FightDataManager.cs 22 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. namespace GFGGame
  5. {
  6. public class FightDataManager : SingletonBase<FightDataManager>
  7. {
  8. public byte[] FightRoleRes { get; set; }
  9. public Texture2D RoleTextuex { get; set; }
  10. //角色基础分+部件基础分
  11. // private int _score;
  12. // public int score
  13. // {
  14. // get
  15. // {
  16. // return _score;
  17. // }
  18. // set
  19. // {
  20. // _score = value;
  21. // EventAgent.DispatchEvent(ConstMessage.DRESS_UP_SCORE_CHANGED, _score);
  22. // }
  23. // }
  24. public FightRoleData roleData
  25. {
  26. get
  27. {
  28. return GetMyFightRoleData();
  29. }
  30. }
  31. public int GetScore(List<int> itemScoreList)
  32. {
  33. int score = 0;
  34. for (int i = 0; i < itemScoreList.Count; i++)
  35. {
  36. score += itemScoreList[i];
  37. }
  38. return score;
  39. }
  40. //最终得分
  41. private int _totalScore;
  42. public int totalScore
  43. {
  44. get
  45. {
  46. return _totalScore;
  47. }
  48. set
  49. {
  50. _totalScore = value;
  51. }
  52. }
  53. //战斗对象最终得分
  54. private int _targetTotalScore;
  55. public int npcTotalScore
  56. {
  57. get
  58. {
  59. return _targetTotalScore;
  60. }
  61. set
  62. {
  63. _targetTotalScore = value;
  64. }
  65. }
  66. private bool _autoPlay = false;
  67. public bool autoPlay
  68. {
  69. get
  70. {
  71. return _autoPlay;
  72. }
  73. set
  74. {
  75. _autoPlay = value;
  76. if (!_autoPlay) fightSpeed = 1;
  77. StorageSProxy.ReqSetClientValue(ConstStorageId.STORAGE_AUTO_PLAY, _autoPlay == true ? 1 : 0).Coroutine();
  78. }
  79. }
  80. public int maxFightSpeed = 2;
  81. private int _fightSpeed = 1;
  82. public int fightSpeed
  83. {
  84. get
  85. {
  86. return _fightSpeed;
  87. }
  88. set
  89. {
  90. _fightSpeed = value;
  91. StorageSProxy.ReqSetClientValue(ConstStorageId.STORAGE_FIGHT_AUTO_PLAY_SPEED, _fightSpeed).Coroutine();
  92. }
  93. }
  94. private int _storyDialogSpeed = 1;
  95. public int dialogSpeed
  96. {
  97. get
  98. {
  99. return _storyDialogSpeed;
  100. }
  101. set
  102. {
  103. _storyDialogSpeed = value;
  104. StorageSProxy.ReqSetClientValue(ConstStorageId.STORAGE_DIALOG_AUTO_PLAY_SPEED, _storyDialogSpeed).Coroutine();
  105. }
  106. }
  107. //根据位置原点和随机范围获取评分位置
  108. public void GetCirclePos(Vector2 pos, int range, out float x, out float y)
  109. {
  110. int numX = UnityEngine.Random.Range(0, 2);
  111. int signX = numX % 2 == 0 ? 1 : -1;
  112. float rangeX = UnityEngine.Random.Range(0, range);
  113. x = pos.x + signX * (rangeX);
  114. int numY = UnityEngine.Random.Range(0, 2);
  115. int signY = numY % 2 == 0 ? 1 : -1;
  116. float rangeY = UnityEngine.Random.Range(0, range);
  117. y = pos.y + signY * (rangeY);
  118. }
  119. public Texture2D GetPrintscreenNTexture(Camera camera)
  120. {
  121. RenderTexture rt = new RenderTexture(UnityEngine.Screen.width, UnityEngine.Screen.height, 0);//渲染一张1920*1080的图
  122. camera.targetTexture = rt;//传到主摄像机上
  123. camera.Render();//渲染
  124. RenderTexture.active = rt;
  125. Texture2D screenShot = new Texture2D(UnityEngine.Screen.width, UnityEngine.Screen.height, TextureFormat.ARGB32, false);
  126. screenShot.ReadPixels(new Rect(0, 0, UnityEngine.Screen.width, UnityEngine.Screen.height), 0, 0);//读像素
  127. screenShot.Apply();
  128. camera.targetTexture = null;
  129. RenderTexture.active = null;
  130. UnityEngine.Object.Destroy(rt);
  131. return screenShot;
  132. }
  133. /// <summary>
  134. /// 获取标签总分数
  135. /// </summary>
  136. /// <param name="itemList">服装列表</param>
  137. /// <param name="tags">标签</param>
  138. /// <returns></returns>
