| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431 | using ET;using System;using System.Collections.Generic;using UnityEngine;namespace GFGGame{    public class ClickType    {        public const int MISS_CLICK = 0;        public const int GREAT_CLICK = 1;        public const int PREFACT_CLICK = 2;    }    public class BeginTime    {        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_PREFACT_CLICK = 8;//每次优秀点击        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 class ScoreSystemData : SingletonBase<ScoreSystemData>    {        /// <summary>        /// 将穿戴部件分组        /// </summary>        public void SetEquipScoresWithPartId(FightData roleData)        {            roleData.pardScoreListDic.Clear();            roleData.pardListDic.Clear();            FightScoreCfg[] typeCfgs = FightScoreCfgArray.Instance.dataArray;            for (int j = 0; j < typeCfgs.Length; j++)            {                FightScoreCfg cfg = typeCfgs[j];                if (roleData.pardScoreListDic.ContainsKey(cfg.id) == false)                {                    roleData.pardScoreListDic.Add(cfg.id, new List<float>());                }                if (roleData.pardListDic.ContainsKey(cfg.id) == false)                {                    roleData.pardListDic.Add(cfg.id, new List<int>());                }            }            for (int i = 0; i < roleData.itemList.Count; i++)            {                for (int j = 0; j < typeCfgs.Length; j++)                {                    FightScoreCfg cfg = typeCfgs[j];                    bool isCheckFinish = false;                    for (int k = 0; k < cfg.subTypesArr.Length; k++)                    {                        ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(roleData.itemList[i]);                        if (itemCfg.subType == cfg.subTypesArr[k])                        {                            roleData.pardListDic[cfg.id].Add(roleData.itemList[i]);                            roleData.pardScoreListDic[cfg.id].Add(roleData.itemScoreList[i]);                            isCheckFinish = true;                            break;                        }                    }                    if (isCheckFinish) break;                }            }        }        /// <summary>        /// 返回总主属性分        /// </summary>        /// <returns></returns>        public double GetMainScore(FightData roleData)        {            //(部件属性分数+标签分数+人物基础分+雅集技能分+卡牌属性分数)*4            // int partScore = 0;            // double tagScore = 0;            // int tagCount = 0;            double baseScore = 0;            for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)            {                baseScore += GetPartBaseScore(roleData, i + 1);            }            return (baseScore + roleData.baseScore + roleData.leagueSkillScore + roleData.cardScore) * ConstScoreSystem.MAIN_SCORE;        }        public double GetRobotMainScore(FightData robotData)        {            //(部件属性分数+标签分数+人物基础分+卡牌属性分数)*4            double partScore = 0;            for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)            {                partScore += GetRobotPartBaseScore(robotData, i + 1);            }            return (partScore + robotData.baseScore + robotData.leagueSkillScore + robotData.cardScore) * ConstScoreSystem.MAIN_SCORE;        }        /// <summary>        /// 部件评分        /// </summary>        /// <param name="partId">部件id</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="type">评分部位</param>        /// <param name="showCard">是否展示卡牌效果</param>        /// <returns></returns>        public int GetPartScore(FightData roleData, int partId, int clickType, double skillScore)        {            //部件评分=部件基础分*部件系数            //点击评分=(部件基础分+(人物基础分+雅集技能分+卡牌属性分数)*点击系数)*2.22   (新点击公式,防止点击优秀却因为未穿衣服结果是0分)            //卡牌评分=总属性*技能配表百分比            double partBaseScore = GetPartBaseScore(roleData, partId);            double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;            int roleScore = roleData.baseScore;            long leagueSkillScore = roleData.leagueSkillScore;            int cardScore = roleData.cardScore;            double clickCoefficient = GetPartItemClickScore(clickType);            double clickScore = (partBaseScore + (roleScore + leagueSkillScore + cardScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;            int score = (int)Math.Ceiling(partScore + clickScore + skillScore);            Debug.Log("clickScore:" + clickScore + "    score:" + score);            return Math.Max(0, score);        }        public int GetRobotPartScore(FightData robotData, int partId, int clickType, double skillScore)        {            //部件评分=部件基础分*部件系数            //点击评分=(部件基础分+(人物基础分+卡牌属性分数)*点击系数)*2.22   (新点击公式,防止点击优秀却因为未穿衣服结果是0分)            //卡牌评分=总属性*技能配表百分比            double partBaseScore = GetRobotPartBaseScore(robotData, partId);            double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;            int roleScore = robotData.baseScore;            long leagueSkillScore = robotData.leagueSkillScore;            int cardScore = robotData.cardScore;            double clickCoefficient = GetPartItemClickScore(clickType);            double clickScore = (partBaseScore + (cardScore + leagueSkillScore + roleScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;            int score = (int)Math.Ceiling(partScore + clickScore + skillScore);            return Math.Max(0, score);        }        /// <summary>        /// 部件基础评分        /// </summary>        /// <param name="partId">评分部位</param>        /// <returns></returns>        public double GetPartBaseScore(FightData roleData, int partId)        {            double partScore = 0;            double tagScore = 0;            int tagCount = 0;            if (!roleData.pardListDic.ContainsKey(partId) || roleData.pardListDic[partId].Count == 0) return partScore;            List<int> partList = roleData.pardListDic[partId];            for (int i = 0; i < partList.Count; i++)            {                partScore += roleData.pardScoreListDic[partId][i];                tagScore += ItemDataManager.GetItemTagScore(partList[i], roleData.tags);                // if (ItemDataManager.CheckItemTagsRight(partList[i], roleData.tags)) tagCount++;            }            if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena)            {                tagCount = ArenaDataManager.Instance.GetTagsCount(roleData.itemList, roleData.tags);                tagCount = Math.Min(ArenaTagCfgArray.Instance.dataArray.Length, tagCount);                float addition = 0;                if (tagCount > 0)                {                    addition = ArenaTagCfgArray.Instance.GetCfg(tagCount).addition / 10000f;                }                return (partScore + tagScore) * (1 + addition);            }            else            {                return partScore + tagScore;            }        }        private double GetRobotPartBaseScore(FightData robotData, int partId)        {            double partBaseScore = robotData.itemScoreList[partId - 1];            if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena)            {                partBaseScore = partBaseScore * (1 + robotData.tagAddition / 10000f);            }            return partBaseScore;        }        private double GetPartItemClickScore(int clickType)        {            //点击评分=(部件基础分+(人物基础分+卡牌属性分数)*点击系数)*2.22            double clickCoefficient = 0;            switch (clickType)            {                case ClickType.MISS_CLICK:                    clickCoefficient = ConstScoreSystem.MISS_SCORE;                    break;                case ClickType.GREAT_CLICK:                    clickCoefficient = ConstScoreSystem.GREAT_SCORE;                    break;                case ClickType.PREFACT_CLICK:                    clickCoefficient = ConstScoreSystem.PERFECT_SCORE;                    break;            }            return clickCoefficient;        }        /// <summary>        /// 获取卡牌技能持续回合数        /// </summary>        /// <returns></returns>        public List<int> GetRoundTime(int cardId, List<int> skillLvs)        {            List<int> roundTimes = new List<int>();            List<PassivitySkillCfg> targetSkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);            for (int i = 0; i < targetSkillCfgs.Count; i++)            {                if (skillLvs.Count <= i) continue;                int skillLv = skillLvs[i];                PassivitySkillLvlCfg skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLv, targetSkillCfgs[i].skillId);                if (skillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && UnityEngine.Random.Range(0, 10000) < skillLvlCfg.probability)                {                    roundTimes.Add(skillLvlCfg.roundTime);                }                else                {                    roundTimes.Add(0);                }            }            return roundTimes;        }        /// <summary>        /// 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>        /// <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)        {            List<PassivitySkillLvlCfg> skillCfgs = new List<PassivitySkillLvlCfg>();            List<PassivitySkillCfg> targetSkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(targetCardId);            List<int> nullifySkillIndex = new List<int>();            for (int i = 0; i < targetSkillCfgs.Count; i++)            {                if (targetSkillLvs.Count <= i) continue;                PassivitySkillLvlCfg targetSkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(targetSkillLvs[i], targetSkillCfgs[i].skillId);                if (CheckIsRightTime(targetSkillLvlCfg, currentTime, partId))                {                    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 (isProbability) nullifySkillIndex.Add(targetSkillLvlCfg.nullifySkillIndex);                }            }            List<PassivitySkillCfg> mySkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);            for (int i = 0; i < mySkillCfgs.Count; i++)            {                if (skillLvs.Count <= i) continue;                PassivitySkillLvlCfg mySkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLvs[i], mySkillCfgs[i].skillId);                if (nullifySkillIndex.IndexOf(i + 1) >= 0) continue;//技能被对手失效                if (CheckIsRightTime(mySkillLvlCfg, currentTime, partId))                {                    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 (isProbability) skillCfgs.Add(mySkillLvlCfg);                }            }            return skillCfgs;        }        private bool CheckIsRightTime(PassivitySkillLvlCfg skillLvlCfg, int currentTime, int partId)        {            if (skillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && currentTime == BeginTime.PART_FIGHT_BEGIN          || skillLvlCfg.beginTime == BeginTime.PART_PREFACT_CLICK && currentTime == BeginTime.PART_PREFACT_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)            {                return true;            }            return false;        }        /// <summary>        /// 本轮技能分数        /// </summary>        /// <param name="validSkills">有效技能列表</param>        /// <param name="mainScore">总主属性</param>        /// <returns></returns>        public void GetPartItemSkillScore(List<PassivitySkillLvlCfg> validSkills, double mainScore, double targetMainScore, out int skillScore, out int targetScore, out Dictionary<int, int> skillScoreDic)        {            double _skillScore = 0;            double _targetSkillScore = 0;            skillScoreDic = new Dictionary<int, int>();            for (int i = 0; i < validSkills.Count; i++)            {                if (validSkills[i].target == 1 && mainScore > 0)//作用自身                {                    double score = mainScore * validSkills[i].ratio / 10000;                    _skillScore += score;                    skillScoreDic.Add(validSkills[i].skillId, (int)Math.Ceiling(score));                }                else if (validSkills[i].target == 2 && targetMainScore > 0)//作用对方                {                    double score = targetMainScore * validSkills[i].ratio / 10000;                    _targetSkillScore += score;                    skillScoreDic.Add(validSkills[i].skillId, (int)Math.Ceiling(score));                }            }            skillScore = (int)Math.Ceiling(_skillScore);            targetScore = (int)Math.Ceiling(_targetSkillScore);        }        /// <summary>        /// 是否展示卡牌效果        /// </summary>        /// <param name="cardId">卡牌id</param>        /// <param name="validSkills">被触发的有效技能列表</param>        /// <returns></returns>        public bool IsShowCard(int cardId, List<PassivitySkillLvlCfg> validSkills)        {            if (cardId <= 0) return false;//未选卡            if (validSkills.Count == 0) return false;//本轮没有技能被触发不显示卡牌            List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);            for (int i = 0; i < skillCfgs.Count; i++)            {                if (skillCfgs[i].mainSkill == 1)                {                    return true;                }            }            return false;        }        /// <summary>        /// 登峰造极额外加分        /// </summary>        /// <param name="mainScore"></param>        /// <returns></returns>        public int GetAllCircleAddScore(double mainScore)        {            //主属性20%的加分            return (int)Math.Ceiling(mainScore * ConstScoreSystem.ALL_PERFECT_SCORE);        }        /// <summary>        /// 根据卡牌Id获取 战斗选卡 界面显示配置        /// </summary>        /// <param name="cardId"></param>        /// <returns></returns>        public PassivitySkillCfg GetShowSkillCfg(int cardId)        {            List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);            if (skillCfgs.Count <= 0)            {                Debug.LogWarning(cardId + " 这张卡片没有配置技能");                return null;            }            for (int i = 0; i < skillCfgs.Count; i++)            {                if (skillCfgs[i].showSkill == 1)                {                    // int skillLv = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);                    return skillCfgs[i];                }            }            return null;        }        /// <summary>        /// 根据卡牌Id获取评分主技能显示配置        /// </summary>        /// <param name="cardId"></param>        /// <returns></returns>        public PassivitySkillCfg GetMainSkillCfg(int cardId)        {            // Dictionary<int, List<PassivitySkillCfg>> cfgs = SkillDataManager.Instance.dicPassivitySkill[cardId];            List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);            if (skillCfgs.Count <= 0)            {                Debug.LogWarning(cardId + " 这张卡片没有配置技能");                return null;            }            // foreach (int key in cfgs.Keys)            // {            for (int i = 0; i < skillCfgs.Count; i++)            {                if (skillCfgs[i].mainSkill == 1)                {                    // int skillLV = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);                    // PassivitySkillLvlCfgArray skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfg(skillLV, skillCfgs[i].skillId);                    // return cfgs[key][skillLV - 1];                    return skillCfgs[i];                }            }            return null;        }    }}
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