ScoreSystemData.cs 22 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 RoleType
  27. {
  28. public const int MINE = 0;
  29. public const int ENEMY = 1;
  30. public const int ROBOT = 2;
  31. }
  32. public class ScoreSystemData : SingletonBase<ScoreSystemData>
  33. {
  34. private const float _prefectScale = 0.866f;//完美缩放比
  35. private Dictionary<int, List<int>> equipDicWithPartId = new Dictionary<int, List<int>>();
  36. /// <summary>
  37. /// 将穿戴部件分组
  38. /// </summary>
  39. public void SetEquipDicWithType()
  40. {
  41. equipDicWithPartId.Clear();
  42. var equipDatas = MyDressUpHelper.dressUpObj.itemList;
  43. for (int i = 0; i < equipDatas.Count; i++)
  44. {
  45. FightScoreCfg[] typeCfgs = FightScoreCfgArray.Instance.dataArray;
  46. for (int j = 0; j < typeCfgs.Length; j++)
  47. {
  48. FightScoreCfg cfg = typeCfgs[j];
  49. if (equipDicWithPartId.ContainsKey(cfg.id) == false)
  50. {
  51. equipDicWithPartId.Add(cfg.id, new List<int>());
  52. }
  53. bool isCheckFinish = false;
  54. for (int k = 0; k < cfg.subTypesArr.Length; k++)
  55. {
  56. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(equipDatas[i]);
  57. if (itemCfg.subType == cfg.subTypesArr[k])
  58. {
  59. equipDicWithPartId[cfg.id].Add(equipDatas[i]);
  60. isCheckFinish = true;
  61. break;
  62. }
  63. }
  64. if (isCheckFinish) break;
  65. }
  66. }
  67. }
  68. /// <summary>
  69. /// 返回总主属性分
  70. /// </summary>
  71. /// <returns></returns>
  72. public double GetMainScore()
  73. {
  74. //(部件属性分数+标签分数+人物基础分+卡牌属性分数)*4
  75. var equipDatas = MyDressUpHelper.dressUpObj.itemList;
  76. int partScore = 0;
  77. double tagScore = 0;
  78. // StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  79. // StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  80. for (int i = 0; i < equipDatas.Count; i++)
  81. {
  82. partScore += ItemDataManager.GetItemAdditionScore(equipDatas[i], InstanceZonesDataManager.currentScoreType);
  83. tagScore = ItemDataManager.GetItemTagScore(equipDatas[i], InstanceZonesDataManager.currentFightTags);
  84. }
  85. int roleScore = RoleLevelCfgArray.Instance.GetCfg(GameGlobal.myNumericComponent.GetAsInt(NumericType.Lvl)).baseScore;
  86. int cardScore = ItemDataManager.GetItemAdditionScore(InstanceZonesDataManager.currentCardId, InstanceZonesDataManager.currentScoreType);
  87. return (partScore + tagScore + roleScore + cardScore) * ConstScoreSystem.MAIN_SCORE;
  88. }
  89. public double GetTargetMainScore()
  90. {
  91. //(部件属性分数+标签分数+人物基础分+卡牌属性分数)*4
  92. int partScore = 0;
  93. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  94. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  95. for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
  96. {
  97. partScore += fightCfg.targetPartsScoreArr[i];
  98. }
  99. int roleScore = fightCfg.targetBaseScore;
  100. int cardScore = fightCfg.targetCardScore;
  101. return (partScore + roleScore + cardScore) * ConstScoreSystem.MAIN_SCORE;
  102. }
  103. /// <summary>
  104. /// 部件评分
  105. /// </summary>
  106. /// <param name="partId">部件id</param>
  107. /// <param name="clickType">点击状态0:miss,1:优秀,2:完美</param>
  108. /// <param name="mainScore">总主属性</param>
  109. /// <param name="type">评分部位</param>
  110. /// <param name="showCard">是否展示卡牌效果</param>
  111. /// <returns></returns>
  112. public int GetPartScore(int partId, int roleType, int clickType, double skillScore)
  113. {
  114. //部件评分=部件基础分*部件系数
