ScoreSystemData.cs 20 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)
  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 + skillScore);
  124. return Math.Max(0, score);
  125. }
  126. public int GetRobotRoundScore(FightData robotData, int roundId, int clickType, double skillScore)
  127. {
  128. //部件评分=部件基础分*部件系数
  129. //词牌评分=总属性*技能配表百分比
  130. double partBaseScore = GetRobotRoundBaseScore(robotData, roundId);
  131. double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
  132. int roleScore = robotData.baseScore;
  133. long leagueSkillScore = robotData.leagueSkillScore;
  134. int cardScore = robotData.cardScore;
  135. double clickCoefficient = GetRoundItemClickScore(clickType);
  136. //start------------------------------------------------------
  137. //本段注释为上个版本的计算公式,留做备份参考
  138. //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)
  139. //double clickScore = (partBaseScore + (cardScore + leagueSkillScore + roleScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
  140. //end--------------------------------------------------------
  141. //改为 点击评分 =(部件基础分+人物基础分)*点击系数
  142. double clickScore = (partBaseScore + roleScore) * clickCoefficient;
  143. int score = (int)Math.Ceiling(partScore + clickScore + skillScore);
  144. return Math.Max(0, score);
  145. }
  146. /// <summary>
  147. /// 回合基础评分
  148. /// </summary>
  149. /// <param name="roundId">评分部位</param>
  150. /// <returns></returns>
  151. public double GetroundBaseScore(FightData roleData, int roundId)
  152. {
  153. double partScore = 0;
  154. double tagScore = 0;
  155. int tagCount = 0;
  156. if (!roleData.partListDic.ContainsKey(roundId) || roleData.partListDic[roundId].Count == 0) return partScore;
  157. List<int> partList = roleData.partListDic[roundId];
  158. for (int i = 0; i < partList.Count; i++)
  159. {
  160. partScore += roleData.partScoreListDic[roundId][i];
  161. tagScore += ItemDataManager.GetItemTagScore(partList[i], roleData.tags);
  162. // if (ItemDataManager.CheckItemTagsRight(partList[i], roleData.tags)) tagCount++;
  163. }
  164. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena)
  165. {
  166. tagCount = ArenaDataManager.Instance.GetTagsCount(roleData.itemList, roleData.tags);
  167. tagCount = Math.Min(ArenaTagCfgArray.Instance.dataArray.Length, tagCount);
  168. float addition = 0;
  169. if (tagCount > 0)
  170. {
  171. addition = ArenaTagCfgArray.Instance.GetCfg(tagCount).addition / 10000f;
  172. }
  173. return (partScore + tagScore) * (1 + addition);
  174. }
  175. else
  176. {
  177. return partScore + tagScore;
  178. }
  179. }
  180. /// <summary>
  181. /// 部件基础分之和
  182. /// </summary>
  183. /// <param name="roleData"></param>
  184. /// <returns></returns>
  185. public double GetAllRoundBaseScore(FightData roleData)
  186. {
  187. double baseScore = 0;
  188. for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
  189. {
  190. baseScore += GetroundBaseScore(roleData, i + 1);
  191. }
  192. return baseScore;
  193. }
  194. private double GetRobotRoundBaseScore(FightData robotData, int roundId)
  195. {
  196. double partBaseScore = robotData.itemScoreList[roundId - 1];
  197. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena)
  198. {
  199. partBaseScore = partBaseScore * (1 + robotData.tagAddition / 10000f);
  200. }
  201. return partBaseScore;
  202. }
  203. private double GetRoundItemClickScore(int clickType)
  204. {
  205. //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
  206. double clickCoefficient = 0;
  207. switch (clickType)
  208. {
  209. case ClickType.MISS_CLICK:
  210. clickCoefficient = ConstScoreSystem.MISS_SCORE;
  211. break;
  212. case ClickType.GOOD_CLICK:
  213. clickCoefficient = ConstScoreSystem.GREAT_SCORE;
  214. break;
  215. case ClickType.PERFECT_CLICK:
  216. clickCoefficient = ConstScoreSystem.PERFECT_SCORE;
  217. break;
  218. }
  219. return clickCoefficient;
  220. }
  221. /// <summary>
