ScoreSystemData.cs 17 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 ScoreSystemData : SingletonBase<ScoreSystemData>
  27. {
  28. /// <summary>
  29. /// 将穿戴部件分组
  30. /// </summary>
  31. public void SetEquipScoresWithPartId(FightRoleData roleData)
  32. {
  33. for (int i = 0; i < roleData.itemList.Count; i++)
  34. {
  35. FightScoreCfg[] typeCfgs = FightScoreCfgArray.Instance.dataArray;
  36. for (int j = 0; j < typeCfgs.Length; j++)
  37. {
  38. FightScoreCfg cfg = typeCfgs[j];
  39. if (roleData.pardScoreListDic.ContainsKey(cfg.id) == false)
  40. {
  41. roleData.pardScoreListDic.Add(cfg.id, new List<int>());
  42. }
  43. if (roleData.pardListDic.ContainsKey(cfg.id) == false)
  44. {
  45. roleData.pardListDic.Add(cfg.id, new List<int>());
  46. }
  47. bool isCheckFinish = false;
  48. for (int k = 0; k < cfg.subTypesArr.Length; k++)
  49. {
  50. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(roleData.itemList[i]);
  51. if (itemCfg.subType == cfg.subTypesArr[k])
  52. {
  53. roleData.pardListDic[cfg.id].Add(roleData.itemList[i]);
  54. roleData.pardScoreListDic[cfg.id].Add(roleData.itemScoreList[i]);
  55. isCheckFinish = true;
  56. break;
  57. }
  58. }
  59. if (isCheckFinish) break;
  60. }
  61. }
  62. }
  63. /// <summary>
  64. /// 返回总主属性分
  65. /// </summary>
  66. /// <returns></returns>
  67. public double GetMainScore(FightRoleData roleData)
  68. {
  69. //(部件属性分数+标签分数+人物基础分+卡牌属性分数)*4
  70. // int partScore = 0;
  71. // double tagScore = 0;
  72. // int tagCount = 0;
  73. double baseScore = 0;
  74. for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
  75. {
  76. baseScore += GetPartBaseScore(roleData, i + 1);
  77. }
  78. return (baseScore + roleData.baseScore + roleData.cardScore) * ConstScoreSystem.MAIN_SCORE;
  79. }
  80. public double GetRobotMainScore(FightRobotData robotData)
  81. {
  82. //(部件属性分数+标签分数+人物基础分+卡牌属性分数)*4
  83. double partScore = 0;
  84. for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
  85. {
  86. partScore += GetRobotPartBaseScore(robotData, i);
  87. }
  88. return (partScore + robotData.baseScore + robotData.cardScore) * ConstScoreSystem.MAIN_SCORE;
  89. }
  90. /// <summary>
  91. /// 部件评分
  92. /// </summary>
  93. /// <param name="partId">部件id</param>
  94. /// <param name="clickType">点击状态0:miss,1:优秀,2:完美</param>
  95. /// <param name="mainScore">总主属性</param>
  96. /// <param name="type">评分部位</param>
  97. /// <param name="showCard">是否展示卡牌效果</param>
  98. /// <returns></returns>
  99. public int GetPartScore(FightRoleData roleData, int partId, int clickType, double skillScore)
  100. {
  101. //部件评分=部件基础分*部件系数
  102. //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)
  103. //卡牌评分=总属性*技能配表百分比
  104. double partBaseScore = GetPartBaseScore(roleData, partId);
  105. double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
  106. int roleScore = roleData.baseScore;
  107. int cardScore = roleData.cardScore;
  108. double clickCoefficient = GetPartItemClickScore(clickType);
  109. double clickScore = (partBaseScore + (roleScore + cardScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
  110. int score = (int)Math.Ceiling(partScore + clickScore + skillScore);
  111. return Math.Max(0, score);
  112. }
  113. public int GetRobotPartScore(FightRobotData robotData, int partId, int clickType, double skillScore)
  114. {
  115. //部件评分=部件基础分*部件系数
  116. //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)
  117. //卡牌评分=总属性*技能配表百分比
  118. double partBaseScore = GetRobotPartBaseScore(robotData, partId);
  119. double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
  120. int roleScore = robotData.baseScore;
  121. int cardScore = robotData.cardScore;
  122. double clickCoefficient = GetPartItemClickScore(clickType);
  123. double clickScore = (partBaseScore + (cardScore + roleScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
  124. int score = (int)Math.Ceiling(partScore + clickScore + skillScore);
  125. return Math.Max(0, score);
  126. }
  127. /// <summary>
  128. /// 部件基础评分
  129. /// </summary>
  130. /// <param name="partId">评分部位</param>
  131. /// <returns></returns>
  132. private double GetPartBaseScore(FightRoleData roleData, int partId)
  133. {
  134. double partScore = 0;
  135. double tagScore = 0;
  136. int tagCount = 0;
  137. if (!roleData.pardListDic.ContainsKey(partId) || roleData.pardListDic[partId].Count == 0) return partScore;
  138. List<int> partList = roleData.pardListDic[partId];