  115. //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)
  116. //卡牌评分=总属性*技能配表百分比
  117. double partScore = GetPartScore(partId, roleType);
  118. double clickScore = ScoreSystemData.Instance.GetPartItemClickScore(partId, clickType, roleType);
  119. int score = (int)Math.Ceiling(partScore + clickScore + skillScore);
  120. return Math.Max(0, score);
  121. // return (int)Math.Round((partScore + skillScore));
  122. }
  123. private double GetPartScore(int partId, int roleType)
  124. {
  125. double partScore = 0;
  126. if (roleType == RoleType.MINE)
  127. {
  128. partScore = GetPartBaseScore(partId) * ConstScoreSystem.PART_SCORE;
  129. }
  130. else
  131. {
  132. partScore = GetTargetPartBaseScore(partId) * ConstScoreSystem.PART_SCORE;
  133. }
  134. return partScore;
  135. }
  136. /// <summary>
  137. /// 部件基础评分
  138. /// </summary>
  139. /// <param name="partId">评分部位</param>
  140. /// <returns></returns>
  141. private double GetPartBaseScore(int partId)
  142. {
  143. double partScore = 0;
  144. double tagScore = 0;
  145. if (!equipDicWithPartId.ContainsKey(partId)) return partScore;
  146. for (int i = 0; i < equipDicWithPartId[partId].Count; i++)
  147. {
  148. partScore += ItemDataManager.GetItemAdditionScore(equipDicWithPartId[partId][i], InstanceZonesDataManager.currentScoreType);
  149. tagScore += ItemDataManager.GetItemTagScore(equipDicWithPartId[partId][i], InstanceZonesDataManager.currentFightTags);
  150. }
  151. return partScore + tagScore;
  152. }
  153. private double GetTargetPartBaseScore(int partId)
  154. {
  155. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  156. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  157. if (fightCfg.targetPartsScoreArr.Length < FightScoreCfgArray.Instance.dataArray.Length)
  158. {
  159. ET.Log.Debug("战斗id:" + fightCfg.id + " targetPartsScore 数量不足");
  160. return 0;
  161. }
  162. return fightCfg.targetPartsScoreArr[partId - 1];
  163. }
  164. private double GetPartItemClickScore(int partId, int clickState, int roleType)
  165. {
  166. //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
  167. double clickCoefficient = 0;
  168. switch (clickState)
  169. {
  170. case ClickType.MISS_CLICK:
  171. clickCoefficient = ConstScoreSystem.MISS_SCORE;
  172. break;
  173. case ClickType.GREAT_CLICK:
  174. clickCoefficient = ConstScoreSystem.GREAT_SCORE;
  175. break;
  176. case ClickType.PREFACT_CLICK:
  177. clickCoefficient = ConstScoreSystem.PERFECT_SCORE;
  178. break;
  179. }
  180. double clickScore = 0;
  181. if (roleType == RoleType.MINE)
  182. {
  183. int roleScore = RoleLevelCfgArray.Instance.GetCfg(GameGlobal.myNumericComponent.GetAsInt(NumericType.Lvl)).baseScore;
  184. int cardScore = ItemDataManager.GetItemAdditionScore(InstanceZonesDataManager.currentCardId, InstanceZonesDataManager.currentScoreType);
  185. clickScore = (GetPartBaseScore(partId) + (cardScore + roleScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
  186. }
  187. else
  188. {
  189. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  190. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  191. int roleScore = fightCfg.targetBaseScore;
  192. int cardScore = fightCfg.targetCardScore;
  193. clickScore = (GetTargetPartBaseScore(partId) + (cardScore + roleScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
  194. }
  195. return clickScore;
  196. }
  197. /// <summary>
