ScoreSystemData.cs 18 KB

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  1. using ET;
  2. using System;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. namespace GFGGame
  6. {
  7. public class ClickType
  8. {
  9. public const int MISS_CLICK = 0;
  10. public const int GREAT_CLICK = 1;
  11. public const int PREFACT_CLICK = 2;
  12. }
  13. public class BeginTime
  14. {
  15. public const int PART_SCORE_1 = 1;//作用第一回合
  16. public const int PART_SCORE_2 = 2;//作用第二回合
  17. public const int PART_SCORE_3 = 3;//作用第三回合
  18. public const int PART_SCORE_4 = 4;//作用第四回合
  19. public const int PART_SCORE_5 = 5;//作用第五回合
  20. public const int PART_SCORE_6 = 6;//作用第六回合
  21. public const int PART_ALL_FIGHT_BEGIN = 7;//对战开始
  22. public const int PART_PREFACT_CLICK = 8;//每次优秀点击
  23. public const int PART_FIGHT_BEGIN = 9;//每回合开始
  24. public const int PART_FIGHT_END = 10;//每回合结束
  25. }
  26. public class ScoreSystemData : SingletonBase<ScoreSystemData>
  27. {
  28. /// <summary>
  29. /// 将穿戴部件分组
  30. /// </summary>
  31. public void SetEquipScoresWithPartId(FightData roleData)
  32. {
  33. roleData.pardScoreListDic.Clear();
  34. roleData.pardListDic.Clear();
  35. for (int i = 0; i < roleData.itemList.Count; i++)
  36. {
  37. FightScoreCfg[] typeCfgs = FightScoreCfgArray.Instance.dataArray;
  38. for (int j = 0; j < typeCfgs.Length; j++)
  39. {
  40. FightScoreCfg cfg = typeCfgs[j];
  41. if (roleData.pardScoreListDic.ContainsKey(cfg.id) == false)
  42. {
  43. roleData.pardScoreListDic.Add(cfg.id, new List<int>());
  44. }
  45. if (roleData.pardListDic.ContainsKey(cfg.id) == false)
  46. {
  47. roleData.pardListDic.Add(cfg.id, new List<int>());
  48. }
  49. bool isCheckFinish = false;
  50. for (int k = 0; k < cfg.subTypesArr.Length; k++)
  51. {
  52. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(roleData.itemList[i]);
  53. if (itemCfg.subType == cfg.subTypesArr[k])
  54. {
  55. roleData.pardListDic[cfg.id].Add(roleData.itemList[i]);
  56. roleData.pardScoreListDic[cfg.id].Add(roleData.itemScoreList[i]);
  57. isCheckFinish = true;
  58. break;
  59. }
  60. }
  61. if (isCheckFinish) break;
  62. }
  63. }
  64. }
  65. /// <summary>
  66. /// 返回总主属性分
  67. /// </summary>
  68. /// <returns></returns>
  69. public double GetMainScore(FightData roleData)
  70. {
  71. //(部件属性分数+标签分数+人物基础分+卡牌属性分数)*4
  72. // int partScore = 0;
  73. // double tagScore = 0;
  74. // int tagCount = 0;
  75. double baseScore = 0;
  76. for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
  77. {
  78. baseScore += GetPartBaseScore(roleData, i + 1);
  79. }
  80. return (baseScore + roleData.baseScore + roleData.cardScore) * ConstScoreSystem.MAIN_SCORE;
  81. }
  82. public double GetRobotMainScore(FightData robotData)
  83. {
  84. //(部件属性分数+标签分数+人物基础分+卡牌属性分数)*4
  85. double partScore = 0;
  86. for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
  87. {
  88. partScore += GetRobotPartBaseScore(robotData, i + 1);
  89. }
  90. return (partScore + robotData.baseScore + robotData.cardScore) * ConstScoreSystem.MAIN_SCORE;
  91. }
  92. /// <summary>
  93. /// 部件评分
  94. /// </summary>
  95. /// <param name="partId">部件id</param>
  96. /// <param name="clickType">点击状态0:miss,1:优秀,2:完美</param>
  97. /// <param name="mainScore">总主属性</param>
  98. /// <param name="type">评分部位</param>
  99. /// <param name="showCard">是否展示卡牌效果</param>
  100. /// <returns></returns>
  101. public int GetPartScore(FightData roleData, int partId, int clickType, double skillScore)
  102. {
  103. //部件评分=部件基础分*部件系数
  104. //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)
  105. //卡牌评分=总属性*技能配表百分比
