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- using System;
- using System.Collections.Generic;
- using FairyGUI;
- namespace GFGGame
- {
- public class ArenaDataManager : SingletonBase<ArenaDataManager>
- {
- public List<int> ThemeList = new List<int>();//本周主题列表
- public string Tag;//本周标签
- public int SeasonId = 1;// 赛季id
- public int Grade = 1;//本赛季段位
- public int Rank = 10000;//本赛季段位内排名
- public int HighestGrade = 1;//本赛季最高段位
- public int HighestRank = 10000; //本赛最高季段位内排名
- public List<FightRoleData> DressupList = new List<FightRoleData>();//我的搭配列表
- public List<ArenaTargetData> Targets = new List<ArenaTargetData>();//对手
- public ArenaTargetData SelfData = new ArenaTargetData();//自己的排行榜信息
- public Dictionary<int, List<ArenaTargetData>> rankDatasDic = new Dictionary<int, List<ArenaTargetData>>();//排行榜数据
- public List<ArenaHistoryData> historyDatas = new List<ArenaHistoryData>();//获取竞技场历史记录
- public int SelectThemeIndex = 0;//当前选中换装主题(ThemeList)的下标
- public int SelectTargetIndex = 0;//当前选中挑战对象的下标
- public int CurFightIndex = 0;//当前挑战的为第几场
- /// <summary>
- /// 是否快速挑战
- /// </summary>
- /// <value></value>
- public bool QuickFight
- {
- get
- {
- return StorageDataManager.Instance.GetStorageValue(ConstStorageId.ARENA_QUICK_FIGHT) == 1 ? true : false;
- }
- set
- {
- StorageSProxy.ReqSetClientValue(ConstStorageId.ARENA_QUICK_FIGHT, value == true ? 1 : 0).Coroutine();
- }
- }
- public void Clear()
- {
- DressupList.Clear();
- Targets.Clear();
- }
- /// <summary>
- /// 试图更新最高段位、排行数据
- /// </summary>
- public void TryUpdateHighest()
- {
- HighestGrade = HighestGrade >= Grade ? HighestGrade : Grade;
- HighestRank = HighestRank >= Rank ? HighestRank : Rank;
- }
- //获取竞技场对手角色战斗数据
- public FightRoleData GetArenaRoleData(int index, ArenaTargetData arenaTarget)
- {
- return arenaTarget.RoleDressupList[index];
- }
- //获取竞技场机器人战斗数据
- public FightRobotData GetArenaRobotData(int index, ArenaTargetData arenaTarget)
- {
- return arenaTarget.RobotDressupList[index];
- }
- /// <summary>
- /// 获取推荐列表
- /// </summary>
- /// <param name="scoreType"></param>
- /// <param name="tags"></param>
- /// <returns></returns>
- public List<int> GetRecommentItemList(int scoreType, string[] tags)
- {
- Dictionary<int, List<int>> itemListDic = new Dictionary<int, List<int>>();
- Dictionary<int, List<int>> itemDatasDic = DressUpMenuItemDataManager.ItemDatasBySubTypeDic;
- foreach (int subType in itemDatasDic.Keys)
- {
- if (itemDatasDic.Count == 0) continue;
- List<int> dressList = SortDressList(itemDatasDic[subType], scoreType, tags);
- int max = subType == (int)ConstDressUpItemType.TE_SHU ? 3 : 1;
- max = Math.Min(max, dressList.Count);
- itemListDic[subType] = dressList.GetRange(0, max);
- }
- if (itemListDic.ContainsKey(ConstDressUpItemType.LIAN_YI_QUN) && itemListDic.ContainsKey(ConstDressUpItemType.SHANG_YI) && itemListDic.ContainsKey(ConstDressUpItemType.XIA_ZHUANG))
- {
- bool hasTagLYQ = ItemDataManager.CheckItemTagsRight(itemListDic[ConstDressUpItemType.LIAN_YI_QUN][0], tags);
- bool hasTagSY = ItemDataManager.CheckItemTagsRight(itemListDic[ConstDressUpItemType.SHANG_YI][0], tags);
- bool hasTagXZ = ItemDataManager.CheckItemTagsRight(itemListDic[ConstDressUpItemType.XIA_ZHUANG][0], tags);
- if (hasTagLYQ && !hasTagSY && !hasTagXZ)
- {
- itemListDic.Remove(ConstDressUpItemType.SHANG_YI);
- itemListDic.Remove(ConstDressUpItemType.XIA_ZHUANG);
- }
- else if (!hasTagLYQ && (hasTagSY || hasTagXZ))
- {
- itemListDic.Remove(ConstDressUpItemType.LIAN_YI_QUN);
- }
- else
- {
- int scoreLYQ = ItemDataManager.GetItemAdditionScore(itemListDic[ConstDressUpItemType.LIAN_YI_QUN][0], scoreType, tags);
- int scoreSY = ItemDataManager.GetItemAdditionScore(itemListDic[ConstDressUpItemType.SHANG_YI][0], scoreType, tags);
- int scoreXZ = ItemDataManager.GetItemAdditionScore(itemListDic[ConstDressUpItemType.XIA_ZHUANG][0], scoreType, tags);
- if (scoreLYQ > scoreSY + scoreXZ)
- {
- itemListDic.Remove(ConstDressUpItemType.SHANG_YI);
- itemListDic.Remove(ConstDressUpItemType.XIA_ZHUANG);
- }
- else
- {
- itemListDic.Remove(ConstDressUpItemType.LIAN_YI_QUN);
- }
- }
- }
- List<int> itemList = new List<int>();
