FieldWorkDataManager.cs 16 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using ET;
  5. using UnityEngine;
  6. using UI.FieldWork;
  7. using FairyGUI;
  8. namespace GFGGame
  9. {
  10. class FieldWorkDataManager : SingletonBase<FieldWorkDataManager>
  11. {
  12. 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
  13. public List<int> ThemeList = new List<int>() { 1, 2, 3 };
  14. public List<string> Tag = new List<string> { "艳丽", "志怪" }; //本周标签
  15. public int SeasonId = 1; // 赛季id
  16. public List<FightData> DressupList = new List<FightData>(); //我的搭配列表
  17. public List<int> HistoryDressupList = new List<int>();//本周通过关的服装列表
  18. public List<CardAbrasionInfo> CardAbrasionInfoList = new List<CardAbrasionInfo>();
  19. public Dictionary<int,CimbingTowerLevelInfoProto> CimbingTowerLevelInfoList = new Dictionary<int, CimbingTowerLevelInfoProto>();
  20. public List<int> roundTime = new List<int>();
  21. public OtherRoleInfoData roleInfo = new OtherRoleInfoData() {
  22. roleName = RoleDataManager.roleName,
  23. roleLv = RoleDataManager.lvl,
  24. headId = RoleDataManager.headId};
  25. //Dictionary<回合下标, Dictionary<partId, Dictionary<战斗节点, List<PassivitySkillLvlCfg>>>>
  26. public Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>> vaildSkills =
  27. new Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>>();
  28. public Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>> targetVaildSkills =
  29. new Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>>();
  30. public int SelectThemeIndex = 0; //当前选中换装主题(ThemeList)的下标
  31. public int SelectTargetIndex = -1; //当前选中挑战对象的下标
  32. public int CurFightIndex = 0; //当前挑战场次下标
  33. public List<long> myScore = new List<long>(); //对战数据,三轮分数
  34. public List<ItemInfoProto> BonusList = new List<ItemInfoProto>(); //战斗结算奖励
  35. public int targetWinScore = 10000;
  36. //战斗关卡
  37. public int currentLevelID = 0;
  38. public List<string> nameList = new List<string>()
  39. {"壹","贰","叄","肆","伍","陆","柒","捌","玖","拾","拾壹","终"};
  40. public int guideLevelID = 100005009;
  41. public int MaxLevelId = 0;
  42. public bool IsAutoStart = false;
  43. /// <summary>
  44. /// 更新战斗结算总分,含胜负
  45. /// </summary>
  46. /// <param name="obj"></param>
  47. /// <param name="myScores"></param>
  48. /// <param name="targetScore"></param>
  49. public void UpdateAllScoreResult(GObject obj, List<long> myScores,int targetScore)
  50. {
  51. UI_ComAllScoreResult com = UI_ComAllScoreResult.Proxy(obj);
  52. bool isWin = UpdateAllScore(com.m_comResult.target, myScores, targetScore);
  53. //_ui.m_loaResule.url = isWin ? "ui://FieldWork/kstzjj_slsl" : "ui://FieldWork/kstzjj_shib";
  54. UI_ComAllScoreResult.ProxyEnd();
  55. }
  56. public bool UpdateAllScore(GObject obj, List<long> myScores, int targetScore)
  57. {
  58. long myAllScore = 0;
  59. long targetAllScore = 0;
  60. for (int i = 0; i < myScores.Count; i++)
  61. {
  62. myAllScore += myScores[i];
  63. }
  64. UI_ComAllScore com = UI_ComAllScore.Proxy(obj);
  65. com.m_txtMyFightScore.text = myAllScore.ToString();
  66. UI_ComAllScore.ProxyEnd();
  67. bool isWin = myAllScore > targetAllScore;
  68. return isWin;
  69. }
  70. /// <summary>
  71. /// 更新标签、战力、属性分数值
  72. /// </summary>
  73. public void UpdateValue(GObject obj, int index, List<FightData> roleDatas)
  74. {
  75. UI.Arena.UI_ComFIeldValueInfo com = UI.Arena.UI_ComFIeldValueInfo.Proxy(obj);
