ScoreSystemData.cs 9.3 KB

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  1. using System.Collections.Generic;
  2. using UnityEngine;
  3. namespace GFGGame
  4. {
  5. public class ScoreSystemData : SingletonBase<ScoreSystemData>
  6. {
  7. public const int MISS_CLICK = 0;
  8. public const int GREAT_CLICK = 1;
  9. public const int PREFACT_CLICK = 2;
  10. private Dictionary<int, List<int>> equipDicWithPartId = new Dictionary<int, List<int>>();
  11. /// <summary>
  12. /// 将穿戴部件分组
  13. /// </summary>
  14. public void SetEquipDicWithType()
  15. {
  16. equipDicWithPartId.Clear();
  17. int[] equipDatas = EquipDataCache.cacher.equipDatas;
  18. for (int i = 0; i < equipDatas.Length; i++)
  19. {
  20. FightScoreCfg[] typeCfgs = FightScoreCfgArray.Instance.dataArray;
  21. for (int j = 0; j < typeCfgs.Length; j++)
  22. {
  23. FightScoreCfg cfg = typeCfgs[j];
  24. if (equipDicWithPartId.ContainsKey(cfg.id) == false)
  25. {
  26. equipDicWithPartId.Add(cfg.id, new List<int>());
  27. }
  28. bool isCheckFinish = false;
  29. for (int k = 0; k < cfg.subTypesArr.Length; k++)
  30. {
  31. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(equipDatas[i]);
  32. if (itemCfg.subType == cfg.subTypesArr[k])
  33. {
  34. equipDicWithPartId[cfg.id].Add(equipDatas[i]);
  35. isCheckFinish = true;
  36. break;
  37. }
  38. }
  39. if (isCheckFinish) break;
  40. }
  41. }
  42. }
  43. /// <summary>
  44. /// 返回总主属性分
  45. /// </summary>
  46. /// <returns></returns>
  47. public double GetMainScore()
  48. {
  49. //(部件属性分数+标签分数+人物基础分+卡牌属性分数)*4
  50. int[] equipDatas = EquipDataCache.cacher.equipDatas;
  51. int partScore = 0;
  52. double tagProportion = 0;
  53. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(StoryDataManager.currentLevelID);
  54. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  55. for (int i = 0; i < equipDatas.Length; i++)
  56. {
  57. partScore += DressUpMenuItemDataManager.GetItemScore(equipDatas[i]);
  58. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(equipDatas[i]);
  59. for (int j = 0; j < fightCfg.needTagsArr.Length; j++)
  60. {
  61. if (tagProportion >= ConstScoreSystem.MAX_TAG_COUNT) break;
  62. for (int k = 0; k < itemCfg.tagsArr.Length; k++)
  63. {
  64. if (fightCfg.needTagsArr[j] == itemCfg.tagsArr[k])
  65. {
  66. tagProportion += ConstScoreSystem.TAG_SCORE;
  67. }
  68. }
  69. }
  70. }
  71. int roleScore = RoleLevelCfgArray.Instance.GetCfg(RoleDataManager.lvl).baseScore;
  72. int cardScore = DressUpMenuItemDataManager.GetItemScore(StoryDataManager.currentCardId);
  73. double tagScore = tagProportion * partScore;
  74. return (partScore + tagScore + roleScore + cardScore) * ConstScoreSystem.MAIN_SCORE;
  75. }
  76. /// <summary>
  77. /// 部件评分
  78. /// </summary>
  79. /// <param name="partId">评分部位</param>
  80. /// <returns></returns>
  81. public double GetPartBaseScore(int partId)
  82. {
  83. double partScore = 0;
  84. if (!equipDicWithPartId.ContainsKey(partId)) return partScore;
  85. for (int i = 0; i < equipDicWithPartId[partId].Count; i++)
  86. {
  87. partScore += DressUpMenuItemDataManager.GetItemScore(equipDicWithPartId[partId][i]);
  88. }
  89. return partScore;
  90. }
  91. /// <summary>
  92. /// 部件评分
  93. /// </summary>
  94. /// <param name="partId">部件id</param>
  95. /// <param name="clickState">点击状态0:miss,1:优秀,2:完美</param>
  96. /// <param name="mainScore">总主属性</param>
  97. /// <param name="type">评分部位</param>
  98. /// <param name="showCard">是否展示卡牌效果</param>
  99. /// <returns></returns>
  100. public double GetPartScore(int partId, int clickState, double mainScore, double skillScore)
  101. {
  102. //部件评分=部件基础分*部件系数
  103. //点击评分=部件评分*点击系数
  104. //卡牌评分=总属性*技能配表百分比
  105. double partScore = GetPartItemScore(partId);
  106. double clickScore = ScoreSystemData.Instance.GetPartItemClickScore(mainScore, clickState);
