ScoreSystemData.cs 21 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 GOOD_CLICK = 1;
  11. public const int PERFECT_CLICK = 2;
  12. }
  13. public class SkillBeginTime
  14. {
  15. public const int ROUND_1 = 1;//作用第一回合
  16. public const int ROUND_2 = 2;//作用第二回合
  17. public const int ROUND_3 = 3;//作用第三回合
  18. public const int ROUND_4 = 4;//作用第四回合
  19. public const int ROUND_5 = 5;//作用第五回合
  20. public const int ROUND_6 = 6;//作用第六回合
  21. public const int FIGHT_BEGIN = 7;//对战开始
  22. public const int PERFECT_CLICK = 8;//每次完美点击
  23. public const int ERVERY_ROUND_BEGIN = 9;//每回合开始
  24. public const int ERVERY_ROUND_END = 10;//每回合结束
  25. 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)
  26. }
  27. public class ScoreSystemData : SingletonBase<ScoreSystemData>
  28. {
  29. /// <summary>
  30. /// 将穿戴部件分组
  31. /// </summary>
  32. public void SetEquipScoresWithPartId(FightData roleData)
  33. {
  34. roleData.partScoreListDic.Clear();
  35. roleData.partListDic.Clear();
  36. FightScoreCfg[] typeCfgs = FightScoreCfgArray.Instance.dataArray;
  37. for (int j = 0; j < typeCfgs.Length; j++)
  38. {
  39. FightScoreCfg cfg = typeCfgs[j];
  40. if (roleData.partScoreListDic.ContainsKey(cfg.id) == false)
  41. {
  42. roleData.partScoreListDic.Add(cfg.id, new List<float>());
  43. }
  44. if (roleData.partListDic.ContainsKey(cfg.id) == false)
  45. {
  46. roleData.partListDic.Add(cfg.id, new List<int>());
  47. }
  48. }
  49. for (int i = 0; i < roleData.itemList.Count; i++)
  50. {
  51. for (int j = 0; j < typeCfgs.Length; j++)
  52. {
  53. FightScoreCfg cfg = typeCfgs[j];
  54. bool isCheckFinish = false;
  55. for (int k = 0; k < cfg.subTypesArr.Length; k++)
  56. {
  57. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(roleData.itemList[i]);
  58. if (itemCfg.subType == cfg.subTypesArr[k])
  59. {
  60. roleData.partListDic[cfg.id].Add(roleData.itemList[i]);
  61. roleData.partScoreListDic[cfg.id].Add(roleData.itemScoreList[i]);
  62. isCheckFinish = true;
  63. break;
  64. }
  65. }
  66. if (isCheckFinish) break;
  67. }
  68. }
  69. }
  70. /// <summary>
  71. /// 返回总主属性分
  72. /// </summary>
  73. /// <returns></returns>
  74. public double GetMainScore(FightData roleData)
  75. {
  76. //(部件属性分数+标签分数+人物基础分+雅集技能分+词牌属性分数)*4
  77. // int partScore = 0;
  78. // double tagScore = 0;
  79. // int tagCount = 0;
  80. double baseScore = 0;
  81. for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
  82. {
  83. baseScore += GetroundBaseScore(roleData, i + 1);
  84. }
  85. return (baseScore + roleData.baseScore + roleData.leagueSkillScore + roleData.cardScore) * ConstScoreSystem.MAIN_SCORE;
  86. }
  87. public double GetRobotMainScore(FightData robotData)
  88. {
  89. //(部件属性分数+标签分数+人物基础分+词牌属性分数)*4
  90. double partScore = 0;
  91. for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
  92. {
  93. partScore += GetRobotRoundBaseScore(robotData, i + 1);
  94. }
  95. return (partScore + robotData.baseScore + robotData.leagueSkillScore + robotData.cardScore) * ConstScoreSystem.MAIN_SCORE;
  96. }
  97. /// <summary>
  98. /// 回合评分
  99. /// </summary>
  100. /// <param name="roundId">部件id</param>
  101. /// <param name="clickType">点击状态0:miss,1:优秀,2:完美</param>
  102. /// <param name="mainScore">总主属性</param>
  103. /// <param name="type">评分部位</param>
  104. /// <param name="showCard">是否展示词牌效果</param>
  105. /// <returns></returns>
  106. public int GetRoundScore(FightData roleData, int roundId, int clickType, double skillScore = 0)
