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				+using System; 
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				+using System.Collections.Generic; 
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				+using System.Linq; 
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				+using ET; 
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				+using UnityEngine; 
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				+using UI.FieldWork; 
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				+using FairyGUI; 
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				+ 
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				+namespace GFGGame 
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				+{ 
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				+    class FieldWorkDataManager : SingletonBase<FieldWorkDataManager> 
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				+    { 
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				+        public long LastFightTime = 0; //上次战斗时间,时间为0,说明未战斗过,则没有段位奖励 
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				+        public List<int> ThemeList = new List<int>() { 1, 2, 3 }; 
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				+        public List<string> Tag = new List<string> { "艳丽", "志怪" }; //本周标签 
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				+        public int SeasonId = 1; // 赛季id 
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				+        public List<FightData> DressupList = new List<FightData>(); //我的搭配列表 
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				+        public List<int> HistoryDressupList = new List<int>();//本周通过关的服装列表 
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				+        public List<CardAbrasionInfo> CardAbrasionInfoList = new List<CardAbrasionInfo>(); 
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				+        public Dictionary<int,CimbingTowerLevelInfoProto> CimbingTowerLevelInfoList = new Dictionary<int, CimbingTowerLevelInfoProto>(); 
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				+ 
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				+        public List<int> roundTime = new List<int>(); 
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				+        public OtherRoleInfoData roleInfo = new OtherRoleInfoData() {  
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				+            roleName = RoleDataManager.roleName, 
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				+            roleLv = RoleDataManager.lvl, 
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				+            headId = RoleDataManager.headId}; 
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				+        //Dictionary<回合下标, Dictionary<partId, Dictionary<战斗节点, List<PassivitySkillLvlCfg>>>> 
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				+        public Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>> vaildSkills = 
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				+            new Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>>(); 
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				+ 
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				+        public Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>> targetVaildSkills = 
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				+            new Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>>(); 
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				+ 
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				+        public int SelectThemeIndex = 0; //当前选中换装主题(ThemeList)的下标 
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				+        public int SelectTargetIndex = -1; //当前选中挑战对象的下标 
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				+        public int CurFightIndex = 0; //当前挑战场次下标 
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				+        public List<long> myScore = new List<long>(); //对战数据,三轮分数 
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				+ 
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				+        public List<ItemInfoProto> BonusList = new List<ItemInfoProto>(); //战斗结算奖励 
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				+ 
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				+        public int targetWinScore = 10000; 
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				+ 
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				+        //战斗关卡 
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				+        public int currentLevelID = 0; 
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				+        public List<string> nameList = new List<string>()  
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				+        {"壹","贰","叄","肆","伍","陆","柒","捌","玖","拾","拾壹","终"}; 
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				+        public int guideLevelID = 100005009; 
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				+        public int MaxLevelId = 0; 
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				+        public bool IsAutoStart = false; 
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				+        /// <summary> 
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				+        /// 更新战斗结算总分,含胜负 
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				+        /// </summary> 
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				+        /// <param name="obj"></param> 
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				+        /// <param name="myScores"></param> 
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				+        /// <param name="targetScore"></param> 
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				+        public void UpdateAllScoreResult(GObject obj, List<long> myScores,int targetScore) 
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				+        { 
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				+            UI_ComAllScoreResult com = UI_ComAllScoreResult.Proxy(obj); 
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				+            bool isWin = UpdateAllScore(com.m_comResult.target, myScores, targetScore); 
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				+            //_ui.m_loaResule.url = isWin ? "ui://FieldWork/kstzjj_slsl" : "ui://FieldWork/kstzjj_shib"; 
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				+            UI_ComAllScoreResult.ProxyEnd(); 
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				+        } 
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				+ 
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				+        public bool UpdateAllScore(GObject obj, List<long> myScores, int targetScore) 
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				+        { 
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				+            long myAllScore = 0; 
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				+            long targetAllScore = 0; 
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				+            for (int i = 0; i < myScores.Count; i++) 
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				+            { 
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				+                myAllScore += myScores[i]; 
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				+            } 
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				+            UI_ComAllScore com = UI_ComAllScore.Proxy(obj); 
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				+            com.m_txtMyFightScore.text = myAllScore.ToString(); 
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				+            UI_ComAllScore.ProxyEnd(); 
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				+            bool isWin = myAllScore > targetAllScore; 
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				+            return isWin; 
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				+        } 
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				+ 
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				+        /// <summary> 
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				+        /// 更新标签、战力、属性分数值 
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				+        /// </summary> 
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				+        public void UpdateValue(GObject obj, int index, List<FightData> roleDatas) 
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				+        { 
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				+            UI.Arena.UI_ComFIeldValueInfo com = UI.Arena.UI_ComFIeldValueInfo.Proxy(obj); 
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				+            com.m_scoreType.url = ResPathUtil.GetScorePath(FieldWorkDataManager.Instance.ThemeList[index]); 
