FieldWorkDataManager.cs 15 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. /// <summary>
  41. /// 更新战斗结算总分,含胜负
  42. /// </summary>
  43. /// <param name="obj"></param>
  44. /// <param name="myScores"></param>
  45. /// <param name="targetScore"></param>
  46. public void UpdateAllScoreResult(GObject obj, List<long> myScores,int targetScore)
  47. {
  48. UI_ComAllScoreResult com = UI_ComAllScoreResult.Proxy(obj);
  49. bool isWin = UpdateAllScore(com.m_comResult.target, myScores, targetScore);
  50. //_ui.m_loaResule.url = isWin ? "ui://FieldWork/kstzjj_slsl" : "ui://FieldWork/kstzjj_shib";
  51. UI_ComAllScoreResult.ProxyEnd();
  52. }
  53. public bool UpdateAllScore(GObject obj, List<long> myScores, int targetScore)
  54. {
  55. long myAllScore = 0;
  56. long targetAllScore = 0;
  57. for (int i = 0; i < myScores.Count; i++)
  58. {
  59. myAllScore += myScores[i];
  60. }
  61. UI_ComAllScore com = UI_ComAllScore.Proxy(obj);
  62. com.m_txtMyFightScore.text = myAllScore.ToString();
  63. UI_ComAllScore.ProxyEnd();
  64. bool isWin = myAllScore > targetAllScore;
  65. return isWin;
  66. }
  67. /// <summary>
  68. /// 更新标签、战力、属性分数值
  69. /// </summary>
  70. public void UpdateValue(GObject obj, int index, List<FightData> roleDatas)
  71. {
  72. UI.Arena.UI_ComFIeldValueInfo com = UI.Arena.UI_ComFIeldValueInfo.Proxy(obj);
  73. com.m_scoreType.url = ResPathUtil.GetScorePath(FieldWorkDataManager.Instance.ThemeList[index]);
  74. com.m_txtScore.text = FightDataManager.Instance.GetScore(roleDatas[index]).ToString();
  75. long fightScore = ArenaDataManager.Instance.GetAllFightScore(roleDatas);
  76. com.m_txtFightScore.SetVar("value", fightScore.ToString()).FlushVars(); ;
  77. com.m_txtTagScore.text = FightDataManager.Instance.GetTagsScore(roleDatas[index].itemList, roleDatas[index].tags).ToString();
  78. int count = ArenaDataManager.Instance.GetTagsCount(roleDatas[index].itemList, roleDatas[index].tags);
  79. com.m_c1.selectedIndex = Math.Min(count, ArenaTagCfgArray.Instance.dataArray.Length);
  80. com.m_c3.selectedIndex = roleDatas[index].tags.Length > 0 ? 1 : 0;
  81. UpdateFightScore(com.m_comFightScore.target, roleDatas);
  82. ItemUtil.UpdateTag(com.m_comTag, roleDatas[index].tags[0]);
  83. ItemUtil.UpdateTag(com.m_comTag1, roleDatas[index].tags[1]);
  84. if (com.m_btnTagRule.data == null)
  85. {
  86. com.m_btnTagRule.onClick.Add(RuleController.ShowRuleView);
  87. com.m_btnTagRule.data = 300034;
  88. }
  89. UI.Arena.UI_ComFIeldValueInfo.ProxyEnd();
  90. }
  91. /// <summary>
  92. /// 更新战力值
  93. /// </summary>
  94. public void UpdateFightScore(GObject obj, List<FightData> roleDatas)
  95. {
  96. List<long> fightScore = ArenaDataManager.Instance.GetFightScoreList(roleDatas);
  97. UI.Arena.UI_ComFieldFightScore com = UI.Arena.UI_ComFieldFightScore.Proxy(obj);
  98. com.m_txtSuitScore.SetVar("value", fightScore[0].ToString()).FlushVars(); ;
  99. com.m_txtClickScore.SetVar("value", fightScore[1].ToString()).FlushVars(); ;
  100. com.m_txtCardScore.SetVar("value", fightScore[2].ToString()).FlushVars(); ;
  101. UI.Arena.UI_ComFieldFightScore.ProxyEnd();
  102. }
  103. public void GetFightResult()
  104. {
  105. myScore.Clear();
  106. long allScore = 0;
  107. for (int i = 0; i < DressupList.Count; i++)
  108. {
  109. FieldWorkDataManager.Instance.GetQuickFightResult(i, DressupList[i], out long score);
  110. allScore += score;
  111. myScore.Add(score);
  112. }
  113. }
  114. public int GetTargetWinScore(int levelID)
  115. {
  116. targetWinScore = 10000;
  117. return targetWinScore;
  118. }
  119. public string GetHeihtScore(int levelID)
  120. {