  106. double partBaseScore = GetPartBaseScore(roleData, partId);
  107. double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
  108. int roleScore = roleData.baseScore;
  109. int cardScore = roleData.cardScore;
  110. double clickCoefficient = GetPartItemClickScore(clickType);
  111. double clickScore = (partBaseScore + (roleScore + cardScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
  112. int score = (int)Math.Ceiling(partScore + clickScore + skillScore);
  113. return Math.Max(0, score);
  114. }
  115. public int GetRobotPartScore(FightData robotData, int partId, int clickType, double skillScore)
  116. {
  117. //部件评分=部件基础分*部件系数
  118. //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)
  119. //卡牌评分=总属性*技能配表百分比
  120. double partBaseScore = GetRobotPartBaseScore(robotData, partId);
  121. double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
  122. int roleScore = robotData.baseScore;
  123. int cardScore = robotData.cardScore;
  124. double clickCoefficient = GetPartItemClickScore(clickType);
  125. double clickScore = (partBaseScore + (cardScore + roleScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
  126. int score = (int)Math.Ceiling(partScore + clickScore + skillScore);
  127. return Math.Max(0, score);
  128. }
  129. /// <summary>
  130. /// 部件基础评分
  131. /// </summary>
  132. /// <param name="partId">评分部位</param>
  133. /// <returns></returns>
  134. private double GetPartBaseScore(FightData roleData, int partId)
  135. {
  136. double partScore = 0;
  137. double tagScore = 0;
  138. int tagCount = 0;
  139. if (!roleData.pardListDic.ContainsKey(partId) || roleData.pardListDic[partId].Count == 0) return partScore;
  140. List<int> partList = roleData.pardListDic[partId];
  141. for (int i = 0; i < partList.Count; i++)
  142. {
  143. partScore += roleData.pardScoreListDic[partId][i];
  144. tagScore += ItemDataManager.GetItemTagScore(partList[i], roleData.tags);
  145. if (ItemDataManager.CheckItemTagsRight(partList[i], roleData.tags)) tagCount++;
  146. }
  147. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena)
  148. {
  149. tagCount = Math.Min(ArenaTagCfgArray.Instance.dataArray.Length, tagCount);
  150. double addition = 0;
  151. if (tagCount > 0)
  152. {
  153. addition = ArenaTagCfgArray.Instance.GetCfg(tagCount).addition / 10000;
  154. }
  155. return (partScore + tagScore) * (1 + addition);
  156. }
  157. else
  158. {
  159. return partScore + tagScore;
  160. }
  161. }
  162. private double GetRobotPartBaseScore(FightData robotData, int partId)
  163. {
  164. double partBaseScore = robotData.itemScoreList[partId - 1];
  165. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena)
  166. {
  167. partBaseScore = partBaseScore * (1 + robotData.tagAddition);
  168. }
  169. return partBaseScore;
  170. }
  171. private double GetPartItemClickScore(int clickType)
  172. {
  173. //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
  174. double clickCoefficient = 0;
  175. switch (clickType)
  176. {
  177. case ClickType.MISS_CLICK:
  178. clickCoefficient = ConstScoreSystem.MISS_SCORE;
  179. break;
  180. case ClickType.GREAT_CLICK:
  181. clickCoefficient = ConstScoreSystem.GREAT_SCORE;
  182. break;
  183. case ClickType.PREFACT_CLICK:
  184. clickCoefficient = ConstScoreSystem.PERFECT_SCORE;
  185. break;
  186. }
  187. return clickCoefficient;
  188. }
  189. /// <summary>
  190. /// 获取卡牌技能持续回合数
  191. /// </summary>
  192. /// <returns></returns>
  193. public List<int> GetRoundTime(int cardId, List<int> skillLvs)
  194. {
  195. List<int> roundTimes = new List<int>();