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				+            com.m_txtScore.text = FightDataManager.Instance.GetScore(roleDatas[index]).ToString(); 
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				+            long fightScore = ArenaDataManager.Instance.GetAllFightScore(roleDatas); 
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				+            com.m_txtFightScore.SetVar("value", fightScore.ToString()).FlushVars(); ; 
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				+            com.m_txtTagScore.text = FightDataManager.Instance.GetTagsScore(roleDatas[index].itemList, roleDatas[index].tags).ToString(); 
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				+            int count = ArenaDataManager.Instance.GetTagsCount(roleDatas[index].itemList, roleDatas[index].tags); 
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				+            com.m_c1.selectedIndex = Math.Min(count, ArenaTagCfgArray.Instance.dataArray.Length); 
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				+            com.m_c3.selectedIndex = roleDatas[index].tags.Length > 0 ? 1 : 0; 
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				+            UpdateFightScore(com.m_comFightScore.target, roleDatas); 
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				+ 
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				+                ItemUtil.UpdateTag(com.m_comTag, roleDatas[index].tags[0]); 
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				+                ItemUtil.UpdateTag(com.m_comTag1, roleDatas[index].tags[1]); 
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				+             
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				+            if (com.m_btnTagRule.data == null) 
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				+            { 
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				+                com.m_btnTagRule.onClick.Add(RuleController.ShowRuleView); 
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				+                com.m_btnTagRule.data = 300034; 
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				+            } 
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				+            UI.Arena.UI_ComFIeldValueInfo.ProxyEnd(); 
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				+        } 
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				+        /// <summary> 
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				+        /// 更新战力值 
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				+        /// </summary> 
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				+        public void UpdateFightScore(GObject obj, List<FightData> roleDatas) 
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				+        { 
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				+            List<long> fightScore = ArenaDataManager.Instance.GetFightScoreList(roleDatas); 
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				+            UI.Arena.UI_ComFieldFightScore com = UI.Arena.UI_ComFieldFightScore.Proxy(obj); 
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				+            com.m_txtSuitScore.SetVar("value", fightScore[0].ToString()).FlushVars(); ; 
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				+            com.m_txtClickScore.SetVar("value", fightScore[1].ToString()).FlushVars(); ; 
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				+            com.m_txtCardScore.SetVar("value", fightScore[2].ToString()).FlushVars(); ; 
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				+            UI.Arena.UI_ComFieldFightScore.ProxyEnd(); 
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				+        } 
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				+        public void GetFightResult() 
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				+        { 
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				+            myScore.Clear(); 
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				+            long allScore = 0; 
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				+            for (int i = 0; i < DressupList.Count; i++) 
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				+            { 
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				+                FieldWorkDataManager.Instance.GetQuickFightResult(i, DressupList[i], out long score); 
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				+                allScore += score; 
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				+                myScore.Add(score); 
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				+            } 
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				+        } 
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				+        public int GetTargetWinScore(int levelID) 
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				+        { 
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				+            targetWinScore = 10000; 
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				+            return targetWinScore; 
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				+        } 
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				+        public string GetHeihtScore(int levelID) 
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				+        { 
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				+            if(CimbingTowerLevelInfoList.ContainsKey(levelID)) 
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				+            { 
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				+                long score = CimbingTowerLevelInfoList[levelID].WeekMaxScore; 
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				+                return score.ToString(); 
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				+            } 
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				+            else 
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				+            { 
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				+                return ""; 
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				+            }     
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				+        } 
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				+        public List<List<int>> GetDressAndCard() 
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				+        { 
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				+            List<List<int>> dress = new List<List<int>>(); 
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				+            for (int i=0;i< FieldWorkDataManager.Instance.DressupList.Count;i++) 
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				+            { 
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				+                List<int> dressA = new List<int>(); 
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				+                dressA = FieldWorkDataManager.Instance.DressupList[i].itemList.ToList(); 
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				+                //去除默认 
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				+                dressA.Remove(10000); 
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				+                dressA.Remove(20000); 
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				+                dressA.Remove(30000); 
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				+                dressA.Remove(50000); 
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				+                dressA.Remove(60000); 
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				+                if (FieldWorkDataManager.Instance.DressupList[i].cardId > 0) 
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				+                { 
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				+                    dressA.Add(FieldWorkDataManager.Instance.DressupList[i].cardId); 
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				+                } 
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				+                dress.Add(dressA); 
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				+            } 
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				+            return dress; 
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				+        } 
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				+        public float GetCardAbrasion(int cardID) 
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				+        { 
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				+            float abrasion = 0; 
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				+            float UseNum = 0; 
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				+            float cardTimes = CimbingTowerCfgArray.Instance.dataArray[0].UseLimit; 