  76. com.m_scoreType.url = ResPathUtil.GetScorePath(FieldWorkDataManager.Instance.ThemeList[index]);
  77. com.m_txtScore.text = FightDataManager.Instance.GetScore(roleDatas[index]).ToString();
  78. long fightScore = ArenaDataManager.Instance.GetAllFightScore(roleDatas);
  79. com.m_txtFightScore.SetVar("value", fightScore.ToString()).FlushVars(); ;
  80. com.m_txtTagScore.text = FightDataManager.Instance.GetTagsScore(roleDatas[index].itemList, roleDatas[index].tags).ToString();
  81. int count = ArenaDataManager.Instance.GetTagsCount(roleDatas[index].itemList, roleDatas[index].tags);
  82. com.m_c1.selectedIndex = Math.Min(count, ArenaTagCfgArray.Instance.dataArray.Length);
  83. com.m_c3.selectedIndex = roleDatas[index].tags.Length > 0 ? 1 : 0;
  84. UpdateFightScore(com.m_comFightScore.target, roleDatas);
  85. ItemUtil.UpdateTag(com.m_comTag, roleDatas[index].tags[0]);
  86. ItemUtil.UpdateTag(com.m_comTag1, roleDatas[index].tags[1]);
  87. if (com.m_btnTagRule.data == null)
  88. {
  89. com.m_btnTagRule.onClick.Add(RuleController.ShowRuleView);
  90. com.m_btnTagRule.data = 300034;
  91. }
  92. UI.Arena.UI_ComFIeldValueInfo.ProxyEnd();
  93. }
  94. /// <summary>
  95. /// 更新战力值
  96. /// </summary>
  97. public void UpdateFightScore(GObject obj, List<FightData> roleDatas)
  98. {
  99. List<long> fightScore = ArenaDataManager.Instance.GetFightScoreList(roleDatas);
  100. UI.Arena.UI_ComFieldFightScore com = UI.Arena.UI_ComFieldFightScore.Proxy(obj);
  101. com.m_txtSuitScore.SetVar("value", fightScore[0].ToString()).FlushVars(); ;
  102. com.m_txtClickScore.SetVar("value", fightScore[1].ToString()).FlushVars(); ;
  103. com.m_txtCardScore.SetVar("value", fightScore[2].ToString()).FlushVars(); ;
  104. UI.Arena.UI_ComFieldFightScore.ProxyEnd();
  105. }
  106. public void GetFightResult()
  107. {
  108. myScore.Clear();
  109. long allScore = 0;
  110. for (int i = 0; i < DressupList.Count; i++)
  111. {
  112. FieldWorkDataManager.Instance.GetQuickFightResult(i, DressupList[i], out long score);
  113. allScore += score;
  114. myScore.Add(score);
  115. }
  116. }
  117. public int GetTargetWinScore(int levelID)
  118. {
  119. targetWinScore = 10000;
  120. return targetWinScore;
  121. }
  122. public string GetHeihtScore(int levelID)
  123. {
  124. if(CimbingTowerLevelInfoList.ContainsKey(levelID))
  125. {
  126. long score = CimbingTowerLevelInfoList[levelID].WeekMaxScore;
  127. return score.ToString();
  128. }
  129. else
  130. {
  131. return "";
  132. }
  133. }
  134. public List<List<int>> GetDressAndCard()
  135. {
  136. List<List<int>> dress = new List<List<int>>();
  137. for (int i=0;i< FieldWorkDataManager.Instance.DressupList.Count;i++)
  138. {
  139. List<int> dressA = new List<int>();
  140. dressA = FieldWorkDataManager.Instance.DressupList[i].itemList.ToList();
  141. //去除默认
  142. dressA.Remove(10000);
  143. dressA.Remove(20000);
  144. dressA.Remove(30000);
  145. dressA.Remove(50000);
  146. dressA.Remove(60000);
  147. if (FieldWorkDataManager.Instance.DressupList[i].cardId > 0)
  148. {
  149. dressA.Add(FieldWorkDataManager.Instance.DressupList[i].cardId);
  150. }
  151. dress.Add(dressA);
  152. }
  153. return dress;
  154. }
  155. public float GetCardAbrasion(int cardID)
  156. {
  157. float abrasion = 0;
  158. float UseNum = 0;
  159. float cardTimes = CimbingTowerCfgArray.Instance.dataArray[0].UseLimit;