  121. if(CimbingTowerLevelInfoList.ContainsKey(levelID))
  122. {
  123. long score = CimbingTowerLevelInfoList[levelID].WeekMaxScore;
  124. return score.ToString();
  125. }
  126. else
  127. {
  128. return "";
  129. }
  130. }
  131. public List<List<int>> GetDressAndCard()
  132. {
  133. List<List<int>> dress = new List<List<int>>();
  134. for (int i=0;i< FieldWorkDataManager.Instance.DressupList.Count;i++)
  135. {
  136. List<int> dressA = new List<int>();
  137. dressA = FieldWorkDataManager.Instance.DressupList[i].itemList.ToList();
  138. if (FieldWorkDataManager.Instance.DressupList[i].cardId > 0)
  139. {
  140. dressA.Add(FieldWorkDataManager.Instance.DressupList[i].cardId);
  141. }
  142. dress.Add(dressA);
  143. }
  144. return dress;
  145. }
  146. public float GetCardAbrasion(int cardID)
  147. {
  148. float abrasion = 0;
  149. float UseNum = 0;
  150. float cardTimes = CimbingTowerCfgArray.Instance.dataArray[0].UseLimit;
  151. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(cardID);
  152. if(itemCfg == null)
  153. {
  154. return 100;
  155. }
  156. foreach (var item in CardAbrasionInfoList)
  157. {
  158. if(item.Card == cardID)
  159. {
  160. UseNum = item.UseNum;
  161. abrasion = UseNum / cardTimes;
  162. if(abrasion >= 1)
  163. {
  164. abrasion = 1;
  165. }
  166. break;
  167. }
  168. }
  169. return abrasion * 100;
  170. }
  171. //输入属性类型,获取联盟技能该属性加成总值
  172. public int GetAllSkillScore(int scoreType)
  173. {
  174. int score = 0;
  175. if(scoreType == 0)
  176. {
  177. return score;
  178. }
  179. foreach (int key in SkillDataManager.Instance.LeagueSkillScoreDatas.Keys)
  180. {
  181. score += SkillDataManager.Instance.LeagueSkillScoreDatas[key][scoreType];
  182. }
  183. return score;
  184. }
  185. public void SetDataScoreType()
  186. {
  187. for(int i = 0;i<DressupList.Count;i++)
  188. {
  189. DressupList[i].scoreType = ThemeList[i];
  190. }
  191. }
  192. public bool SetCanStart()
  193. {
  194. int i = 0;
  195. foreach(var item in DressupList)
  196. {
  197. if(item.cardId > 0)
  198. {
  199. i++;
  200. }
  201. }
  202. if(i>=1)
  203. {
  204. return true;
  205. }
  206. else
  207. {
  208. return false;
  209. }
  210. }
  211. public bool CheckLevelPass(int LevelID)
  212. {
  213. CimbingTowerLevelCfg levelCfg = CimbingTowerLevelCfgArray.Instance.dataArray[0];
  214. if(LevelID == levelCfg.id)
  215. {
  216. return true;
  217. }
  218. int levelBefore = LevelID - 1;
  219. if (FieldWorkDataManager.Instance.CimbingTowerLevelInfoList.ContainsKey(levelBefore))
  220. {
  221. if( FieldWorkDataManager.Instance.CimbingTowerLevelInfoList[levelBefore].IsPass)
  222. {
  223. return true;
  224. }
  225. else
  226. {
  227. return false;
  228. }
  229. }
  230. else
  231. {
  232. return false;
  233. }
  234. }
  235. /// <summary>
  236. /// 词牌如果磨损达到上限就放到最后
  237. /// </summary>
  238. /// <param name="arrayList"></param>
  239. /// <returns></returns>
  240. public List<CardData> SortCardList(List<CardData> cardList)
  241. {
  242. List<CardData> card = new List<CardData>();
  243. int limitNum = CimbingTowerCfgArray.Instance.dataArray[0].UseLimit;
  244. card = cardList.ToList();
  245. for(int i = 0;i<card.Count;i++)
  246. {
  247. foreach(var item in CardAbrasionInfoList)
  248. {
  249. if(item.Card == card[i].id)
  250. {
  251. if(item.UseNum >= limitNum)
  252. {
  253. // 添加到列表末尾
  254. card.Add(card[i]);
  255. // 移除元素
  256. card.RemoveAt(i);
  257. }
  258. break;
  259. }
  260. }
  261. }
  262. return card;
  263. }
  264. /// <summary>
  265. /// 获取快速挑战结果
  266. /// </summary>
  267. /// <param name="myRoleData"></param>