  139. public int GetTagsScore(List<int> itemList, string[] tags)
  140. {
  141. int score = 0;
  142. for (int i = 0; i < itemList.Count; i++)
  143. {
  144. score += ItemDataManager.GetItemTagScore(itemList[i], tags);
  145. }
  146. return score;
  147. }
  148. /// <summary>
  149. /// 获取符合标签的服装总个数
  150. /// </summary>
  151. /// <param name="itemList">服装列表</param>
  152. /// <param name="tags">标签</param>
  153. /// <returns></returns>
  154. public int GetTagsCount(List<int> itemList, string[] tags)
  155. {
  156. int count = 0;
  157. for (int i = 0; i < itemList.Count; i++)
  158. {
  159. if (ItemDataManager.CheckItemTagsRight(itemList[i], tags)) count++;
  160. }
  161. return count;
  162. }
  163. //获取玩家战斗数据
  164. private FightRoleData GetMyFightRoleData()
  165. {
  166. FightRoleData roleData = new FightRoleData();
  167. roleData.name = RoleDataManager.roleName;
  168. roleData.headId = RoleDataManager.headId;
  169. roleData.headBorderId = RoleDataManager.headBorderId;
  170. roleData.baseScore = RoleLevelCfgArray.Instance.GetCfg(RoleDataManager.lvl).baseScore;//角色等级分数
  171. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena)
  172. {
  173. if (ArenaDataManager.Instance.CurFightIndex == 0)
  174. {
  175. roleData.tags = new string[1] { ArenaDataManager.Instance.Tag };
  176. }
  177. roleData.scoreType = ArenaDataManager.Instance.DressupList[ArenaDataManager.Instance.CurFightIndex].scoreType;
  178. roleData.cardId = ArenaDataManager.Instance.DressupList[ArenaDataManager.Instance.CurFightIndex].cardId;
  179. roleData.cardScore = ItemDataManager.GetItemAdditionScore(roleData.cardId, roleData.scoreType, roleData.tags);
  180. roleData.itemList = ArenaDataManager.Instance.DressupList[ArenaDataManager.Instance.CurFightIndex].itemList;
  181. }
  182. else
  183. {
  184. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  185. // roleData.fightScene = levelCfg.type;
  186. if (!string.IsNullOrEmpty(levelCfg.fightID))
  187. {
  188. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  189. roleData.tags = fightCfg.needTagsArr;////本次战斗要求的标签
  190. }
  191. roleData.scoreType = InstanceZonesDataManager.currentScoreType; //本次战斗的主题
  192. roleData.cardId = InstanceZonesDataManager.currentCardId; ;//卡牌id
  193. roleData.cardScore = CardDataManager.GetCardDataById(roleData.cardId).scores[roleData.scoreType];//卡牌对应主题的属性分数
  194. roleData.itemList = MyDressUpHelper.dressUpObj.itemList;
  195. }
  196. if (roleData.cardId > 0)
  197. {
  198. roleData.skillLvs = SkillDataManager.Instance.GetSkillLvs(roleData.cardId);
  199. }
  200. for (int i = 0; i < roleData.itemList.Count; i++)
  201. {
  202. int score = ItemDataManager.GetItemAdditionScore(roleData.itemList[i], roleData.scoreType);
  203. roleData.itemScoreList.Add(score);
  204. }
  205. return roleData;
  206. }
  207. //获取副本机器人战斗数据
  208. public FightRobotData GetFightRobotData()
  209. {
  210. FightRobotData robotData = new FightRobotData();
  211. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  212. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  213. robotData.res = fightCfg.targetRes;
  214. robotData.name = fightCfg.targetName;
  215. robotData.scoreType = InstanceZonesDataManager.currentScoreType; //本次战斗的主题
  216. robotData.baseScore = fightCfg.targetBaseScore;
  217. robotData.cardId = fightCfg.targetCardId;
  218. robotData.cardScore = fightCfg.targetCardScore;
  219. robotData.skillLvs = new List<int>(fightCfg.targetSkillLvsArr);
  220. robotData.itemScoreList = new List<int>(fightCfg.targetPartsScoreArr);
  221. return robotData;
  222. }
  223. //获取竞技场对手角色战斗数据
  224. public FightRoleData GetArenaRoleData(int index, ArenaTargetData arenaTarget)
  225. {
