ArenaDataManager.cs 25 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 FairyGUI;
  7. namespace GFGGame
  8. {
  9. public class ArenaDataManager : SingletonBase<ArenaDataManager>
  10. {
  11. 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
  12. public List<int> ThemeList = new List<int>() { 1, 2, 3 }; //本周主题列表
  13. public string Tag = "异域"; //本周标签
  14. public int SeasonId = 1; // 赛季id
  15. public int Grade = 1; //本赛季段位
  16. public int Rank = 10000; //本赛季段位内排名
  17. public int HighestGrade = 1; //本赛季最高段位
  18. public int HighestRank = 10000; //本赛最高季段位内排名
  19. public List<FightData> DressupList = new List<FightData>(); //我的搭配列表
  20. public List<ArenaTargetData> Targets = new List<ArenaTargetData>(); //对手
  21. public ArenaTargetData SelfData; //自己的排行榜信息
  22. public ArenaTargetData SelfLastData; //自己的上赛季排行榜信息
  23. public Dictionary<int, List<ArenaTargetData>>
  24. RankDatasDic = new Dictionary<int, List<ArenaTargetData>>(); //排行榜数据
  25. public List<ArenaHistoryData> HistoryDatas = new List<ArenaHistoryData>(); //获取竞技场历史记录
  26. public Dictionary<int,int> GradeRewardStateDic = new Dictionary<int, int>(); //段位奖励数据
  27. /*************************************************************************************************************************************/
  28. // public Dictionary<int, Texture2D> TextureDic = new Dictionary<int, Texture2D>();
  29. public List<int> roundTime = new List<int>();
  30. public List<int> targetRoundTime = new List<int>();
  31. //Dictionary<回合下标, Dictionary<partId, Dictionary<战斗节点, List<PassivitySkillLvlCfg>>>>
  32. public Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>> vaildSkills =
  33. new Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>>();
  34. public Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>> targetVaildSkills =
  35. new Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>>();
  36. public int SelectThemeIndex = 0; //当前选中换装主题(ThemeList)的下标
  37. public int SelectTargetIndex = -1; //当前选中挑战对象的下标
  38. public int CurFightIndex = 0; //当前挑战场次下标
  39. public List<long> myScore = new List<long>(); //对战数据,三轮分数
  40. public List<long> targetScore = new List<long>(); //对战数据,三轮分数
  41. public List<long> myFightPower = new List<long>(); //对战数据,竞技场战力,搭配战力,卓越点击战力,词牌战力
  42. public List<long> targetFightPower = new List<long>(); //对战数据,对手竞技场战力,搭配战力,卓越点击战力,词牌战力
  43. /*************************************************************************************************************************************/
  44. public int LastGrade; //战斗前段位
  45. public int LastRank; //战斗前排行
  46. public OtherRoleInfoData LastTargetInfo = new OtherRoleInfoData(); //战斗对手角色信息
  47. public List<ArenaTargetData> LastTargets = new List<ArenaTargetData>(); //对手
  48. public int RewardId; //段位提升奖励
  49. public List<ItemData> BonusList; //战斗结算奖励
  50. /*************************************************************************************************************************************/
  51. /// <summary>
  52. /// 是否快速挑战
  53. /// </summary>
  54. /// <value></value>
  55. public bool QuickFight
  56. {
  57. get
  58. {
  59. return StorageDataManager.Instance.GetStorageValue(ConstStorageId.ARENA_QUICK_FIGHT) == 1
  60. ? true
  61. : false;
  62. }
  63. set
  64. {
  65. StorageSProxy.ReqSetClientValue(ConstStorageId.ARENA_QUICK_FIGHT, value == true ? 1 : 0).Coroutine();
  66. }
  67. }
  68. public void Clear()
