FightDataManager.cs 19 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432
  1. using System;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. namespace GFGGame
  5. {
  6. public class FightDataManager : SingletonBase<FightDataManager>
  7. {
  8. public byte[] FightRoleRes { get; set; }
  9. public Texture2D RoleTextuex { get; set; }
  10. //角色基础分+部件基础分
  11. private int _score;
  12. public int score
  13. {
  14. get
  15. {
  16. return _score;
  17. }
  18. set
  19. {
  20. _score = value;
  21. EventAgent.DispatchEvent(ConstMessage.DRESS_UP_SCORE_CHANGED, _score);
  22. }
  23. }
  24. //最终得分
  25. private int _totalScore;
  26. public int totalScore
  27. {
  28. get
  29. {
  30. return _totalScore;
  31. }
  32. set
  33. {
  34. _totalScore = value;
  35. }
  36. }
  37. //战斗对象最终得分
  38. private int _targetTotalScore;
  39. public int npcTotalScore
  40. {
  41. get
  42. {
  43. return _targetTotalScore;
  44. }
  45. set
  46. {
  47. _targetTotalScore = value;
  48. }
  49. }
  50. private bool _autoPlay = false;
  51. public bool autoPlay
  52. {
  53. get
  54. {
  55. return _autoPlay;
  56. }
  57. set
  58. {
  59. _autoPlay = value;
  60. if (!_autoPlay) fightSpeed = 1;
  61. StorageSProxy.ReqSetClientValue(ConstStorageId.STORAGE_AUTO_PLAY, _autoPlay == true ? 1 : 0).Coroutine();
  62. }
  63. }
  64. public int maxFightSpeed = 2;
  65. private int _fightSpeed = 1;
  66. public int fightSpeed
  67. {
  68. get
  69. {
  70. return _fightSpeed;
  71. }
  72. set
  73. {
  74. _fightSpeed = value;
  75. StorageSProxy.ReqSetClientValue(ConstStorageId.STORAGE_FIGHT_AUTO_PLAY_SPEED, _fightSpeed).Coroutine();
  76. }
  77. }
  78. private int _storyDialogSpeed = 1;
  79. public int dialogSpeed
  80. {
  81. get
  82. {
  83. return _storyDialogSpeed;
  84. }
  85. set
  86. {
  87. _storyDialogSpeed = value;
  88. StorageSProxy.ReqSetClientValue(ConstStorageId.STORAGE_DIALOG_AUTO_PLAY_SPEED, _storyDialogSpeed).Coroutine();
  89. }
  90. }
  91. //根据位置原点和随机范围获取评分位置
  92. public void GetCirclePos(Vector2 pos, int range, out float x, out float y)
  93. {
  94. int numX = UnityEngine.Random.Range(0, 2);
  95. int signX = numX % 2 == 0 ? 1 : -1;
  96. float rangeX = UnityEngine.Random.Range(0, range);
  97. x = pos.x + signX * (rangeX);
  98. int numY = UnityEngine.Random.Range(0, 2);
  99. int signY = numY % 2 == 0 ? 1 : -1;
  100. float rangeY = UnityEngine.Random.Range(0, range);
  101. y = pos.y + signY * (rangeY);
  102. }
  103. public Texture2D GetPrintscreenNTexture(Camera camera)
  104. {
  105. RenderTexture rt = new RenderTexture(UnityEngine.Screen.width, UnityEngine.Screen.height, 0);//渲染一张1920*1080的图
  106. camera.targetTexture = rt;//传到主摄像机上
  107. camera.Render();//渲染
  108. RenderTexture.active = rt;
  109. Texture2D screenShot = new Texture2D(UnityEngine.Screen.width, UnityEngine.Screen.height, TextureFormat.ARGB32, false);
  110. screenShot.ReadPixels(new Rect(0, 0, UnityEngine.Screen.width, UnityEngine.Screen.height), 0, 0);//读像素
  111. screenShot.Apply();
  112. camera.targetTexture = null;
  113. RenderTexture.active = null;
  114. UnityEngine.Object.Destroy(rt);
  115. return screenShot;
  116. }
  117. /// <summary>
