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- using System;
- using System.Collections.Generic;
- using UnityEngine;
- namespace GFGGame
- {
- //本类为通用关卡数据类,特殊副本类型数据请写到各自的管理器里
- public class InstanceZonesDataManager
- {
- //所有副本关卡通用换装战斗是否使用推荐
- public static bool usedRecommend;
- //所有副本关卡通用
- public static int currentScoreType;
- //所有副本关卡通用
- public static int currentCardId = 0;
- //快速挑战挑战次数
- public static int FightTimes = 10;
- //是否速刷中
- public static bool isQuicklyFighting = false;
- //是否结算中
- public static bool isResultFighting = false;
- //战斗场景
- public static int FightScene;
- //战斗结算数据
- public static StoryFightResultData resultData;
- //是否战斗结算界面关闭
- public static bool isFightResultHide = false;
- public static string[] currentFightTags;
- private static int _currentLevelCfgId;
- //所有副本关卡通用配置表的id
- public static int currentLevelCfgId
- {
- get
- {
- return _currentLevelCfgId;
- }
- set
- {
- _currentLevelCfgId = value;
- var levelCfg = StoryLevelCfgArray.Instance.GetCfg(_currentLevelCfgId);
- if (levelCfg.type == ConstInstanceZonesType.Story)
- {
- MainStoryDataManager.currentLevelCfgId = _currentLevelCfgId;
- }
- if (string.IsNullOrEmpty(levelCfg.fightID))
- {
- currentFightTags = null;
- }
- else
- {
- StoryFightCfg storyFightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
- currentFightTags = storyFightCfg.needTagsArr;
- }
- }
- }
- //所有副本关卡通用
- public static int currentLevelOrder
- {
- get
- {
- var levelCfg = StoryLevelCfgArray.Instance.GetCfg(_currentLevelCfgId);
- return levelCfg.order;
- }
- }
- private static FightData _roleData = new FightData();
- public static FightData roleData
- {
- get
- {
- return GetMyFightRoleData();
- }
- }
- private static FightData _targetData = new FightData();
- public static FightData targetData
- {
- get
- {
- return GetFightTargetData();
- }
- }
- //获取玩家战斗数据
- private static FightData GetMyFightRoleData()
- {
- _roleData.name = RoleDataManager.roleName;
- _roleData.scoreType = InstanceZonesDataManager.currentScoreType;
- _roleData.baseScore = RoleLevelCfgArray.Instance.GetCfg(RoleDataManager.lvl).baseScore;
- if(_roleData.scoreType != 0)
- _roleData.leagueSkillScore = LeagueDataManager.Instance.GetAllSkillScore(_roleData.scoreType);
- _roleData.cardId = InstanceZonesDataManager.currentCardId; ;//词牌id
- CardData cardData = CardDataManager.GetCardDataById(_roleData.cardId);
- _roleData.cardScore = _roleData.cardId <= 0 || cardData == null ? 0 : cardData.scores[_roleData.scoreType];//词牌对应主题的属性分数
- StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
- if (levelCfg != null && !string.IsNullOrEmpty(levelCfg.fightID))
- {
- StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
- _roleData.tags = fightCfg.needTagsArr;////本次战斗要求的标签
- }
- if (_roleData.cardId > 0)
- {
- _roleData.skillLvs = SkillDataManager.Instance.GetCardSkillLvs(_roleData.cardId);
- }
- _roleData.type = FightTargetType.PLAYER;
- _roleData.headId = RoleDataManager.headId;
- _roleData.itemList = MyDressUpHelper.dressUpObj.itemList;
- FightDataManager.Instance.SetItemScoreList(_roleData);
- ScoreSystemData.Instance.SetEquipScoresWithPartId(_roleData);
- return _roleData;
- }
- //获取副本机器人战斗数据
- public static FightData GetFightTargetData()
- {
- StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
- StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
- _targetData.name = fightCfg.targetName;
- _targetData.scoreType = InstanceZonesDataManager.currentScoreType; //本次战斗的主题
- _targetData.baseScore = fightCfg.targetBaseScore;
- _targetData.leagueSkillScore = 0;
- _targetData.cardId = fightCfg.targetCardId;
- _targetData.cardScore = fightCfg.targetCardScore;
- _targetData.tags = fightCfg.needTagsArr;