  69. {
  70. ThemeList.Clear();
  71. DressupList.Clear();
  72. Targets.Clear();
  73. RankDatasDic.Clear();
  74. HistoryDatas.Clear();
  75. // TextureDic.Clear();
  76. myScore.Clear();
  77. targetScore.Clear();
  78. myFightPower.Clear();
  79. targetFightPower.Clear();
  80. roundTime.Clear();
  81. targetRoundTime.Clear();
  82. // LastTargetInfo = null;
  83. SelfData = null;
  84. SelfLastData = null;
  85. }
  86. /// <summary>
  87. /// 是否结算中
  88. /// </summary>
  89. /// <returns></returns>
  90. public bool IsArenaClearing
  91. {
  92. get
  93. {
  94. long curTime = TimeHelper.ServerNow();
  95. long startTime = TimeUtil.GetCurWeekTime(GlobalCfgArray.globalCfg.clearingStartWeekDay,
  96. GlobalCfgArray.globalCfg.clearingStartTime);
  97. long endTime = TimeUtil.GetCurWeekTime(GlobalCfgArray.globalCfg.clearingEndWeekDay,
  98. GlobalCfgArray.globalCfg.clearingEndTime);
  99. if (GlobalCfgArray.globalCfg.clearingEndWeekDay >= GlobalCfgArray.globalCfg.clearingStartWeekDay)
  100. {
  101. //结算时间开始到结束未跨周(例:本周六开始,本周日结束)
  102. return curTime >= startTime && curTime <= endTime;
  103. }
  104. else
  105. {
  106. //结算时间开始到结束跨周(例:本周六开始,下周一结束)
  107. return curTime <= endTime || curTime >= startTime;
  108. }
  109. }
  110. }
  111. /// <summary>
  112. /// 赛季是否开启
  113. /// </summary>
  114. /// <value></value>
  115. public bool IsSeasonOpen
  116. {
  117. get
  118. {
  119. ArenaOpenCfg cfg = ArenaOpenCfgArray.Instance.GetCfg(SeasonId);
  120. if (TimeUtil.IsBeforeCurTime(cfg.openTime) && TimeUtil.IsLaterCurTime(cfg.endTime))
  121. {
  122. return true;
  123. }
  124. return false;
  125. }
  126. }
  127. /// <summary>
  128. /// 试图更新最高段位、排行数据
  129. /// </summary>
  130. public void TryUpdateHighest()
  131. {
  132. HighestGrade = HighestGrade >= Grade ? HighestGrade : Grade;
  133. HighestRank = HighestRank >= Rank ? HighestRank : Rank;
  134. }
  135. //获取竞技场对手角色战斗数据
  136. public FightData GetArenaFightData(int index, ArenaTargetData arenaTarget)
  137. {
  138. return arenaTarget.FightDatas[index];
  139. }
  140. /// <summary>
  141. /// 获取推荐词牌
  142. /// </summary>
  143. public int GetRecommentCardId(int scoreType, List<int> itemList, List<int> wearCardIds)
  144. {
  145. float dressListAllAcore = FightDataManager.Instance.GetDressListAllScore(itemList, scoreType);
  146. List<CardData> cardDatas = new List<CardData>();// = FightDataManager.Instance.SortCardList(CardDataManager.GetCardListByRoleType(0),dressListAllAcore, scoreType);
  147. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.FieldWork)
  148. {
  149. cardDatas = CardDataManager.GetCardListByRoleType(0).ToList();
  150. int limitTims = CimbingTowerCfgArray.Instance.dataArray[0].UseLimit;
  151. foreach (var item in FieldWorkDataManager.Instance.CardAbrasionInfoList)
  152. {
  153. if (item.UseNum >= limitTims)
  154. {
  155. for(int i = 0;i< cardDatas.Count;i++)
  156. {
  157. if(cardDatas[i].id == item.Card)
  158. {
  159. cardDatas.RemoveAt(i);
  160. break;
  161. }
  162. }
  163. }
  164. }
  165. cardDatas = FightDataManager.Instance.SortCardList(cardDatas,dressListAllAcore, scoreType).ToList();
  166. }
  167. else
  168. {
  169. cardDatas = FightDataManager.Instance.SortCardList(CardDataManager.GetCardListByRoleType(0),
  170. dressListAllAcore, scoreType);
  171. }
  172. cardDatas = cardDatas.Where(a => !wearCardIds.Contains(a.id)).ToList();
