ScoreSystemData.cs 18 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(FightData roleData)
  32. {
  33. roleData.pardScoreListDic.Clear();
  34. roleData.pardListDic.Clear();
  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. }
  48. for (int i = 0; i < roleData.itemList.Count; i++)
  49. {
  50. for (int j = 0; j < typeCfgs.Length; j++)
  51. {
  52. FightScoreCfg cfg = typeCfgs[j];
  53. bool isCheckFinish = false;
  54. for (int k = 0; k < cfg.subTypesArr.Length; k++)
  55. {
  56. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(roleData.itemList[i]);
  57. if (itemCfg.subType == cfg.subTypesArr[k])
  58. {
  59. roleData.pardListDic[cfg.id].Add(roleData.itemList[i]);
  60. roleData.pardScoreListDic[cfg.id].Add(roleData.itemScoreList[i]);
  61. isCheckFinish = true;
  62. break;
  63. }
  64. }
  65. if (isCheckFinish) break;
  66. }
  67. }
  68. }
  69. /// <summary>
  70. /// 返回总主属性分
  71. /// </summary>
  72. /// <returns></returns>
  73. public double GetMainScore(FightData roleData)
  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. // int partScore = 0;
  77. // double tagScore = 0;
  78. // int tagCount = 0;
  79. double baseScore = 0;
  80. for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
  81. {
  82. baseScore += GetPartBaseScore(roleData, i + 1);
  83. }
  84. return (baseScore + roleData.baseScore + roleData.cardScore) * ConstScoreSystem.MAIN_SCORE;
  85. }
  86. public double GetRobotMainScore(FightData robotData)
  87. {
  88. //(部件属性分数+标签分数+人物基础分+卡牌属性分数)*4
  89. double partScore = 0;
  90. for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
  91. {
  92. partScore += GetRobotPartBaseScore(robotData, i + 1);
  93. }
  94. return (partScore + robotData.baseScore + robotData.cardScore) * ConstScoreSystem.MAIN_SCORE;
  95. }
  96. /// <summary>
  97. /// 部件评分
  98. /// </summary>
  99. /// <param name="partId">部件id</param>
  100. /// <param name="clickType">点击状态0:miss,1:优秀,2:完美</param>
  101. /// <param name="mainScore">总主属性</param>
  102. /// <param name="type">评分部位</param>
  103. /// <param name="showCard">是否展示卡牌效果</param>
  104. /// <returns></returns>
  105. public int GetPartScore(FightData roleData, int partId, int clickType, double skillScore)
  106. {
  107. //部件评分=部件基础分*部件系数
  108. //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)
  109. //卡牌评分=总属性*技能配表百分比
  110. double partBaseScore = GetPartBaseScore(roleData, partId);
  111. double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
  112. int roleScore = roleData.baseScore;
  113. int cardScore = roleData.cardScore;
  114. double clickCoefficient = GetPartItemClickScore(clickType);
  115. double clickScore = (partBaseScore + (roleScore + cardScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
  116. int score = (int)Math.Ceiling(partScore + clickScore + skillScore);
  117. Debug.Log("clickScore:" + clickScore + " score:" + score);
  118. return Math.Max(0, score);
  119. }
  120. public int GetRobotPartScore(FightData robotData, int partId, int clickType, double skillScore)
  121. {
  122. //部件评分=部件基础分*部件系数
  123. //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)
  124. //卡牌评分=总属性*技能配表百分比
  125. double partBaseScore = GetRobotPartBaseScore(robotData, partId);
  126. double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
  127. int roleScore = robotData.baseScore;
  128. int cardScore = robotData.cardScore;
  129. double clickCoefficient = GetPartItemClickScore(clickType);
  130. double clickScore = (partBaseScore + (cardScore + roleScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
  131. int score = (int)Math.Ceiling(partScore + clickScore + skillScore);
  132. return Math.Max(0, score);
  133. }
  134. /// <summary>
  135. /// 部件基础评分
  136. /// </summary>
  137. /// <param name="partId">评分部位</param>
  138. /// <returns></returns>
  139. public double GetPartBaseScore(FightData roleData, int partId)
  140. {
  141. double partScore = 0;
  142. double tagScore = 0;
  143. int tagCount = 0;
  144. if (!roleData.pardListDic.ContainsKey(partId) || roleData.pardListDic[partId].Count == 0) return partScore;
  145. List<int> partList = roleData.pardListDic[partId];
  146. for (int i = 0; i < partList.Count; i++)
  147. {
  148. partScore += roleData.pardScoreListDic[partId][i];
  149. tagScore += ItemDataManager.GetItemTagScore(partList[i], roleData.tags);
  150. // if (ItemDataManager.CheckItemTagsRight(partList[i], roleData.tags)) tagCount++;
  151. }