- List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(_targetData.cardId);
- _targetData.skillLvs.Clear();
- for (int i = 0; i < skillCfgs.Count; i++)
- {
- _targetData.skillLvs.Add(fightCfg.targetSkillLvs);
- }
- _targetData.itemScoreList.Clear();
- for (int i = 0; i < fightCfg.targetPartsScoreArr.Length; i++)
- {
- _targetData.itemScoreList.Add(fightCfg.targetPartsScoreArr[i]);
- }
- _targetData.type = FightTargetType.ROBOT;
- _targetData.res = fightCfg.targetRes;
- return _targetData;
- }
- //副本通关状态,key为CalculateHelper.GenerateInstanceZonesLevelStateKey,值为通到关卡编号
- private static Dictionary<int, int> _passLevelDic = new Dictionary<int, int>();
- //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>();
- 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]);
- }
- }
- //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[levelCfgId] = score;
- }
- }
- public static int GetScoreHighest(int levelID)
- {
- if (_highestScoreDic.ContainsKey(levelID))
- {
- return _highestScoreDic[levelID];
- }
- return 0;
- }
- //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;
- }
- }
- public static int GetStarCountHistory(int levelCfgId)
- {
- _starDic.TryGetValue(levelCfgId, out var star);
- return star;
- }
- public static int GetChapterStarCount(int chapterID, int type, int subType)
- {
- var star = 0;
- foreach (var item in _starDic)
- {
- var levelCfg = StoryLevelCfgArray.Instance.GetCfg(item.Key);
- if (levelCfg.chapterId == chapterID && levelCfg.type == type && levelCfg.subType == subType)
- {
- star += item.Value;
- }
- }
- return star;
- }
- public static void InitLevelPass(List<int> ks, List<int> vs)
- {
- _passLevelDic.Clear();
- for (var i = 0; i < ks.Count; ++i)
- {
- _passLevelDic[ks[i]] = vs[i];
- }
- }
- /// <summary>
- /// 设置某关卡通过,参数为关卡配置id
- /// </summary>
- /// <param name="levelCfgId"></param>
- public static void TrySetLevelPass(int levelCfgId)
- {
- if (!CheckLevelPass(levelCfgId))
- {
- var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
- var key = CalculateHelper.GenerateInstanceZonesLevelStateKey(levelCfg.type, levelCfg.subType, levelCfg.chapterId);
- _passLevelDic[key] = levelCfgId;
- }
- }
- /// <summary>
- /// 获取副本通关关卡
- /// </summary>
- /// <param name="type" value="副本类型"></param>
- /// <param name="subType" value="章节id"></param>
- /// <returns></returns>
- public static int GetPassLevelCfgId(int type, int subType, int chapterId)
- {
- var key = CalculateHelper.GenerateInstanceZonesLevelStateKey(type, subType, chapterId);
- if (_passLevelDic.TryGetValue(key, out var value))
- {
- return value;
- }
- return 0;
- }
- /// <summary>
- /// 获取通关关卡的编号
- /// </summary>
- /// <param name="type"></param>
- /// <param name="subType"></param>
- /// <param name="chapterId"></param>
- /// <returns></returns>
- public static int GetPassLevelOrder(int type, int subType, int chapterId)
- {
- var levelCfgId = GetPassLevelCfgId(type, subType, chapterId);
- if (levelCfgId == 0)
- {
- return 0;
- }
- var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
- if (levelCfg != null)
- {
- return levelCfg.order;
- }
- return 0;
- }
- /// <summary>
- /// 检查某关卡是否通过,参数为关卡配置id
- /// </summary>
- /// <param name="levelCfgId"></param>
- /// <returns></returns>
- public static bool CheckLevelPass(int levelCfgId)
- {
- var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
- if (levelCfg != null)
- {
- var passLevelOrder = GetPassLevelOrder(levelCfg.type, levelCfg.subType, levelCfg.chapterId);
- return levelCfg.order <= passLevelOrder;
- }
- return false;
- }
- /// <summary>
- /// 检查某章是否通关
- /// </summary>
- /// <param name="type"></param>
- /// <param name="subType"></param>
- /// <param name="chapterId"></param>
- /// <param name="levelCount"></param>