  118. /// 获取标签总分数
  119. /// </summary>
  120. /// <param name="itemList">服装列表</param>
  121. /// <param name="tags">标签</param>
  122. /// <returns></returns>
  123. public int GetTagsScore(List<int> itemList, string[] tags)
  124. {
  125. int score = 0;
  126. for (int i = 0; i < itemList.Count; i++)
  127. {
  128. score += ItemDataManager.GetItemTagScore(itemList[i], tags);
  129. }
  130. return score;
  131. }
  132. /// <summary>
  133. /// 获取符合标签的服装总个数
  134. /// </summary>
  135. /// <param name="itemList">服装列表</param>
  136. /// <param name="tags">标签</param>
  137. /// <returns></returns>
  138. public int GetTagsCount(List<int> itemList, string[] tags)
  139. {
  140. int count = 0;
  141. for (int i = 0; i < itemList.Count; i++)
  142. {
  143. if (ItemDataManager.CheckItemTagsRight(itemList[i], tags)) count++;
  144. }
  145. return count;
  146. }
  147. //获取玩家战斗数据
  148. public FightRoleData GetMyFightRoleData()
  149. {
  150. FightRoleData roleData = new FightRoleData();
  151. roleData.name = RoleDataManager.roleName;
  152. roleData.headId = RoleDataManager.headId;
  153. roleData.headBorderId = RoleDataManager.headBorderId;
  154. roleData.scoreType = InstanceZonesDataManager.currentScoreType; //本次战斗的主题
  155. roleData.baseScore = RoleLevelCfgArray.Instance.GetCfg(RoleDataManager.lvl).baseScore;//角色等级分数
  156. roleData.cardId = InstanceZonesDataManager.currentCardId; ;//卡牌id
  157. roleData.cardScore = CardDataManager.GetCardDataById(roleData.cardId).scores[roleData.scoreType];//卡牌对应主题的属性分数
  158. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena)
  159. {
  160. // roleData.fightScene = ConstInstanceZonesType.Arena;
  161. roleData.tags = new string[1] { ArenaDataManager.Instance.Tag };
  162. }
  163. else
  164. {
  165. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  166. // roleData.fightScene = levelCfg.type;
  167. if (!string.IsNullOrEmpty(levelCfg.fightID))
  168. {
  169. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  170. roleData.tags = fightCfg.needTagsArr;////本次战斗要求的标签
  171. }
  172. }
  173. if (roleData.cardId > 0)
  174. {
  175. roleData.skillLvs = SkillDataManager.Instance.GetSkillLvs(roleData.cardId);
  176. }
  177. roleData.itemList = MyDressUpHelper.dressUpObj.itemList;
  178. for (int i = 0; i < roleData.itemList.Count; i++)
  179. {
  180. int score = ItemDataManager.GetItemAdditionScore(roleData.itemList[i], roleData.scoreType);
  181. roleData.itemScoreList.Add(score);
  182. }
  183. return roleData;
  184. }
  185. //获取副本机器人战斗数据
  186. public FightRobotData GetFightRobotData()
  187. {
  188. FightRobotData robotData = new FightRobotData();
  189. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  190. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  191. robotData.res = fightCfg.targetRes;
  192. robotData.name = fightCfg.targetName;
  193. robotData.scoreType = InstanceZonesDataManager.currentScoreType; //本次战斗的主题
  194. robotData.baseScore = fightCfg.targetBaseScore;
  195. robotData.cardId = fightCfg.targetCardId;
  196. robotData.cardScore = fightCfg.targetCardScore;
  197. robotData.skillLvs = new List<int>(fightCfg.targetSkillLvsArr);