  226. return arenaTarget.RoleDressupList[index];
  227. }
  228. //获取竞技场机器人战斗数据
  229. public FightRobotData GetArenaRobotData(int index, ArenaTargetData arenaTarget)
  230. {
  231. return arenaTarget.RobotDressupList[index];
  232. }
  233. /// <summary>
  234. /// 0失败1优秀2完美
  235. /// </summary>
  236. /// <param name="scale"></param>
  237. /// <returns></returns>
  238. public int GetClickType(float scale)
  239. {
  240. // float scaleX = _ui.m_comClick.m_comResult.m_imgCircle.scale.x;
  241. int clickType = ClickType.MISS_CLICK;
  242. if (FightDataManager.Instance.autoPlay == true)
  243. {
  244. return ClickType.PREFACT_CLICK;
  245. }
  246. if (scale <= 0.866f && scale > 0.65f)
  247. {
  248. clickType = ClickType.PREFACT_CLICK;
  249. }
  250. else if (scale <= 0.216f)
  251. {
  252. clickType = ClickType.MISS_CLICK;
  253. }
  254. else
  255. {
  256. clickType = ClickType.GREAT_CLICK;
  257. }
  258. return clickType;
  259. }
  260. /// <summary>
  261. /// 卡牌列表按竞技战力排序
  262. /// </summary>
  263. /// <param name="arrayList"></param>
  264. /// <returns></returns>
  265. public List<CardData> SortCardList(List<CardData> arrayList, List<int> itemList, int scoreType)
  266. {
  267. double itemSum = 0;
  268. for (int i = 0; i < itemList.Count; i++)
  269. {
  270. itemSum += ItemDataManager.GetItemAdditionScore(itemList[i], scoreType);
  271. }
  272. int baseScore = RoleLevelCfgArray.Instance.GetCfg(RoleDataManager.lvl).baseScore;
  273. arrayList.Sort((CardData a, CardData b) =>
  274. {
  275. double scoreA = GetSkillFightScore(itemSum, baseScore, a.id, a.scores[scoreType], SkillDataManager.Instance.GetSkillLvs(a.id));
  276. double scoreB = GetSkillFightScore(itemSum, baseScore, b.id, b.scores[scoreType], SkillDataManager.Instance.GetSkillLvs(b.id));
  277. if (scoreA < scoreB)
  278. {
  279. return 1;
  280. }
  281. else if (scoreA > scoreB)
  282. {
  283. return -1;
  284. }
  285. return string.Compare(a.itemCfg.res, b.itemCfg.res);
  286. });
  287. return arrayList;
  288. }
  289. /// <summary>
  290. /// 获取快速挑战结果
  291. /// </summary>
  292. /// <param name="myRoleData"></param>
  293. /// <param name="targetType"></param>
  294. /// <param name="targetRoleData"></param>
  295. /// <param name="targetRobotData"></param>
  296. /// <param name="_score"></param>
  297. /// <param name="_targetScore"></param>
  298. public void GetQuickFightResult(FightRoleData myRoleData, int targetType, FightRoleData targetRoleData, FightRobotData targetRobotData, out int _score, out int _targetScore)
  299. {
  300. double score = 0;
  301. double targetScore = 0;
  302. int cardId = myRoleData.cardId;
  303. double mainScore = ScoreSystemData.Instance.GetMainScore(myRoleData);
  304. List<int> skillLvs = myRoleData.skillLvs;
  305. int targetCardId;
  306. double targetMainScore;
  307. List<int> targetSkillLvs;
  308. List<int> targetRoundTime;
  309. List<int> roundTime = ScoreSystemData.Instance.GetRoundTime(myRoleData.cardId, myRoleData.skillLvs);
  310. if (targetType == ArenaFightTargetType.PLAYER)
  311. {
  312. targetCardId = targetRoleData.cardId;
  313. targetSkillLvs = targetRoleData.skillLvs;
  314. targetMainScore = ScoreSystemData.Instance.GetMainScore(targetRoleData);
  315. targetRoundTime = ScoreSystemData.Instance.GetRoundTime(targetRoleData.cardId, targetRoleData.skillLvs);
  316. }
  317. else
  318. {
  319. targetCardId = targetRobotData.cardId;
  320. targetSkillLvs = targetRobotData.skillLvs;
  321. targetMainScore = ScoreSystemData.Instance.GetRobotMainScore(targetRobotData);
  322. targetRoundTime = ScoreSystemData.Instance.GetRoundTime(targetRobotData.cardId, targetRobotData.skillLvs);
  323. }