  198. /// 获取卡牌技能持续回合数
  199. /// </summary>
  200. /// <returns></returns>
  201. public List<int> GetRoundTime(int roleType)
  202. {
  203. List<int> roundTimes = new List<int>();
  204. if (roleType == RoleType.MINE)
  205. {
  206. List<PassivitySkillCfg> mySkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(InstanceZonesDataManager.currentCardId);
  207. for (int i = 0; i < mySkillCfgs.Count; i++)
  208. {
  209. int skillLv = SkillDataManager.Instance.GetSkillLv(InstanceZonesDataManager.currentLevelCfgId, mySkillCfgs[i].skillId);
  210. PassivitySkillLvlCfg skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLv, mySkillCfgs[i].skillId);
  211. if (skillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && UnityEngine.Random.Range(0, 10000) < skillLvlCfg.probability)
  212. {
  213. roundTimes.Add(skillLvlCfg.roundTime);
  214. }
  215. else
  216. {
  217. roundTimes.Add(0);
  218. }
  219. }
  220. }
  221. else
  222. {
  223. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  224. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  225. List<PassivitySkillCfg> targetSkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(fightCfg.targetCardId);
  226. for (int i = 0; i < targetSkillCfgs.Count; i++)
  227. {
  228. int skillLv = fightCfg.targetSkillLvsArr[i];
  229. PassivitySkillLvlCfg skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLv, targetSkillCfgs[i].skillId);
  230. if (skillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && UnityEngine.Random.Range(0, 10000) < skillLvlCfg.probability)
  231. {
  232. roundTimes.Add(skillLvlCfg.roundTime);
  233. }
  234. else
  235. {
  236. roundTimes.Add(0);
  237. }
  238. }
  239. }
  240. return roundTimes;
  241. }
  242. /// <summary>
  243. /// 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
  244. /// </summary>
  245. /// <returns></returns>
  246. public List<PassivitySkillLvlCfg> GetValidSkills(int currentTime, int partId, int roleType, List<int> roundTimes, List<int> targetRoundTimes)
  247. {
  248. List<PassivitySkillLvlCfg> skillCfgs = new List<PassivitySkillLvlCfg>();
  249. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  250. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  251. int cardId = 0;
  252. int targetCardId;
  253. if (roleType == RoleType.MINE)
  254. {
  255. cardId = InstanceZonesDataManager.currentCardId;
  256. targetCardId = fightCfg.targetCardId;
  257. }
  258. else
  259. {
  260. targetCardId = InstanceZonesDataManager.currentCardId;
  261. cardId = fightCfg.targetCardId;
  262. }
  263. List<PassivitySkillCfg> mySkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  264. List<PassivitySkillCfg> targetSkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(targetCardId);
  265. List<int> nullifySkillIndex = new List<int>();
  266. for (int i = 0; i < targetSkillCfgs.Count; i++)
  267. {
  268. PassivitySkillCfg skillCfg = targetSkillCfgs[i];
  269. int targetSkillLv = 0;
  270. if (roleType == RoleType.MINE)
  271. {
  272. targetSkillLv = fightCfg.targetSkillLvsArr[i];
  273. }
  274. else
  275. {
  276. targetSkillLv = SkillDataManager.Instance.GetSkillLv(targetCardId, skillCfg.skillId);
  277. }
  278. PassivitySkillLvlCfg targetSkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(targetSkillLv, skillCfg.skillId);
  279. if (targetSkillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && currentTime == BeginTime.PART_FIGHT_BEGIN