  107. {
  108. //部件评分=部件基础分*部件系数
  109. //词牌评分=总属性*技能配表百分比
  110. double partBaseScore = GetroundBaseScore(roleData, roundId);
  111. double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
  112. int roleScore = roleData.baseScore;
  113. long leagueSkillScore = roleData.leagueSkillScore;
  114. int cardScore = roleData.cardScore;
  115. double clickCoefficient = GetRoundItemClickScore(clickType);
  116. //start------------------------------------------------------
  117. //本段注释为上个版本的计算公式,留做备份参考
  118. //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)
  119. //double clickScore = (partBaseScore + (roleScore + leagueSkillScore + cardScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
  120. //end--------------------------------------------------------
  121. //改为 点击评分 =(部件基础分+人物基础分)*点击系数
  122. double clickScore = (partBaseScore + roleScore) * clickCoefficient;
  123. int score = (int)Math.Ceiling(partScore + clickScore );
  124. return Math.Max(0, score);
  125. }
  126. /// <summary>
  127. /// 根据搭配学院获得服装分类基础分加成
  128. /// CollectPartDataManager.partIndex: 1.连衣裙或者上衣、下装及内搭 2.发型 3.外套4.袜子 5.鞋子6.饰品7.手持物
  129. /// </summary>
  130. public float CollegeAddition(int roundId)
  131. {
  132. int additionNum = 1;
  133. switch (roundId)
  134. {
  135. case 1:
  136. additionNum += CollectPartDataManager.Instance.CollectPartDataDic[2][2]/10000;
  137. break;
  138. case 2:
  139. break;
  140. case 3:
  141. additionNum += CollectPartDataManager.Instance.CollectPartDataDic[6][2] / 10000;
  142. break;
  143. case 4:
  144. additionNum += CollectPartDataManager.Instance.CollectPartDataDic[7][2] / 10000;
  145. break;
  146. case 5:
  147. additionNum += CollectPartDataManager.Instance.CollectPartDataDic[4][2] / 10000 + CollectPartDataManager.Instance.CollectPartDataDic[5][2] / 10000;
  148. break;
  149. case 6:
  150. additionNum += CollectPartDataManager.Instance.CollectPartDataDic[1][2] / 10000 + CollectPartDataManager.Instance.CollectPartDataDic[3][2] / 10000;
  151. break;
  152. }
  153. return additionNum;
  154. }
  155. public int GetRobotRoundScore(FightData robotData, int roundId, int clickType, double skillScore)
  156. {
  157. //部件评分=部件基础分*部件系数
  158. //词牌评分=总属性*技能配表百分比
  159. double partBaseScore = GetRobotRoundBaseScore(robotData, roundId);
  160. double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
  161. int roleScore = robotData.baseScore;
  162. long leagueSkillScore = robotData.leagueSkillScore;
  163. int cardScore = robotData.cardScore;
  164. double clickCoefficient = GetRoundItemClickScore(clickType);
  165. //start------------------------------------------------------
  166. //本段注释为上个版本的计算公式,留做备份参考
  167. //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)
  168. //double clickScore = (partBaseScore + (cardScore + leagueSkillScore + roleScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
  169. //end--------------------------------------------------------
  170. //改为 点击评分 =(部件基础分+人物基础分)*点击系数
  171. double clickScore = (partBaseScore + roleScore) * clickCoefficient;
  172. int score = (int)Math.Ceiling(partScore + clickScore + skillScore);
  173. return Math.Max(0, score);
  174. }
  175. /// <summary>
  176. /// 回合基础评分
  177. /// </summary>
  178. /// <param name="roundId">评分部位</param>
  179. /// <returns></returns>
  180. public double GetroundBaseScore(FightData roleData, int roundId)
  181. {
  182. double partScore = 0;
  183. double tagScore = 0;