  196. List<PassivitySkillCfg> targetSkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  197. for (int i = 0; i < targetSkillCfgs.Count; i++)
  198. {
  199. if (skillLvs.Count <= i) continue;
  200. int skillLv = skillLvs[i];
  201. PassivitySkillLvlCfg skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLv, targetSkillCfgs[i].skillId);
  202. if (skillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && UnityEngine.Random.Range(0, 10000) < skillLvlCfg.probability)
  203. {
  204. roundTimes.Add(skillLvlCfg.roundTime);
  205. }
  206. else
  207. {
  208. roundTimes.Add(0);
  209. }
  210. }
  211. return roundTimes;
  212. }
  213. /// <summary>
  214. /// 获取有效技能配置,过滤掉:被对方失效的、不符合作用时机、未满足触发概率的技能
  215. /// </summary>
  216. /// <returns></returns>
  217. public List<PassivitySkillLvlCfg> GetValidSkills(int currentTime, int partId, int cardId, List<int> skillLvs, int targetCardId, List<int> targetSkillLvs, List<int> roundTimes, List<int> targetRoundTimes)
  218. {
  219. List<PassivitySkillLvlCfg> skillCfgs = new List<PassivitySkillLvlCfg>();
  220. List<PassivitySkillCfg> targetSkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(targetCardId);
  221. List<int> nullifySkillIndex = new List<int>();
  222. for (int i = 0; i < targetSkillCfgs.Count; i++)
  223. {
  224. if (targetSkillLvs.Count <= i) continue;
  225. PassivitySkillLvlCfg targetSkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(targetSkillLvs[i], targetSkillCfgs[i].skillId);
  226. if (CheckIsRightTime(targetSkillLvlCfg, currentTime, partId))
  227. {
  228. bool isProbability = targetSkillLvlCfg.nullifySkillIndex > 0 && UnityEngine.Random.Range(0, 10000) < targetSkillLvlCfg.probability;
  229. if (targetSkillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && targetRoundTimes != null && partId < targetRoundTimes[i]) isProbability = true;
  230. if (isProbability) nullifySkillIndex.Add(targetSkillLvlCfg.nullifySkillIndex);
  231. }
  232. }
  233. List<PassivitySkillCfg> mySkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  234. for (int i = 0; i < mySkillCfgs.Count; i++)
  235. {
  236. if (skillLvs.Count <= i) continue;
  237. PassivitySkillLvlCfg mySkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLvs[i], mySkillCfgs[i].skillId);
  238. if (nullifySkillIndex.IndexOf(i + 1) >= 0) continue;//技能被对手失效
  239. if (CheckIsRightTime(mySkillLvlCfg, currentTime, partId))
  240. {
  241. bool isProbability = UnityEngine.Random.Range(0, 10000) < mySkillLvlCfg.probability;
  242. if (mySkillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && roundTimes != null && partId < roundTimes[i]) isProbability = true;
  243. if (isProbability) skillCfgs.Add(mySkillLvlCfg);
  244. }
  245. }
  246. return skillCfgs;
  247. }
  248. private bool CheckIsRightTime(PassivitySkillLvlCfg skillLvlCfg, int currentTime, int partId)
  249. {
  250. if (skillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && currentTime == BeginTime.PART_FIGHT_BEGIN
  251. || skillLvlCfg.beginTime == BeginTime.PART_PREFACT_CLICK && currentTime == BeginTime.PART_PREFACT_CLICK
  252. || skillLvlCfg.beginTime == BeginTime.PART_FIGHT_BEGIN && currentTime == BeginTime.PART_FIGHT_BEGIN
  253. || skillLvlCfg.beginTime == BeginTime.PART_FIGHT_END && currentTime == BeginTime.PART_FIGHT_END
  254. || skillLvlCfg.beginTime <= BeginTime.PART_SCORE_6 && currentTime == BeginTime.PART_FIGHT_BEGIN && partId == skillLvlCfg.beginTime)
  255. {
  256. return true;
  257. }
  258. return false;
  259. }
  260. /// <summary>
  261. /// 本轮技能分数
  262. /// </summary>
  263. /// <param name="validSkills">有效技能列表</param>
  264. /// <param name="mainScore">总主属性</param>