  173. if (cardDatas.Count == 0) return 0;
  174. wearCardIds.Add(cardDatas[0].itemCfg.id);
  175. return cardDatas[0].itemCfg.id;
  176. }
  177. /// <summary>
  178. /// 获取推荐列表
  179. /// </summary>
  180. /// <param name="scoreType"></param>
  181. /// <param name="tags"></param>
  182. /// <returns></returns>
  183. public List<int> GetRecommentItemList(int scoreType, string[] tags)
  184. {
  185. Dictionary<int, List<int>> itemListDic = new Dictionary<int, List<int>>();
  186. Dictionary<int, List<int>> itemDatasDic = DressUpMenuItemDataManager.ItemDatasBySubTypeDic;
  187. foreach (int subType in itemDatasDic.Keys)
  188. {
  189. int key = subType;
  190. if (itemDatasDic.Count == 0) continue;
  191. if (DressUpMenuItemCfg1Array.Instance.CheckIsSceneTypeBySubType(subType)) continue;
  192. List<int> dressList = new List<int>();//= SortDressList(itemDatasDic[subType], scoreType, tags);
  193. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.FieldWork)
  194. {
  195. dressList = SortDressList(itemDatasDic[subType], scoreType, tags).ToList();
  196. foreach(var item in FieldWorkDataManager.Instance.HistoryDressupList)
  197. {
  198. dressList.Remove(item);
  199. }
  200. }
  201. else
  202. {
  203. dressList = SortDressList(itemDatasDic[subType], scoreType, tags).ToList();
  204. }
  205. int max = subType == (int)ConstDressUpItemType.TE_SHU ? 3 : 1;
  206. max = Math.Min(max, dressList.Count);
  207. if (DressUpMenuItemCfg1Array.Instance.CheckIsOrnamentsTypeBySubType(subType))
  208. {
  209. key = ConstDressUpItemType.TE_SHU; //饰品全放在一个列表里
  210. }
  211. if (!itemListDic.ContainsKey(key))
  212. {
  213. itemListDic[key] = new List<int>();
  214. }
  215. itemListDic[key].AddRange(dressList.GetRange(0, max));
  216. }
  217. bool isHasLYQ = itemListDic.ContainsKey(ConstDressUpItemType.LIAN_YI_QUN);
  218. bool isHasSY = itemListDic.ContainsKey(ConstDressUpItemType.SHANG_YI);
  219. bool isHasXZ = itemListDic.ContainsKey(ConstDressUpItemType.XIA_ZHUANG);
  220. bool isHasND = itemListDic.ContainsKey(ConstDressUpItemType.NEI_DA);
  221. int countTagLYQ =
  222. isHasLYQ && ItemDataManager.CheckItemTagsRight(itemListDic[ConstDressUpItemType.LIAN_YI_QUN][0], tags)
  223. ? 1
  224. : 0;
  225. int countTagSY =
  226. isHasSY && ItemDataManager.CheckItemTagsRight(itemListDic[ConstDressUpItemType.SHANG_YI][0], tags)
  227. ? 1
  228. : 0;
  229. int countTagXZ =
  230. isHasXZ && ItemDataManager.CheckItemTagsRight(itemListDic[ConstDressUpItemType.XIA_ZHUANG][0], tags)
  231. ? 1
  232. : 0;
  233. int countTagND =
  234. isHasND && ItemDataManager.CheckItemTagsRight(itemListDic[ConstDressUpItemType.NEI_DA][0], tags)
  235. ? 1
  236. : 0;
  237. if (countTagLYQ > countTagSY + countTagXZ + countTagND)
  238. {
  239. itemListDic.Remove(ConstDressUpItemType.NEI_DA);
  240. itemListDic.Remove(ConstDressUpItemType.SHANG_YI);
  241. itemListDic.Remove(ConstDressUpItemType.XIA_ZHUANG);
  242. }
  243. else if (countTagLYQ < countTagSY + countTagXZ + countTagND)
  244. {
  245. itemListDic.Remove(ConstDressUpItemType.LIAN_YI_QUN);
  246. }
  247. else
  248. {
  249. int scoreLYQ = !isHasLYQ
  250. ? 0
  251. : ItemDataManager.GetItemAdditionScore(itemListDic[ConstDressUpItemType.LIAN_YI_QUN][0], scoreType,
  252. tags);
  253. int scoreSY = !isHasSY
  254. ? 0
  255. : ItemDataManager.GetItemAdditionScore(itemListDic[ConstDressUpItemType.SHANG_YI][0], scoreType,
