InstanceZonesDataManager.cs 14 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. namespace GFGGame
  4. {
  5. //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
  6. public class InstanceZonesDataManager
  7. {
  8. //所有副本关卡通用换装战斗是否使用推荐
  9. public static bool usedRecommend;
  10. //所有副本关卡通用
  11. public static int currentScoreType;
  12. //所有副本关卡通用
  13. public static int currentCardId = 0;
  14. //快速挑战挑战次数
  15. public static int FightTimes = 10;
  16. //是否速刷中
  17. public static bool isQuicklyFighting = false;
  18. //是否结算中
  19. public static bool isResultFighting = false;
  20. //战斗场景
  21. public static int FightScene;
  22. public static string[] currentFightTags;
  23. private static int _currentLevelCfgId;
  24. //所有副本关卡通用配置表的id
  25. public static int currentLevelCfgId
  26. {
  27. get
  28. {
  29. return _currentLevelCfgId;
  30. }
  31. set
  32. {
  33. _currentLevelCfgId = value;
  34. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(_currentLevelCfgId);
  35. if (levelCfg.type == ConstInstanceZonesType.Story)
  36. {
  37. MainStoryDataManager.currentLevelCfgId = _currentLevelCfgId;
  38. }
  39. if (string.IsNullOrEmpty(levelCfg.fightID))
  40. {
  41. currentFightTags = null;
  42. }
  43. else
  44. {
  45. StoryFightCfg storyFightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  46. currentFightTags = storyFightCfg.needTagsArr;
  47. }
  48. }
  49. }
  50. //所有副本关卡通用
  51. public static int currentLevelOrder
  52. {
  53. get
  54. {
  55. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(_currentLevelCfgId);
  56. return levelCfg.order;
  57. }
  58. }
  59. private static FightData _roleData = new FightData();
  60. public static FightData roleData
  61. {
  62. get
  63. {
  64. return GetMyFightRoleData();
  65. }
  66. }
  67. private static FightData _targetData = new FightData();
  68. public static FightData targetData
  69. {
  70. get
  71. {
  72. return GetFightTargetData();
  73. }
  74. }
  75. //获取玩家战斗数据
  76. private static FightData GetMyFightRoleData()
  77. {
  78. _roleData.name = RoleDataManager.roleName;
  79. _roleData.scoreType = InstanceZonesDataManager.currentScoreType;
  80. _roleData.baseScore = RoleLevelCfgArray.Instance.GetCfg(RoleDataManager.lvl).baseScore;
  81. _roleData.cardId = InstanceZonesDataManager.currentCardId; ;//卡牌id
  82. CardData cardData = CardDataManager.GetCardDataById(_roleData.cardId);
  83. _roleData.cardScore = _roleData.cardId <= 0 || cardData == null ? 0 : cardData.scores[_roleData.scoreType];//卡牌对应主题的属性分数
  84. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  85. if (!string.IsNullOrEmpty(levelCfg.fightID))
  86. {
  87. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  88. _roleData.tags = fightCfg.needTagsArr;////本次战斗要求的标签
  89. }
  90. if (_roleData.cardId > 0)
  91. {
  92. _roleData.skillLvs = SkillDataManager.Instance.GetCardSkillLvs(_roleData.cardId);
  93. }
  94. _roleData.type = FightTargetType.PLAYER;
  95. _roleData.headId = RoleDataManager.headId;
  96. _roleData.itemList = MyDressUpHelper.dressUpObj.itemList;
  97. FightDataManager.Instance.SetItemScoreList(_roleData);
  98. ScoreSystemData.Instance.SetEquipScoresWithPartId(_roleData);
  99. return _roleData;
  100. }
  101. //获取副本机器人战斗数据
  102. public static FightData GetFightTargetData()
  103. {
  104. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  105. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  106. _targetData.name = fightCfg.targetName;
  107. _targetData.scoreType = InstanceZonesDataManager.currentScoreType; //本次战斗的主题
  108. _targetData.baseScore = fightCfg.targetBaseScore;
  109. _targetData.cardId = fightCfg.targetCardId;
  110. _targetData.cardScore = fightCfg.targetCardScore;
  111. _targetData.tags = fightCfg.needTagsArr;
  112. _targetData.skillLvs = new List<int>(fightCfg.targetSkillLvsArr);
  113. for (int i = 0; i < fightCfg.targetPartsScoreArr.Length; i++)
  114. {