  139. for (int i = 0; i < partList.Count; i++)
  140. {
  141. partScore += roleData.pardScoreListDic[partId][i];
  142. tagScore += ItemDataManager.GetItemTagScore(partList[i], roleData.tags);
  143. if (ItemDataManager.CheckItemTagsRight(partList[i], roleData.tags)) tagCount++;
  144. }
  145. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena)
  146. {
  147. tagCount = Math.Min(ArenaTagCfgArray.Instance.dataArray.Length, tagCount);
  148. double addition = ArenaTagCfgArray.Instance.GetCfg(tagCount).addition / 10000;
  149. return (partScore + tagScore) * (1 + addition);
  150. }
  151. else
  152. {
  153. return partScore + tagScore;
  154. }
  155. }
  156. private double GetRobotPartBaseScore(FightRobotData robotData, int partId)
  157. {
  158. double partBaseScore = robotData.itemScoreList[partId - 1];
  159. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena)
  160. {
  161. partBaseScore = partBaseScore * (1 + robotData.tagAddition);
  162. }
  163. return partBaseScore;
  164. }
  165. private double GetPartItemClickScore(int clickType)
  166. {
  167. //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
  168. double clickCoefficient = 0;
  169. switch (clickType)
  170. {
  171. case ClickType.MISS_CLICK:
  172. clickCoefficient = ConstScoreSystem.MISS_SCORE;
  173. break;
  174. case ClickType.GREAT_CLICK:
  175. clickCoefficient = ConstScoreSystem.GREAT_SCORE;
  176. break;
  177. case ClickType.PREFACT_CLICK:
  178. clickCoefficient = ConstScoreSystem.PERFECT_SCORE;
  179. break;
  180. }
  181. return clickCoefficient;
  182. }
  183. /// <summary>
  184. /// 获取卡牌技能持续回合数
  185. /// </summary>
  186. /// <returns></returns>
  187. public List<int> GetRoundTime(int cardId, List<int> skillLvs)
  188. {
  189. List<int> roundTimes = new List<int>();
  190. List<PassivitySkillCfg> targetSkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  191. for (int i = 0; i < targetSkillCfgs.Count; i++)
  192. {
  193. int skillLv = skillLvs[i];
  194. PassivitySkillLvlCfg skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLv, targetSkillCfgs[i].skillId);
  195. if (skillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && UnityEngine.Random.Range(0, 10000) < skillLvlCfg.probability)
  196. {
  197. roundTimes.Add(skillLvlCfg.roundTime);
  198. }
  199. else
  200. {
  201. roundTimes.Add(0);
  202. }
  203. }
  204. return roundTimes;
  205. }
  206. /// <summary>
  207. /// 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
  208. /// </summary>
  209. /// <returns></returns>
  210. public List<PassivitySkillLvlCfg> GetValidSkills(int currentTime, int partId, int cardId, List<int> skillLvs, int targetCardId, List<int> targetSkillLvs, List<int> roundTimes, List<int> targetRoundTimes)
  211. {
  212. List<PassivitySkillLvlCfg> skillCfgs = new List<PassivitySkillLvlCfg>();
  213. List<PassivitySkillCfg> targetSkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(targetCardId);
  214. List<int> nullifySkillIndex = new List<int>();
  215. for (int i = 0; i < targetSkillCfgs.Count; i++)
  216. {
  217. PassivitySkillLvlCfg targetSkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(targetSkillLvs[i], targetSkillCfgs[i].skillId);
  218. if (CheckIsRightTime(targetSkillLvlCfg, currentTime, partId))
  219. {
  220. bool isProbability = targetSkillLvlCfg.nullifySkillIndex > 0 && UnityEngine.Random.Range(0, 10000) < targetSkillLvlCfg.probability;
  221. if (targetSkillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && targetRoundTimes != null && partId < targetRoundTimes[i]) isProbability = true;
  222. if (isProbability) nullifySkillIndex.Add(targetSkillLvlCfg.nullifySkillIndex);
  223. }
  224. }
  225. List<PassivitySkillCfg> mySkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  226. for (int i = 0; i < mySkillCfgs.Count; i++)
  227. {
  228. PassivitySkillLvlCfg mySkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLvs[i], mySkillCfgs[i].skillId);
  229. if (nullifySkillIndex.IndexOf(i + 1) >= 0) continue;//技能被对手失效
  230. if (CheckIsRightTime(mySkillLvlCfg, currentTime, partId))
  231. {
  232. bool isProbability = UnityEngine.Random.Range(0, 10000) < mySkillLvlCfg.probability;
  233. if (mySkillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && roundTimes != null && partId < roundTimes[i]) isProbability = true;
  234. if (isProbability) skillCfgs.Add(mySkillLvlCfg);
  235. }
  236. }
  237. return skillCfgs;
  238. }
  239. private bool CheckIsRightTime(PassivitySkillLvlCfg skillLvlCfg, int currentTime, int partId)