  160. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(cardID);
  161. if(itemCfg == null)
  162. {
  163. return 100;
  164. }
  165. foreach (var item in CardAbrasionInfoList)
  166. {
  167. if(item.Card == cardID)
  168. {
  169. UseNum = item.UseNum;
  170. abrasion = UseNum / cardTimes;
  171. if(abrasion >= 1)
  172. {
  173. abrasion = 1;
  174. }
  175. break;
  176. }
  177. }
  178. return abrasion * 100;
  179. }
  180. //输入属性类型,获取联盟技能该属性加成总值
  181. public int GetAllSkillScore(int scoreType)
  182. {
  183. int score = 0;
  184. if(scoreType == 0)
  185. {
  186. return score;
  187. }
  188. foreach (int key in SkillDataManager.Instance.LeagueSkillScoreDatas.Keys)
  189. {
  190. score += SkillDataManager.Instance.LeagueSkillScoreDatas[key][scoreType];
  191. }
  192. return score;
  193. }
  194. public void SetDataScoreType()
  195. {
  196. for(int i = 0;i<DressupList.Count;i++)
  197. {
  198. DressupList[i].scoreType = ThemeList[i];
  199. }
  200. }
  201. public bool SetCanStart()
  202. {
  203. int i = 0;
  204. foreach(var item in DressupList)
  205. {
  206. bool isDress = false;
  207. for(int j= 0;j<item.itemList.Count;j++)
  208. {
  209. if(item.itemList.Count > 0)
  210. {
  211. if(item.itemList[j] != 10000 && item.itemList[j] != 20000
  212. && item.itemList[j] != 30000 && item.itemList[j] != 50000 && item.itemList[j] != 60000)
  213. {
  214. isDress = true;
  215. }
  216. }
  217. }
  218. if(item.cardId > 0 && isDress)
  219. {
  220. i++;
  221. }
  222. }
  223. if(i>=3)
  224. {
  225. return true;
  226. }
  227. else
  228. {
  229. return false;
  230. }
  231. }
  232. public bool CheckLevelPass(int LevelID)
  233. {
  234. CimbingTowerLevelCfg levelCfg = CimbingTowerLevelCfgArray.Instance.dataArray[0];
  235. if(LevelID == levelCfg.id)
  236. {
  237. return true;
  238. }
  239. int levelBefore = LevelID - 1;
  240. if (FieldWorkDataManager.Instance.CimbingTowerLevelInfoList.ContainsKey(levelBefore))
  241. {
  242. if( FieldWorkDataManager.Instance.CimbingTowerLevelInfoList[levelBefore].IsPass)
  243. {
  244. return true;
  245. }
  246. else
  247. {
  248. return false;
  249. }
  250. }
  251. else
  252. {
  253. return false;
  254. }
  255. }
  256. /// <summary>
  257. /// 词牌如果磨损达到上限就放到最后
  258. /// </summary>
  259. /// <param name="arrayList"></param>
  260. /// <returns></returns>
  261. public List<CardData> SortCardList(List<CardData> cardList)
  262. {
  263. List<CardData> card = new List<CardData>();
  264. int limitNum = CimbingTowerCfgArray.Instance.dataArray[0].UseLimit;
  265. card = cardList.ToList();
  266. for(int i = 0;i<card.Count;i++)
  267. {
  268. foreach(var item in CardAbrasionInfoList)
  269. {
  270. if(item.Card == card[i].id)
  271. {
  272. if(item.UseNum >= limitNum)
  273. {
  274. // 添加到列表末尾
  275. card.Add(card[i]);
  276. // 移除元素
  277. card.RemoveAt(i);
  278. }
  279. break;
  280. }
  281. }
  282. }
  283. return card;
  284. }
  285. /// <summary>
  286. /// 获取快速挑战结果
  287. /// </summary>
  288. /// <param name="myRoleData"></param>
  289. /// <param name="_score"></param>
  290. public void GetQuickFightResult(int roundIndex, FightData myRoleData, out long _score)
  291. {
  292. double score = 0;
  293. int cardId = myRoleData.cardId;
  294. double mainScore = ScoreSystemData.Instance.GetMainScore(myRoleData);