  222. /// 获取词牌技能持续回合数
  223. /// </summary>
  224. /// <returns></returns>
  225. public List<int> GetRoundTime(int cardId, List<int> skillLvs)
  226. {
  227. List<int> roundTimes = new List<int>();
  228. List<PassivitySkillCfg> targetSkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  229. for (int i = 0; i < targetSkillCfgs.Count; i++)
  230. {
  231. if (skillLvs.Count <= i) continue;
  232. int skillLv = skillLvs[i];
  233. PassivitySkillLvlCfg skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLv, targetSkillCfgs[i].skillId);
  234. if (skillLvlCfg.beginTime == SkillBeginTime.FIGHT_BEGIN && UnityEngine.Random.Range(0, 10000) < skillLvlCfg.probability)
  235. {
  236. roundTimes.Add(skillLvlCfg.roundTime);
  237. }
  238. else
  239. {
  240. roundTimes.Add(0);
  241. }
  242. }
  243. return roundTimes;
  244. }
  245. /// <summary>
  246. /// 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
  247. /// </summary>
  248. /// <returns></returns>
  249. public List<PassivitySkillLvlCfg> GetValidSkills(int currentTime, int roundId, int cardId, List<int> skillLvs, int targetCardId, List<int> targetSkillLvs, List<int> roundTimes, List<int> targetRoundTimes)
  250. {
  251. List<PassivitySkillLvlCfg> skillCfgs = new List<PassivitySkillLvlCfg>();
  252. List<PassivitySkillCfg> targetSkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(targetCardId);
  253. //找到敌方对我的减益技能
  254. List<int> nullifySkillIndex = new List<int>();
  255. for (int i = 0; i < targetSkillCfgs.Count; i++)
  256. {
  257. if (targetSkillLvs.Count <= i) continue;
  258. PassivitySkillLvlCfg targetSkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(targetSkillLvs[i], targetSkillCfgs[i].skillId);
  259. if (CheckIsRightTime(targetSkillLvlCfg, currentTime, roundId))
  260. {
  261. bool isProbability = targetSkillLvlCfg.nullifySkillIndex > 0 && UnityEngine.Random.Range(0, 10000) < targetSkillLvlCfg.probability;
  262. if (targetSkillLvlCfg.beginTime == SkillBeginTime.FIGHT_BEGIN && targetRoundTimes.Count > i && roundId < targetRoundTimes[i]) isProbability = true;
  263. if (isProbability) nullifySkillIndex.Add(targetSkillLvlCfg.nullifySkillIndex);
  264. }
  265. }
  266. List<PassivitySkillCfg> mySkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  267. for (int i = 0; i < mySkillCfgs.Count; i++)
  268. {
  269. if (skillLvs.Count <= i) continue;
  270. PassivitySkillLvlCfg mySkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLvs[i], mySkillCfgs[i].skillId);
  271. if (nullifySkillIndex.IndexOf(i + 1) >= 0) continue;//技能被对手失效
  272. if (CheckIsRightTime(mySkillLvlCfg, currentTime, roundId))
  273. {
  274. bool isProbability = UnityEngine.Random.Range(0, 10000) < mySkillLvlCfg.probability;
  275. if (mySkillLvlCfg.beginTime == SkillBeginTime.FIGHT_BEGIN && roundTimes != null && roundId < roundTimes[i]) isProbability = true;
  276. if (isProbability) skillCfgs.Add(mySkillLvlCfg);
  277. }
  278. }
  279. return skillCfgs;
  280. }
  281. private bool CheckIsRightTime(PassivitySkillLvlCfg skillLvlCfg, int currentTime, int roundId)
  282. {
  283. if (skillLvlCfg.beginTime == SkillBeginTime.FIGHT_BEGIN && currentTime == SkillBeginTime.ERVERY_ROUND_BEGIN
  284. || skillLvlCfg.beginTime == SkillBeginTime.PERFECT_CLICK && currentTime == SkillBeginTime.PERFECT_CLICK
  285. || skillLvlCfg.beginTime == SkillBeginTime.ERVERY_ROUND_BEGIN && currentTime == SkillBeginTime.ERVERY_ROUND_BEGIN
  286. || skillLvlCfg.beginTime == SkillBeginTime.ERVERY_ROUND_END && currentTime == SkillBeginTime.ERVERY_ROUND_END
  287. || skillLvlCfg.beginTime == SkillBeginTime.ALL_PERFECT_START && currentTime == SkillBeginTime.ALL_PERFECT_START
  288. || skillLvlCfg.beginTime <= SkillBeginTime.ROUND_6 && currentTime == SkillBeginTime.ERVERY_ROUND_BEGIN && roundId == skillLvlCfg.beginTime)
  289. {
  290. return true;
  291. }
  292. return false;
  293. }
  294. /// <summary>
  295. /// 本轮技能分数
  296. /// </summary>
