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. public const int ALL_PERFECT_START = 11;//登封造极开始
  26. }
  27. public class ScoreSystemData : SingletonBase<ScoreSystemData>
  28. {
  29. /// <summary>
  30. /// 将穿戴部件分组
  31. /// </summary>
  32. public void SetEquipScoresWithPartId(FightData roleData)
  33. {
  34. roleData.pardScoreListDic.Clear();
  35. roleData.pardListDic.Clear();
  36. FightScoreCfg[] typeCfgs = FightScoreCfgArray.Instance.dataArray;
  37. for (int j = 0; j < typeCfgs.Length; j++)
  38. {
  39. FightScoreCfg cfg = typeCfgs[j];
  40. if (roleData.pardScoreListDic.ContainsKey(cfg.id) == false)
  41. {
  42. roleData.pardScoreListDic.Add(cfg.id, new List<float>());
  43. }
  44. if (roleData.pardListDic.ContainsKey(cfg.id) == false)
  45. {
  46. roleData.pardListDic.Add(cfg.id, new List<int>());
  47. }
  48. }
  49. for (int i = 0; i < roleData.itemList.Count; i++)
  50. {
  51. for (int j = 0; j < typeCfgs.Length; j++)
  52. {
  53. FightScoreCfg cfg = typeCfgs[j];
  54. bool isCheckFinish = false;
  55. for (int k = 0; k < cfg.subTypesArr.Length; k++)
  56. {
  57. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(roleData.itemList[i]);
  58. if (itemCfg.subType == cfg.subTypesArr[k])
  59. {
  60. roleData.pardListDic[cfg.id].Add(roleData.itemList[i]);
  61. roleData.pardScoreListDic[cfg.id].Add(roleData.itemScoreList[i]);
  62. isCheckFinish = true;
  63. break;
  64. }
  65. }
  66. if (isCheckFinish) break;
  67. }
  68. }
  69. }
  70. /// <summary>
  71. /// 返回总主属性分
  72. /// </summary>
  73. /// <returns></returns>
  74. public double GetMainScore(FightData roleData)
  75. {
  76. //(部件属性分数+标签分数+人物基础分+卡牌属性分数)*4
  77. // int partScore = 0;
  78. // double tagScore = 0;
  79. // int tagCount = 0;
  80. double baseScore = 0;
  81. for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
  82. {
  83. baseScore += GetPartBaseScore(roleData, i + 1);
  84. }
  85. return (baseScore + roleData.baseScore + roleData.cardScore) * ConstScoreSystem.MAIN_SCORE;
  86. }
  87. public double GetRobotMainScore(FightData robotData)
  88. {
  89. //(部件属性分数+标签分数+人物基础分+卡牌属性分数)*4
  90. double partScore = 0;
  91. for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
  92. {
  93. partScore += GetRobotPartBaseScore(robotData, i + 1);
  94. }
  95. return (partScore + robotData.baseScore + robotData.cardScore) * ConstScoreSystem.MAIN_SCORE;
  96. }
  97. /// <summary>
  98. /// 部件评分
  99. /// </summary>
  100. /// <param name="partId">部件id</param>
  101. /// <param name="clickType">点击状态0:miss,1:优秀,2:完美</param>
  102. /// <param name="mainScore">总主属性</param>
  103. /// <param name="type">评分部位</param>
  104. /// <param name="showCard">是否展示卡牌效果</param>
  105. /// <returns></returns>
  106. public int GetPartScore(FightData roleData, int partId, int clickType, double skillScore)
  107. {
  108. //部件评分=部件基础分*部件系数
  109. //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)
  110. //卡牌评分=总属性*技能配表百分比
  111. double partBaseScore = GetPartBaseScore(roleData, partId);
  112. double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
  113. int roleScore = roleData.baseScore;
  114. int cardScore = roleData.cardScore;
  115. double clickCoefficient = GetPartItemClickScore(clickType);
  116. double clickScore = (partBaseScore + (roleScore + cardScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
  117. int score = (int)Math.Ceiling(partScore + clickScore + skillScore);
  118. Debug.Log("clickScore:" + clickScore + " score:" + score);
  119. return Math.Max(0, score);