- /// <returns></returns>
- public static bool CheckChapterPass(int type, int subType, int chapterId, int levelCount)
- {
- var chapterCfg = StoryChapterCfgArray.Instance.GetCfg(chapterId);
- if (chapterCfg != null)
- {
- var passLevelOrder = InstanceZonesDataManager.GetPassLevelOrder(type, subType, chapterId);
- if (levelCount <= passLevelOrder)
- {
- return true;
- }
- }
- return false;
- }
- public static int GetResultStarCount(int score)
- {
- return CalculateHelper.GetStoryChapterStar(currentLevelCfgId, score);
- }
- public static bool GetFightResult(int score, out int npcScore)
- {
- npcScore = 0;
- bool equipedNeeded = MyDressUpHelper.CheckEquipedFightNeeded();
- if (!equipedNeeded)
- {
- PromptController.Instance.ShowFloatTextPrompt("未穿必需物品");
- return false;//没穿必需品
- }
- StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(currentLevelCfgId);
- StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
- bool hasFightTarget = fightCfg.targetName != null && fightCfg.targetName.Length > 0;
- if (hasFightTarget)
- {
- npcScore = FightDataManager.Instance.npcTotalScore;
- if (score > npcScore)
- {
- return true;//分数低于对战对象
- }
- }
- else
- {
- int starCount = GetResultStarCount(score);
- if (starCount > 0)
- {
- return true;//低于一星
- }
- }
- return false;
- }
- public static void GetCanFightTime(int type, int subType, int levelCfgId, out int times, out string title)
- {
- var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
- //不需要消耗体力
- if (levelCfg.power == 0)
- {
- times = GameConst.MAX_COUNT_FIGHT_QUICKLY;
- //神都宸游
- if (levelCfg.type == ConstInstanceZonesType.PureFight) {
- var activityFightCfg = ActivityFightCfgArray.Instance.GetCfg(levelCfg.chapterId);
- RoleLimitData limitData = RoleLimitDataManager.GetLimitData(activityFightCfg.limit);
- times = limitData.TotalPlayMax - limitData.PlayTimes;
- }
- }
- else
- {
- times = (int)Math.Floor((float)RoleDataManager.power / levelCfg.power);//体力次数
- }
- times = Math.Min(GameConst.MAX_COUNT_FIGHT_QUICKLY, times);
- title = "";
- if (type == ConstInstanceZonesType.Studio)
- {
- var studioCfg = StudioCfgArray.Instance.GetCfg(levelCfg.chapterId);
- var limitData = RoleLimitDataManager.GetLimitData(studioCfg.limit);
- times = Math.Min(times, limitData.TotalPlayMax - limitData.PlayTimes);
- }
- else if(type == ConstInstanceZonesType.PureFight && subType == 1)
- {
- var zcjbFightCfg = ActivityFightCfgArray.Instance.GetCfg(levelCfg.chapterId);
- var limitData = RoleLimitDataManager.GetLimitData(zcjbFightCfg.limit);
- times = Math.Min(times, 10);
- }
- else if (type == ConstInstanceZonesType.PureFight && subType == 2)
- {
- var activityFightCfg = ActivityFightCfgArray.Instance.GetCfg(levelCfg.chapterId);
- RoleLimitData limitData = RoleLimitDataManager.GetLimitData(activityFightCfg.limit);
- times = limitData.TotalPlayMax - limitData.PlayTimes;
- }
- else if(type == 1 && subType == 1)
- {
- //精英关卡特殊处理
- RoleLimitData limitData = RoleLimitDataManager.GetLimitData(50);
- times = limitData.TotalPlayMax - limitData.PlayTimes;
- times = Math.Min(times, 10);
- }
- title = string.Format("挑战{0}次", NumberUtil.GetChiniseNumberText(times));
- }
- public static void GetTotalProgress(out int count, out int totalCount)
- {
- List<StoryChapterCfg> storyChapters = StoryChapterCfgArray.Instance.GetCfgsBysubType(ConstInstanceZonesSubType.Normal);
- totalCount = storyChapters.Count;
- count = 0;
- for (int i = 0; i < storyChapters.Count; i++)
- {
- bool isPass = InstanceZonesDataManager.CheckChapterPass(storyChapters[i].type, storyChapters[i].subType, storyChapters[i].id, storyChapters[i].levelCount);
- if (isPass)
- {
- count++;
- }
- else
- {
- break;
- }
- }
- }
- }
- }
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