  297. /// <param name="validSkills">有效技能列表</param>
  298. /// <param name="mainScore">总主属性</param>
  299. /// <returns></returns>
  300. public void GetRoundItemSkillScore(List<PassivitySkillLvlCfg> validSkills, double mainScore, double targetMainScore, out int skillScore, out int targetScore, out Dictionary<int, int> skillsToShowDic)
  301. {
  302. double _skillScore = 0;
  303. double _targetSkillScore = 0;
  304. skillsToShowDic = new Dictionary<int, int>();
  305. for (int i = 0; i < validSkills.Count; i++)
  306. {
  307. if (validSkills[i].target == 1 && mainScore > 0)//作用自身
  308. {
  309. double score = mainScore * validSkills[i].ratio / 10000;
  310. _skillScore += score;
  311. skillsToShowDic.Add(validSkills[i].skillId, (int)Math.Ceiling(score));
  312. }
  313. else if (validSkills[i].target == 2 && targetMainScore > 0)//作用对方
  314. {
  315. double score = targetMainScore * validSkills[i].ratio / 10000;
  316. _targetSkillScore += score;
  317. skillsToShowDic.Add(validSkills[i].skillId, (int)Math.Ceiling(score));
  318. }
  319. }
  320. skillScore = (int)Math.Ceiling(_skillScore);
  321. targetScore = (int)Math.Ceiling(_targetSkillScore);
  322. }
  323. /// <summary>
  324. /// 是否展示词牌效果
  325. /// </summary>
  326. /// <param name="cardId">词牌id</param>
  327. /// <param name="validSkills">被触发的有效技能列表</param>
  328. /// <returns></returns>
  329. public bool IsShowCard(int cardId, List<PassivitySkillLvlCfg> validSkills)
  330. {
  331. if (cardId <= 0) return false;//未选卡
  332. if (validSkills.Count == 0) return false;//本轮没有技能被触发不显示词牌
  333. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  334. for (int i = 0; i < skillCfgs.Count; i++)
  335. {
  336. if (skillCfgs[i].mainSkill == 1)
  337. {
  338. return true;
  339. }
  340. }
  341. return false;
  342. }
  343. /// <summary>
  344. /// 登峰造极额外加分
  345. /// </summary>
  346. /// <param name="mainScore"></param>
  347. /// <returns></returns>
  348. public int GetAllCircleAddScore(FightData fightData)
  349. {
  350. //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
  351. double allPartsBaseScore = GetAllRoundBaseScore(fightData);
  352. return (int)Math.Ceiling((allPartsBaseScore + (double)fightData.baseScore)* ConstScoreSystem.PERFECT_SCORE * ConstScoreSystem.ALL_CIRCLE_SCORE);
  353. }
  354. /// <summary>
  355. /// 根据词牌Id获取 战斗选卡 界面显示配置
  356. /// </summary>
  357. /// <param name="cardId"></param>
  358. /// <returns></returns>
  359. public PassivitySkillCfg GetShowSkillCfg(int cardId)
  360. {
  361. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  362. if (skillCfgs.Count <= 0)
  363. {
  364. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  365. return null;
  366. }
  367. for (int i = 0; i < skillCfgs.Count; i++)
  368. {
  369. if (skillCfgs[i].showSkill == 1)
  370. {
  371. // int skillLv = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
  372. return skillCfgs[i];
  373. }
  374. }
  375. return null;
  376. }
  377. /// <summary>
  378. /// 根据词牌Id获取评分主技能显示配置
  379. /// </summary>
  380. /// <param name="cardId"></param>
  381. /// <returns></returns>
  382. public PassivitySkillCfg GetMainSkillCfg(int cardId)
  383. {
  384. // Dictionary<int, List<PassivitySkillCfg>> cfgs = SkillDataManager.Instance.dicPassivitySkill[cardId];
  385. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  386. if (skillCfgs.Count <= 0)
  387. {
  388. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  389. return null;
  390. }
  391. // foreach (int key in cfgs.Keys)
  392. // {
  393. for (int i = 0; i < skillCfgs.Count; i++)
  394. {
  395. if (skillCfgs[i].mainSkill == 1)
  396. {
  397. // int skillLV = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
  398. // PassivitySkillLvlCfgArray skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfg(skillLV, skillCfgs[i].skillId);
  399. // return cfgs[key][skillLV - 1];
  400. return skillCfgs[i];
  401. }
  402. }
  403. return null;
  404. }
  405. }
  406. }