;//每次完美点击
|
|
|
|
+ public const int ERVERY_ROUND_BEGIN = 9;//每回合开始
|
|
|
|
+ public const int ERVERY_ROUND_END = 10;//每回合结束
|
|
|
|
+ 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)
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
@@ -89,7 +89,7 @@ namespace GFGGame
|
|
|
|
|
|
for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
|
|
for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
|
|
{
|
|
{
|
|
- baseScore += GetPartBaseScore(roleData, i + 1);
|
|
|
|
|
|
+ baseScore += GetroundBaseScore(roleData, i + 1);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
@@ -105,27 +105,27 @@ namespace GFGGame
|
|
|
|
|
|
for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
|
|
for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
|
|
{
|
|
{
|
|
- partScore += GetRobotPartBaseScore(robotData, i + 1);
|
|
|
|
|
|
+ partScore += GetRobotRoundBaseScore(robotData, i + 1);
|
|
}
|
|
}
|
|
return (partScore + robotData.baseScore + robotData.leagueSkillScore + robotData.cardScore) * ConstScoreSystem.MAIN_SCORE;
|
|
return (partScore + robotData.baseScore + robotData.leagueSkillScore + robotData.cardScore) * ConstScoreSystem.MAIN_SCORE;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
/// <summary>
|
|
- /// 部件评分
|
|
|
|
|
|
+ /// 回合评分
|
|
/// </summary>
|
|
/// </summary>
|
|
- /// <param name="partId">部件id</param>
|
|
|
|
|
|
+ /// <param name="roundId">部件id</param>
|
|
/// <param name="clickType">点击状态0:miss,1:优秀,2:完美</param>
|
|
/// <param name="clickType">点击状态0:miss,1:优秀,2:完美</param>
|
|
/// <param name="mainScore">总主属性</param>
|
|
/// <param name="mainScore">总主属性</param>
|
|
/// <param name="type">评分部位</param>
|
|
/// <param name="type">评分部位</param>
|
|
/// <param name="showCard">是否展示词牌效果</param>
|
|
/// <param name="showCard">是否展示词牌效果</param>
|
|
/// <returns></returns>
|
|
/// <returns></returns>
|
|
- public int GetPartScore(FightData roleData, int partId, int clickType, double skillScore)
|
|
|
|
|
|
+ public int GetRoundScore(FightData roleData, int roundId, int clickType, double skillScore)
|
|
{
|
|
{
|
|
|
|
|
|
//部件评分=部件基础分*部件系数
|
|
//部件评分=部件基础分*部件系数
|
|
//词牌评分=总属性*技能配表百分比
|
|
//词牌评分=总属性*技能配表百分比
|
|
- double partBaseScore = GetPartBaseScore(roleData, partId);
|
|
|
|
|
|
+ double partBaseScore = GetroundBaseScore(roleData, roundId);
|
|
|
|
|
|
double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
|
|
double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
|
|
|
|
|
|
@@ -133,7 +133,7 @@ namespace GFGGame
|
|
long leagueSkillScore = roleData.leagueSkillScore;
|
|
long leagueSkillScore = roleData.leagueSkillScore;
|
|
int cardScore = roleData.cardScore;
|
|
int cardScore = roleData.cardScore;
|
|
|
|
|
|
- double clickCoefficient = GetPartItemClickScore(clickType);
|
|
|
|
|
|
+ double clickCoefficient = GetRoundItemClickScore(clickType);
|
|
//start------------------------------------------------------
|
|
//start------------------------------------------------------
|
|
//本段注释为上个版本的计算公式,留做备份参考
|
|
//本段注释为上个版本的计算公式,留做备份参考
|
|
//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)
|
|
//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)
|
|
@@ -145,11 +145,11 @@ namespace GFGGame
|
|
return Math.Max(0, score);
|
|
return Math.Max(0, score);
|
|
}
|
|
}
|
|
|
|
|
|
- public int GetRobotPartScore(FightData robotData, int partId, int clickType, double skillScore)
|
|
|
|
|
|