  280. || targetSkillLvlCfg.beginTime == BeginTime.PART_PREFACT_CLICK && currentTime == BeginTime.PART_PREFACT_CLICK
  281. || targetSkillLvlCfg.beginTime == BeginTime.PART_FIGHT_BEGIN && currentTime == BeginTime.PART_FIGHT_BEGIN
  282. || targetSkillLvlCfg.beginTime == BeginTime.PART_FIGHT_END && currentTime == BeginTime.PART_FIGHT_END
  283. || targetSkillLvlCfg.beginTime <= BeginTime.PART_SCORE_6 && currentTime == BeginTime.PART_FIGHT_BEGIN && partId == targetSkillLvlCfg.beginTime)
  284. {
  285. bool isProbability = targetSkillLvlCfg.nullifySkillIndex > 0 && UnityEngine.Random.Range(0, 10000) < targetSkillLvlCfg.probability;
  286. if (targetSkillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && targetRoundTimes != null && partId < targetRoundTimes[i]) isProbability = true;
  287. if (isProbability) nullifySkillIndex.Add(targetSkillLvlCfg.nullifySkillIndex);
  288. }
  289. }
  290. for (int i = 0; i < mySkillCfgs.Count; i++)
  291. {
  292. PassivitySkillCfg skillCfg = mySkillCfgs[i];
  293. int mySkillLv = 0;
  294. if (roleType == RoleType.MINE)
  295. {
  296. mySkillLv = SkillDataManager.Instance.GetSkillLv(cardId, skillCfg.skillId);
  297. }
  298. else
  299. {
  300. mySkillLv = fightCfg.targetSkillLvsArr[i];
  301. }
  302. PassivitySkillLvlCfg mySkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(mySkillLv, skillCfg.skillId);
  303. if (nullifySkillIndex.IndexOf(i + 1) >= 0) continue;//技能被对手失效
  304. if (mySkillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && currentTime == BeginTime.PART_FIGHT_BEGIN
  305. || mySkillLvlCfg.beginTime == BeginTime.PART_PREFACT_CLICK && currentTime == BeginTime.PART_PREFACT_CLICK
  306. || mySkillLvlCfg.beginTime == BeginTime.PART_FIGHT_BEGIN && currentTime == BeginTime.PART_FIGHT_BEGIN
  307. || mySkillLvlCfg.beginTime == BeginTime.PART_FIGHT_END && currentTime == BeginTime.PART_FIGHT_END
  308. || mySkillLvlCfg.beginTime <= BeginTime.PART_SCORE_6 && currentTime == BeginTime.PART_FIGHT_BEGIN && partId == mySkillLvlCfg.beginTime)
  309. {
  310. bool isProbability = UnityEngine.Random.Range(0, 10000) < mySkillLvlCfg.probability;
  311. if (mySkillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && roundTimes != null && partId < roundTimes[i]) isProbability = true;
  312. if (isProbability) skillCfgs.Add(mySkillLvlCfg);
  313. }
  314. }
  315. return skillCfgs;
  316. }
  317. /// <summary>
  318. /// 本轮技能分数
  319. /// </summary>
  320. /// <param name="validSkills">有效技能列表</param>
  321. /// <param name="mainScore">总主属性</param>
  322. /// <returns></returns>
  323. public void GetPartItemSkillScore(List<PassivitySkillLvlCfg> validSkills, double mainScore, double targetMainScore, out int skillScore, out int targetScore, out Dictionary<int, int> skillScoreDic)
  324. {
  325. double _skillScore = 0;
  326. double _targetSkillScore = 0;
  327. skillScoreDic = new Dictionary<int, int>();
  328. for (int i = 0; i < validSkills.Count; i++)
  329. {
  330. if (validSkills[i].target == 1)//作用自身
  331. {
  332. double score = mainScore * validSkills[i].ratio / 10000;
  333. _skillScore += score;
  334. skillScoreDic.Add(validSkills[i].skillId, (int)Math.Ceiling(score));
  335. }
  336. else if (validSkills[i].target == 2)//作用对方
  337. {
  338. double score = targetMainScore * validSkills[i].ratio / 10000;
  339. _targetSkillScore += score;
  340. skillScoreDic.Add(validSkills[i].skillId, (int)Math.Ceiling(score));
  341. }
  342. }
