ScoreSystemData.cs 15 KB

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  1. using ET;
  2. using System;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. namespace GFGGame
  6. {
  7. public class ClickType
  8. {
  9. public const int MISS_CLICK = 0;
  10. public const int GREAT_CLICK = 1;
  11. public const int PREFACT_CLICK = 2;
  12. }
  13. public class BeginTime
  14. {
  15. public const int PART_SCORE_1 = 1;//作用第一回合
  16. public const int PART_SCORE_2 = 2;//作用第二回合
  17. public const int PART_SCORE_3 = 3;//作用第三回合
  18. public const int PART_SCORE_4 = 4;//作用第四回合
  19. public const int PART_SCORE_5 = 5;//作用第五回合
  20. public const int PART_SCORE_6 = 6;//作用第六回合
  21. public const int PART_ALL_FIGHT_BEGIN = 7;//对战开始
  22. public const int PART_PREFACT_CLICK = 8;//每次优秀点击
  23. public const int PART_FIGHT_BEGIN = 9;//每回合开始
  24. public const int PART_FIGHT_END = 10;//每回合结束
  25. }
  26. // public class CurrentTime
  27. // {
  28. // public const int PART_ALL_FIGHT_BEGIN = 0;//对战开始
  29. // public const int PART_PREFACT_CLICK = 1;//每次优秀点击
  30. // public const int PART_FIGHT_BEGIN = 2;//每回合开始
  31. // public const int PART_FIGHT_END = 3;//每回合结束
  32. // }
  33. public class ScoreSystemData : SingletonBase<ScoreSystemData>
  34. {
  35. private Dictionary<int, List<int>> equipDicWithPartId = new Dictionary<int, List<int>>();
  36. /// <summary>
  37. /// 将穿戴部件分组
  38. /// </summary>
  39. public void SetEquipDicWithType()
  40. {
  41. equipDicWithPartId.Clear();
  42. var equipDatas = MyDressUpHelper.dressUpObj.itemList;
  43. for (int i = 0; i < equipDatas.Count; i++)
  44. {
  45. FightScoreCfg[] typeCfgs = FightScoreCfgArray.Instance.dataArray;
  46. for (int j = 0; j < typeCfgs.Length; j++)
  47. {
  48. FightScoreCfg cfg = typeCfgs[j];
  49. if (equipDicWithPartId.ContainsKey(cfg.id) == false)
  50. {
  51. equipDicWithPartId.Add(cfg.id, new List<int>());
  52. }
  53. bool isCheckFinish = false;
  54. for (int k = 0; k < cfg.subTypesArr.Length; k++)
  55. {
  56. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(equipDatas[i]);
  57. if (itemCfg.subType == cfg.subTypesArr[k])
  58. {
  59. equipDicWithPartId[cfg.id].Add(equipDatas[i]);
  60. isCheckFinish = true;
  61. break;
  62. }
  63. }
  64. if (isCheckFinish) break;
  65. }
  66. }
  67. }
  68. // public double mainScore { get; set; }
  69. /// <summary>
  70. /// 返回总主属性分
  71. /// </summary>
  72. /// <returns></returns>
  73. public double GetMainScore()
  74. {
  75. //(部件属性分数+标签分数+人物基础分+卡牌属性分数)*4
  76. var equipDatas = MyDressUpHelper.dressUpObj.itemList;
  77. int partScore = 0;
  78. double tagProportion = 0;
  79. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  80. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  81. for (int i = 0; i < equipDatas.Count; i++)
  82. {
  83. partScore += ItemDataManager.GetItemAdditionScore(equipDatas[i], InstanceZonesDataManager.currentScoreType, InstanceZonesDataManager.currentFightTags);
  84. // ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(equipDatas[i]);
  85. // for (int j = 0; j < fightCfg.needTagsArr.Length; j++)
  86. // {
  87. // if (tagProportion >= ConstScoreSystem.MAX_TAG_COUNT) break;
  88. // for (int k = 0; k < itemCfg.tagsArr.Length; k++)
  89. // {
  90. // if (fightCfg.needTagsArr[j] == itemCfg.tagsArr[k][0])
  91. // {
  92. // tagProportion += ConstScoreSystem.TAG_SCORE;
  93. // }
  94. // }
  95. // }
  96. }
  97. int roleScore = RoleLevelCfgArray.Instance.GetCfg(GameGlobal.myNumericComponent.GetAsInt(NumericType.Lvl)).baseScore;
  98. int cardScore = ItemDataManager.GetItemAdditionScore(InstanceZonesDataManager.currentCardId, InstanceZonesDataManager.currentScoreType);
  99. double tagScore = tagProportion * partScore;
  100. return (partScore + tagScore + roleScore + cardScore) * ConstScoreSystem.MAIN_SCORE;
  101. }
  102. /// <summary>
  103. /// 部件评分
  104. /// </summary>
  105. /// <param name="partId">部件id</param>
  106. /// <param name="clickType">点击状态0:miss,1:优秀,2:完美</param>
  107. /// <param name="mainScore">总主属性</param>
  108. /// <param name="type">评分部位</param>