+ public int GetRobotRoundScore(FightData robotData, int roundId, int clickType, double skillScore)
|
|
{
|
|
{
|
|
//部件评分=部件基础分*部件系数
|
|
//部件评分=部件基础分*部件系数
|
|
//词牌评分=总属性*技能配表百分比
|
|
//词牌评分=总属性*技能配表百分比
|
|
- double partBaseScore = GetRobotPartBaseScore(robotData, partId);
|
|
|
|
|
|
+ double partBaseScore = GetRobotRoundBaseScore(robotData, roundId);
|
|
|
|
|
|
double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
|
|
double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
|
|
|
|
|
|
@@ -157,7 +157,7 @@ namespace GFGGame
|
|
long leagueSkillScore = robotData.leagueSkillScore;
|
|
long leagueSkillScore = robotData.leagueSkillScore;
|
|
int cardScore = robotData.cardScore;
|
|
int cardScore = robotData.cardScore;
|
|
|
|
|
|
- double clickCoefficient = GetPartItemClickScore(clickType);
|
|
|
|
|
|
+ double clickCoefficient = GetRoundItemClickScore(clickType);
|
|
//start------------------------------------------------------
|
|
//start------------------------------------------------------
|
|
//本段注释为上个版本的计算公式,留做备份参考
|
|
//本段注释为上个版本的计算公式,留做备份参考
|
|
//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)
|
|
//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)
|
|
@@ -170,21 +170,21 @@ namespace GFGGame
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// <summary>
|
|
- /// 部件基础评分
|
|
|
|
|
|
+ /// 回合基础评分
|
|
/// </summary>
|
|
/// </summary>
|
|
- /// <param name="partId">评分部位</param>
|
|
|
|
|
|
+ /// <param name="roundId">评分部位</param>
|
|
/// <returns></returns>
|
|
/// <returns></returns>
|
|
- public double GetPartBaseScore(FightData roleData, int partId)
|
|
|
|
|
|
+ public double GetroundBaseScore(FightData roleData, int roundId)
|
|
{
|
|
{
|
|
double partScore = 0;
|
|
double partScore = 0;
|
|
double tagScore = 0;
|
|
double tagScore = 0;
|
|
int tagCount = 0;
|
|
int tagCount = 0;
|
|
- if (!roleData.partListDic.ContainsKey(partId) || roleData.partListDic[partId].Count == 0) return partScore;
|
|
|
|
|
|
+ if (!roleData.partListDic.ContainsKey(roundId) || roleData.partListDic[roundId].Count == 0) return partScore;
|
|
|
|
|
|
- List<int> partList = roleData.partListDic[partId];
|
|
|
|
|
|
+ List<int> partList = roleData.partListDic[roundId];
|
|
for (int i = 0; i < partList.Count; i++)
|
|
for (int i = 0; i < partList.Count; i++)
|
|
{
|
|
{
|
|
- partScore += roleData.partScoreListDic[partId][i];
|
|
|
|
|
|
+ partScore += roleData.partScoreListDic[roundId][i];
|
|
tagScore += ItemDataManager.GetItemTagScore(partList[i], roleData.tags);
|
|
tagScore += ItemDataManager.GetItemTagScore(partList[i], roleData.tags);
|
|
// if (ItemDataManager.CheckItemTagsRight(partList[i], roleData.tags)) tagCount++;
|
|
// if (ItemDataManager.CheckItemTagsRight(partList[i], roleData.tags)) tagCount++;
|
|
}
|
|
}
|
|
@@ -210,20 +210,20 @@ namespace GFGGame
|
|
/// </summary>
|
|
/// </summary>
|
|
/// <param name="roleData"></param>
|
|
/// <param name="roleData"></param>
|
|
/// <returns></returns>
|
|
/// <returns></returns>
|
|
- public double GetAllPartBaseScore(FightData roleData)
|
|
|
|
|
|
+ public double GetAllRoundBaseScore(FightData roleData)
|
|
{
|
|
{
|
|
double baseScore = 0;
|
|
double baseScore = 0;
|
|
|
|
|
|
for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
|
|
for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
|
|
{
|
|
{
|
|
- baseScore += GetPartBaseScore(roleData, i + 1);
|
|
|
|
|
|
+ baseScore += GetroundBaseScore(roleData, i + 1);