  256. tags);
  257. int scoreXZ = !isHasXZ
  258. ? 0
  259. : ItemDataManager.GetItemAdditionScore(itemListDic[ConstDressUpItemType.XIA_ZHUANG][0], scoreType,
  260. tags);
  261. int scoreND = !isHasND
  262. ? 0
  263. : ItemDataManager.GetItemAdditionScore(itemListDic[ConstDressUpItemType.NEI_DA][0], scoreType,
  264. tags);
  265. if (scoreLYQ > scoreSY + scoreXZ + scoreND)
  266. {
  267. itemListDic.Remove(ConstDressUpItemType.SHANG_YI);
  268. itemListDic.Remove(ConstDressUpItemType.XIA_ZHUANG);
  269. itemListDic.Remove(ConstDressUpItemType.NEI_DA);
  270. }
  271. else
  272. {
  273. itemListDic.Remove(ConstDressUpItemType.LIAN_YI_QUN);
  274. }
  275. }
  276. List<int> itemList = new List<int>();
  277. foreach (int subType in itemListDic.Keys)
  278. {
  279. //DressUpMenuItemDataManager.SortItemListByHighScore(itemListDic[subType]);
  280. if (subType == ConstDressUpItemType.TE_SHU)
  281. {
  282. int max = Math.Min(itemListDic[subType].Count, 5);
  283. itemList.AddRange(itemListDic[subType].GetRange(0, max));
  284. }
  285. else
  286. {
  287. itemList.AddRange(itemListDic[subType]);
  288. }
  289. }
  290. return itemList;
  291. }
  292. private List<int> SortDressList(List<int> dressList, int scoreType, string[] tags)
  293. {
  294. dressList.Sort((int a, int b) =>
  295. {
  296. ItemCfg cfgA = ItemCfgArray.Instance.GetCfg(a);
  297. ItemCfg cfgB = ItemCfgArray.Instance.GetCfg(b);
  298. bool isTagA = ItemDataManager.CheckItemTagsRight(a, tags);
  299. bool isTagB = ItemDataManager.CheckItemTagsRight(b, tags);
  300. if (isTagA && !isTagB) return -1;
  301. if (isTagB && !isTagA) return 1;
  302. int scoreA = ItemDataManager.GetItemAdditionScore(a, scoreType, tags);
  303. int scoreB = ItemDataManager.GetItemAdditionScore(b, scoreType, tags);
  304. if (scoreA > scoreB) return -1;
  305. if (scoreA < scoreB) return 1;
  306. return cfgA.id - cfgB.id;
  307. });
  308. return dressList;
  309. }
  310. /// <summary>
  311. /// 获取符合标签的服装总个数
  312. /// </summary>
  313. /// <param name="itemList">服装列表</param>
  314. /// <param name="tags">标签</param>
  315. /// <returns></returns>
  316. public int GetTagsCount(List<int> itemList, string[] tags)
  317. {
  318. int count = 0;
  319. for (int i = 0; i < itemList.Count; i++)
  320. {
  321. if (ItemDataManager.CheckItemTagsRight(itemList[i], tags))
  322. {
  323. if (ItemUtilCS.GetItemSubType(itemList[i]) == ConstDressUpItemType.LIAN_YI_QUN)
  324. {
  325. count += 3;
  326. }
  327. else
  328. {
  329. count++;
  330. }
  331. }
  332. }
  333. return count;
  334. }
  335. /*********************************************************************************************************************/
  336. public void SetMineFightAttrs()
  337. {
  338. for (int i = 0; i < DressupList.Count; i++)
  339. {
  340. SetMineFightAttr(DressupList[i], ThemeList[i]);
  341. }
  342. }
  343. public void SetMineFightAttr(FightData fightData, int theme)
  344. {
  345. fightData.cardScore = ItemDataManager.GetItemAdditionScore(fightData.cardId, theme, fightData.tags);
  346. fightData.skillLvs = SkillDataManager.Instance.GetCardSkillLvs(fightData.cardId);
  347. FightDataManager.Instance.SetItemScoreList(fightData);
  348. }
  349. /// <summary>
  350. /// 获取三套服装总战力
  351. /// </summary>
  352. /// <param name="roleType"></param>
  353. /// <param name="roleDatas"></param>