  198. robotData.itemScoreList = new List<int>(fightCfg.targetPartsScoreArr);
  199. return robotData;
  200. }
  201. //获取竞技场对手角色战斗数据
  202. public FightRoleData GetArenaRoleData(int index, ArenaTargetData arenaTarget)
  203. {
  204. return arenaTarget.RoleDressupList[index];
  205. }
  206. //获取竞技场机器人战斗数据
  207. public FightRobotData GetArenaRobotData(int index, ArenaTargetData arenaTarget)
  208. {
  209. return arenaTarget.RobotDressupList[index];
  210. }
  211. /// <summary>
  212. /// 0失败1优秀2完美
  213. /// </summary>
  214. /// <param name="scale"></param>
  215. /// <returns></returns>
  216. public int GetClickType(float scale)
  217. {
  218. // float scaleX = _ui.m_comClick.m_comResult.m_imgCircle.scale.x;
  219. int clickType = ClickType.MISS_CLICK;
  220. if (FightDataManager.Instance.autoPlay == true)
  221. {
  222. return ClickType.PREFACT_CLICK;
  223. }
  224. if (scale <= 0.866f && scale > 0.65f)
  225. {
  226. clickType = ClickType.PREFACT_CLICK;
  227. }
  228. else if (scale <= 0.216f)
  229. {
  230. clickType = ClickType.MISS_CLICK;
  231. }
  232. else
  233. {
  234. clickType = ClickType.GREAT_CLICK;
  235. }
  236. return clickType;
  237. }
  238. /// <summary>
  239. /// 获取快速挑战结果
  240. /// </summary>
  241. /// <param name="myRoleData"></param>
  242. /// <param name="targetType"></param>
  243. /// <param name="targetRoleData"></param>
  244. /// <param name="targetRobotData"></param>
  245. /// <param name="_score"></param>
  246. /// <param name="_targetScore"></param>
  247. public void GetQuickFightResult(FightRoleData myRoleData, int targetType, FightRoleData targetRoleData, FightRobotData targetRobotData, out int _score, out int _targetScore)
  248. {
  249. double score = 0;
  250. double targetScore = 0;
  251. int cardId = myRoleData.cardId;
  252. double mainScore = ScoreSystemData.Instance.GetMainScore(myRoleData);
  253. List<int> skillLvs = myRoleData.skillLvs;
  254. int targetCardId;
  255. double targetMainScore;
  256. List<int> targetSkillLvs;
  257. List<int> targetRoundTime;
  258. List<int> roundTime = ScoreSystemData.Instance.GetRoundTime(myRoleData.cardId, myRoleData.skillLvs);
  259. if (targetType == ArenaFightTargetType.PLAYER)
  260. {
  261. targetCardId = targetRoleData.cardId;
  262. targetSkillLvs = targetRoleData.skillLvs;
  263. targetMainScore = ScoreSystemData.Instance.GetMainScore(targetRoleData);
  264. targetRoundTime = ScoreSystemData.Instance.GetRoundTime(targetRoleData.cardId, targetRoleData.skillLvs);
  265. }
  266. else
  267. {
  268. targetCardId = targetRobotData.cardId;
  269. targetSkillLvs = targetRobotData.skillLvs;
  270. targetMainScore = ScoreSystemData.Instance.GetRobotMainScore(targetRobotData);
  271. targetRoundTime = ScoreSystemData.Instance.GetRoundTime(targetRobotData.cardId, targetRobotData.skillLvs);
  272. }
  273. int partId = 0;
  274. int currentTime = BeginTime.PART_ALL_FIGHT_BEGIN;
  275. GetSkillScore(currentTime, partId, mainScore, cardId, skillLvs, roundTime, ref score, targetMainScore, targetCardId, targetSkillLvs, targetRoundTime, ref targetScore);
  276. GetSkillScore(currentTime, partId, targetMainScore, targetCardId, targetSkillLvs, targetRoundTime, ref targetScore, mainScore, cardId, skillLvs, roundTime, ref score);