|
|
}
|
|
}
|
|
return baseScore;
|
|
return baseScore;
|
|
}
|
|
}
|
|
|
|
|
|
- private double GetRobotPartBaseScore(FightData robotData, int partId)
|
|
|
|
|
|
+ private double GetRobotRoundBaseScore(FightData robotData, int roundId)
|
|
{
|
|
{
|
|
- double partBaseScore = robotData.itemScoreList[partId - 1];
|
|
|
|
|
|
+ double partBaseScore = robotData.itemScoreList[roundId - 1];
|
|
if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena)
|
|
if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena)
|
|
{
|
|
{
|
|
partBaseScore = partBaseScore * (1 + robotData.tagAddition / 10000f);
|
|
partBaseScore = partBaseScore * (1 + robotData.tagAddition / 10000f);
|
|
@@ -232,7 +232,7 @@ namespace GFGGame
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
- private double GetPartItemClickScore(int clickType)
|
|
|
|
|
|
+ private double GetRoundItemClickScore(int clickType)
|
|
{
|
|
{
|
|
//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
|
|
//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
|
|
double clickCoefficient = 0;
|
|
double clickCoefficient = 0;
|
|
@@ -266,7 +266,7 @@ namespace GFGGame
|
|
if (skillLvs.Count <= i) continue;
|
|
if (skillLvs.Count <= i) continue;
|
|
int skillLv = skillLvs[i];
|
|
int skillLv = skillLvs[i];
|
|
PassivitySkillLvlCfg skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLv, targetSkillCfgs[i].skillId);
|
|
PassivitySkillLvlCfg skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLv, targetSkillCfgs[i].skillId);
|
|
- if (skillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && UnityEngine.Random.Range(0, 10000) < skillLvlCfg.probability)
|
|
|
|
|
|
+ if (skillLvlCfg.beginTime == SkillBeginTime.FIGHT_BEGIN && UnityEngine.Random.Range(0, 10000) < skillLvlCfg.probability)
|
|
{
|
|
{
|
|
roundTimes.Add(skillLvlCfg.roundTime);
|
|
roundTimes.Add(skillLvlCfg.roundTime);
|
|
}
|
|
}
|
|
@@ -283,21 +283,21 @@ namespace GFGGame
|
|
/// 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
|
|
/// 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
|
|
/// </summary>
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
/// <returns></returns>
|
|
- public List<PassivitySkillLvlCfg> GetValidSkills(int currentTime, int partId, int cardId, List<int> skillLvs, int targetCardId, List<int> targetSkillLvs, List<int> roundTimes, List<int> targetRoundTimes)
|
|
|
|
|
|
+ public List<PassivitySkillLvlCfg> GetValidSkills(int currentTime, int roundId, int cardId, List<int> skillLvs, int targetCardId, List<int> targetSkillLvs, List<int> roundTimes, List<int> targetRoundTimes)
|
|
{
|
|
{
|
|
List<PassivitySkillLvlCfg> skillCfgs = new List<PassivitySkillLvlCfg>();
|
|
List<PassivitySkillLvlCfg> skillCfgs = new List<PassivitySkillLvlCfg>();
|
|
|
|
|
|
List<PassivitySkillCfg> targetSkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(targetCardId);
|
|
List<PassivitySkillCfg> targetSkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(targetCardId);
|
|
-
|
|
|
|
|
|
+ //找到敌方对我的减益技能
|
|
List<int> nullifySkillIndex = new List<int>();
|
|
List<int> nullifySkillIndex = new List<int>();
|
|
for (int i = 0; i < targetSkillCfgs.Count; i++)
|
|
for (int i = 0; i < targetSkillCfgs.Count; i++)
|
|
{
|
|
{
|
|
if (targetSkillLvs.Count <= i) continue;
|
|
if (targetSkillLvs.Count <= i) continue;
|
|
PassivitySkillLvlCfg targetSkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(targetSkillLvs[i], targetSkillCfgs[i].skillId);