  265. /// <returns></returns>
  266. public void GetPartItemSkillScore(List<PassivitySkillLvlCfg> validSkills, double mainScore, double targetMainScore, out int skillScore, out int targetScore, out Dictionary<int, int> skillScoreDic)
  267. {
  268. double _skillScore = 0;
  269. double _targetSkillScore = 0;
  270. skillScoreDic = new Dictionary<int, int>();
  271. for (int i = 0; i < validSkills.Count; i++)
  272. {
  273. if (validSkills[i].target == 1)//作用自身
  274. {
  275. double score = mainScore * validSkills[i].ratio / 10000;
  276. _skillScore += score;
  277. skillScoreDic.Add(validSkills[i].skillId, (int)Math.Ceiling(score));
  278. }
  279. else if (validSkills[i].target == 2)//作用对方
  280. {
  281. double score = targetMainScore * validSkills[i].ratio / 10000;
  282. _targetSkillScore += score;
  283. skillScoreDic.Add(validSkills[i].skillId, (int)Math.Ceiling(score));
  284. }
  285. }
  286. skillScore = (int)Math.Ceiling(_skillScore);
  287. targetScore = (int)Math.Ceiling(_targetSkillScore);
  288. }
  289. /// <summary>
  290. /// 是否展示卡牌效果
  291. /// </summary>
  292. /// <param name="cardId">卡牌id</param>
  293. /// <param name="validSkills">被触发的有效技能列表</param>
  294. /// <returns></returns>
  295. public bool IsShowCard(int cardId, List<PassivitySkillLvlCfg> validSkills)
  296. {
  297. if (cardId <= 0) return false;//未选卡
  298. if (validSkills.Count == 0) return false;//本轮没有技能被触发不显示卡牌
  299. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  300. for (int i = 0; i < skillCfgs.Count; i++)
  301. {
  302. if (skillCfgs[i].mainSkill == 1)
  303. {
  304. return true;
  305. }
  306. }
  307. return false;
  308. }
  309. /// <summary>
  310. /// 登峰造极额外加分
  311. /// </summary>
  312. /// <param name="mainScore"></param>
  313. /// <returns></returns>
  314. public int GetAllCircleAddScore(double mainScore)
  315. {
  316. //主属性20%的加分
  317. return (int)Math.Ceiling(mainScore * ConstScoreSystem.ALL_PERFECT_SCORE);
  318. }
  319. /// <summary>
  320. /// 根据卡牌Id获取 战斗选卡 界面显示配置
  321. /// </summary>
  322. /// <param name="cardId"></param>
  323. /// <returns></returns>
  324. public PassivitySkillCfg GetShowSkillCfg(int cardId)
  325. {
  326. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  327. if (skillCfgs.Count <= 0)
  328. {
  329. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  330. return null;
  331. }
  332. for (int i = 0; i < skillCfgs.Count; i++)
  333. {
  334. if (skillCfgs[i].showSkill == 1)
  335. {
  336. // int skillLv = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
  337. return skillCfgs[i];
  338. }
  339. }
  340. return null;
  341. }
  342. /// <summary>
  343. /// 根据卡牌Id获取评分主技能显示配置
  344. /// </summary>
  345. /// <param name="cardId"></param>
  346. /// <returns></returns>
  347. public PassivitySkillCfg GetMainSkillCfg(int cardId)
  348. {
  349. // Dictionary<int, List<PassivitySkillCfg>> cfgs = SkillDataManager.Instance.dicPassivitySkill[cardId];
  350. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  351. if (skillCfgs.Count <= 0)
  352. {
  353. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  354. return null;
  355. }
  356. // foreach (int key in cfgs.Keys)
  357. // {
  358. for (int i = 0; i < skillCfgs.Count; i++)
  359. {
  360. if (skillCfgs[i].mainSkill == 1)
  361. {
  362. // int skillLV = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
  363. // PassivitySkillLvlCfgArray skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfg(skillLV, skillCfgs[i].skillId);
  364. // return cfgs[key][skillLV - 1];
  365. return skillCfgs[i];
  366. }
  367. }
  368. return null;
  369. }
  370. }
  371. }