- foreach (int subType in itemListDic.Keys)
- {
- itemList.AddRange(itemListDic[subType]);
- }
- return itemList;
- }
- private List<int> SortDressList(List<int> dressList, int scoreType, string[] tags)
- {
- dressList.Sort((int a, int b) =>
- {
- ItemCfg cfgA = ItemCfgArray.Instance.GetCfg(a);
- ItemCfg cfgB = ItemCfgArray.Instance.GetCfg(b);
- if (ItemDataManager.CheckItemTagsRight(a, tags) && !ItemDataManager.CheckItemTagsRight(b, tags)) return -1;
- if (ItemDataManager.CheckItemTagsRight(b, tags) && !ItemDataManager.CheckItemTagsRight(a, tags)) return 1;
- int scoreA = ItemDataManager.GetItemAdditionScore(a, scoreType, tags);
- int scoreB = ItemDataManager.GetItemAdditionScore(b, scoreType, tags);
- return scoreB - scoreA;
- });
- return dressList;
- }
- /*********************************************************************************************************************/
- /// <summary>
- /// 获取三套服装总战力
- /// </summary>
- /// <param name="roleType"></param>
- /// <param name="roleDatas"></param>
- /// <param name="robotDatas"></param>
- /// <returns></returns>
- public int GetAllFightScore(int roleType, List<FightRoleData> roleDatas, List<FightRobotData> robotDatas)
- {
- int fightScore = 0;
- for (int i = 0; i < ThemeList.Count; i++)
- {
- if (roleType == ArenaFightTargetType.PLAYER)
- {
- fightScore += GetArenaRoleFightScore(roleDatas[i]);
- }
- else
- {
- fightScore += GetArenaRobotFightScore(robotDatas[i]);
- }
- }
- return fightScore;
- }
- /// <summary>
- /// 获取玩家竞技场战力
- /// </summary>
- /// <returns></returns>
- public int GetArenaRoleFightScore(FightRoleData roleDatas)
- {
- //竞技场战力=搭配战力+卓越点击战力+卡牌战力
- //搭配战力=第1套搭配所有部件主属性和+第2套搭配所有部件主属性和+第3套搭配所有部件主属性和
- //卓越点击战力=卓越点击评分和/2.33
- //技能战力=(第1套搭配所有部件主属性和+卡牌主属性+人物基础分)*技能1当前等级对应的战力系数+(第1套搭配所有部件主属性和+卡牌主属性+人物基础分)*技能2当前等级对应的战力系数+(第1套搭配所有部件主属性和+卡牌主属性+人物基础分)*技能3当前等级对应的战力系数+(第2套搭配所有部件主属性和+卡牌主属性+人物基础分)*技能1当前等级对应的战力系数+(第2套搭配所有部件主属性和+卡牌主属性+人物基础分)*技能2当前等级对应的战力系数+(第2套搭配所有部件主属性和+卡牌主属性+人物基础分)*技能3当前等级对应的战力系数+(第3套搭配所有部件主属性和+卡牌主属性+人物基础分)*技能1当前等级对应的战力系数+(第3套搭配所有部件主属性和+卡牌主属性+人物基础分)*技能2当前等级对应的战力系数+(第3套搭配所有部件主属性和+卡牌主属性+人物基础分)*技能3当前等级对应的战力系数
- double fightScore = 0;
- FightRoleData roleData = FightDataManager.Instance.roleData;
- double itemSum = GetItemScoreSum(roleDatas.itemScoreList);
- double clickScore = GetPerfectClickScore(roleDatas) / ConstScoreSystem.PART_SCORE;
- double skillScore = FightDataManager.Instance.GetSkillFightScore(itemSum, roleData.baseScore, roleData.cardId, roleData.cardScore, roleData.skillLvs);
- fightScore = itemSum + clickScore + skillScore;
- return (int)Math.Ceiling(fightScore);
- }
- /// <summary>
- /// 获取竞技场机器人战力
- /// </summary>
- /// <returns></returns>
- public int GetArenaRobotFightScore(FightRobotData robotData)
- {
- double fightScore = 0;
- double itemSum = GetItemScoreSum(robotData.itemScoreList);
- double clickScore = GetRobotPerfectClickScore(robotData) / ConstScoreSystem.PART_SCORE;
- double skillScore = FightDataManager.Instance.GetSkillFightScore(itemSum, robotData.baseScore, robotData.cardId, robotData.cardScore, robotData.skillLvs);
- fightScore = itemSum + clickScore + skillScore;
- return (int)Math.Ceiling(fightScore);
- }
- /// <summary>
- /// 所有部件主属性和
- /// </summary>
- /// <returns></returns>
- public double GetItemScoreSum(List<int> itemScoreList)
- {
- double scoreSum = 0;
- for (int i = 0; i < itemScoreList.Count; i++)
- {
- scoreSum += itemScoreList[i];
- }
- return scoreSum;
- }
- //玩家卓越点击战力
- private double GetPerfectClickScore(FightRoleData roleData)
- {
- double clickScore = 0;
- foreach (int key in roleData.pardScoreListDic.Keys)
- {
- clickScore += ScoreSystemData.Instance.GetPartScore(roleData, key, ClickType.PREFACT_CLICK, 0);
- }
- return clickScore;
- }
- //机器人卓越点击战力
- private double GetRobotPerfectClickScore(FightRobotData robotData)
- {
- double clickScore = 0;
- FightScoreCfg[] scoreCfg = FightScoreCfgArray.Instance.dataArray;
- for (int i = 0; i < scoreCfg.Length; i++)
- {
- clickScore += ScoreSystemData.Instance.GetRobotPartScore(robotData, i + 1, ClickType.PREFACT_CLICK, 0);
- }
- return clickScore;
- }
- }
- }
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