  343. skillScore = (int)Math.Ceiling(_skillScore);
  344. targetScore = (int)Math.Ceiling(_targetSkillScore);
  345. }
  346. /// <summary>
  347. /// 是否展示卡牌效果
  348. /// </summary>
  349. /// <param name="cardId">卡牌id</param>
  350. /// <param name="validSkills">被触发的有效技能列表</param>
  351. /// <returns></returns>
  352. public bool IsShowCard(int cardId, List<PassivitySkillLvlCfg> validSkills)
  353. {
  354. if (cardId <= 0) return false;//未选卡
  355. if (validSkills.Count == 0) return false;//本轮没有技能被触发不显示卡牌
  356. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  357. for (int i = 0; i < skillCfgs.Count; i++)
  358. {
  359. if (skillCfgs[i].mainSkill == 1)
  360. {
  361. return true;
  362. }
  363. }
  364. return false;
  365. }
  366. /// <summary>
  367. /// 登峰造极额外加分
  368. /// </summary>
  369. /// <param name="mainScore"></param>
  370. /// <returns></returns>
  371. public int GetAllCircleAddScore(double mainScore)
  372. {
  373. //主属性20%的加分
  374. return (int)Math.Ceiling(mainScore * ConstScoreSystem.ALL_PERFECT_SCORE);
  375. }
  376. /// <summary>
  377. /// 根据卡牌Id获取 战斗选卡 界面显示配置
  378. /// </summary>
  379. /// <param name="cardId"></param>
  380. /// <returns></returns>
  381. public PassivitySkillCfg GetShowSkillCfg(int cardId)
  382. {
  383. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  384. if (skillCfgs.Count <= 0)
  385. {
  386. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  387. return null;
  388. }
  389. for (int i = 0; i < skillCfgs.Count; i++)
  390. {
  391. if (skillCfgs[i].showSkill == 1)
  392. {
  393. // int skillLv = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
  394. return skillCfgs[i];
  395. }
  396. }
  397. return null;
  398. }
  399. /// <summary>
  400. /// 根据卡牌Id获取评分主技能显示配置
  401. /// </summary>
  402. /// <param name="cardId"></param>
  403. /// <returns></returns>
  404. public PassivitySkillCfg GetMainSkillCfg(int cardId)
  405. {
  406. // Dictionary<int, List<PassivitySkillCfg>> cfgs = SkillDataManager.Instance.dicPassivitySkill[cardId];
  407. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  408. if (skillCfgs.Count <= 0)
  409. {
  410. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  411. return null;
  412. }
  413. // foreach (int key in cfgs.Keys)
  414. // {
  415. for (int i = 0; i < skillCfgs.Count; i++)
  416. {
  417. if (skillCfgs[i].mainSkill == 1)
  418. {
  419. // int skillLV = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
  420. // PassivitySkillLvlCfgArray skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfg(skillLV, skillCfgs[i].skillId);
  421. // return cfgs[key][skillLV - 1];
  422. return skillCfgs[i];
  423. }
  424. }
  425. return null;
  426. }
  427. /// <summary>
  428. /// 0失败1优秀2完美
  429. /// </summary>
  430. /// <param name="scale"></param>
  431. /// <returns></returns>
  432. public int GetClickType(float scale)
  433. {
  434. // float scaleX = _ui.m_comClick.m_comResult.m_imgCircle.scale.x;
  435. int clickType = ClickType.MISS_CLICK;
  436. if (FightDataManager.Instance.autoPlay == true)
  437. {
  438. return ClickType.PREFACT_CLICK;
  439. }
  440. if (scale <= _prefectScale && scale > 0.65f)
  441. {
  442. clickType = ClickType.PREFACT_CLICK;
  443. }
  444. else if (scale <= 0.216f)
  445. {
  446. clickType = ClickType.MISS_CLICK;
  447. }
  448. else
  449. {
  450. clickType = ClickType.GREAT_CLICK;
  451. }
  452. return clickType;
  453. }
  454. }
  455. }