  324. int partId = 0;
  325. int currentTime = BeginTime.PART_ALL_FIGHT_BEGIN;
  326. GetSkillScore(currentTime, partId, mainScore, cardId, skillLvs, roundTime, ref score, targetMainScore, targetCardId, targetSkillLvs, targetRoundTime, ref targetScore);
  327. GetSkillScore(currentTime, partId, targetMainScore, targetCardId, targetSkillLvs, targetRoundTime, ref targetScore, mainScore, cardId, skillLvs, roundTime, ref score);
  328. for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
  329. {
  330. partId++;
  331. currentTime = BeginTime.PART_FIGHT_BEGIN;
  332. GetSkillScore(currentTime, partId, mainScore, cardId, skillLvs, roundTime, ref score, targetMainScore, targetCardId, targetSkillLvs, targetRoundTime, ref targetScore);
  333. GetSkillScore(currentTime, partId, targetMainScore, targetCardId, targetSkillLvs, targetRoundTime, ref targetScore, mainScore, cardId, skillLvs, roundTime, ref score);
  334. score += ScoreSystemData.Instance.GetPartScore(myRoleData, partId, ClickType.PREFACT_CLICK, 0);
  335. if (targetType == ArenaFightTargetType.PLAYER)
  336. {
  337. targetScore += ScoreSystemData.Instance.GetPartScore(targetRoleData, partId, ClickType.PREFACT_CLICK, 0);
  338. }
  339. else
  340. {
  341. targetScore += ScoreSystemData.Instance.GetRobotPartScore(targetRobotData, partId, ClickType.PREFACT_CLICK, 0);
  342. }
  343. currentTime = BeginTime.PART_PREFACT_CLICK;
  344. GetSkillScore(currentTime, partId, mainScore, cardId, skillLvs, roundTime, ref score, targetMainScore, targetCardId, targetSkillLvs, targetRoundTime, ref targetScore);
  345. GetSkillScore(currentTime, partId, targetMainScore, targetCardId, targetSkillLvs, targetRoundTime, ref targetScore, mainScore, cardId, skillLvs, roundTime, ref score);
  346. currentTime = BeginTime.PART_FIGHT_END;
  347. GetSkillScore(currentTime, partId, mainScore, cardId, skillLvs, roundTime, ref score, targetMainScore, targetCardId, targetSkillLvs, targetRoundTime, ref targetScore);
  348. GetSkillScore(currentTime, partId, targetMainScore, targetCardId, targetSkillLvs, targetRoundTime, ref targetScore, mainScore, cardId, skillLvs, roundTime, ref score);
  349. }
  350. score += ScoreSystemData.Instance.GetAllCircleAddScore(mainScore);
  351. targetScore += ScoreSystemData.Instance.GetAllCircleAddScore(targetMainScore);
  352. _score = Mathf.CeilToInt((float)score);
  353. _targetScore = Mathf.CeilToInt((float)targetScore);
  354. }
  355. private void GetSkillScore(int currentTime, int partId, double mainScore, int cardId, List<int> skillLvs, List<int> roundTime, ref double score, double targetMainScore, int targetCardId, List<int> targetSkillLvs, List<int> targetRoundTime, ref double targetScore)
  356. {
  357. List<PassivitySkillLvlCfg> vaildSkills = ScoreSystemData.Instance.GetValidSkills(currentTime, partId, cardId, skillLvs, targetCardId, targetSkillLvs, roundTime, targetRoundTime);
  358. ScoreSystemData.Instance.GetPartItemSkillScore(vaildSkills, mainScore, targetMainScore, out int skillScore, out int targetSkillScore, out Dictionary<int, int> skillScoreDic);
  359. score += skillScore;
  360. targetMainScore += targetSkillScore;
  361. }
  362. /// <summary>
  363. /// 获取玩家竞技场战力
  364. /// </summary>
  365. /// <returns></returns>
  366. public int GetArenaRoleFightScore(FightRoleData roleDatas)
  367. {
  368. //竞技场战力=搭配战力+卓越点击战力+卡牌战力
  369. //搭配战力=第1套搭配所有部件主属性和+第2套搭配所有部件主属性和+第3套搭配所有部件主属性和
  370. //卓越点击战力=卓越点击评分和/2.33
  371. //技能战力=(第1套搭配所有部件主属性和+卡牌主属性+人物基础分)*技能1当前等级对应的战力系数+(第1套搭配所有部件主属性和+卡牌主属性+人物基础分)*技能2当前等级对应的战力系数+(第1套搭配所有部件主属性和+卡牌主属性+人物基础分)*技能3当前等级对应的战力系数+(第2套搭配所有部件主属性和+卡牌主属性+人物基础分)*技能1当前等级对应的战力系数+(第2套搭配所有部件主属性和+卡牌主属性+人物基础分)*技能2当前等级对应的战力系数+(第2套搭配所有部件主属性和+卡牌主属性+人物基础分)*技能3当前等级对应的战力系数+(第3套搭配所有部件主属性和+卡牌主属性+人物基础分)*技能1当前等级对应的战力系数+(第3套搭配所有部件主属性和+卡牌主属性+人物基础分)*技能2当前等级对应的战力系数+(第3套搭配所有部件主属性和+卡牌主属性+人物基础分)*技能3当前等级对应的战力系数
