| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246 | using ET;using System.Collections.Generic;using UnityEngine;namespace GFGGame{    public class ScoreSystemData : SingletonBase<ScoreSystemData>    {        public const int MISS_CLICK = 0;        public const int GREAT_CLICK = 1;        public const int PREFACT_CLICK = 2;        private Dictionary<int, List<int>> equipDicWithPartId = new Dictionary<int, List<int>>();        /// <summary>        /// 将穿戴部件分组        /// </summary>        public void SetEquipDicWithType()        {            equipDicWithPartId.Clear();            var equipDatas = EquipDataCache.cacher.equipDatas;            for (int i = 0; i < equipDatas.Count; i++)            {                FightScoreCfg[] typeCfgs = FightScoreCfgArray.Instance.dataArray;                for (int j = 0; j < typeCfgs.Length; j++)                {                    FightScoreCfg cfg = typeCfgs[j];                    if (equipDicWithPartId.ContainsKey(cfg.id) == false)                    {                        equipDicWithPartId.Add(cfg.id, new List<int>());                    }                    bool isCheckFinish = false;                    for (int k = 0; k < cfg.subTypesArr.Length; k++)                    {                        ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(equipDatas[i]);                        if (itemCfg.subType == cfg.subTypesArr[k])                        {                            equipDicWithPartId[cfg.id].Add(equipDatas[i]);                            isCheckFinish = true;                            break;                        }                    }                    if (isCheckFinish) break;                }            }        }        /// <summary>        /// 返回总主属性分        /// </summary>        /// <returns></returns>        public double GetMainScore()        {            //(部件属性分数+标签分数+人物基础分+卡牌属性分数)*4            var equipDatas = EquipDataCache.cacher.equipDatas;            int partScore = 0;            double tagProportion = 0;            StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);            StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);            for (int i = 0; i < equipDatas.Count; i++)            {                partScore += DressUpMenuItemDataManager.GetItemScore(equipDatas[i]);                ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(equipDatas[i]);                for (int j = 0; j < fightCfg.needTagsArr.Length; j++)                {                    if (tagProportion >= ConstScoreSystem.MAX_TAG_COUNT) break;                    for (int k = 0; k < itemCfg.tagsArr.Length; k++)                    {                        if (fightCfg.needTagsArr[j] == itemCfg.tagsArr[k])                        {                            tagProportion += ConstScoreSystem.TAG_SCORE;                        }                    }                }            }            int roleScore = RoleLevelCfgArray.Instance.GetCfg(GameGlobal.myNumericComponent.GetAsInt(NumericType.Lvl)).baseScore;            int cardScore = DressUpMenuItemDataManager.GetItemScore(InstanceZonesDataManager.currentCardId);            double tagScore = tagProportion * partScore;            return (partScore + tagScore + roleScore + cardScore) * ConstScoreSystem.MAIN_SCORE;        }        /// <summary>        /// 部件评分        /// </summary>        /// <param name="partId">评分部位</param>        /// <returns></returns>        public double GetPartBaseScore(int partId)        {            double partScore = 0;            if (!equipDicWithPartId.ContainsKey(partId)) return partScore;            for (int i = 0; i < equipDicWithPartId[partId].Count; i++)            {                partScore += DressUpMenuItemDataManager.GetItemScore(equipDicWithPartId[partId][i]);            }            return partScore;        }        /// <summary>        /// 部件评分        /// </summary>        /// <param name="partId">部件id</param>        /// <param name="clickState">点击状态0:miss,1:优秀,2:完美</param>        /// <param name="mainScore">总主属性</param>        /// <param name="type">评分部位</param>        /// <param name="showCard">是否展示卡牌效果</param>        /// <returns></returns>        public double GetPartScore(int partId, int clickState, double mainScore, double skillScore)        {            //部件评分=部件基础分*部件系数            //点击评分=(部件基础分+(+人物基础分+卡牌属性分数)*点击系数)*2.22   (新点击公式,防止点击优秀却因为未穿衣服结果是0分)            //卡牌评分=总属性*技能配表百分比            double partScore = GetPartItemScore(partId);            double clickScore = ScoreSystemData.Instance.GetPartItemClickScore(partId, clickState);            return (partScore + clickScore + skillScore);        }        public double