  268. /// <param name="_score"></param>
  269. public void GetQuickFightResult(int roundIndex, FightData myRoleData, out long _score)
  270. {
  271. double score = 0;
  272. int cardId = myRoleData.cardId;
  273. double mainScore = ScoreSystemData.Instance.GetMainScore(myRoleData);
  274. List<int> skillLvs = myRoleData.skillLvs;
  275. List<int> roundTime = ScoreSystemData.Instance.GetRoundTime(myRoleData.cardId, myRoleData.skillLvs);
  276. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena || InstanceZonesDataManager.FightScene == ConstInstanceZonesType.FieldWork)
  277. {
  278. FieldWorkDataManager.Instance.roundTime = roundTime;
  279. if (!FieldWorkDataManager.Instance.vaildSkills.ContainsKey(roundIndex)) FieldWorkDataManager.Instance.vaildSkills[roundIndex] = new Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>();
  280. }
  281. int roundId = 0;
  282. int currentTime = SkillBeginTime.FIGHT_BEGIN;
  283. GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, roundId, mainScore, cardId, skillLvs, roundTime, ref score);
  284. for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
  285. {
  286. roundId++;
  287. currentTime = SkillBeginTime.ERVERY_ROUND_BEGIN;
  288. GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, roundId, mainScore, cardId, skillLvs, roundTime, ref score);
  289. score += ScoreSystemData.Instance.GetRoundScore(myRoleData, roundId, ClickType.PERFECT_CLICK, 0);
  290. currentTime = SkillBeginTime.PERFECT_CLICK;
  291. GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, roundId, mainScore, cardId, skillLvs, roundTime, ref score);
  292. currentTime = SkillBeginTime.ERVERY_ROUND_END;
  293. GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, roundId, mainScore, cardId, skillLvs, roundTime, ref score);
  294. // Debug.Log(" targetScore444:" + targetScore);
  295. }
  296. roundId++;
  297. currentTime = SkillBeginTime.ALL_PERFECT_START;
  298. GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, roundId, mainScore, cardId, skillLvs, roundTime, ref score);
  299. score += ScoreSystemData.Instance.GetAllCircleAddScore(myRoleData);
  300. _score = Mathf.CeilToInt((float)score);
  301. }
  302. private void GetSkillScore(int roleType, int roundIndex, int currentTime, int partId, double mainScore, int cardId, List<int> skillLvs, List<int> roundTime, ref double score)
  303. {
  304. List<int> targetSkillLvs = new List<int>();
  305. List<int> targetRoundTime = new List<int>();
  306. List<PassivitySkillLvlCfg> vaildSkills = ScoreSystemData.Instance.GetValidSkills(currentTime, partId, cardId, skillLvs, 0, targetSkillLvs, roundTime, targetRoundTime);
  307. ScoreSystemData.Instance.GetRoundItemSkillScore(vaildSkills, mainScore, 0, out int skillScore, out int targetSkillScore, out Dictionary<int, int> skillScoreDic);
  308. score += skillScore;
  309. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena || InstanceZonesDataManager.FightScene == ConstInstanceZonesType.FieldWork)
  310. {
  311. FieldWorkDataManager dataManager = FieldWorkDataManager.Instance;
  312. if (roleType == FightRoleType.MINE)
  313. {
  314. if (!dataManager.vaildSkills[roundIndex].ContainsKey(partId)) dataManager.vaildSkills[roundIndex][partId] = new Dictionary<int, List<PassivitySkillLvlCfg>>();
  315. dataManager.vaildSkills[roundIndex][partId][currentTime] = vaildSkills;
  316. }
  317. else
  318. {
  319. if (!dataManager.targetVaildSkills[roundIndex].ContainsKey(partId)) dataManager.targetVaildSkills[roundIndex][partId] = new Dictionary<int, List<PassivitySkillLvlCfg>>();
  320. dataManager.targetVaildSkills[roundIndex][partId][currentTime] = vaildSkills;
  321. }
  322. }
  323. }
  324. }
  325. }