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							- using System.Collections;
 
- using System.Collections.Generic;
 
- using System;
 
- using UnityEngine;
 
- using ET;
 
- using ProtoBuf.Meta;
 
- namespace GFGGame
 
- {
 
-     public class StoryDataManager
 
-     {
 
-         public static string priorId = "prior";//首次登录前置剧情id
 
-         public static int currentChapterCfgId = 0;
 
-         public static int currentLevelOrder = 0;
 
-         //关卡配置表的id
 
-         public static int currentLevelCfgId;
 
-         //当前关卡序号,从1开始
 
-         public static int CurrentChapterOrder
 
-         {
 
-             get
 
-             {
 
-                 var chapterCfg = StoryChapterCfgArray.Instance.GetCfg(currentChapterCfgId);
 
-                 if(chapterCfg != null)
 
-                 {
 
-                     return chapterCfg.order;
 
-                 }
 
-                 return 0;
 
-             }
 
-         }
 
-         public static int currentScoreType;
 
-         public static int currentCardId = 0;
 
-         public static bool usedRecommend;
 
-         //关卡最高分数记录
 
-         private static Dictionary<int, int> _highestScoreDic = new Dictionary<int, int>();
 
-         //关卡星数记录
 
-         private static Dictionary<int, int> _starDic = new Dictionary<int, int>();
 
-         //关卡宝箱状态记录
 
-         private static Dictionary<int, int[]> _chapterBonusDic = new Dictionary<int, int[]>();
 
-         public static void InitScoreList(List<int> ks, List<int> vs)
 
-         {
 
-             usedRecommend = false;
 
-             _highestScoreDic.Clear();
 
-             for (var i = 0; i < ks.Count; ++i)
 
-             {
 
-                 _highestScoreDic.Add(ks[i], vs[i]);
 
-             }
 
-         }
 
-         public static void InitStarList(List<int> ks, List<int> vs)
 
-         {
 
-             _starDic.Clear();
 
-             for(var i = 0; i < ks.Count; ++i)
 
-             {
 
-                 _starDic.Add(ks[i], vs[i]);
 
-             }
 
-         }
 
-         public static void InitBoxBonusStates(List<int> ks, List<int> vs)
 
-         {
 
-             _chapterBonusDic.Clear();
 
-             for (var i = 0; i < ks.Count; ++i)
 
-             {
 
-                 var states = new int[] { 0, 0, 0 };
 
-                 var value = vs[i];
 
-                 CalculateHelper.GenerateChapterBoxStates(states, value);
 
-                 _chapterBonusDic.Add(ks[i], states);
 
-             }
 
-         }
 
-         public static void UpdateBoxBonusStates(int chapter, int stateInt)
 
-         {
 
-             if (!_chapterBonusDic.TryGetValue(chapter, out var states))
 
-             {
 
-                 states = new int[] { 0, 0, 0 };
 
-                 _chapterBonusDic.Add(chapter, states);
 
-             }
 
-             CalculateHelper.GenerateChapterBoxStates(states, stateInt);
 
-         }
 
-         //检查更新最高分
 
-         public static void TryUpdateScore(int levelCfgId, int score)
 
-         {
 
-             _highestScoreDic.TryGetValue(levelCfgId, out var scoreHighest);
 
-             if (score > scoreHighest)
 
-             {
 
-                 _highestScoreDic[currentLevelCfgId] = score;
 
-             }
 
-         }
 
-         //检查并更新关卡星数
 
-         public static void TryUpdateLevelStar(int levelCfgId, int star)
 
-         {
 
-             _starDic.TryGetValue(levelCfgId, out var OldStar);
 
-             if(star > OldStar)
 
-             {
 
-                 _starDic[levelCfgId] = star;
 
-             }
 
-         }
 
-         //获取宝箱奖励状态
 
-         public static int GetChapterBonusStatus(int chapterID, int index)
 
-         {
 
-             if (_chapterBonusDic.ContainsKey(chapterID))
 
-             {
 
-                 var states = _chapterBonusDic[chapterID];
 
-                 if (states != null)
 
-                 {
 
-                     return states[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 bool CheckOpenMainUI()
 
-         {
 
-             return InstanceZonesDataManager.CheckLevelPass(10004) && 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 CheckNeedChapterPass(int chapterId)
 
-         {
 
-             var chapterCfg = StoryChapterCfgArray.Instance.GetCfg(chapterId);
 
-             if (chapterCfg != null)
 
- {
 
-                 var passLevelOrder = InstanceZonesDataManager.GetPassLevelOrder(chapterCfg.type, chapterCfg.subType, chapterCfg.id);
 
-                 return chapterCfg.levelCount <= passLevelOrder;
 
-             }
 
-             return false;
 
-         }
 
-         public static bool CheckChapterUnlock(int chapterId)
 
-         {
 
-             StoryChapterCfg chapterCfg = StoryChapterCfgArray.Instance.GetCfg(chapterId);
 
-             if (GameGlobal.myNumericComponent.GetAsInt(NumericType.Lvl) < chapterCfg.lvl)
 