GetPartItemScore(int partId)        {            return GetPartBaseScore(partId) * ConstScoreSystem.PART_SCORE;        }        public double GetPartItemClickScore(int partId, int clickState)        {            //点击评分=(部件基础分+(+人物基础分+卡牌属性分数)*点击系数)*2.22            double clickCoefficient = 0;            switch (clickState)            {                case MISS_CLICK:                    clickCoefficient = ConstScoreSystem.MISS_SCORE;                    break;                case GREAT_CLICK:                    clickCoefficient = ConstScoreSystem.GREAT_SCORE;                    break;                case PREFACT_CLICK:                    clickCoefficient = ConstScoreSystem.PERFECT_SCORE;                    break;            }            int roleScore = RoleLevelCfgArray.Instance.GetCfg(GameGlobal.myNumericComponent.GetAsInt(NumericType.Lvl)).baseScore;            int cardScore = DressUpMenuItemDataManager.GetItemScore(InstanceZonesDataManager.currentCardId);            double clickScore = (GetPartBaseScore(partId) + (cardScore + roleScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;            return clickScore;        }        public void GetPartItemCardScore(double mainScore, int partId, out double skillScore, out bool showCard)        {            skillScore = 0;            showCard = false;            List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgs(InstanceZonesDataManager.currentCardId);            if (skillCfgs.Count == 0) return;            for (int i = 0; i < skillCfgs.Count; i++)            {                PassivitySkillCfg skillCfg = skillCfgs[i];                int skillLv = SkillDataManager.Instance.GetSkillLv(InstanceZonesDataManager.currentCardId, skillCfg.skillId);                PassivitySkillLvlCfg skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfg(skillLv, skillCfg.skillId);                if (partId == skillCfg.subTypes || skillCfg.subTypes == 0)                {                    int isProbability = Random.Range(0, 10000) < skillLvCfg.probability ? 1 : 0;                    if (showCard != true && skillCfg.mainSkill == 1 && isProbability == 1)                    {                        //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                        showCard = true;                    }                    skillScore += mainScore * skillLvCfg.count / 10000 * isProbability;                }            }        }        /// <summary>        /// 登峰造极额外加分        /// </summary>        /// <param name="mainScore"></param>        /// <returns></returns>        public double GetAllCircleAddScore(double mainScore)        {            //主属性20%的加分            return mainScore * ConstScoreSystem.ALL_PERFECT_SCORE;        }        /// <summary>        /// 根据卡牌Id获取 战斗选卡 界面显示配置        /// </summary>        /// <param name="cardId"></param>        /// <returns></returns>        public PassivitySkillCfg GetShowSkillCfg(int cardId)        {            List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgs(cardId);            if (skillCfgs.Count <= 0)            {                Debug.LogWarning(cardId + " 这张卡片没有配置技能");                return null;            }            for (int i = 0; i < skillCfgs.Count; i++)            {                if (skillCfgs[i].showSkill == 1)                {                    // int skillLv = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);                    return skillCfgs[i];                }            }            return null;        }        /// <summary>        /// 根据卡牌Id获取评分主技能显示配置        /// </summary>        /// <param name="cardId"></param>        /// <returns></returns>        public PassivitySkillCfg GetMainSkillCfg(int cardId)        {            // Dictionary<int, List<PassivitySkillCfg>> cfgs = SkillDataManager.Instance.dicPassivitySkill[cardId];            List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgs(cardId);            if (skillCfgs.Count <= 0)            {                Debug.LogWarning(cardId + " 这张卡片没有配置技能");                return null;            }            // foreach (int key in cfgs.Keys)            // {            for (int i = 0; i < skillCfgs.Count; i++)            {                if (skillCfgs[i].mainSkill == 1)                {                    // int skillLV = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);                    // PassivitySkillLvlCfgArray skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfg(skillLV, skillCfgs[i].skillId);                    // return cfgs[key][skillLV - 1];                    return skillCfgs[i];                }            }            return null;        }    }}
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