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							- using System;
 
- using System.Collections.Generic;
 
- using System.Linq;
 
- using ET;
 
- using UnityEngine;
 
- using UI.FieldWork;
 
- using FairyGUI;
 
- namespace GFGGame
 
- {
 
-     class FieldWorkDataManager : SingletonBase<FieldWorkDataManager>
 
-     {
 
-         public long LastFightTime = 0; //上次战斗时间,时间为0,说明未战斗过,则没有段位奖励
 
-         public List<int> ThemeList = new List<int>() { 1, 2, 3 };
 
-         public List<string> Tag = new List<string> { "艳丽", "志怪" }; //本周标签
 
-         public int SeasonId = 1; // 赛季id
 
-         public List<FightData> DressupList = new List<FightData>(); //我的搭配列表
 
-         public List<int> HistoryDressupList = new List<int>();//本周通过关的服装列表
 
-         public List<CardAbrasionInfo> CardAbrasionInfoList = new List<CardAbrasionInfo>();
 
-         public Dictionary<int,CimbingTowerLevelInfoProto> CimbingTowerLevelInfoList = new Dictionary<int, CimbingTowerLevelInfoProto>();
 
-         public List<int> roundTime = new List<int>();
 
-         public OtherRoleInfoData roleInfo = new OtherRoleInfoData() { 
 
-             roleName = RoleDataManager.roleName,
 
-             roleLv = RoleDataManager.lvl,
 
-             headId = RoleDataManager.headId};
 
-         //Dictionary<回合下标, Dictionary<partId, Dictionary<战斗节点, List<PassivitySkillLvlCfg>>>>
 
-         public Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>> vaildSkills =
 
-             new Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>>();
 
-         public Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>> targetVaildSkills =
 
-             new Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>>();
 
-         public int SelectThemeIndex = 0; //当前选中换装主题(ThemeList)的下标
 
-         public int SelectTargetIndex = -1; //当前选中挑战对象的下标
 
-         public int CurFightIndex = 0; //当前挑战场次下标
 
-         public List<long> myScore = new List<long>(); //对战数据,三轮分数
 
-         public List<ItemInfoProto> BonusList = new List<ItemInfoProto>(); //战斗结算奖励
 
-         public int targetWinScore = 10000;
 
-         //战斗关卡
 
-         public int currentLevelID = 0;
 
-         public List<string> nameList = new List<string>() 
 
-         {"壹","贰","叄","肆","伍","陆","柒","捌","玖","拾","拾壹","终"};
 
-         public int guideLevelID = 100005009;
 
-         public int MaxLevelId = 0;
 
-         public bool IsAutoStart = false;
 
-         /// <summary>
 
-         /// 更新战斗结算总分,含胜负
 
-         /// </summary>
 
-         /// <param name="obj"></param>
 
-         /// <param name="myScores"></param>
 
-         /// <param name="targetScore"></param>
 
-         public void UpdateAllScoreResult(GObject obj, List<long> myScores,int targetScore)
 
-         {
 
-             UI_ComAllScoreResult com = UI_ComAllScoreResult.Proxy(obj);
 
-             bool isWin = UpdateAllScore(com.m_comResult.target, myScores, targetScore);
 
-             //_ui.m_loaResule.url = isWin ? "ui://FieldWork/kstzjj_slsl" : "ui://FieldWork/kstzjj_shib";
 
-             UI_ComAllScoreResult.ProxyEnd();
 
-         }
 
-         public bool UpdateAllScore(GObject obj, List<long> myScores, int targetScore)
 
-         {
 
-             long myAllScore = 0;
 
-             long targetAllScore = 0;
 
-             for (int i = 0; i < myScores.Count; i++)
 
-             {
 
-                 myAllScore += myScores[i];
 
-             }
 
-             UI_ComAllScore com = UI_ComAllScore.Proxy(obj);
 
-             com.m_txtMyFightScore.text = myAllScore.ToString();
 
-             UI_ComAllScore.ProxyEnd();
 
-             bool isWin = myAllScore > targetAllScore;
 
-             return isWin;
 
-         }
 
-         /// <summary>
 
-         /// 更新标签、战力、属性分数值
 
-         /// </summary>
 
-         public void UpdateValue(GObject obj, int index, List<FightData> roleDatas)
 
-         {
 
-             UI.Arena.UI_ComFIeldValueInfo com = UI.Arena.UI_ComFIeldValueInfo.Proxy(obj);
 