  152. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena)
  153. {
  154. tagCount = ArenaDataManager.Instance.GetTagsCount(roleData.itemList, roleData.tags);
  155. tagCount = Math.Min(ArenaTagCfgArray.Instance.dataArray.Length, tagCount);
  156. float addition = 0;
  157. if (tagCount > 0)
  158. {
  159. addition = ArenaTagCfgArray.Instance.GetCfg(tagCount).addition / 10000f;
  160. }
  161. return (partScore + tagScore) * (1 + addition);
  162. }
  163. else
  164. {
  165. return partScore + tagScore;
  166. }
  167. }
  168. private double GetRobotPartBaseScore(FightData robotData, int partId)
  169. {
  170. double partBaseScore = robotData.itemScoreList[partId - 1];
  171. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena)
  172. {
  173. partBaseScore = partBaseScore * (1 + robotData.tagAddition / 10000f);
  174. }
  175. return partBaseScore;
  176. }
  177. private double GetPartItemClickScore(int clickType)
  178. {
  179. //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
  180. double clickCoefficient = 0;
  181. switch (clickType)
  182. {
  183. case ClickType.MISS_CLICK:
  184. clickCoefficient = ConstScoreSystem.MISS_SCORE;
  185. break;
  186. case ClickType.GREAT_CLICK:
  187. clickCoefficient = ConstScoreSystem.GREAT_SCORE;
  188. break;
  189. case ClickType.PREFACT_CLICK:
  190. clickCoefficient = ConstScoreSystem.PERFECT_SCORE;
  191. break;
  192. }
  193. return clickCoefficient;
  194. }
  195. /// <summary>
  196. /// 获取卡牌技能持续回合数
  197. /// </summary>
  198. /// <returns></returns>
  199. public List<int> GetRoundTime(int cardId, List<int> skillLvs)
  200. {
  201. List<int> roundTimes = new List<int>();
  202. List<PassivitySkillCfg> targetSkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  203. for (int i = 0; i < targetSkillCfgs.Count; i++)
  204. {
  205. if (skillLvs.Count <= i) continue;
  206. int skillLv = skillLvs[i];
  207. PassivitySkillLvlCfg skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLv, targetSkillCfgs[i].skillId);
  208. if (skillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && UnityEngine.Random.Range(0, 10000) < skillLvlCfg.probability)
  209. {
  210. roundTimes.Add(skillLvlCfg.roundTime);
  211. }
  212. else
  213. {
  214. roundTimes.Add(0);
  215. }
  216. }
  217. return roundTimes;
  218. }
  219. /// <summary>
  220. /// 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
  221. /// </summary>
  222. /// <returns></returns>
  223. public List<PassivitySkillLvlCfg> GetValidSkills(int currentTime, int partId, int cardId, List<int> skillLvs, int targetCardId, List<int> targetSkillLvs, List<int> roundTimes, List<int> targetRoundTimes)
  224. {
  225. List<PassivitySkillLvlCfg> skillCfgs = new List<PassivitySkillLvlCfg>();
  226. List<PassivitySkillCfg> targetSkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(targetCardId);
  227. List<int> nullifySkillIndex = new List<int>();
  228. for (int i = 0; i < targetSkillCfgs.Count; i++)
  229. {
  230. if (targetSkillLvs.Count <= i) continue;
  231. PassivitySkillLvlCfg targetSkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(targetSkillLvs[i], targetSkillCfgs[i].skillId);
  232. if (CheckIsRightTime(targetSkillLvlCfg, currentTime, partId))
  233. {
  234. bool isProbability = targetSkillLvlCfg.nullifySkillIndex > 0 && UnityEngine.Random.Range(0, 10000) < targetSkillLvlCfg.probability;
  235. if (targetSkillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && targetRoundTimes.Count > i && partId < targetRoundTimes[i]) isProbability = true;
  236. if (isProbability) nullifySkillIndex.Add(targetSkillLvlCfg.nullifySkillIndex);
  237. }
  238. }
  239. List<PassivitySkillCfg> mySkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  240. for (int i = 0; i < mySkillCfgs.Count; i++)
  241. {
  242. if (skillLvs.Count <= i) continue;
  243. PassivitySkillLvlCfg mySkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLvs[i], mySkillCfgs[i].skillId);
  244. if (nullifySkillIndex.IndexOf(i + 1) >= 0) continue;//技能被对手失效
  245. if (CheckIsRightTime(mySkillLvlCfg, currentTime, partId))
  246. {
  247. bool isProbability = UnityEngine.Random.Range(0, 10000) < mySkillLvlCfg.probability;
  248. if (mySkillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && roundTimes != null && partId < roundTimes[i]) isProbability = true;
  249. if (isProbability) skillCfgs.Add(mySkillLvlCfg);
  250. }
  251. }
  252. return skillCfgs;
  253. }
  254. private bool CheckIsRightTime(PassivitySkillLvlCfg skillLvlCfg, int currentTime, int partId)