-             {
 
-                 return false;
 
-             }
 
-             if (CalculateHelper.CheckChapterIsHard(chapterId))
 
-             {
 
-                 //对应普通剧情的章需要开启
 
-                 if (!CheckNeedChapterPass(chapterId))
 
-                 {
 
-                     return false;
 
-                 }
 
-                 //前一精英章需要通关
 
-                 if (chapterId - 1 > GameGlobal.myNumericComponent.GetAsInt(NumericType.ChapterJY))
 
-                 {
 
-                     return false;
 
-                 }
 
-             }
 
-             else
 
-             {
 
-                 if (chapterId - 1 > GameGlobal.myNumericComponent.GetAsInt(NumericType.Chapter))
 
-                 {
 
-                     return false;
 
-                 }
 
-             }
 
-             return true;
 
-         }
 
-         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 InstanceZonesDataManager.CheckLevelPass(currentLevelCfgId);
 
-         }
 
-         public static int GetScoreHighest(int levelID)
 
-         {
 
-             if (_highestScoreDic.ContainsKey(levelID))
 
-             {
 
-                 return _highestScoreDic[levelID];
 
-             }
 
-             return 0;
 
-         }
 
-         public static bool GetFightResult(int score, out int npcScore)
 
-         {
 
-             npcScore = 0;
 
-             bool equipedNeeded = EquipDataCache.cacher.CheckEquipedFightNeeded();
 
-             if (!equipedNeeded)
 
-             {
 
-                 PromptController.Instance.ShowFloatTextPrompt("未穿必需物品");
 
-                 return false;//没穿必需品
 
-             }
 
-             int starCount = StoryDataManager.GetResultStarCount(score);
 
-             if (starCount <= 0)
 
-             {
 
-                 return false;//低于一星
 
-             }
 
-             StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(StoryDataManager.currentLevelCfgId);
 
-             StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
 
-             bool hasFightTarget = fightCfg.targetName != null && fightCfg.targetName.Length > 0;
 
-             if (hasFightTarget)
 
-             {
 
-                 npcScore = EquipDataCache.cacher.npcTotalScore;
 
-                 if(score < npcScore)
 
-                 {
 
-                     return false;//分数低于对战对象
 
-                 }
 
-             }
 
-             return true;
 
-         }
 
-         public static int GetResultStarCount(int score)
 
-         {
 
-             return CalculateHelper.GetStoryChapterStar(currentLevelCfgId, score);
 
-         }
 
-         public static int GetStarCountHistory(int levelID)
 
-         {
 
-             _starDic.TryGetValue(levelID, out var star);
 
-             return star;
 
-         }
 
-         public static bool CheckCurrentScoreEnough(int score)
 
-         {
 
-             StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(currentLevelCfgId);
 
-             StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
 
-             return (score > fightCfg.score1);
 
-         }
 
-         public static int GetPassChapter(int fromChapter)
 
-         {
 
-             if (CalculateHelper.CheckChapterIsHard(fromChapter))
 
-             {
 
-                 return GameGlobal.myNumericComponent.GetAsInt(NumericType.ChapterJY);
 
-             }
 
-             return GameGlobal.myNumericComponent.GetAsInt(NumericType.Chapter);
 
-         }
 
-         public static int GetPassLevel(int fromChapter)
 
-         {
 
-             if (CalculateHelper.CheckChapterIsHard(fromChapter))
 
-             {
 
-                 return GameGlobal.myNumericComponent.GetAsInt(NumericType.ChapterLvlJY);
 
-             }
 
-             return GameGlobal.myNumericComponent.GetAsInt(NumericType.ChapterLvl);
 
-         }
 
-         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;
 
-             //    int nextLevelID = currentChapter*GameConst.STORY_LEVEL_KEY_NUM + nextLevel;
 
-             //    StoryLevelCfg nextLevelCfg = StoryLevelCfgArray.Instance.GetCfg(nextLevelID);
 
-             //    if (nextLevelCfg == null)
 
-             //    {
 
-             //        tempPassChapter = currentChapter;
 
-             //        tempPassLevel = 0;
 
-             //        fistPassLastLvl = true;
 
-             //    }
 
-             //    SetPassData(tempPassChapter, tempPassLevel);
 
-             //    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)
 
-         {
 
-             var star = 0;
 
-             foreach(var item in _starDic)
 
-             {
 
-                 CalculateHelper.GetStoryChapterLevel(item.Key, out var tempChapter, out var levelOrder);
 
-                 if(tempChapter == chapterID)
 
-                 {
 
-                     star += item.Value;
 
-                 }
 
-             }
 
-             return star;
 
-         }
 
-         public static int GetCanFightTime(int levelID)
 
-         {
 
-             StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelID);
 
-             int times = (int)Math.Floor((float)GameGlobal.myNumericComponent.GetAsInt(NumericType.Power) / levelCfg.power);
 
-             return times;
 
-         }
 
-     }
 
- }
 
 
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