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- using System.Collections;
- using System.Collections.Generic;
- using System;
- using UnityEngine;
- using ET;
- namespace GFGGame
- {
- public class StoryDataManager
- {
- public static string priorId = "prior";//首次登录前置剧情id
- public static int currentChapter = 0;
- public static int currentLevel = 0;
- public static string currentLevelID;
- public static int currentScoreType;
- public static int currentCardId = 0;
- public static bool usedRecommend;
- public static int _passChapter = 0;
- public static int _passLevel = 0;
- private static int _passChapterJY = 10000;
- private static int _passLevelJY = 0;
- private static int _recommendCount = 0;
- public static int recommendDay = -1;
- public static int recommendCount
- {
- get
- {
- return _recommendCount;
- }
- }
- private static Dictionary<string, int> _highestScoreDic = new Dictionary<string, int>();
- private static Dictionary<int, int> _chapterStarCountDic = new Dictionary<int, int>();
- private static Dictionary<int, Dictionary<int, int>> _chapterBonusDic = new Dictionary<int, Dictionary<int, int>>();
- public static void InitServerData(RoleInfo roleInfo)
- {
- usedRecommend = false;
- _passChapter = roleInfo.chapter;
- _passLevel = roleInfo.chapterLvl;
- _passChapterJY = roleInfo.chapterJY;
- _passLevelJY = roleInfo.chapterLvlJY;
- _recommendCount = roleInfo.recommendCount;
- recommendDay = roleInfo.recommendDay;
- }
- public static void InitScoreList(List<StoryScore> list)
- {
- _highestScoreDic.Clear();
- if (list != null)
- {
- foreach (StoryScore value in list)
- {
- _highestScoreDic[value.lvlId] = value.score;
- }
- }
- }
- public static void InitStarList(List<StoryStar> list)
- {
- _chapterStarCountDic.Clear();
- _chapterBonusDic.Clear();
- if (list != null)
- {
- foreach (StoryStar value in list)
- {
- int chapterID = value.chapterId;
- _chapterStarCountDic[chapterID] = value.star;
- if (value.boxStatus != null && value.boxStatus.Length > 0)
- {
- Dictionary<int, int> statusDic = null;
- if (_chapterBonusDic.ContainsKey(chapterID))
- {
- statusDic = _chapterBonusDic[chapterID];
- }
- else
- {
- statusDic = new Dictionary<int, int>();
- _chapterBonusDic.Add(chapterID, statusDic);
- }
- string[] statusStrs = value.boxStatus.Split(';');
- for (int i = 0; i < statusStrs.Length; i++)
- {
- string statusStr = statusStrs[i];
- int status = int.Parse(statusStr);
- statusDic[i] = status;
- }
- }
- }
- }
- }
- public static void ResetDailyData()
- {
- _recommendCount = GameConst.MAX_COUNT_RECOMMEND;
- int day = ServerDataManager.CurrentDay;
- recommendDay = day;
- GameProxy.ReqUpdateRecommendCount(_recommendCount);
- }
- public static void SetPassData(int chapter, int chapterLvl)
- {
- if (StoryUtil.CheckChapterIsHard(chapter))
- {
- _passChapterJY = chapter;
- _passLevelJY = chapterLvl;
- }
- else
- {
- _passChapter = chapter;
- _passLevel = chapterLvl;
- }
- }
- public static int GetChapterBonusStatus(int chapterID, int index)
- {
- if (_chapterBonusDic.ContainsKey(chapterID))
- {
- Dictionary<int, int> statusDic = _chapterBonusDic[chapterID];
- if (statusDic != null)
- {
- if (statusDic.ContainsKey(index))
- {
- return statusDic[index];
- }
- }
- }
- return ConstBonusStatus.CAN_NOT_GET;
- }
- public static List<ItemData> GetChapterBonus(int chapterID, int index)
- {
- List<ItemData> bonusList = StoryBonusDataCache.GetChapterBonusList(chapterID, index);
- foreach (ItemData itemData in bonusList)
- {
- ItemDataManager.Add(itemData.id, itemData.num);
- }
- Dictionary<int, int> statusDic = null;
- if (_chapterBonusDic.ContainsKey(chapterID))
- {
- statusDic = _chapterBonusDic[chapterID];
- }
- else
- {
- statusDic = new Dictionary<int, int>();
- _chapterBonusDic.Add(chapterID, statusDic);
- statusDic[0] = ConstBonusStatus.CAN_NOT_GET;
- statusDic[1] = ConstBonusStatus.CAN_NOT_GET;
- statusDic[2] = ConstBonusStatus.CAN_NOT_GET;
- }
- statusDic[index] = ConstBonusStatus.GOT;
- string boxStatus = GetBoxStatus(currentChapter);
- int starCountChapter = GetChapterStarCount(currentChapter);
- GameProxy.ReqUpdateStoryStar(currentChapter, starCountChapter, boxStatus);