-             com.m_scoreType.url = ResPathUtil.GetScorePath(FieldWorkDataManager.Instance.ThemeList[index]);
 
-             com.m_txtScore.text = FightDataManager.Instance.GetScore(roleDatas[index]).ToString();
 
-             long fightScore = ArenaDataManager.Instance.GetAllFightScore(roleDatas);
 
-             com.m_txtFightScore.SetVar("value", fightScore.ToString()).FlushVars(); ;
 
-             com.m_txtTagScore.text = FightDataManager.Instance.GetTagsScore(roleDatas[index].itemList, roleDatas[index].tags).ToString();
 
-             int count = ArenaDataManager.Instance.GetTagsCount(roleDatas[index].itemList, roleDatas[index].tags);
 
-             com.m_c1.selectedIndex = Math.Min(count, ArenaTagCfgArray.Instance.dataArray.Length);
 
-             com.m_c3.selectedIndex = roleDatas[index].tags.Length > 0 ? 1 : 0;
 
-             UpdateFightScore(com.m_comFightScore.target, roleDatas);
 
-                 ItemUtil.UpdateTag(com.m_comTag, roleDatas[index].tags[0]);
 
-                 ItemUtil.UpdateTag(com.m_comTag1, roleDatas[index].tags[1]);
 
-             
 
-             if (com.m_btnTagRule.data == null)
 
-             {
 
-                 com.m_btnTagRule.onClick.Add(RuleController.ShowRuleView);
 
-                 com.m_btnTagRule.data = 300034;
 
-             }
 
-             UI.Arena.UI_ComFIeldValueInfo.ProxyEnd();
 
-         }
 
-         /// <summary>
 
-         /// 更新战力值
 
-         /// </summary>
 
-         public void UpdateFightScore(GObject obj, List<FightData> roleDatas)
 
-         {
 
-             List<long> fightScore = ArenaDataManager.Instance.GetFightScoreList(roleDatas);
 
-             UI.Arena.UI_ComFieldFightScore com = UI.Arena.UI_ComFieldFightScore.Proxy(obj);
 
-             com.m_txtSuitScore.SetVar("value", fightScore[0].ToString()).FlushVars(); ;
 
-             com.m_txtClickScore.SetVar("value", fightScore[1].ToString()).FlushVars(); ;
 
-             com.m_txtCardScore.SetVar("value", fightScore[2].ToString()).FlushVars(); ;
 
-             UI.Arena.UI_ComFieldFightScore.ProxyEnd();
 
-         }
 
-         public void GetFightResult()
 
-         {
 
-             myScore.Clear();
 
-             long allScore = 0;
 
-             for (int i = 0; i < DressupList.Count; i++)
 
-             {
 
-                 FieldWorkDataManager.Instance.GetQuickFightResult(i, DressupList[i], out long score);
 
-                 allScore += score;
 
-                 myScore.Add(score);
 
-             }
 
-         }
 
-         public int GetTargetWinScore(int levelID)
 
-         {
 
-             targetWinScore = 10000;
 
-             return targetWinScore;
 
-         }
 
-         public string GetHeihtScore(int levelID)
 
-         {
 
-             if(CimbingTowerLevelInfoList.ContainsKey(levelID))
 
-             {
 
-                 long score = CimbingTowerLevelInfoList[levelID].WeekMaxScore;
 
-                 return score.ToString();
 
-             }
 
-             else
 
-             {
 
-                 return "";
 
-             }    
 
-         }
 
-         public List<List<int>> GetDressAndCard()
 
-         {
 
-             List<List<int>> dress = new List<List<int>>();
 
-             for (int i=0;i< FieldWorkDataManager.Instance.DressupList.Count;i++)
 
-             {
 
-                 List<int> dressA = new List<int>();
 
-                 dressA = FieldWorkDataManager.Instance.DressupList[i].itemList.ToList();
 
-                 //去除默认
 
-                 dressA.Remove(10000);
 
-                 dressA.Remove(20000);
 
-                 dressA.Remove(30000);
 
-                 dressA.Remove(50000);
 
-                 dressA.Remove(60000);
 
-                 if (FieldWorkDataManager.Instance.DressupList[i].cardId > 0)
 
-                 {
 
-                     dressA.Add(FieldWorkDataManager.Instance.DressupList[i].cardId);
 
-                 }
 
-                 dress.Add(dressA);
 