  277. for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
  278. {
  279. partId++;
  280. currentTime = BeginTime.PART_FIGHT_BEGIN;
  281. GetSkillScore(currentTime, partId, mainScore, cardId, skillLvs, roundTime, ref score, targetMainScore, targetCardId, targetSkillLvs, targetRoundTime, ref targetScore);
  282. GetSkillScore(currentTime, partId, targetMainScore, targetCardId, targetSkillLvs, targetRoundTime, ref targetScore, mainScore, cardId, skillLvs, roundTime, ref score);
  283. score += ScoreSystemData.Instance.GetPartScore(myRoleData, partId, ClickType.PREFACT_CLICK, 0);
  284. if (targetType == ArenaFightTargetType.PLAYER)
  285. {
  286. targetScore += ScoreSystemData.Instance.GetPartScore(targetRoleData, partId, ClickType.PREFACT_CLICK, 0);
  287. }
  288. else
  289. {
  290. targetScore += ScoreSystemData.Instance.GetRobotPartScore(targetRobotData, partId, ClickType.PREFACT_CLICK, 0);
  291. }
  292. currentTime = BeginTime.PART_PREFACT_CLICK;
  293. GetSkillScore(currentTime, partId, mainScore, cardId, skillLvs, roundTime, ref score, targetMainScore, targetCardId, targetSkillLvs, targetRoundTime, ref targetScore);
  294. GetSkillScore(currentTime, partId, targetMainScore, targetCardId, targetSkillLvs, targetRoundTime, ref targetScore, mainScore, cardId, skillLvs, roundTime, ref score);
  295. currentTime = BeginTime.PART_FIGHT_END;
  296. GetSkillScore(currentTime, partId, mainScore, cardId, skillLvs, roundTime, ref score, targetMainScore, targetCardId, targetSkillLvs, targetRoundTime, ref targetScore);
  297. GetSkillScore(currentTime, partId, targetMainScore, targetCardId, targetSkillLvs, targetRoundTime, ref targetScore, mainScore, cardId, skillLvs, roundTime, ref score);
  298. }
  299. score += ScoreSystemData.Instance.GetAllCircleAddScore(mainScore);
  300. targetScore += ScoreSystemData.Instance.GetAllCircleAddScore(targetMainScore);
  301. _score = Mathf.CeilToInt((float)score);
  302. _targetScore = Mathf.CeilToInt((float)targetScore);
  303. }
  304. private void GetSkillScore(int currentTime, int partId, double mainScore, int cardId, List<int> skillLvs, List<int> roundTime, ref double score, double targetMainScore, int targetCardId, List<int> targetSkillLvs, List<int> targetRoundTime, ref double targetScore)
  305. {
  306. List<PassivitySkillLvlCfg> vaildSkills = ScoreSystemData.Instance.GetValidSkills(currentTime, partId, cardId, skillLvs, targetCardId, targetSkillLvs, roundTime, targetRoundTime);
  307. ScoreSystemData.Instance.GetPartItemSkillScore(vaildSkills, mainScore, targetMainScore, out int skillScore, out int targetSkillScore, out Dictionary<int, int> skillScoreDic);
  308. score += skillScore;
  309. targetMainScore += targetSkillScore;
  310. }
  311. /// <summary>
  312. /// 获取竞技场玩家战力
  313. /// </summary>
  314. /// <returns></returns>
  315. public int GetArenaRoleFightScore(FightRoleData roleDatas)
  316. {
  317. //竞技场战力=搭配战力+卓越点击战力+卡牌战力
  318. //搭配战力=第1套搭配所有部件主属性和+第2套搭配所有部件主属性和+第3套搭配所有部件主属性和
  319. //卓越点击战力=卓越点击评分和/2.33