- return bonusList;
- }
- public static void UpdateChapterBonusStatus(int chapterID, int starCount)
- {
- StoryChapterCfg storyChapterCfg = StoryChapterCfgArray.Instance.GetCfg(chapterID);
- if (starCount >= storyChapterCfg.bonusStar1)
- {
- Dictionary<int, int> statusDic = null;
- if (_chapterBonusDic.ContainsKey(chapterID))
- {
- statusDic = _chapterBonusDic[chapterID];
- }
- else
- {
- statusDic = new Dictionary<int, int>();
- _chapterBonusDic.Add(chapterID, statusDic);
- statusDic[0] = ConstBonusStatus.CAN_NOT_GET;
- statusDic[1] = ConstBonusStatus.CAN_NOT_GET;
- statusDic[2] = ConstBonusStatus.CAN_NOT_GET;
- }
- if (statusDic[0] == ConstBonusStatus.CAN_NOT_GET)
- {
- statusDic[0] = ConstBonusStatus.CAN_GET;
- }
- if (starCount >= storyChapterCfg.bonusStar2 && statusDic[1] == ConstBonusStatus.CAN_NOT_GET)
- {
- statusDic[1] = ConstBonusStatus.CAN_GET;
- }
- if (starCount >= storyChapterCfg.bonusStar3 && statusDic[2] == ConstBonusStatus.CAN_NOT_GET)
- {
- statusDic[2] = ConstBonusStatus.CAN_GET;
- }
- }
- }
- public static bool CheckOpenMainUI()
- {
- return CheckLevelPass(1, 4) && GuideDataManager.GetGuideCountCopy(ConstGuideId.SINGLE_FIGHT) > 0;
- }
- //检查指定章节对应的普通章节是否通关
- public static bool CheckNormalChapterPass(int chapterId)
- {
- int normalChapterId = StoryUtil.GetNormalChapterId(chapterId);
- return normalChapterId <= _passChapter;
- }
- public static bool CheckChapterUnlock(int chapterId)
- {
- StoryChapterCfg chapterCfg = StoryChapterCfgArray.Instance.GetCfg(chapterId);
- if (GameGlobal.myNumericComponent.GetAsInt(NumericType.Lvl) < chapterCfg.lvl)
- {
- return false;
- }
- if (StoryUtil.CheckChapterIsHard(chapterId))
- {
- //对应普通剧情的章需要开启
- if (!CheckNormalChapterPass(chapterId))
- {
- return false;
- }
- //前一精英章需要通关
- if (chapterId - 1 > _passChapterJY)
- {
- return false;
- }
- }
- else
- {
- if (chapterId - 1 > _passChapter)
- {
- return false;
- }
- }
- return true;
- }
- public static bool CheckLevelPass(int chapterId, int level)
- {
- int passChapter = GetPassChapter(chapterId);
- int passLevel = GetPassLevel(chapterId);
- if (chapterId <= passChapter)
- {
- return true;
- }
- if (chapterId == passChapter + 1 && level <= passLevel)
- {
- return true;
- }
- return false;
- }
- public static bool CheckLevelUnlock(int chapterId, int level)
- {
- int passChapter = GetPassChapter(chapterId);
- int passLevel = GetPassLevel(chapterId);
- if (chapterId <= passChapter)
- {
- return true;
- }
- if (chapterId == passChapter + 1 && level <= passLevel + 1)
- {
- return true;
- }
- return false;
- }
- public static bool CheckCurrentLevelPass()
- {
- return CheckLevelPass(currentChapter, currentLevel);
- }
- public static int GetScoreHighest(string levelID)
- {
- if (_highestScoreDic.ContainsKey(levelID))
- {
- return _highestScoreDic[levelID];
- }
- return 0;
- }
- public static void GetStoryId(string levelIdStr, out int chapterIdP, out int levelIdP)
- {
- string[] ids = levelIdStr.Split('_');
- chapterIdP = int.Parse(ids[0]);
- levelIdP = int.Parse(ids[1]);
- }
- public static int GetResultStarCount(int score)
- {
- if (!EquipDataCache.cacher.CheckEquipedFightNeeded())
- {
- return 0;
- }
- return GetStarCount(currentLevelID, score);
- }
- public static int GetStarCountHistory(string levelID, int score)
- {
- int chapterIdT = 0;
- int levelIdT = 0;
- GetStoryId(levelID, out chapterIdT, out levelIdT);
- if (!CheckLevelPass(chapterIdT, levelIdT))
- {
- return 0;
- }
- return GetStarCount(levelID, score);
- }
- public static int GetStarCount(string levelID, int score)
- {
- StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelID);
- StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
- int starCount = 0;
- if (score > fightCfg.score1)
- {
- if (score > fightCfg.score3)
- {
- starCount = 3;
- }
- else if (score > fightCfg.score2)
- {
- starCount = 2;
- }
- else
- {
- starCount = 1;
- }
- }
- return starCount;
- }
- public static bool CheckCurrentScoreEnough(int score)
- {
- StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(currentLevelID);
- StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
- return (score > fightCfg.score1);