  354. /// <param name="robotDatas"></param>
  355. /// <returns></returns>
  356. public long GetAllFightScore(List<long> fightScores)
  357. {
  358. long fightScore = 0;
  359. for (int i = 0; i < fightScores.Count; i++)
  360. {
  361. fightScore += fightScores[i];
  362. }
  363. return fightScore;
  364. }
  365. public long GetAllFightScore(List<FightData> roleDatas)
  366. {
  367. long fightScore = 0;
  368. List<long> fightScoreDatas = GetFightScoreList(roleDatas);
  369. for (int i = 0; i < fightScoreDatas.Count; i++)
  370. {
  371. fightScore += fightScoreDatas[i];
  372. }
  373. return fightScore;
  374. }
  375. /// <summary>
  376. /// index=0:搭配战力
  377. /// index=1:最高点击战力分 = (卓越点击战力+登峰造极额外加分) / 服装部件评分系数2.33 原来:卓越点击战力
  378. /// index=2:词牌战力/技能战力
  379. /// </summary>
  380. /// <param name="fightDatas"></param>
  381. /// <returns></returns>
  382. public List<long> GetFightScoreList(List<FightData> fightDatas)
  383. {
  384. List<long> fightScoreDatas = new List<long>();
  385. long itemSum = 0;
  386. double clickScore = 0;
  387. long skillScore = 0;
  388. //登峰造极额外加分
  389. double maxScore = 0;
  390. for (int i = 0; i < ThemeList.Count; i++)
  391. {
  392. var fightData = fightDatas[i];
  393. if (fightData.type == FightTargetType.PLAYER)
  394. {
  395. long itemsScore = FightDataManager.Instance.GetScore(fightData);
  396. itemSum += itemsScore;
  397. clickScore += GetPerfectClickScore(fightData);
  398. skillScore += FightDataManager.Instance.GetSkillFightScore(itemsScore, fightData.baseScore,
  399. fightData.leagueSkillScore, fightData.cardId, fightData.cardScore,
  400. fightData.skillLvs);
  401. }
  402. else
  403. {
  404. long itemsScore = FightDataManager.Instance.GetScore(fightData);
  405. itemSum += itemsScore;
  406. clickScore += GetRobotPerfectClickScore(fightData);
  407. skillScore += FightDataManager.Instance.GetSkillFightScore(itemsScore, fightData.baseScore,
  408. fightData.leagueSkillScore, fightData.cardId, fightData.cardScore,
  409. fightData.skillLvs);
  410. }
  411. //总主属性分
  412. double mainScore = ScoreSystemData.Instance.GetMainScore(fightData);
  413. maxScore += ScoreSystemData.Instance.GetAllCircleAddScore(fightData);
  414. }
  415. //A:(部件基础评分+(角色等级分数+角色雅集技能分+词牌对应主题的属性分数)*点击完美附加评分系数0.2) * 点击系数2.22
  416. //A/服装部件评分系数2.33
  417. clickScore = clickScore / ConstScoreSystem.PART_SCORE;
  418. fightScoreDatas.Add(itemSum);
  419. // fightScoreDatas.Add((long)Math.Ceiling(clickScore));
  420. //最高点击战力分 = (卓越点击战力+登峰造极额外加分) / 服装部件评分系数2.33
  421. maxScore = maxScore / ConstScoreSystem.PART_SCORE;
  422. long maxClickScore = (long)Math.Ceiling(clickScore) + (long)Math.Ceiling(maxScore);
  423. fightScoreDatas.Add(maxClickScore);
  424. fightScoreDatas.Add(skillScore);
  425. return fightScoreDatas;
  426. }
  427. /// <summary>
  428. /// 所有部件主属性和
  429. /// </summary>
  430. /// <returns></returns>
  431. public long GetItemScoreSum(List<float> itemScoreList)
  432. {
  433. long scoreSum = 0;
  434. for (int i = 0; i < itemScoreList.Count; i++)
  435. {
  436. scoreSum += (long)itemScoreList[i];
  437. }
  438. return scoreSum;
  439. }
  440. //玩家卓越点击战力
  441. private long GetPerfectClickScore(FightData roleData)
  442. {
  443. double clickScore = 0;
  444. foreach (int key in roleData.partScoreListDic.Keys)
  445. {
  446. double partBaseScore = ScoreSystemData.Instance.GetroundBaseScore(roleData, key);