-             }
 
-             return dress;
 
-         }
 
-         public float GetCardAbrasion(int cardID)
 
-         {
 
-             float abrasion = 0;
 
-             float UseNum = 0;
 
-             float cardTimes = CimbingTowerCfgArray.Instance.dataArray[0].UseLimit;
 
-             ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(cardID);
 
-             if(itemCfg == null)
 
-             {
 
-                 return 100;
 
-             }
 
-             foreach (var item in CardAbrasionInfoList)
 
-             {
 
-                 if(item.Card == cardID)
 
-                 {
 
-                     UseNum = item.UseNum;
 
-                     abrasion = UseNum / cardTimes;
 
-                     if(abrasion >= 1)
 
-                     {
 
-                         abrasion = 1;
 
-                     }
 
-                     break;
 
-                 }
 
-             }
 
-             return abrasion * 100;
 
-         }
 
-         //输入属性类型,获取联盟技能该属性加成总值
 
-         public int GetAllSkillScore(int scoreType)
 
-         {
 
-             int score = 0;
 
-             if(scoreType == 0)
 
-             {
 
-                 return score;
 
-             }
 
-             foreach (int key in SkillDataManager.Instance.LeagueSkillScoreDatas.Keys)
 
-             {
 
-                 score += SkillDataManager.Instance.LeagueSkillScoreDatas[key][scoreType];
 
-             }
 
-             return score;
 
-         }
 
-         public void SetDataScoreType()
 
-         {
 
-             for(int i = 0;i<DressupList.Count;i++)
 
-             {
 
-                 DressupList[i].scoreType = ThemeList[i];
 
-             }
 
-         }
 
-         public bool SetCanStart()
 
-         {
 
-             int i = 0;
 
-             foreach(var item in DressupList)
 
-             {
 
-                 bool isDress = false;
 
-                 for(int j= 0;j<item.itemList.Count;j++)
 
-                 {
 
-                     if(item.itemList.Count > 0)
 
-                     {
 
-                         if(item.itemList[j] != 10000  && item.itemList[j] != 20000
 
-                             && item.itemList[j] != 30000 && item.itemList[j] != 50000 && item.itemList[j] != 60000)
 
-                         {
 
-                             isDress = true;
 
-                         }
 
-                     }
 
-                 }
 
-                 if(item.cardId > 0 && isDress)
 
-                 {
 
-                     i++;    
 
-                 }
 
-             }
 
-             if(i>=3)
 
-             {
 
-                 return true;
 
-             }
 
-             else
 
-             {
 
-                 return false;
 
-             }
 
-         }
 
-         public bool CheckLevelPass(int LevelID)
 
-         {
 
-             CimbingTowerLevelCfg levelCfg = CimbingTowerLevelCfgArray.Instance.dataArray[0];
 
-             if(LevelID == levelCfg.id)
 
-             {
 
-                 return true;
 
-             }
 
-             int levelBefore = LevelID - 1;
 
-             if (FieldWorkDataManager.Instance.CimbingTowerLevelInfoList.ContainsKey(levelBefore))
 
-             {
 
-                if( FieldWorkDataManager.Instance.CimbingTowerLevelInfoList[levelBefore].IsPass)
 
-                 {
 
-                     return true;
 
-                 }
 
-                 else
 
-                 {
 
-                     return false;
 
-                 }
 
-             }
 
-             else
 
-             {
 
-                 return false;
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// 词牌如果磨损达到上限就放到最后
 
-         /// </summary>
 
-         /// <param name="arrayList"></param>
 
-         /// <returns></returns>
 
-         public List<CardData> SortCardList(List<CardData> cardList)
 
-         {
 
-             List<CardData> card = new List<CardData>();
 
-             int limitNum = CimbingTowerCfgArray.Instance.dataArray[0].UseLimit;
 
-             card = cardList.ToList();
 
-             for(int i = 0;i<card.Count;i++)
 
-             {
 
-                 foreach(var item in CardAbrasionInfoList)
 
-                 {
 
-                     if(item.Card == card[i].id)
 
-                     {
 
-                         if(item.UseNum >= limitNum)
 
-                         {
 
-                             // 添加到列表末尾
 
-                             card.Add(card[i]);
 
-                             // 移除元素
 
-                             card.RemoveAt(i);
 
-                         }
 
-                         break;
 
-                     }
 
-                 }
 
-             }
 
-             return card;
 