|
|
PassivitySkillLvlCfg targetSkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(targetSkillLvs[i], targetSkillCfgs[i].skillId);
|
|
- if (CheckIsRightTime(targetSkillLvlCfg, currentTime, partId))
|
|
|
|
|
|
+ if (CheckIsRightTime(targetSkillLvlCfg, currentTime, roundId))
|
|
{
|
|
{
|
|
bool isProbability = targetSkillLvlCfg.nullifySkillIndex > 0 && UnityEngine.Random.Range(0, 10000) < targetSkillLvlCfg.probability;
|
|
bool isProbability = targetSkillLvlCfg.nullifySkillIndex > 0 && UnityEngine.Random.Range(0, 10000) < targetSkillLvlCfg.probability;
|
|
- if (targetSkillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && targetRoundTimes.Count > i && partId < targetRoundTimes[i]) isProbability = true;
|
|
|
|
|
|
+ if (targetSkillLvlCfg.beginTime == SkillBeginTime.FIGHT_BEGIN && targetRoundTimes.Count > i && roundId < targetRoundTimes[i]) isProbability = true;
|
|
if (isProbability) nullifySkillIndex.Add(targetSkillLvlCfg.nullifySkillIndex);
|
|
if (isProbability) nullifySkillIndex.Add(targetSkillLvlCfg.nullifySkillIndex);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
@@ -311,25 +311,25 @@ namespace GFGGame
|
|
|
|
|
|
if (nullifySkillIndex.IndexOf(i + 1) >= 0) continue;//技能被对手失效
|
|
if (nullifySkillIndex.IndexOf(i + 1) >= 0) continue;//技能被对手失效
|
|
|
|
|
|
- if (CheckIsRightTime(mySkillLvlCfg, currentTime, partId))
|
|
|
|
|
|
+ if (CheckIsRightTime(mySkillLvlCfg, currentTime, roundId))
|
|
{
|
|
{
|
|
bool isProbability = UnityEngine.Random.Range(0, 10000) < mySkillLvlCfg.probability;
|
|
bool isProbability = UnityEngine.Random.Range(0, 10000) < mySkillLvlCfg.probability;
|
|
- if (mySkillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && roundTimes != null && partId < roundTimes[i]) isProbability = true;
|
|
|
|
|
|
+ if (mySkillLvlCfg.beginTime == SkillBeginTime.FIGHT_BEGIN && roundTimes != null && roundId < roundTimes[i]) isProbability = true;
|
|
if (isProbability) skillCfgs.Add(mySkillLvlCfg);
|
|
if (isProbability) skillCfgs.Add(mySkillLvlCfg);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return skillCfgs;
|
|
return skillCfgs;
|
|
}
|
|
}
|
|
|
|
|
|
- private bool CheckIsRightTime(PassivitySkillLvlCfg skillLvlCfg, int currentTime, int partId)
|
|
|
|
|
|
+ private bool CheckIsRightTime(PassivitySkillLvlCfg skillLvlCfg, int currentTime, int roundId)
|
|
{
|
|
{
|
|
|
|
|
|
- if (skillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && currentTime == BeginTime.PART_FIGHT_BEGIN
|
|
|
|
- || skillLvlCfg.beginTime == BeginTime.PART_PERFECT_CLICK && currentTime == BeginTime.PART_PERFECT_CLICK
|
|
|
|
- || skillLvlCfg.beginTime == BeginTime.PART_FIGHT_BEGIN && currentTime == BeginTime.PART_FIGHT_BEGIN
|
|
|
|
- || skillLvlCfg.beginTime == BeginTime.PART_FIGHT_END && currentTime == BeginTime.PART_FIGHT_END
|
|
|
|
- || skillLvlCfg.beginTime == BeginTime.ALL_PERFECT_START && currentTime == BeginTime.ALL_PERFECT_START
|
|
|
|
- || skillLvlCfg.beginTime <= BeginTime.PART_SCORE_6 && currentTime == BeginTime.PART_FIGHT_BEGIN && partId == skillLvlCfg.beginTime)
|
|
|
|
|
|
+ if (skillLvlCfg.beginTime == SkillBeginTime.FIGHT_BEGIN && currentTime == SkillBeginTime.ERVERY_ROUND_BEGIN
|
|
|
|
+ || skillLvlCfg.beginTime == SkillBeginTime.PERFECT_CLICK && currentTime == SkillBeginTime.PERFECT_CLICK
|
|
|
|
+ || skillLvlCfg.beginTime == SkillBeginTime.ERVERY_ROUND_BEGIN && currentTime == SkillBeginTime.ERVERY_ROUND_BEGIN