  109. /// <param name="showCard">是否展示卡牌效果</param>
  110. /// <returns></returns>
  111. public int GetPartScore(int partId, int clickType, double skillScore)
  112. {
  113. //部件评分=部件基础分*部件系数
  114. //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)
  115. //卡牌评分=总属性*技能配表百分比
  116. double partScore = GetPartItemScore(partId);
  117. double clickScore = ScoreSystemData.Instance.GetPartItemClickScore(partId, clickType);
  118. return (int)Math.Ceiling(partScore + clickScore + skillScore);
  119. // return (int)Math.Round((partScore + skillScore));
  120. }
  121. public double GetPartItemScore(int partId)
  122. {
  123. return GetPartBaseScore(partId) * ConstScoreSystem.PART_SCORE;
  124. }
  125. /// <summary>
  126. /// 部件基础评分
  127. /// </summary>
  128. /// <param name="partId">评分部位</param>
  129. /// <returns></returns>
  130. private double GetPartBaseScore(int partId)
  131. {
  132. double partScore = 0;
  133. if (!equipDicWithPartId.ContainsKey(partId)) return partScore;
  134. for (int i = 0; i < equipDicWithPartId[partId].Count; i++)
  135. {
  136. partScore += ItemDataManager.GetItemAdditionScore(equipDicWithPartId[partId][i], InstanceZonesDataManager.currentScoreType, InstanceZonesDataManager.currentFightTags);
  137. }
  138. return partScore;
  139. }
  140. private double GetPartItemClickScore(int partId, int clickState)
  141. {
  142. //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
  143. double clickCoefficient = 0;
  144. switch (clickState)
  145. {
  146. case ClickType.MISS_CLICK:
  147. clickCoefficient = ConstScoreSystem.MISS_SCORE;
  148. break;
  149. case ClickType.GREAT_CLICK:
  150. clickCoefficient = ConstScoreSystem.GREAT_SCORE;
  151. break;
  152. case ClickType.PREFACT_CLICK:
  153. clickCoefficient = ConstScoreSystem.PERFECT_SCORE;
  154. break;
  155. }
  156. int roleScore = RoleLevelCfgArray.Instance.GetCfg(GameGlobal.myNumericComponent.GetAsInt(NumericType.Lvl)).baseScore;
  157. int cardScore = ItemDataManager.GetItemAdditionScore(InstanceZonesDataManager.currentCardId, InstanceZonesDataManager.currentScoreType);
  158. double clickScore = (GetPartBaseScore(partId) + (cardScore + roleScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
  159. return clickScore;
  160. }
  161. /// <summary>
  162. /// 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
  163. /// </summary>
  164. /// <returns></returns>
  165. public List<PassivitySkillLvlCfg> GetValidSkills(int currentTime, int cardId, int targetCardId, int partId)
  166. {
  167. List<PassivitySkillLvlCfg> skillCfgs = new List<PassivitySkillLvlCfg>();
  168. List<PassivitySkillCfg> mySkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  169. List<PassivitySkillCfg> targetSkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(targetCardId);
  170. List<int> nullifySkillIndex = new List<int>();
  171. for (int i = 0; i < targetSkillCfgs.Count; i++)
  172. {
  173. PassivitySkillCfg skillCfg = targetSkillCfgs[i];
  174. int skillLv = SkillDataManager.Instance.GetSkillLv(targetCardId, skillCfg.skillId);
  175. PassivitySkillLvlCfg skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLv, skillCfg.skillId);
  176. if (skillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && partId <= skillLvlCfg.roundTime
  177. || skillLvlCfg.beginTime == BeginTime.PART_PREFACT_CLICK && currentTime == BeginTime.PART_PREFACT_CLICK
  178. || skillLvlCfg.beginTime == BeginTime.PART_FIGHT_BEGIN && currentTime == BeginTime.PART_FIGHT_BEGIN
  179. || skillLvlCfg.beginTime == BeginTime.PART_FIGHT_END && currentTime == BeginTime.PART_FIGHT_END
  180. || skillLvlCfg.beginTime <= BeginTime.PART_SCORE_6 && currentTime == BeginTime.PART_FIGHT_END && partId == skillLvlCfg.beginTime)
  181. {
  182. bool isProbability = skillLvlCfg.nullifySkillIndex > 0 && UnityEngine.Random.Range(0, 10000) < skillLvlCfg.probability;
  183. if (isProbability) nullifySkillIndex.Add(skillLvlCfg.nullifySkillIndex);
  184. }
  185. }
  186. for (int i = 0; i < mySkillCfgs.Count; i++)
  187. {
  188. PassivitySkillCfg skillCfg = mySkillCfgs[i];