  107. // GetCardItemScore(mainScore, partId, out cardScore, out showCard);
  108. return (partScore + clickScore + skillScore);
  109. }
  110. public double GetPartItemScore(int partId)
  111. {
  112. return GetPartBaseScore(partId) * ConstScoreSystem.PART_SCORE;
  113. }
  114. public double GetPartItemClickScore(double mainScore, int clickState)
  115. {
  116. //点击评分=部件评分*点击系数
  117. double clickCoefficient = 0;
  118. switch (clickState)
  119. {
  120. case MISS_CLICK:
  121. clickCoefficient = ConstScoreSystem.MISS_SCORE;
  122. break;
  123. case GREAT_CLICK:
  124. clickCoefficient = ConstScoreSystem.GREAT_SCORE;
  125. break;
  126. case PREFACT_CLICK:
  127. clickCoefficient = ConstScoreSystem.PERFECT_SCORE;
  128. break;
  129. }
  130. double clickScore = mainScore * clickCoefficient;
  131. return clickScore;
  132. }
  133. public void GetPartItemCardScore(double mainScore, int partId, out double skillScore, out bool showCard)
  134. {
  135. skillScore = 0;
  136. showCard = false;
  137. // PassivitySkillCfg[] cfgs = PassivitySkillCfgArray.Instance.GetCfgs(StoryDataManager.currentCardId);
  138. Dictionary<int, List<PassivitySkillCfg>> cfgs = SkillDataManager.Instance.dicPassivitySkill[StoryDataManager.currentCardId];
  139. // for (int i = 0; i < cfgs.Length; i++)
  140. // {
  141. foreach (int key in cfgs.Keys)
  142. {
  143. if (cfgs.Count == 0) break;
  144. SkillData skillData = SkillDataManager.Instance.GetSkillData(StoryDataManager.currentCardId, key);
  145. PassivitySkillCfg cfg = cfgs[key][skillData.lv - 1];
  146. if (partId == cfg.subTypes || cfg.subTypes == 0)
  147. {
  148. int isProbability = Random.Range(0, 100) < cfg.probability ? 1 : 0;
  149. if (showCard != true && cfg.mainSkill == 1 && isProbability == 1)
  150. {
  151. //卡牌中包含主技能且此技能被触发,在评分阶段才展示卡牌效果,一张卡牌只要有一个技能需要显示,那就直接显示
  152. showCard = true;
  153. }
  154. // Debug.Log(" i:" + i + " cardScore:" + skillScore);
  155. skillScore += mainScore * cfg.count / 100 * isProbability;
  156. }
  157. }
  158. }
  159. /// <summary>
  160. /// 登峰造极额外加分
  161. /// </summary>
  162. /// <param name="mainScore"></param>
  163. /// <returns></returns>
  164. public double GetAllCircleAddScore(double mainScore)
  165. {
  166. //主属性20%的加分
  167. return mainScore * ConstScoreSystem.ALL_PERFECT_SCORE;
  168. }
  169. /// <summary>
  170. /// 根据卡牌Id获取选卡界面显示配置
  171. /// </summary>
  172. /// <param name="cardId"></param>
  173. /// <returns></returns>
  174. public PassivitySkillCfg GetShowSkillCfg(int cardId)
  175. {
  176. Dictionary<int, List<PassivitySkillCfg>> cfgs = SkillDataManager.Instance.dicPassivitySkill[cardId];
  177. if (cfgs.Count == 0)
  178. {
  179. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  180. return null;
  181. }
  182. foreach (int key in cfgs.Keys)
  183. {
  184. if (cfgs[key][0].showSkill == 1)
  185. {
  186. SkillData skillData = SkillDataManager.Instance.GetSkillData(cardId, cfgs[key][0].skillId);
  187. return cfgs[key][skillData.lv - 1];
  188. }
  189. }
  190. return null;
  191. }
  192. /// <summary>
  193. /// 根据卡牌Id获取评分主技能显示配置
  194. /// </summary>
  195. /// <param name="cardId"></param>
  196. /// <returns></returns>
  197. public PassivitySkillCfg GetMainSkillCfg(int cardId)
  198. {
  199. Dictionary<int, List<PassivitySkillCfg>> cfgs = SkillDataManager.Instance.dicPassivitySkill[cardId];
  200. if (cfgs.Count == 0)
  201. {
  202. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  203. return null;
  204. }
  205. foreach (int key in cfgs.Keys)
  206. {
  207. if (cfgs[key][0].mainSkill == 1)
  208. {
  209. SkillData skillData = SkillDataManager.Instance.GetSkillData(cardId, key);
  210. return cfgs[key][skillData.lv - 1];
  211. }
  212. }
  213. return null;
  214. }
  215. }
  216. }