  240. {
  241. if (skillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && currentTime == BeginTime.PART_FIGHT_BEGIN
  242. || skillLvlCfg.beginTime == BeginTime.PART_PREFACT_CLICK && currentTime == BeginTime.PART_PREFACT_CLICK
  243. || skillLvlCfg.beginTime == BeginTime.PART_FIGHT_BEGIN && currentTime == BeginTime.PART_FIGHT_BEGIN
  244. || skillLvlCfg.beginTime == BeginTime.PART_FIGHT_END && currentTime == BeginTime.PART_FIGHT_END
  245. || skillLvlCfg.beginTime <= BeginTime.PART_SCORE_6 && currentTime == BeginTime.PART_FIGHT_BEGIN && partId == skillLvlCfg.beginTime)
  246. {
  247. return true;
  248. }
  249. return false;
  250. }
  251. /// <summary>
  252. /// 本轮技能分数
  253. /// </summary>
  254. /// <param name="validSkills">有效技能列表</param>
  255. /// <param name="mainScore">总主属性</param>
  256. /// <returns></returns>
  257. public void GetPartItemSkillScore(List<PassivitySkillLvlCfg> validSkills, double mainScore, double targetMainScore, out int skillScore, out int targetScore, out Dictionary<int, int> skillScoreDic)
  258. {
  259. double _skillScore = 0;
  260. double _targetSkillScore = 0;
  261. skillScoreDic = new Dictionary<int, int>();
  262. for (int i = 0; i < validSkills.Count; i++)
  263. {
  264. if (validSkills[i].target == 1)//作用自身
  265. {
  266. double score = mainScore * validSkills[i].ratio / 10000;
  267. _skillScore += score;
  268. skillScoreDic.Add(validSkills[i].skillId, (int)Math.Ceiling(score));
  269. }
  270. else if (validSkills[i].target == 2)//作用对方
  271. {
  272. double score = targetMainScore * validSkills[i].ratio / 10000;
  273. _targetSkillScore += score;
  274. skillScoreDic.Add(validSkills[i].skillId, (int)Math.Ceiling(score));
  275. }
  276. }
  277. skillScore = (int)Math.Ceiling(_skillScore);
  278. targetScore = (int)Math.Ceiling(_targetSkillScore);
  279. }
  280. /// <summary>
  281. /// 是否展示卡牌效果
  282. /// </summary>
  283. /// <param name="cardId">卡牌id</param>
  284. /// <param name="validSkills">被触发的有效技能列表</param>
  285. /// <returns></returns>
  286. public bool IsShowCard(int cardId, List<PassivitySkillLvlCfg> validSkills)
  287. {
  288. if (cardId <= 0) return false;//未选卡
  289. if (validSkills.Count == 0) return false;//本轮没有技能被触发不显示卡牌
  290. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  291. for (int i = 0; i < skillCfgs.Count; i++)
  292. {
  293. if (skillCfgs[i].mainSkill == 1)
  294. {
  295. return true;
  296. }
  297. }
  298. return false;
  299. }
  300. /// <summary>
  301. /// 登峰造极额外加分
  302. /// </summary>
  303. /// <param name="mainScore"></param>
  304. /// <returns></returns>
  305. public int GetAllCircleAddScore(double mainScore)
  306. {
  307. //主属性20%的加分
  308. return (int)Math.Ceiling(mainScore * ConstScoreSystem.ALL_PERFECT_SCORE);
  309. }
  310. /// <summary>
  311. /// 根据卡牌Id获取 战斗选卡 界面显示配置
  312. /// </summary>
  313. /// <param name="cardId"></param>
  314. /// <returns></returns>
  315. public PassivitySkillCfg GetShowSkillCfg(int cardId)
  316. {
  317. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  318. if (skillCfgs.Count <= 0)
  319. {
  320. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  321. return null;
  322. }
  323. for (int i = 0; i < skillCfgs.Count; i++)
  324. {
  325. if (skillCfgs[i].showSkill == 1)
  326. {
  327. // int skillLv = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
  328. return skillCfgs[i];
  329. }
  330. }
  331. return null;
  332. }
  333. /// <summary>
  334. /// 根据卡牌Id获取评分主技能显示配置
  335. /// </summary>
  336. /// <param name="cardId"></param>
  337. /// <returns></returns>
  338. public PassivitySkillCfg GetMainSkillCfg(int cardId)
  339. {
  340. // Dictionary<int, List<PassivitySkillCfg>> cfgs = SkillDataManager.Instance.dicPassivitySkill[cardId];
  341. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  342. if (skillCfgs.Count <= 0)
  343. {
  344. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  345. return null;
  346. }
  347. // foreach (int key in cfgs.Keys)
  348. // {
  349. for (int i = 0; i < skillCfgs.Count; i++)
  350. {
  351. if (skillCfgs[i].mainSkill == 1)
  352. {
  353. // int skillLV = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
  354. // PassivitySkillLvlCfgArray skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfg(skillLV, skillCfgs[i].skillId);
  355. // return cfgs[key][skillLV - 1];
  356. return skillCfgs[i];
  357. }
  358. }
  359. return null;
  360. }
  361. }
  362. }