  372. double fightScore = 0;
  373. double itemSum = GetItemScoreSum(roleDatas.itemScoreList);
  374. double clickScore = GetPerfectClickScore(roleDatas) / ConstScoreSystem.PART_SCORE;
  375. double skillScore = GetSkillFightScore(itemSum, roleData.baseScore, roleData.cardId, roleData.cardScore, roleData.skillLvs);
  376. fightScore = itemSum + clickScore + skillScore;
  377. return (int)Math.Ceiling(fightScore);
  378. }
  379. /// <summary>
  380. /// 获取竞技场机器人战力
  381. /// </summary>
  382. /// <returns></returns>
  383. public int GetArenaRobotFightScore(FightRobotData robotData)
  384. {
  385. double fightScore = 0;
  386. double itemSum = GetItemScoreSum(robotData.itemScoreList);
  387. double clickScore = GetRobotPerfectClickScore(robotData) / ConstScoreSystem.PART_SCORE;
  388. double skillScore = GetSkillFightScore(itemSum, robotData.baseScore, robotData.cardId, robotData.cardScore, robotData.skillLvs);
  389. fightScore = itemSum + clickScore + skillScore;
  390. return (int)Math.Ceiling(fightScore);
  391. }
  392. /// <summary>
  393. /// 所有部件主属性和
  394. /// </summary>
  395. /// <returns></returns>
  396. public double GetItemScoreSum(List<int> itemScoreList)
  397. {
  398. double scoreSum = 0;
  399. for (int i = 0; i < itemScoreList.Count; i++)
  400. {
  401. scoreSum += itemScoreList[i];
  402. }
  403. return scoreSum;
  404. }
  405. //玩家卓越点击战力
  406. private double GetPerfectClickScore(FightRoleData roleData)
  407. {
  408. double clickScore = 0;
  409. foreach (int key in roleData.pardScoreListDic.Keys)
  410. {
  411. clickScore += ScoreSystemData.Instance.GetPartScore(roleData, key, ClickType.PREFACT_CLICK, 0);
  412. }
  413. return clickScore;
  414. }
  415. //机器人卓越点击战力
  416. private double GetRobotPerfectClickScore(FightRobotData robotData)
  417. {
  418. double clickScore = 0;
  419. FightScoreCfg[] scoreCfg = FightScoreCfgArray.Instance.dataArray;
  420. for (int i = 0; i < scoreCfg.Length; i++)
  421. {
  422. clickScore += ScoreSystemData.Instance.GetRobotPartScore(robotData, i + 1, ClickType.PREFACT_CLICK, 0);
  423. }
  424. return clickScore;
  425. }
  426. public double GetSkillFightScore(double itemScoreSum, int baseScore, int cardId, int cardScore, List<int> skillLvs)
  427. {
  428. // double itemSum = itemScoreSum;
  429. double skillScore = 0;
  430. double skillBaseScore = itemScoreSum + cardScore + baseScore;
  431. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  432. for (int j = 0; j < skillCfgs.Count; j++)
  433. {
  434. PassivitySkillLvlCfg skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLvs[j], skillCfgs[j].skillId);
  435. if (skillLvlCfg == null) continue;
  436. skillScore += skillBaseScore * skillLvlCfg.fightPowerParam / 10000;
  437. }
  438. return skillScore;
  439. }
  440. // private double GetRobotSkillFightScore(FightRobotData robotData)
  441. // {
  442. // double itemSum = GetItemScoreSum(robotData.itemScoreList);
  443. // double skillScore = 0;
  444. // double skillBaseScore = itemSum + robotData.cardScore + robotData.baseScore;
  445. // List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(robotData.cardId);
  446. // for (int j = 0; j < skillCfgs.Count; j++)
  447. // {
  448. // PassivitySkillLvlCfg skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(robotData.skillLvs[j], skillCfgs[j].skillId);
  449. // if (skillLvlCfg == null) continue;
  450. // skillScore += skillBaseScore * skillLvlCfg.fightPowerParam / 10000;
  451. // }
  452. // return skillScore;
  453. // }
  454. }
  455. }