  184. int tagCount = 0;
  185. if (!roleData.partListDic.ContainsKey(roundId) || roleData.partListDic[roundId].Count == 0) return partScore;
  186. List<int> partList = roleData.partListDic[roundId];
  187. for (int i = 0; i < partList.Count; i++)
  188. {
  189. partScore += roleData.partScoreListDic[roundId][i];
  190. tagScore += ItemDataManager.GetItemTagScore(partList[i], roleData.tags);
  191. // if (ItemDataManager.CheckItemTagsRight(partList[i], roleData.tags)) tagCount++;
  192. }
  193. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena)
  194. {
  195. tagCount = ArenaDataManager.Instance.GetTagsCount(roleData.itemList, roleData.tags);
  196. tagCount = Math.Min(ArenaTagCfgArray.Instance.dataArray.Length, tagCount);
  197. float addition = 0;
  198. if (tagCount > 0)
  199. {
  200. addition = ArenaTagCfgArray.Instance.GetCfg(tagCount).addition / 10000f;
  201. }
  202. return (partScore + tagScore) * (1 + addition);
  203. }
  204. else
  205. {
  206. return partScore + tagScore;
  207. }
  208. }
  209. /// <summary>
  210. /// 部件基础分之和
  211. /// </summary>
  212. /// <param name="roleData"></param>
  213. /// <returns></returns>
  214. public double GetAllRoundBaseScore(FightData roleData)
  215. {
  216. double baseScore = 0;
  217. for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
  218. {
  219. baseScore += GetroundBaseScore(roleData, i + 1);
  220. }
  221. return baseScore;
  222. }
  223. private double GetRobotRoundBaseScore(FightData robotData, int roundId)
  224. {
  225. double partBaseScore = robotData.itemScoreList[roundId - 1];
  226. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena)
  227. {
  228. partBaseScore = partBaseScore * (1 + robotData.tagAddition / 10000f);
  229. }
  230. return partBaseScore;
  231. }
  232. private double GetRoundItemClickScore(int clickType)
  233. {
  234. //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
  235. double clickCoefficient = 0;
  236. switch (clickType)
  237. {
  238. case ClickType.MISS_CLICK:
  239. clickCoefficient = ConstScoreSystem.MISS_SCORE;
  240. break;
  241. case ClickType.GOOD_CLICK:
  242. clickCoefficient = ConstScoreSystem.GREAT_SCORE;
  243. break;
  244. case ClickType.PERFECT_CLICK:
  245. clickCoefficient = ConstScoreSystem.PERFECT_SCORE;
  246. break;
  247. }
  248. return clickCoefficient;
  249. }
  250. /// <summary>
  251. /// 获取词牌技能持续回合数
  252. /// </summary>
  253. /// <returns></returns>
  254. public List<int> GetRoundTime(int cardId, List<int> skillLvs)
  255. {
  256. List<int> roundTimes = new List<int>();
  257. List<PassivitySkillCfg> targetSkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  258. for (int i = 0; i < targetSkillCfgs.Count; i++)
  259. {
  260. if (skillLvs.Count <= i) continue;
  261. int skillLv = skillLvs[i];
  262. PassivitySkillLvlCfg skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLv, targetSkillCfgs[i].skillId);
  263. if (skillLvlCfg.beginTime == SkillBeginTime.FIGHT_BEGIN && UnityEngine.Random.Range(0, 10000) < skillLvlCfg.probability)
  264. {
  265. roundTimes.Add(skillLvlCfg.roundTime);
  266. }
  267. else
  268. {
  269. roundTimes.Add(0);
  270. }
  271. }
  272. return roundTimes;
  273. }
  274. /// <summary>
  275. /// 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
  276. /// </summary>
  277. /// <returns></returns>
  278. public List<PassivitySkillLvlCfg> GetValidSkills(int currentTime, int roundId, int cardId, List<int> skillLvs, int targetCardId, List<int> targetSkillLvs, List<int> roundTimes, List<int> targetRoundTimes)