-         }
 
-         /// <summary>
 
-         /// 获取快速挑战结果
 
-         /// </summary>
 
-         /// <param name="myRoleData"></param>
 
-         /// <param name="_score"></param>
 
-         public void GetQuickFightResult(int roundIndex, FightData myRoleData, out long _score)
 
-         {
 
-             double score = 0;
 
-             int cardId = myRoleData.cardId;
 
-             double mainScore = ScoreSystemData.Instance.GetMainScore(myRoleData);
 
-             List<int> skillLvs = myRoleData.skillLvs;
 
-             List<int> roundTime = ScoreSystemData.Instance.GetRoundTime(myRoleData.cardId, myRoleData.skillLvs);
 
-             if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena || InstanceZonesDataManager.FightScene == ConstInstanceZonesType.FieldWork)
 
-             {
 
-                 FieldWorkDataManager.Instance.roundTime = roundTime;
 
-                 if (!FieldWorkDataManager.Instance.vaildSkills.ContainsKey(roundIndex)) FieldWorkDataManager.Instance.vaildSkills[roundIndex] = new Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>();
 
-             }
 
-             int roundId = 0;
 
-             int currentTime = SkillBeginTime.FIGHT_BEGIN;
 
-             GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, roundId, mainScore, cardId, skillLvs, roundTime, ref score);
 
-             for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
 
-             {
 
-                 roundId++;
 
-                 currentTime = SkillBeginTime.ERVERY_ROUND_BEGIN;
 
-                 GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, roundId, mainScore, cardId, skillLvs, roundTime, ref score);            
 
-                 score += ScoreSystemData.Instance.GetRoundScore(myRoleData, roundId, ClickType.PERFECT_CLICK, 0);
 
-                 currentTime = SkillBeginTime.PERFECT_CLICK;
 
-                 GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, roundId, mainScore, cardId, skillLvs, roundTime, ref score);
 
-                 currentTime = SkillBeginTime.ERVERY_ROUND_END;
 
-                 GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, roundId, mainScore, cardId, skillLvs, roundTime, ref score);
 
-                 // Debug.Log(" targetScore444:" + targetScore);
 
-             }
 
-             roundId++;
 
-             currentTime = SkillBeginTime.ALL_PERFECT_START;
 
-             GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, roundId, mainScore, cardId, skillLvs, roundTime, ref score);
 
-             score += ScoreSystemData.Instance.GetAllCircleAddScore(myRoleData);
 
-             _score = Mathf.CeilToInt((float)score);
 
-         }
 
-         private void GetSkillScore(int roleType, int roundIndex, int currentTime, int partId, double mainScore, int cardId, List<int> skillLvs, List<int> roundTime, ref double score)
 
-         {
 
-             List<int> targetSkillLvs = new List<int>();
 
-             List<int> targetRoundTime = new List<int>();
 
-             List<PassivitySkillLvlCfg> vaildSkills = ScoreSystemData.Instance.GetValidSkills(currentTime, partId, cardId, skillLvs, 0, targetSkillLvs, roundTime, targetRoundTime);
 
-             ScoreSystemData.Instance.GetRoundItemSkillScore(vaildSkills, mainScore, 0, out int skillScore, out int targetSkillScore, out Dictionary<int, int> skillScoreDic);
 
-             score += skillScore;
 
-             if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena || InstanceZonesDataManager.FightScene == ConstInstanceZonesType.FieldWork)
 
-             {
 
-                 FieldWorkDataManager dataManager = FieldWorkDataManager.Instance;
 
-                 if (roleType == FightRoleType.MINE)
 
-                 {
 
-                     if (!dataManager.vaildSkills[roundIndex].ContainsKey(partId)) dataManager.vaildSkills[roundIndex][partId] = new Dictionary<int, List<PassivitySkillLvlCfg>>();
 
-                     dataManager.vaildSkills[roundIndex][partId][currentTime] = vaildSkills;
 
-                 }
 
-                 else
 
-                 {
 
-                     if (!dataManager.targetVaildSkills[roundIndex].ContainsKey(partId)) dataManager.targetVaildSkills[roundIndex][partId] = new Dictionary<int, List<PassivitySkillLvlCfg>>();
 
-                     dataManager.targetVaildSkills[roundIndex][partId][currentTime] = vaildSkills;
 
-                 }
 
-             }
 
-         }
 
-     }
 
- }
 
 
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