|
|
|
|
+ || skillLvlCfg.beginTime == SkillBeginTime.ERVERY_ROUND_END && currentTime == SkillBeginTime.ERVERY_ROUND_END
|
|
|
|
+ || skillLvlCfg.beginTime == SkillBeginTime.ALL_PERFECT_START && currentTime == SkillBeginTime.ALL_PERFECT_START
|
|
|
|
+ || skillLvlCfg.beginTime <= SkillBeginTime.ROUND_6 && currentTime == SkillBeginTime.ERVERY_ROUND_BEGIN && roundId == skillLvlCfg.beginTime)
|
|
{
|
|
{
|
|
return true;
|
|
return true;
|
|
}
|
|
}
|
|
@@ -341,24 +341,24 @@ namespace GFGGame
|
|
/// <param name="validSkills">有效技能列表</param>
|
|
/// <param name="validSkills">有效技能列表</param>
|
|
/// <param name="mainScore">总主属性</param>
|
|
/// <param name="mainScore">总主属性</param>
|
|
/// <returns></returns>
|
|
/// <returns></returns>
|
|
- public void GetPartItemSkillScore(List<PassivitySkillLvlCfg> validSkills, double mainScore, double targetMainScore, out int skillScore, out int targetScore, out Dictionary<int, int> skillScoreDic)
|
|
|
|
|
|
+ public void GetRoundItemSkillScore(List<PassivitySkillLvlCfg> validSkills, double mainScore, double targetMainScore, out int skillScore, out int targetScore, out Dictionary<int, int> skillsToShowDic)
|
|
{
|
|
{
|
|
double _skillScore = 0;
|
|
double _skillScore = 0;
|
|
double _targetSkillScore = 0;
|
|
double _targetSkillScore = 0;
|
|
- skillScoreDic = new Dictionary<int, int>();
|
|
|
|
|
|
+ skillsToShowDic = new Dictionary<int, int>();
|
|
for (int i = 0; i < validSkills.Count; i++)
|
|
for (int i = 0; i < validSkills.Count; i++)
|
|
{
|
|
{
|
|
if (validSkills[i].target == 1 && mainScore > 0)//作用自身
|
|
if (validSkills[i].target == 1 && mainScore > 0)//作用自身
|
|
{
|
|
{
|
|
double score = mainScore * validSkills[i].ratio / 10000;
|
|
double score = mainScore * validSkills[i].ratio / 10000;
|
|
_skillScore += score;
|
|
_skillScore += score;
|
|
- skillScoreDic.Add(validSkills[i].skillId, (int)Math.Ceiling(score));
|
|
|
|
|
|
+ skillsToShowDic.Add(validSkills[i].skillId, (int)Math.Ceiling(score));
|
|
}
|
|
}
|
|
else if (validSkills[i].target == 2 && targetMainScore > 0)//作用对方
|
|
else if (validSkills[i].target == 2 && targetMainScore > 0)//作用对方
|
|
{
|
|
{
|
|
double score = targetMainScore * validSkills[i].ratio / 10000;
|
|
double score = targetMainScore * validSkills[i].ratio / 10000;
|
|
_targetSkillScore += score;
|
|
_targetSkillScore += score;
|
|
- skillScoreDic.Add(validSkills[i].skillId, (int)Math.Ceiling(score));
|
|
|
|
|
|
+ skillsToShowDic.Add(validSkills[i].skillId, (int)Math.Ceiling(score));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
skillScore = (int)Math.Ceiling(_skillScore);
|
|
skillScore = (int)Math.Ceiling(_skillScore);
|
|
@@ -392,7 +392,7 @@ namespace GFGGame
|
|
public int GetAllCircleAddScore(FightData fightData)
|
|
public int GetAllCircleAddScore(FightData fightData)
|
|
{
|
|
{
|
|
//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
|
|
//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
|
|
- double allPartsBaseScore = GetAllPartBaseScore(fightData);
|
|
|
|
|
|
+ double allPartsBaseScore = GetAllRoundBaseScore(fightData);
|
|
return (int)Math.Ceiling((allPartsBaseScore + (double)fightData.baseScore)* ConstScoreSystem.PERFECT_SCORE * ConstScoreSystem.ALL_CIRCLE_SCORE);
|
|
return (int)Math.Ceiling((allPartsBaseScore + (double)fightData.baseScore)* ConstScoreSystem.PERFECT_SCORE * ConstScoreSystem.ALL_CIRCLE_SCORE);
|
|
}
|
|
}
|
|
|
|
|