  279. {
  280. List<PassivitySkillLvlCfg> skillCfgs = new List<PassivitySkillLvlCfg>();
  281. List<PassivitySkillCfg> targetSkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(targetCardId);
  282. //找到敌方对我的减益技能
  283. List<int> nullifySkillIndex = new List<int>();
  284. for (int i = 0; i < targetSkillCfgs.Count; i++)
  285. {
  286. if (targetSkillLvs.Count <= i) continue;
  287. PassivitySkillLvlCfg targetSkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(targetSkillLvs[i], targetSkillCfgs[i].skillId);
  288. if (CheckIsRightTime(targetSkillLvlCfg, currentTime, roundId))
  289. {
  290. bool isProbability = targetSkillLvlCfg.nullifySkillIndex > 0 && UnityEngine.Random.Range(0, 10000) < targetSkillLvlCfg.probability;
  291. if (targetSkillLvlCfg.beginTime == SkillBeginTime.FIGHT_BEGIN && targetRoundTimes.Count > i && roundId < targetRoundTimes[i]) isProbability = true;
  292. if (isProbability) nullifySkillIndex.Add(targetSkillLvlCfg.nullifySkillIndex);
  293. }
  294. }
  295. List<PassivitySkillCfg> mySkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  296. for (int i = 0; i < mySkillCfgs.Count; i++)
  297. {
  298. if (skillLvs.Count <= i) continue;
  299. PassivitySkillLvlCfg mySkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLvs[i], mySkillCfgs[i].skillId);
  300. if (nullifySkillIndex.IndexOf(i + 1) >= 0) continue;//技能被对手失效
  301. if (CheckIsRightTime(mySkillLvlCfg, currentTime, roundId))
  302. {
  303. bool isProbability = UnityEngine.Random.Range(0, 10000) < mySkillLvlCfg.probability;
  304. if ((mySkillLvlCfg.beginTime == currentTime || roundId == mySkillLvlCfg.beginTime) && roundTimes != null /*&& roundId < roundTimes[i]*/)
  305. isProbability = true;
  306. else
  307. isProbability = false;
  308. if (isProbability) skillCfgs.Add(mySkillLvlCfg);
  309. }
  310. }
  311. return skillCfgs;
  312. }
  313. private bool CheckIsRightTime(PassivitySkillLvlCfg skillLvlCfg, int currentTime, int roundId)
  314. {
  315. if (skillLvlCfg.beginTime == SkillBeginTime.FIGHT_BEGIN && currentTime == SkillBeginTime.ERVERY_ROUND_BEGIN
  316. || skillLvlCfg.beginTime == SkillBeginTime.PERFECT_CLICK && currentTime == SkillBeginTime.PERFECT_CLICK
  317. || skillLvlCfg.beginTime == SkillBeginTime.ERVERY_ROUND_BEGIN && currentTime == SkillBeginTime.ERVERY_ROUND_BEGIN
  318. || skillLvlCfg.beginTime == SkillBeginTime.ERVERY_ROUND_END && currentTime == SkillBeginTime.ERVERY_ROUND_END
  319. || skillLvlCfg.beginTime == SkillBeginTime.ALL_PERFECT_START && currentTime == SkillBeginTime.ALL_PERFECT_START
  320. || skillLvlCfg.beginTime == SkillBeginTime.FIGHT_BEGIN && currentTime == SkillBeginTime.FIGHT_BEGIN
  321. || skillLvlCfg.beginTime <= SkillBeginTime.ROUND_6 && currentTime == SkillBeginTime.ERVERY_ROUND_BEGIN && roundId == skillLvlCfg.beginTime)
  322. {
  323. return true;
  324. }
  325. return false;
  326. }
  327. /// <summary>
  328. /// 本轮技能分数
  329. /// </summary>
  330. /// <param name="validSkills">有效技能列表</param>
  331. /// <param name="mainScore">总主属性</param>
  332. /// <returns></returns>
  333. public void GetRoundItemSkillScore(List<PassivitySkillLvlCfg> validSkills, double mainScore, double targetMainScore, out int skillScore, out int targetScore, out Dictionary<int, int> skillsToShowDic)
  334. {
  335. double _skillScore = 0;
  336. double _targetSkillScore = 0;
  337. skillsToShowDic = new Dictionary<int, int>();