  255. {
  256. if (skillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && currentTime == BeginTime.PART_FIGHT_BEGIN
  257. || skillLvlCfg.beginTime == BeginTime.PART_PREFACT_CLICK && currentTime == BeginTime.PART_PREFACT_CLICK
  258. || skillLvlCfg.beginTime == BeginTime.PART_FIGHT_BEGIN && currentTime == BeginTime.PART_FIGHT_BEGIN
  259. || skillLvlCfg.beginTime == BeginTime.PART_FIGHT_END && currentTime == BeginTime.PART_FIGHT_END
  260. || skillLvlCfg.beginTime <= BeginTime.PART_SCORE_6 && currentTime == BeginTime.PART_FIGHT_BEGIN && partId == skillLvlCfg.beginTime)
  261. {
  262. return true;
  263. }
  264. return false;
  265. }
  266. /// <summary>
  267. /// 本轮技能分数
  268. /// </summary>
  269. /// <param name="validSkills">有效技能列表</param>
  270. /// <param name="mainScore">总主属性</param>
  271. /// <returns></returns>
  272. public void GetPartItemSkillScore(List<PassivitySkillLvlCfg> validSkills, double mainScore, double targetMainScore, out int skillScore, out int targetScore, out Dictionary<int, int> skillScoreDic)
  273. {
  274. double _skillScore = 0;
  275. double _targetSkillScore = 0;
  276. skillScoreDic = new Dictionary<int, int>();
  277. for (int i = 0; i < validSkills.Count; i++)
  278. {
  279. if (validSkills[i].target == 1)//作用自身
  280. {
  281. double score = mainScore * validSkills[i].ratio / 10000;
  282. _skillScore += score;
  283. skillScoreDic.Add(validSkills[i].skillId, (int)Math.Ceiling(score));
  284. }
  285. else if (validSkills[i].target == 2)//作用对方
  286. {
  287. double score = targetMainScore * validSkills[i].ratio / 10000;
  288. _targetSkillScore += score;
  289. skillScoreDic.Add(validSkills[i].skillId, (int)Math.Ceiling(score));
  290. }
  291. }
  292. skillScore = (int)Math.Ceiling(_skillScore);
  293. targetScore = (int)Math.Ceiling(_targetSkillScore);
  294. }
  295. /// <summary>
  296. /// 是否展示卡牌效果
  297. /// </summary>
  298. /// <param name="cardId">卡牌id</param>
  299. /// <param name="validSkills">被触发的有效技能列表</param>
  300. /// <returns></returns>
  301. public bool IsShowCard(int cardId, List<PassivitySkillLvlCfg> validSkills)
  302. {
  303. if (cardId <= 0) return false;//未选卡
  304. if (validSkills.Count == 0) return false;//本轮没有技能被触发不显示卡牌
  305. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  306. for (int i = 0; i < skillCfgs.Count; i++)
  307. {
  308. if (skillCfgs[i].mainSkill == 1)
  309. {
  310. return true;
  311. }
  312. }
  313. return false;
  314. }
  315. /// <summary>
  316. /// 登峰造极额外加分
  317. /// </summary>
  318. /// <param name="mainScore"></param>
  319. /// <returns></returns>
  320. public int GetAllCircleAddScore(double mainScore)
  321. {
  322. //主属性20%的加分
  323. return (int)Math.Ceiling(mainScore * ConstScoreSystem.ALL_PERFECT_SCORE);
  324. }
  325. /// <summary>
  326. /// 根据卡牌Id获取 战斗选卡 界面显示配置
  327. /// </summary>
  328. /// <param name="cardId"></param>
  329. /// <returns></returns>
  330. public PassivitySkillCfg GetShowSkillCfg(int cardId)
  331. {
  332. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  333. if (skillCfgs.Count <= 0)
  334. {
  335. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  336. return null;
  337. }
  338. for (int i = 0; i < skillCfgs.Count; i++)
  339. {
  340. if (skillCfgs[i].showSkill == 1)
  341. {
  342. // int skillLv = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
  343. return skillCfgs[i];
  344. }
  345. }
  346. return null;
  347. }
  348. /// <summary>
  349. /// 根据卡牌Id获取评分主技能显示配置
  350. /// </summary>
  351. /// <param name="cardId"></param>
  352. /// <returns></returns>
  353. public PassivitySkillCfg GetMainSkillCfg(int cardId)
  354. {
  355. // Dictionary<int, List<PassivitySkillCfg>> cfgs = SkillDataManager.Instance.dicPassivitySkill[cardId];
  356. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  357. if (skillCfgs.Count <= 0)
  358. {
  359. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  360. return null;
  361. }
  362. // foreach (int key in cfgs.Keys)
  363. // {
  364. for (int i = 0; i < skillCfgs.Count; i++)
  365. {
  366. if (skillCfgs[i].mainSkill == 1)
  367. {
  368. // int skillLV = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
  369. // PassivitySkillLvlCfgArray skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfg(skillLV, skillCfgs[i].skillId);
  370. // return cfgs[key][skillLV - 1];
  371. return skillCfgs[i];
  372. }
  373. }
  374. return null;
  375. }
  376. }
  377. }