  189. int skillLv = SkillDataManager.Instance.GetSkillLv(cardId, skillCfg.skillId);
  190. PassivitySkillLvlCfg skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLv, skillCfg.skillId);
  191. if (nullifySkillIndex.IndexOf(i + 1) >= 0) continue;//技能被对手失效
  192. if (skillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && partId <= skillLvlCfg.roundTime
  193. || skillLvlCfg.beginTime == BeginTime.PART_PREFACT_CLICK && currentTime == BeginTime.PART_PREFACT_CLICK
  194. || skillLvlCfg.beginTime == BeginTime.PART_FIGHT_BEGIN && currentTime == BeginTime.PART_FIGHT_BEGIN
  195. || skillLvlCfg.beginTime == BeginTime.PART_FIGHT_END && currentTime == BeginTime.PART_FIGHT_END
  196. || skillLvlCfg.beginTime <= BeginTime.PART_SCORE_6 && currentTime == BeginTime.PART_FIGHT_END && partId == skillLvlCfg.beginTime)
  197. {
  198. bool isProbability = UnityEngine.Random.Range(0, 10000) < skillLvlCfg.probability;
  199. if (isProbability) skillCfgs.Add(skillLvlCfg);
  200. }
  201. }
  202. return skillCfgs;
  203. }
  204. /// <summary>
  205. /// 本轮技能分数
  206. /// </summary>
  207. /// <param name="validSkills">有效技能列表</param>
  208. /// <param name="mainScore">总主属性</param>
  209. /// <returns></returns>
  210. public int GetPartItemSkillScore(List<PassivitySkillLvlCfg> validSkills, double mainScore)
  211. {
  212. double skillScore = 0;
  213. for (int i = 0; i < validSkills.Count; i++)
  214. {
  215. skillScore += mainScore * validSkills[i].ratio / 10000;
  216. }
  217. return (int)Math.Ceiling(skillScore);
  218. }
  219. /// <summary>
  220. /// 是否展示卡牌效果
  221. /// </summary>
  222. /// <param name="cardId">卡牌id</param>
  223. /// <param name="validSkills">被触发的有效技能列表</param>
  224. /// <returns></returns>
  225. public bool IsShowCard(int cardId, List<PassivitySkillLvlCfg> validSkills)
  226. {
  227. if (cardId <= 0) return false;//未选卡
  228. if (validSkills.Count == 0) return false;//本轮没有技能被触发不显示卡牌
  229. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  230. for (int i = 0; i < skillCfgs.Count; i++)
  231. {
  232. if (skillCfgs[i].mainSkill == 1)
  233. {
  234. return true;
  235. }
  236. }
  237. return false;
  238. }
  239. /// <summary>
  240. /// 登峰造极额外加分
  241. /// </summary>
  242. /// <param name="mainScore"></param>
  243. /// <returns></returns>
  244. public double GetAllCircleAddScore(double mainScore)
  245. {
  246. //主属性20%的加分
  247. return mainScore * ConstScoreSystem.ALL_PERFECT_SCORE;
  248. }
  249. /// <summary>
  250. /// 根据卡牌Id获取 战斗选卡 界面显示配置
  251. /// </summary>
  252. /// <param name="cardId"></param>
  253. /// <returns></returns>
  254. public PassivitySkillCfg GetShowSkillCfg(int cardId)
  255. {
  256. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  257. if (skillCfgs.Count <= 0)
  258. {
  259. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  260. return null;
  261. }
  262. for (int i = 0; i < skillCfgs.Count; i++)
  263. {
  264. if (skillCfgs[i].showSkill == 1)
  265. {
  266. // int skillLv = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
  267. return skillCfgs[i];
  268. }
  269. }
  270. return null;
  271. }
  272. /// <summary>
  273. /// 根据卡牌Id获取评分主技能显示配置
  274. /// </summary>
  275. /// <param name="cardId"></param>
  276. /// <returns></returns>
  277. public PassivitySkillCfg GetMainSkillCfg(int cardId)
  278. {
  279. // Dictionary<int, List<PassivitySkillCfg>> cfgs = SkillDataManager.Instance.dicPassivitySkill[cardId];
  280. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  281. if (skillCfgs.Count <= 0)
  282. {
  283. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  284. return null;
  285. }
  286. // foreach (int key in cfgs.Keys)
  287. // {
  288. for (int i = 0; i < skillCfgs.Count; i++)
  289. {
  290. if (skillCfgs[i].mainSkill == 1)
  291. {
  292. // int skillLV = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
  293. // PassivitySkillLvlCfgArray skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfg(skillLV, skillCfgs[i].skillId);
  294. // return cfgs[key][skillLV - 1];
  295. return skillCfgs[i];
  296. }
  297. }
  298. return null;
  299. }
  300. }
  301. }