  338. for (int i = 0; i < validSkills.Count; i++)
  339. {
  340. if (validSkills[i].target == 1 && mainScore > 0)//作用自身
  341. {
  342. double score = mainScore * validSkills[i].ratio / 10000;
  343. _skillScore += score;
  344. skillsToShowDic.Add(validSkills[i].skillId, (int)Math.Ceiling(score));
  345. }
  346. else if (validSkills[i].target == 2 && targetMainScore > 0)//作用对方
  347. {
  348. double score = mainScore * validSkills[i].ratio / 10000;
  349. _targetSkillScore += score;
  350. skillsToShowDic.Add(validSkills[i].skillId, (int)Math.Ceiling(score));
  351. }
  352. }
  353. skillScore = (int)Math.Ceiling(_skillScore);
  354. targetScore = (int)Math.Ceiling(_targetSkillScore);
  355. }
  356. /// <summary>
  357. /// 是否展示词牌效果
  358. /// </summary>
  359. /// <param name="cardId">词牌id</param>
  360. /// <param name="validSkills">被触发的有效技能列表</param>
  361. /// <returns></returns>
  362. public bool IsShowCard(int cardId, List<PassivitySkillLvlCfg> validSkills)
  363. {
  364. if (cardId <= 0) return false;//未选卡
  365. if (validSkills.Count == 0) return false;//本轮没有技能被触发不显示词牌
  366. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  367. for (int i = 0; i < skillCfgs.Count; i++)
  368. {
  369. if (skillCfgs[i].mainSkill == 1)
  370. {
  371. return true;
  372. }
  373. }
  374. return false;
  375. }
  376. /// <summary>
  377. /// 登峰造极额外加分
  378. /// </summary>
  379. /// <param name="mainScore"></param>
  380. /// <returns></returns>
  381. public int GetAllCircleAddScore(FightData fightData)
  382. {
  383. //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
  384. double allPartsBaseScore = GetAllRoundBaseScore(fightData);
  385. return (int)Math.Ceiling((allPartsBaseScore + (double)fightData.baseScore)* ConstScoreSystem.PERFECT_SCORE * ConstScoreSystem.ALL_CIRCLE_SCORE);
  386. }
  387. /// <summary>
  388. /// 根据词牌Id获取 战斗选卡 界面显示配置
  389. /// </summary>
  390. /// <param name="cardId"></param>
  391. /// <returns></returns>
  392. public PassivitySkillCfg GetShowSkillCfg(int cardId)
  393. {
  394. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  395. if (skillCfgs.Count <= 0)
  396. {
  397. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  398. return null;
  399. }
  400. for (int i = 0; i < skillCfgs.Count; i++)
  401. {
  402. if (skillCfgs[i].showSkill == 1)
  403. {
  404. // int skillLv = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
  405. return skillCfgs[i];
  406. }
  407. }
  408. return null;
  409. }
  410. /// <summary>
  411. /// 根据词牌Id获取评分主技能显示配置
  412. /// </summary>
  413. /// <param name="cardId"></param>
  414. /// <returns></returns>
  415. public PassivitySkillCfg GetMainSkillCfg(int cardId)
  416. {
  417. // Dictionary<int, List<PassivitySkillCfg>> cfgs = SkillDataManager.Instance.dicPassivitySkill[cardId];
  418. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  419. if (skillCfgs.Count <= 0)
  420. {
  421. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  422. return null;
  423. }
  424. // foreach (int key in cfgs.Keys)
  425. // {
  426. for (int i = 0; i < skillCfgs.Count; i++)
  427. {
  428. if (skillCfgs[i].mainSkill == 1)
  429. {
  430. // int skillLV = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
  431. // PassivitySkillLvlCfgArray skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfg(skillLV, skillCfgs[i].skillId);
  432. // return cfgs[key][skillLV - 1];
  433. return skillCfgs[i];
  434. }
  435. }
  436. return null;
  437. }
  438. }
  439. }