  115. _targetData.itemScoreList.Add(fightCfg.targetPartsScoreArr[i]);
  116. }
  117. _targetData.type = FightTargetType.ROBOT;
  118. _targetData.res = fightCfg.targetRes;
  119. return _targetData;
  120. }
  121. //副本通关状态,key为CalculateHelper.GenerateInstanceZonesLevelStateKey,值为通到关卡编号
  122. private static Dictionary<int, int> _passLevelDic = new Dictionary<int, int>();
  123. //关卡最高分数记录
  124. private static Dictionary<int, int> _highestScoreDic = new Dictionary<int, int>();
  125. //关卡星数记录
  126. private static Dictionary<int, int> _starDic = new Dictionary<int, int>();
  127. public static void InitScoreList(List<int> ks, List<int> vs)
  128. {
  129. usedRecommend = false;
  130. _highestScoreDic.Clear();
  131. for (var i = 0; i < ks.Count; ++i)
  132. {
  133. _highestScoreDic.Add(ks[i], vs[i]);
  134. }
  135. }
  136. public static void InitStarList(List<int> ks, List<int> vs)
  137. {
  138. _starDic.Clear();
  139. for (var i = 0; i < ks.Count; ++i)
  140. {
  141. _starDic.Add(ks[i], vs[i]);
  142. }
  143. }
  144. //检查更新最高分
  145. public static void TryUpdateScore(int levelCfgId, int score)
  146. {
  147. _highestScoreDic.TryGetValue(levelCfgId, out var scoreHighest);
  148. if (score > scoreHighest)
  149. {
  150. _highestScoreDic[levelCfgId] = score;
  151. }
  152. }
  153. public static int GetScoreHighest(int levelID)
  154. {
  155. if (_highestScoreDic.ContainsKey(levelID))
  156. {
  157. return _highestScoreDic[levelID];
  158. }
  159. return 0;
  160. }
  161. //检查并更新关卡星数
  162. public static void TryUpdateLevelStar(int levelCfgId, int star)
  163. {
  164. _starDic.TryGetValue(levelCfgId, out var OldStar);
  165. if (star > OldStar)
  166. {
  167. _starDic[levelCfgId] = star;
  168. }
  169. }
  170. public static int GetStarCountHistory(int levelCfgId)
  171. {
  172. _starDic.TryGetValue(levelCfgId, out var star);
  173. return star;
  174. }
  175. public static int GetChapterStarCount(int chapterID, int type, int subType)
  176. {
  177. var star = 0;
  178. foreach (var item in _starDic)
  179. {
  180. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(item.Key);
  181. if (levelCfg.chapterId == chapterID && levelCfg.type == type && levelCfg.subType == subType)
  182. {
  183. star += item.Value;
  184. }
  185. }
  186. return star;
  187. }
  188. public static void InitLevelPass(List<int> ks, List<int> vs)
  189. {
  190. _passLevelDic.Clear();
  191. for (var i = 0; i < ks.Count; ++i)
  192. {
  193. _passLevelDic[ks[i]] = vs[i];
  194. }
  195. }
  196. /// <summary>
  197. /// 设置某关卡通过,参数为关卡配置id
  198. /// </summary>
  199. /// <param name="levelCfgId"></param>
  200. public static void TrySetLevelPass(int levelCfgId)
  201. {
  202. if (!CheckLevelPass(levelCfgId))
  203. {
  204. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
  205. var key = CalculateHelper.GenerateInstanceZonesLevelStateKey(levelCfg.type, levelCfg.subType, levelCfg.chapterId);
  206. _passLevelDic[key] = levelCfgId;
  207. }
  208. }
  209. /// <summary>
  210. /// 获取副本通关关卡
  211. /// </summary>
  212. /// <param name="type" value="副本类型"></param>
  213. /// <param name="subType" value="章节id"></param>
  214. /// <returns></returns>
  215. public static int GetPassLevelCfgId(int type, int subType, int chapterId)
  216. {
  217. var key = CalculateHelper.GenerateInstanceZonesLevelStateKey(type, subType, chapterId);
  218. if (_passLevelDic.TryGetValue(key, out var value))
  219. {
  220. return value;
  221. }
  222. return 0;
  223. }
  224. /// <summary>
  225. /// 获取通关关卡的编号
  226. /// </summary>
  227. /// <param name="type"></param>
  228. /// <param name="subType"></param>
  229. /// <param name="chapterId"></param>
  230. /// <returns></returns>
  231. public static int GetPassLevelOrder(int type, int subType, int chapterId)
  232. {
  233. var levelCfgId = GetPassLevelCfgId(type, subType, chapterId);
  234. if (levelCfgId == 0)
  235. {