  120. }
  121. public int GetRobotPartScore(FightData robotData, int partId, int clickType, double skillScore)
  122. {
  123. //部件评分=部件基础分*部件系数
  124. //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)
  125. //卡牌评分=总属性*技能配表百分比
  126. double partBaseScore = GetRobotPartBaseScore(robotData, partId);
  127. double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
  128. int roleScore = robotData.baseScore;
  129. int cardScore = robotData.cardScore;
  130. double clickCoefficient = GetPartItemClickScore(clickType);
  131. double clickScore = (partBaseScore + (cardScore + roleScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
  132. int score = (int)Math.Ceiling(partScore + clickScore + skillScore);
  133. return Math.Max(0, score);
  134. }
  135. /// <summary>
  136. /// 部件基础评分
  137. /// </summary>
  138. /// <param name="partId">评分部位</param>
  139. /// <returns></returns>
  140. public double GetPartBaseScore(FightData roleData, int partId)
  141. {
  142. double partScore = 0;
  143. double tagScore = 0;
  144. int tagCount = 0;
  145. if (!roleData.pardListDic.ContainsKey(partId) || roleData.pardListDic[partId].Count == 0) return partScore;
  146. List<int> partList = roleData.pardListDic[partId];
  147. for (int i = 0; i < partList.Count; i++)
  148. {
  149. partScore += roleData.pardScoreListDic[partId][i];
  150. tagScore += ItemDataManager.GetItemTagScore(partList[i], roleData.tags);
  151. // if (ItemDataManager.CheckItemTagsRight(partList[i], roleData.tags)) tagCount++;
  152. }
  153. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena)
  154. {
  155. tagCount = ArenaDataManager.Instance.GetTagsCount(roleData.itemList, roleData.tags);
  156. tagCount = Math.Min(ArenaTagCfgArray.Instance.dataArray.Length, tagCount);
  157. float addition = 0;
  158. if (tagCount > 0)
  159. {
  160. addition = ArenaTagCfgArray.Instance.GetCfg(tagCount).addition / 10000f;
  161. }
  162. return (partScore + tagScore) * (1 + addition);
  163. }
  164. else
  165. {
  166. return partScore + tagScore;
  167. }
  168. }
  169. private double GetRobotPartBaseScore(FightData robotData, int partId)
  170. {
  171. double partBaseScore = robotData.itemScoreList[partId - 1];
  172. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena)
  173. {
  174. partBaseScore = partBaseScore * (1 + robotData.tagAddition / 10000f);
  175. }
  176. return partBaseScore;
  177. }
  178. private double GetPartItemClickScore(int clickType)
  179. {
  180. //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
  181. double clickCoefficient = 0;
  182. switch (clickType)
  183. {
  184. case ClickType.MISS_CLICK:
  185. clickCoefficient = ConstScoreSystem.MISS_SCORE;
  186. break;
  187. case ClickType.GREAT_CLICK:
  188. clickCoefficient = ConstScoreSystem.GREAT_SCORE;
  189. break;
  190. case ClickType.PREFACT_CLICK:
  191. clickCoefficient = ConstScoreSystem.PERFECT_SCORE;
  192. break;
  193. }
  194. return clickCoefficient;
  195. }
  196. /// <summary>
  197. /// 获取卡牌技能持续回合数
  198. /// </summary>
  199. /// <returns></returns>
  200. public List<int> GetRoundTime(int cardId, List<int> skillLvs)
  201. {
  202. List<int> roundTimes = new List<int>();
  203. List<PassivitySkillCfg> targetSkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  204. for (int i = 0; i < targetSkillCfgs.Count; i++)
  205. {
  206. if (skillLvs.Count <= i) continue;
  207. int skillLv = skillLvs[i];
  208. PassivitySkillLvlCfg skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLv, targetSkillCfgs[i].skillId);