  447. //start------------------------------------------------------
  448. //本段注释为上个版本的计算公式,留做备份参考
  449. //(部件基础分+(人物基础分+雅集技能分数+卡牌属性分数)*卓越点击系数)*点击系数
  450. //double score =
  451. // (partBaseScore + (roleData.baseScore + roleData.leagueSkillScore + roleData.cardScore) *
  452. // ConstScoreSystem.PERFECT_SCORE) * ConstScoreSystem.CLICK_SCORE;
  453. //end--------------------------------------------------------
  454. //改为 点击评分 =(部件基础分+人物基础分)*点击系数
  455. double score = (partBaseScore + roleData.baseScore)* ConstScoreSystem.PERFECT_SCORE;
  456. clickScore += score;
  457. }
  458. return (long)Math.Ceiling(clickScore);
  459. }
  460. //机器人卓越点击战力
  461. private long GetRobotPerfectClickScore(FightData robotData)
  462. {
  463. long clickScore = 0;
  464. FightScoreCfg[] scoreCfg = FightScoreCfgArray.Instance.dataArray;
  465. for (int i = 0; i < scoreCfg.Length; i++)
  466. {
  467. clickScore +=
  468. (long)ScoreSystemData.Instance.GetRobotRoundScore(robotData, i + 1, ClickType.PERFECT_CLICK, 0);
  469. }
  470. return clickScore;
  471. }
  472. /************************************************************************************************************/
  473. public void AddCheckSeasonOpenTimer()
  474. {
  475. RemoveCheckSeasonOpenTimer();
  476. Timers.inst.Add(1, 0, OnTimeUpdate);
  477. }
  478. private void OnTimeUpdate(object param)
  479. {
  480. if (!IsSeasonOpen) return;
  481. if (ThemeList.Count == 0)
  482. {
  483. ReqArenaInfo();
  484. }
  485. RemoveCheckSeasonOpenTimer();
  486. }
  487. public async void ReqArenaInfo()
  488. {
  489. if (FunctionOpenDataManager.Instance.CheckIsFunOpenById(typeof(ArenaView).Name, false))
  490. {
  491. await ArenaSproxy.ReqArenaInfos();
  492. for (int i = 0; i < ArenaDataManager.Instance.Targets.Count; i++)
  493. {
  494. ArenaTargetData targetData = ArenaDataManager.Instance.Targets[i];
  495. if (targetData.Type == FightTargetType.PLAYER)
  496. {
  497. ArenaSproxy.ReqArenaFightAttr(targetData.RoleInfo.roleId, targetData.FightDatas).Coroutine();
  498. }
  499. }
  500. ArenaSproxy.ReqArenaHistory().Coroutine();
  501. }
  502. }
  503. private void RemoveCheckSeasonOpenTimer()
  504. {
  505. Timers.inst.Remove(OnTimeUpdate);
  506. }
  507. public int GetItemAdditionScore(int itemId, int scoreType, string[] tags = null)
  508. {
  509. ItemCfg itemdate = ItemCfgArray.Instance.GetCfg(itemId);
  510. ItemData itemDate = new ItemData() { };
  511. if (itemdate != null)
  512. {
  513. itemDate.id = itemdate.id;
  514. int scroe = 0;
  515. if (tags != null)
  516. {
  517. scroe += ItemDataManager.GetItemTagScore(itemId, tags);
  518. }
  519. scroe += itemDate.GetScore(scoreType);
  520. return scroe;
  521. }
  522. return 0;
  523. }
  524. public void SetItemScoreList(FightData _roleData, ArenaDressupAttrProto arreProto = null)
  525. {
  526. _roleData.itemScoreList.Clear();
  527. _roleData.itemScoreDic.Clear();
  528. for (int i = 0; i < _roleData.itemList.Count; i++)
  529. {
  530. int score = GetItemAdditionScore(_roleData.itemList[i], _roleData.scoreType);
  531. if(arreProto != null && arreProto.SuitScore.Count == _roleData.itemList.Count)
  532. {
  533. score = arreProto.SuitScore[i];
  534. }
  535. _roleData.itemScoreList.Add(score);
  536. _roleData.itemScoreDic[_roleData.itemList[i]] = score;
  537. }
  538. }
  539. }
  540. }