  236. return 0;
  237. }
  238. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
  239. if (levelCfg != null)
  240. {
  241. return levelCfg.order;
  242. }
  243. return 0;
  244. }
  245. /// <summary>
  246. /// 检查某关卡是否通过,参数为关卡配置id
  247. /// </summary>
  248. /// <param name="levelCfgId"></param>
  249. /// <returns></returns>
  250. public static bool CheckLevelPass(int levelCfgId)
  251. {
  252. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
  253. if (levelCfg != null)
  254. {
  255. var passLevelOrder = GetPassLevelOrder(levelCfg.type, levelCfg.subType, levelCfg.chapterId);
  256. return levelCfg.order <= passLevelOrder;
  257. }
  258. return false;
  259. }
  260. /// <summary>
  261. /// 检查某章是否通关
  262. /// </summary>
  263. /// <param name="type"></param>
  264. /// <param name="subType"></param>
  265. /// <param name="chapterId"></param>
  266. /// <param name="levelCount"></param>
  267. /// <returns></returns>
  268. public static bool CheckChapterPass(int type, int subType, int chapterId, int levelCount)
  269. {
  270. var chapterCfg = StoryChapterCfgArray.Instance.GetCfg(chapterId);
  271. if (chapterCfg != null)
  272. {
  273. var passLevelOrder = InstanceZonesDataManager.GetPassLevelOrder(type, subType, chapterId);
  274. if (levelCount <= passLevelOrder)
  275. {
  276. return true;
  277. }
  278. }
  279. return false;
  280. }
  281. public static int GetResultStarCount(int score)
  282. {
  283. return CalculateHelper.GetStoryChapterStar(currentLevelCfgId, score);
  284. }
  285. public static bool GetFightResult(int score, out int npcScore)
  286. {
  287. npcScore = 0;
  288. bool equipedNeeded = MyDressUpHelper.CheckEquipedFightNeeded();
  289. if (!equipedNeeded)
  290. {
  291. PromptController.Instance.ShowFloatTextPrompt("未穿必需物品");
  292. return false;//没穿必需品
  293. }
  294. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(currentLevelCfgId);
  295. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  296. bool hasFightTarget = fightCfg.targetName != null && fightCfg.targetName.Length > 0;
  297. if (hasFightTarget)
  298. {
  299. npcScore = FightDataManager.Instance.npcTotalScore;
  300. if (score > npcScore)
  301. {
  302. return true;//分数低于对战对象
  303. }
  304. }
  305. else
  306. {
  307. int starCount = GetResultStarCount(score);
  308. if (starCount > 0)
  309. {
  310. return true;//低于一星
  311. }
  312. }
  313. return false;
  314. }
  315. public static void GetCanFightTime(int type, int subType, int levelCfgId, out int times, out string title)
  316. {
  317. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
  318. if (levelCfg.power == 0)
  319. {
  320. times = GameConst.MAX_COUNT_FIGHT_QUICKLY;
  321. }
  322. else
  323. {
  324. times = (int)Math.Floor((float)RoleDataManager.power / levelCfg.power);//体力次数
  325. }
  326. times = Math.Min(GameConst.MAX_COUNT_FIGHT_QUICKLY, times);
  327. title = "";
  328. if (type == ConstInstanceZonesType.Studio)
  329. {
  330. var studioCfg = StudioCfgArray.Instance.GetCfg(levelCfg.chapterId);
  331. var limitData = RoleLimitDataManager.GetLimitData(studioCfg.limit);
  332. times = Math.Min(times, limitData.TotalPlayMax - limitData.PlayTimes);
  333. }
  334. title = string.Format("挑战{0}次", NumberUtil.GetChiniseNumberText(times));
  335. }
  336. public static void GetTotalProgress(out int count, out int totalCount)
  337. {
  338. List<StoryChapterCfg> storyChapters = StoryChapterCfgArray.Instance.GetCfgsBysubType(ConstInstanceZonesSubType.Normal);
  339. totalCount = storyChapters.Count - 1;
  340. count = 0;
  341. for (int i = 1; i < storyChapters.Count; i++)
  342. {
  343. bool isPass = InstanceZonesDataManager.CheckChapterPass(storyChapters[i].type, storyChapters[i].subType, storyChapters[i].id, storyChapters[i].levelCount);
  344. if (isPass)
  345. {
  346. count++;
  347. }
  348. else
  349. {
  350. break;
  351. }
  352. }
  353. }
  354. }
  355. }