  209. if (skillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && UnityEngine.Random.Range(0, 10000) < skillLvlCfg.probability)
  210. {
  211. roundTimes.Add(skillLvlCfg.roundTime);
  212. }
  213. else
  214. {
  215. roundTimes.Add(0);
  216. }
  217. }
  218. return roundTimes;
  219. }
  220. /// <summary>
  221. /// 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
  222. /// </summary>
  223. /// <returns></returns>
  224. public List<PassivitySkillLvlCfg> GetValidSkills(int currentTime, int partId, int cardId, List<int> skillLvs, int targetCardId, List<int> targetSkillLvs, List<int> roundTimes, List<int> targetRoundTimes)
  225. {
  226. List<PassivitySkillLvlCfg> skillCfgs = new List<PassivitySkillLvlCfg>();
  227. List<PassivitySkillCfg> targetSkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(targetCardId);
  228. List<int> nullifySkillIndex = new List<int>();
  229. for (int i = 0; i < targetSkillCfgs.Count; i++)
  230. {
  231. if (targetSkillLvs.Count <= i) continue;
  232. PassivitySkillLvlCfg targetSkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(targetSkillLvs[i], targetSkillCfgs[i].skillId);
  233. if (CheckIsRightTime(targetSkillLvlCfg, currentTime, partId))
  234. {
  235. bool isProbability = targetSkillLvlCfg.nullifySkillIndex > 0 && UnityEngine.Random.Range(0, 10000) < targetSkillLvlCfg.probability;
  236. if (targetSkillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && targetRoundTimes.Count > i && partId < targetRoundTimes[i]) isProbability = true;
  237. if (isProbability) nullifySkillIndex.Add(targetSkillLvlCfg.nullifySkillIndex);
  238. }
  239. }
  240. List<PassivitySkillCfg> mySkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  241. for (int i = 0; i < mySkillCfgs.Count; i++)
  242. {
  243. if (skillLvs.Count <= i) continue;
  244. PassivitySkillLvlCfg mySkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLvs[i], mySkillCfgs[i].skillId);
  245. if (nullifySkillIndex.IndexOf(i + 1) >= 0) continue;//技能被对手失效
  246. if (CheckIsRightTime(mySkillLvlCfg, currentTime, partId))
  247. {
  248. bool isProbability = UnityEngine.Random.Range(0, 10000) < mySkillLvlCfg.probability;
  249. if (mySkillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && roundTimes != null && partId < roundTimes[i]) isProbability = true;
  250. if (isProbability) skillCfgs.Add(mySkillLvlCfg);
  251. }
  252. }
  253. return skillCfgs;
  254. }
  255. private bool CheckIsRightTime(PassivitySkillLvlCfg skillLvlCfg, int currentTime, int partId)
  256. {
  257. if (skillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && currentTime == BeginTime.PART_FIGHT_BEGIN
  258. || skillLvlCfg.beginTime == BeginTime.PART_PREFACT_CLICK && currentTime == BeginTime.PART_PREFACT_CLICK
  259. || skillLvlCfg.beginTime == BeginTime.PART_FIGHT_BEGIN && currentTime == BeginTime.PART_FIGHT_BEGIN
  260. || skillLvlCfg.beginTime == BeginTime.PART_FIGHT_END && currentTime == BeginTime.PART_FIGHT_END
  261. || skillLvlCfg.beginTime == BeginTime.ALL_PERFECT_START && currentTime == BeginTime.ALL_PERFECT_START
  262. || skillLvlCfg.beginTime <= BeginTime.PART_SCORE_6 && currentTime == BeginTime.PART_FIGHT_BEGIN && partId == skillLvlCfg.beginTime)
  263. {
  264. return true;
  265. }
  266. return false;
  267. }
  268. /// <summary>
  269. /// 本轮技能分数
  270. /// </summary>
  271. /// <param name="validSkills">有效技能列表</param>
  272. /// <param name="mainScore">总主属性</param>
  273. /// <returns></returns>