  295. List<int> skillLvs = myRoleData.skillLvs;
  296. List<int> roundTime = ScoreSystemData.Instance.GetRoundTime(myRoleData.cardId, myRoleData.skillLvs);
  297. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena || InstanceZonesDataManager.FightScene == ConstInstanceZonesType.FieldWork)
  298. {
  299. FieldWorkDataManager.Instance.roundTime = roundTime;
  300. if (!FieldWorkDataManager.Instance.vaildSkills.ContainsKey(roundIndex)) FieldWorkDataManager.Instance.vaildSkills[roundIndex] = new Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>();
  301. }
  302. int roundId = 0;
  303. int currentTime = SkillBeginTime.FIGHT_BEGIN;
  304. GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, roundId, mainScore, cardId, skillLvs, roundTime, ref score);
  305. for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
  306. {
  307. roundId++;
  308. currentTime = SkillBeginTime.ERVERY_ROUND_BEGIN;
  309. GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, roundId, mainScore, cardId, skillLvs, roundTime, ref score);
  310. score += ScoreSystemData.Instance.GetRoundScore(myRoleData, roundId, ClickType.PERFECT_CLICK, 0);
  311. currentTime = SkillBeginTime.PERFECT_CLICK;
  312. GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, roundId, mainScore, cardId, skillLvs, roundTime, ref score);
  313. currentTime = SkillBeginTime.ERVERY_ROUND_END;
  314. GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, roundId, mainScore, cardId, skillLvs, roundTime, ref score);
  315. // Debug.Log(" targetScore444:" + targetScore);
  316. }
  317. roundId++;
  318. currentTime = SkillBeginTime.ALL_PERFECT_START;
  319. GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, roundId, mainScore, cardId, skillLvs, roundTime, ref score);
  320. score += ScoreSystemData.Instance.GetAllCircleAddScore(myRoleData);
  321. _score = Mathf.CeilToInt((float)score);
  322. }
  323. private void GetSkillScore(int roleType, int roundIndex, int currentTime, int partId, double mainScore, int cardId, List<int> skillLvs, List<int> roundTime, ref double score)
  324. {
  325. List<int> targetSkillLvs = new List<int>();
  326. List<int> targetRoundTime = new List<int>();
  327. List<PassivitySkillLvlCfg> vaildSkills = ScoreSystemData.Instance.GetValidSkills(currentTime, partId, cardId, skillLvs, 0, targetSkillLvs, roundTime, targetRoundTime);
  328. ScoreSystemData.Instance.GetRoundItemSkillScore(vaildSkills, mainScore, 0, out int skillScore, out int targetSkillScore, out Dictionary<int, int> skillScoreDic);
  329. score += skillScore;
  330. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena || InstanceZonesDataManager.FightScene == ConstInstanceZonesType.FieldWork)
  331. {
  332. FieldWorkDataManager dataManager = FieldWorkDataManager.Instance;
  333. if (roleType == FightRoleType.MINE)
  334. {
  335. if (!dataManager.vaildSkills[roundIndex].ContainsKey(partId)) dataManager.vaildSkills[roundIndex][partId] = new Dictionary<int, List<PassivitySkillLvlCfg>>();
  336. dataManager.vaildSkills[roundIndex][partId][currentTime] = vaildSkills;
  337. }
  338. else
  339. {
  340. if (!dataManager.targetVaildSkills[roundIndex].ContainsKey(partId)) dataManager.targetVaildSkills[roundIndex][partId] = new Dictionary<int, List<PassivitySkillLvlCfg>>();
  341. dataManager.targetVaildSkills[roundIndex][partId][currentTime] = vaildSkills;
  342. }
  343. }
  344. }
  345. }
  346. }