  320. //技能战力=(第1套搭配所有部件主属性和+卡牌主属性+人物基础分)*技能1当前等级对应的战力系数+(第1套搭配所有部件主属性和+卡牌主属性+人物基础分)*技能2当前等级对应的战力系数+(第1套搭配所有部件主属性和+卡牌主属性+人物基础分)*技能3当前等级对应的战力系数+(第2套搭配所有部件主属性和+卡牌主属性+人物基础分)*技能1当前等级对应的战力系数+(第2套搭配所有部件主属性和+卡牌主属性+人物基础分)*技能2当前等级对应的战力系数+(第2套搭配所有部件主属性和+卡牌主属性+人物基础分)*技能3当前等级对应的战力系数+(第3套搭配所有部件主属性和+卡牌主属性+人物基础分)*技能1当前等级对应的战力系数+(第3套搭配所有部件主属性和+卡牌主属性+人物基础分)*技能2当前等级对应的战力系数+(第3套搭配所有部件主属性和+卡牌主属性+人物基础分)*技能3当前等级对应的战力系数
  321. double fightScore = 0;
  322. double itemSum = GetItemScoreSum(roleDatas.itemScoreList);
  323. double clickScore = GetPerfectClickScore(roleDatas) / ConstScoreSystem.PART_SCORE;
  324. double skillScore = 0;
  325. double skillBaseScore = itemSum + roleDatas.cardScore + roleDatas.baseScore;
  326. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(roleDatas.cardId);
  327. for (int j = 0; j < skillCfgs.Count; j++)
  328. {
  329. PassivitySkillLvlCfg skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(roleDatas.skillLvs[j], skillCfgs[j].skillId);
  330. if (skillLvlCfg == null) continue;
  331. skillScore += skillBaseScore * skillLvlCfg.fightPowerParam / 10000;
  332. }
  333. fightScore = itemSum + clickScore + skillScore;
  334. return (int)Math.Ceiling(fightScore);
  335. }
  336. /// <summary>
  337. /// 获取竞技场机器人战力
  338. /// </summary>
  339. /// <returns></returns>
  340. public int GetArenaRobotFightScore(List<FightRobotData> robotDatas)
  341. {
  342. double fightScore = 0;
  343. for (int i = 0; i < robotDatas.Count; i++)
  344. {
  345. double itemSum = GetItemScoreSum(robotDatas[i].itemScoreList);
  346. double clickScore = GetRobotPerfectClickScore(robotDatas[i]) / ConstScoreSystem.PART_SCORE;
  347. double skillScore = 0;
  348. double skillBaseScore = itemSum + robotDatas[i].cardScore + robotDatas[i].baseScore;
  349. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(robotDatas[i].cardId);
  350. for (int j = 0; j < skillCfgs.Count; j++)
  351. {
  352. PassivitySkillLvlCfg skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(robotDatas[i].skillLvs[j], skillCfgs[i].skillId);
  353. if (skillLvlCfg == null) continue;
  354. skillScore += skillBaseScore * skillLvlCfg.fightPowerParam / 10000;
  355. }
  356. fightScore = itemSum + clickScore + skillScore;
  357. }
  358. return (int)Math.Ceiling(fightScore);
  359. }
  360. /// <summary>
  361. /// 所有部件主属性和
  362. /// </summary>
  363. /// <returns></returns>
  364. private double GetItemScoreSum(List<int> itemScoreList)
  365. {
  366. double scoreSum = 0;
  367. for (int i = 0; i < itemScoreList.Count; i++)
  368. {
  369. scoreSum += itemScoreList[i];
  370. }
  371. return scoreSum;
  372. }
  373. private double GetPerfectClickScore(FightRoleData roleData)
  374. {
  375. double clickScore = 0;
  376. foreach (int key in roleData.pardScoreListDic.Keys)
  377. {
  378. clickScore += ScoreSystemData.Instance.GetPartScore(roleData, key, ClickType.PREFACT_CLICK, 0);
  379. }
  380. return clickScore;
  381. }
  382. private double GetRobotPerfectClickScore(FightRobotData robotData)
  383. {
  384. double clickScore = 0;
  385. FightScoreCfg[] scoreCfg = FightScoreCfgArray.Instance.dataArray;
  386. for (int i = 0; i < scoreCfg.Length; i++)
  387. {
  388. clickScore += ScoreSystemData.Instance.GetRobotPartScore(robotData, i + 1, ClickType.PREFACT_CLICK, 0);
  389. }
  390. return clickScore;
  391. }
  392. }
  393. }