  274. public void GetPartItemSkillScore(List<PassivitySkillLvlCfg> validSkills, double mainScore, double targetMainScore, out int skillScore, out int targetScore, out Dictionary<int, int> skillScoreDic)
  275. {
  276. double _skillScore = 0;
  277. double _targetSkillScore = 0;
  278. skillScoreDic = new Dictionary<int, int>();
  279. for (int i = 0; i < validSkills.Count; i++)
  280. {
  281. if (validSkills[i].target == 1)//作用自身
  282. {
  283. double score = mainScore * validSkills[i].ratio / 10000;
  284. _skillScore += score;
  285. skillScoreDic.Add(validSkills[i].skillId, (int)Math.Ceiling(score));
  286. }
  287. else if (validSkills[i].target == 2)//作用对方
  288. {
  289. double score = targetMainScore * validSkills[i].ratio / 10000;
  290. _targetSkillScore += score;
  291. skillScoreDic.Add(validSkills[i].skillId, (int)Math.Ceiling(score));
  292. }
  293. }
  294. skillScore = (int)Math.Ceiling(_skillScore);
  295. targetScore = (int)Math.Ceiling(_targetSkillScore);
  296. }
  297. /// <summary>
  298. /// 是否展示卡牌效果
  299. /// </summary>
  300. /// <param name="cardId">卡牌id</param>
  301. /// <param name="validSkills">被触发的有效技能列表</param>
  302. /// <returns></returns>
  303. public bool IsShowCard(int cardId, List<PassivitySkillLvlCfg> validSkills)
  304. {
  305. if (cardId <= 0) return false;//未选卡
  306. if (validSkills.Count == 0) return false;//本轮没有技能被触发不显示卡牌
  307. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  308. for (int i = 0; i < skillCfgs.Count; i++)
  309. {
  310. if (skillCfgs[i].mainSkill == 1)
  311. {
  312. return true;
  313. }
  314. }
  315. return false;
  316. }
  317. /// <summary>
  318. /// 登峰造极额外加分
  319. /// </summary>
  320. /// <param name="mainScore"></param>
  321. /// <returns></returns>
  322. public int GetAllCircleAddScore(double mainScore)
  323. {
  324. //主属性20%的加分
  325. return (int)Math.Ceiling(mainScore * ConstScoreSystem.ALL_PERFECT_SCORE);
  326. }
  327. /// <summary>
  328. /// 根据卡牌Id获取 战斗选卡 界面显示配置
  329. /// </summary>
  330. /// <param name="cardId"></param>
  331. /// <returns></returns>
  332. public PassivitySkillCfg GetShowSkillCfg(int cardId)
  333. {
  334. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  335. if (skillCfgs.Count <= 0)
  336. {
  337. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  338. return null;
  339. }
  340. for (int i = 0; i < skillCfgs.Count; i++)
  341. {
  342. if (skillCfgs[i].showSkill == 1)
  343. {
  344. // int skillLv = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
  345. return skillCfgs[i];
  346. }
  347. }
  348. return null;
  349. }
  350. /// <summary>
  351. /// 根据卡牌Id获取评分主技能显示配置
  352. /// </summary>
  353. /// <param name="cardId"></param>
  354. /// <returns></returns>
  355. public PassivitySkillCfg GetMainSkillCfg(int cardId)
  356. {
  357. // Dictionary<int, List<PassivitySkillCfg>> cfgs = SkillDataManager.Instance.dicPassivitySkill[cardId];
  358. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  359. if (skillCfgs.Count <= 0)
  360. {
  361. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  362. return null;
  363. }
  364. // foreach (int key in cfgs.Keys)
  365. // {
  366. for (int i = 0; i < skillCfgs.Count; i++)
  367. {
  368. if (skillCfgs[i].mainSkill == 1)
  369. {
  370. // int skillLV = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
  371. // PassivitySkillLvlCfgArray skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfg(skillLV, skillCfgs[i].skillId);
  372. // return cfgs[key][skillLV - 1];
  373. return skillCfgs[i];
  374. }
  375. }
  376. return null;
  377. }
  378. }
  379. }