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				+            ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(cardID); 
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				+            if(itemCfg == null) 
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				+            { 
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				+                return 100; 
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				+            } 
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				+            foreach (var item in CardAbrasionInfoList) 
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				+            { 
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				+                if(item.Card == cardID) 
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				+                { 
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				+                    UseNum = item.UseNum; 
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				+                    abrasion = UseNum / cardTimes; 
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				+                    if(abrasion >= 1) 
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				+                    { 
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				+                        abrasion = 1; 
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				+                    } 
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				+                    break; 
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				+                } 
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				+            } 
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				+            return abrasion * 100; 
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				+        } 
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				+        //输入属性类型,获取联盟技能该属性加成总值 
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				+        public int GetAllSkillScore(int scoreType) 
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				+        { 
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				+            int score = 0; 
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				+            if(scoreType == 0) 
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				+            { 
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				+                return score; 
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				+            } 
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				+            foreach (int key in SkillDataManager.Instance.LeagueSkillScoreDatas.Keys) 
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				+            { 
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				+                score += SkillDataManager.Instance.LeagueSkillScoreDatas[key][scoreType]; 
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				+            } 
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				+            return score; 
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				+        } 
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				+        public void SetDataScoreType() 
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				+        { 
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				+            for(int i = 0;i<DressupList.Count;i++) 
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				+            { 
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				+                DressupList[i].scoreType = ThemeList[i]; 
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				+            } 
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				+        } 
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				+        public bool SetCanStart() 
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				+        { 
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				+            int i = 0; 
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				+            foreach(var item in DressupList) 
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				+            { 
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				+                bool isDress = false; 
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				+                for(int j= 0;j<item.itemList.Count;j++) 
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				+                { 
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				+                    if(item.itemList.Count > 0) 
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				+                    { 
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				+                        if(item.itemList[j] != 10000  && item.itemList[j] != 20000 
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				+                            && item.itemList[j] != 30000 && item.itemList[j] != 50000 && item.itemList[j] != 60000) 
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				+                        { 
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				+                            isDress = true; 
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				+                        } 
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				+                    } 
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				+                } 
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				+                if(item.cardId > 0 && isDress) 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                    i++;     
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                } 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            } 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            if(i>=3) 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                return true; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            } 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            else 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                return false; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            } 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+        } 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+        public bool CheckLevelPass(int LevelID) 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+        { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            CimbingTowerLevelCfg levelCfg = CimbingTowerLevelCfgArray.Instance.dataArray[0]; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            if(LevelID == levelCfg.id) 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                return true; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            } 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            int levelBefore = LevelID - 1; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            if (FieldWorkDataManager.Instance.CimbingTowerLevelInfoList.ContainsKey(levelBefore)) 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+               if( FieldWorkDataManager.Instance.CimbingTowerLevelInfoList[levelBefore].IsPass) 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                    return true; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                } 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                else 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                    return false; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                } 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            } 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            else 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                return false; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            } 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+        } 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+        /// <summary> 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+        /// 词牌如果磨损达到上限就放到最后 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+        /// </summary> 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+        /// <param name="arrayList"></param> 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+        /// <returns></returns> 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+        public List<CardData> SortCardList(List<CardData> cardList) 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+        { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            List<CardData> card = new List<CardData>(); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            int limitNum = CimbingTowerCfgArray.Instance.dataArray[0].UseLimit; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            