- }
- public static void SetScore(int score, int starCount)
- {
- int scoreHighest = 0;
- if (_highestScoreDic.ContainsKey(currentLevelID))
- {
- scoreHighest = _highestScoreDic[currentLevelID];
- }
- if (score > scoreHighest)
- {
- _highestScoreDic[currentLevelID] = score;
- GameProxy.ReqUpdateStoryScore(currentLevelID, score);
- int starCountSaved = GetStarCountHistory(currentLevelID, scoreHighest);
- int starCountChapter = 0;
- if (_chapterStarCountDic.ContainsKey(currentChapter))
- {
- starCountChapter = _chapterStarCountDic[currentChapter];
- }
- if (starCount > starCountSaved)
- {
- starCountChapter = starCountChapter + starCount - starCountSaved;
- _chapterStarCountDic[currentChapter] = starCountChapter;
- UpdateChapterBonusStatus(currentChapter, starCountChapter);
- string boxStatus = GetBoxStatus(currentChapter);
- GameProxy.ReqUpdateStoryStar(currentChapter, starCountChapter, boxStatus);
- }
- }
- }
- public static int GetPassChapter(int fromChapter)
- {
- if (StoryUtil.CheckChapterIsHard(fromChapter))
- {
- return _passChapterJY;
- }
- return _passChapter;
- }
- public static int GetPassLevel(int fromChapter)
- {
- if (StoryUtil.CheckChapterIsHard(fromChapter))
- {
- return _passLevelJY;
- }
- return _passLevel;
- }
- public static List<ItemData> PassCurrentLevel(out bool fistPassLastLvl, out bool curLvfirstPass)
- {
- fistPassLastLvl = false;
- curLvfirstPass = false;
- List<ItemData> currentBonusList = new List<ItemData>();
- if (!CheckCurrentLevelPass())
- {
- curLvfirstPass = true;
- int tempPassLevel = currentLevel;
- int tempPassChapter = GetPassChapter(currentChapter);
- int nextLevel = currentLevel + 1;
- string nextLevelID = currentChapter + "_" + nextLevel;
- StoryLevelCfg nextLevelCfg = StoryLevelCfgArray.Instance.GetCfg(nextLevelID);
- if (nextLevelCfg == null)
- {
- tempPassChapter = currentChapter;
- tempPassLevel = 0;
- fistPassLastLvl = true;
- }
- SetPassData(tempPassChapter, tempPassLevel);
- // FunctionOpenDataManager.Instance.CheckHasChapterFunOpen(_passChapter + 1, _passLevel);//首次通过要检查是否有功能开启
- GameProxy.ReqUpdateStoryProgress(_passChapter, _passLevel, _passChapterJY, _passLevelJY);
- currentBonusList = StoryBonusDataCache.GetBonusList(currentLevelID, true, true);
- }
- else
- {
- currentBonusList = StoryBonusDataCache.GetBonusList(currentLevelID, false, true);
- }
- StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(StoryDataManager.currentLevelID);
- //消耗体力
- if (currentBonusList != null && currentBonusList.Count > 0)
- {
- if (GameGlobal.myNumericComponent.GetAsInt(NumericType.Power) >= levelCfg.power)
- {
- RoleDataManager.power -= levelCfg.power;
- }
- else
- {
- RoleDataManager.power = 0;
- }
- }
- //消耗推荐次数
- if (usedRecommend)
- {
- usedRecommend = false;
- _recommendCount--;
- GameProxy.ReqUpdateRecommendCount(_recommendCount);
- }
- //经验奖励
- if (levelCfg.fightID != null && levelCfg.fightID.Length > 0)
- {
- StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
- RoleDataManager.exp += fightCfg.exp;
- }
- foreach (ItemData itemData in currentBonusList)
- {
- ItemDataManager.Add(itemData.id, itemData.num);
- }
- return currentBonusList;
- }
- public static int GetChapterStarCount(int chapterID)
- {
- if (_chapterStarCountDic.ContainsKey(chapterID))
- {
- return _chapterStarCountDic[chapterID];
- }
- return 0;
- }
- public static int GetCanFightTime(string levelID)
- {
- StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelID);
- int time = (int)Math.Floor((float)GameGlobal.myNumericComponent.GetAsInt(NumericType.Power) / levelCfg.power);
- return time;
- }
- private static string GetBoxStatus(int chapterId)
- {
- string boxStatus = "0;0;0";
- if (_chapterBonusDic.ContainsKey(chapterId))
- {
- boxStatus = "{0};{1};{2}";
- Dictionary<int, int> tempDic = _chapterBonusDic[chapterId];
- int value0 = GetChapterBonusStatus(chapterId, 0);
- int value1 = GetChapterBonusStatus(chapterId, 1);
- int value2 = GetChapterBonusStatus(chapterId, 2);
- boxStatus = string.Format(boxStatus, value0, value1, value2);
- }
- return boxStatus;
- }
- }
- }
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