card = cardList.ToList(); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            for(int i = 0;i<card.Count;i++) 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                foreach(var item in CardAbrasionInfoList) 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                    if(item.Card == card[i].id) 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                    { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                        if(item.UseNum >= limitNum) 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                        { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                            // 添加到列表末尾 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                            card.Add(card[i]); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                            // 移除元素 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                            card.RemoveAt(i); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                        } 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                        break; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                    } 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                } 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            } 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            return card; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+        } 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+ 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+ 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+        /// <summary> 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+        /// 获取快速挑战结果 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+        /// </summary> 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+        /// <param name="myRoleData"></param> 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+        /// <param name="_score"></param> 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+ 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+        public void GetQuickFightResult(int roundIndex, FightData myRoleData, out long _score) 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+        { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            double score = 0; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+ 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            int cardId = myRoleData.cardId; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            double mainScore = ScoreSystemData.Instance.GetMainScore(myRoleData); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            List<int> skillLvs = myRoleData.skillLvs; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+ 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            List<int> roundTime = ScoreSystemData.Instance.GetRoundTime(myRoleData.cardId, myRoleData.skillLvs); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena || InstanceZonesDataManager.FightScene == ConstInstanceZonesType.FieldWork) 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                FieldWorkDataManager.Instance.roundTime = roundTime; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                if (!FieldWorkDataManager.Instance.vaildSkills.ContainsKey(roundIndex)) FieldWorkDataManager.Instance.vaildSkills[roundIndex] = new Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>(); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            } 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+ 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            int roundId = 0; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            int currentTime = SkillBeginTime.FIGHT_BEGIN; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, roundId, mainScore, cardId, skillLvs, roundTime, ref score); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++) 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                roundId++; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                currentTime = SkillBeginTime.ERVERY_ROUND_BEGIN; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, roundId, mainScore, cardId, skillLvs, roundTime, ref score);             
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                score += ScoreSystemData.Instance.GetRoundScore(myRoleData, roundId, ClickType.PERFECT_CLICK, 0); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                currentTime = SkillBeginTime.PERFECT_CLICK; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, roundId, mainScore, cardId, skillLvs, roundTime, ref score); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                currentTime = SkillBeginTime.ERVERY_ROUND_END; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, roundId, mainScore, cardId, skillLvs, roundTime, ref score); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                // Debug.Log(" targetScore444:" + targetScore); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            } 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            roundId++; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            currentTime = SkillBeginTime.ALL_PERFECT_START; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, roundId, mainScore, cardId, skillLvs, roundTime, ref score); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            score += ScoreSystemData.Instance.GetAllCircleAddScore(myRoleData); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            _score = Mathf.CeilToInt((float)score); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+        } 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+ 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+        private void GetSkillScore(int roleType, int roundIndex, int currentTime, int partId, double mainScore, int cardId, List<int> skillLvs, List<int> roundTime, ref double score) 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+        { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            List<int> targetSkillLvs = new List<int>(); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            List<int> targetRoundTime = new List<int>(); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            List<PassivitySkillLvlCfg> vaildSkills = ScoreSystemData.Instance.GetValidSkills(currentTime, partId, cardId, skillLvs, 0, targetSkillLvs, roundTime, targetRoundTime); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            ScoreSystemData.Instance.GetRoundItemSkillScore(vaildSkills, mainScore, 0, out int skillScore, out int targetSkillScore, out Dictionary<int, int> skillScoreDic); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+ 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            score += skillScore; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+ 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena || InstanceZonesDataManager.FightScene == ConstInstanceZonesType.FieldWork) 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                FieldWorkDataManager dataManager = FieldWorkDataManager.Instance; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                if (roleType == FightRoleType.MINE) 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                    if (!dataManager.vaildSkills[roundIndex].ContainsKey(partId)) dataManager.vaildSkills[roundIndex][partId] = new Dictionary<int, List<PassivitySkillLvlCfg>>(); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                    dataManager.vaildSkills[roundIndex][partId][currentTime] = vaildSkills; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+ 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                } 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                else 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                { 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                    if (!dataManager.targetVaildSkills[roundIndex].ContainsKey(partId)) dataManager.targetVaildSkills[roundIndex][partId] = new Dictionary<int, List<PassivitySkillLvlCfg>>(); 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                    dataManager.targetVaildSkills[roundIndex][partId][currentTime] = vaildSkills; 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+                } 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+            } 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+ 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+        } 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+    } 
			 | 
		
	
		
			
				 | 
				 | 
			
			
				+} 
			 |