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- using System;
- using System.Collections.Generic;
- namespace GFGGame
- {
- //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
- public class InstanceZonesDataManager
- {
- //所有副本关卡通用换装战斗是否使用推荐
- public static bool usedRecommend;
- //所有副本关卡通用
- public static int currentScoreType;
- //所有副本关卡通用
- public static int currentCardId = 0;
- //快速挑战挑战次数
- public static int FightTimes = 10;
- //是否速刷中
- public static bool isQuicklyFighting = false;
- //是否结算中
- public static bool isResultFighting = false;
- public static string[] currentFightTags;
- private static int _currentLevelCfgId;
- //所有副本关卡通用配置表的id
- public static int currentLevelCfgId
- {
- get
- {
- return _currentLevelCfgId;
- }
- set
- {
- _currentLevelCfgId = value;
- var levelCfg = StoryLevelCfgArray.Instance.GetCfg(_currentLevelCfgId);
- if (levelCfg.type == ConstInstanceZonesType.Story)
- {
- MainStoryDataManager.currentLevelCfgId = _currentLevelCfgId;
- }
- if (string.IsNullOrEmpty(levelCfg.fightID))
- {
- currentFightTags = null;
- }
- else
- {
- StoryFightCfg storyFightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
- currentFightTags = storyFightCfg.needTagsArr;
- }
- }
- }
- //所有副本关卡通用
- public static int currentLevelOrder
- {
- get
- {
- var levelCfg = StoryLevelCfgArray.Instance.GetCfg(_currentLevelCfgId);
- return levelCfg.order;
- }
- }
- //副本通关状态,key为CalculateHelper.GenerateInstanceZonesLevelStateKey,值为通到关卡编号
- private static Dictionary<int, int> _passLevelDic = new Dictionary<int, int>();
- //关卡最高分数记录
- private static Dictionary<int, int> _highestScoreDic = new Dictionary<int, int>();
- //关卡星数记录
- private static Dictionary<int, int> _starDic = new Dictionary<int, int>();
- public static void InitScoreList(List<int> ks, List<int> vs)
- {
- usedRecommend = false;
- _highestScoreDic.Clear();
- for (var i = 0; i < ks.Count; ++i)
- {
- _highestScoreDic.Add(ks[i], vs[i]);
- }
- }
- public static void InitStarList(List<int> ks, List<int> vs)
- {
- _starDic.Clear();
- for (var i = 0; i < ks.Count; ++i)
- {
- _starDic.Add(ks[i], vs[i]);
- }
- }
- //检查更新最高分
- public static void TryUpdateScore(int levelCfgId, int score)
- {
- _highestScoreDic.TryGetValue(levelCfgId, out var scoreHighest);
- if (score > scoreHighest)
- {
- _highestScoreDic[levelCfgId] = score;
- }
- }
- public static int GetScoreHighest(int levelID)
- {
- if (_highestScoreDic.ContainsKey(levelID))
- {
- return _highestScoreDic[levelID];
- }
- return 0;
- }
- //检查并更新关卡星数
- public static void TryUpdateLevelStar(int levelCfgId, int star)
- {
- _starDic.TryGetValue(levelCfgId, out var OldStar);
- if (star > OldStar)
- {
- _starDic[levelCfgId] = star;
- }
- }
- public static int GetStarCountHistory(int levelCfgId)
- {
- _starDic.TryGetValue(levelCfgId, out var star);
- return star;
- }
- public static int GetChapterStarCount(int chapterID, int type, int subType)
- {
- var star = 0;
- foreach (var item in _starDic)
- {
- var levelCfg = StoryLevelCfgArray.Instance.GetCfg(item.Key);
- if (levelCfg.chapterId == chapterID && levelCfg.type == type && levelCfg.subType == subType)
- {
- star += item.Value;
- }
- }
- return star;
- }
- public static void InitLevelPass(List<int> ks, List<int> vs)
- {
- _passLevelDic.Clear();
- for (var i = 0; i < ks.Count; ++i)
- {
- _passLevelDic[ks[i]] = vs[i];
- }
- }
- /// <summary>
- /// 设置某关卡通过,参数为关卡配置id
- /// </summary>
- /// <param name="levelCfgId"></param>
- public static void TrySetLevelPass(int levelCfgId)
- {
- if (!CheckLevelPass(levelCfgId))
- {
- var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
- var key = CalculateHelper.GenerateInstanceZonesLevelStateKey(levelCfg.type, levelCfg.subType, levelCfg.chapterId);
- _passLevelDic[key] = levelCfgId;
- }
- }
- /// <summary>
- /// 获取副本通关关卡
- /// </summary>
- /// <param name="type" value="副本类型"></param>
- /// <param name="subType" value="章节id"></param>
- /// <returns></returns>
- public static int GetPassLevelCfgId(int type, int subType, int chapterId)
- {
- var key = CalculateHelper.GenerateInstanceZonesLevelStateKey(type, subType, chapterId);
- if (_passLevelDic.TryGetValue(key, out var value))
- {
- return value;
- }
- return 0;
- }
- /// <summary>
- /// 获取通关关卡的编号
- /// </summary>
- /// <param name="type"></param>
- /// <param name="subType"></param>
- /// <param name="chapterId"></param>
- /// <returns></returns>
- public static int GetPassLevelOrder(int type, int subType, int chapterId)
- {
- var levelCfgId = GetPassLevelCfgId(type, subType, chapterId);
- if (levelCfgId == 0)
- {
- return 0;
- }
- var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
- if (levelCfg != null)
- {
- return levelCfg.order;
- }
- return 0;
- }
- /// <summary>
- /// 检查某关卡是否通过,参数为关卡配置id
- /// </summary>
- /// <param name="levelCfgId"></param>
- /// <returns></returns>
- public static bool CheckLevelPass(int levelCfgId)
- {
- var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
- if (levelCfg != null)
- {
- var passLevelOrder = GetPassLevelOrder(levelCfg.type, levelCfg.subType, levelCfg.chapterId);
- return levelCfg.order <= passLevelOrder;
- }
- return false;
- }
- /// <summary>
- /// 检查某章是否通关
- /// </summary>
- /// <param name="type"></param>
- /// <param name="subType"></param>
- /// <param name="chapterId"></param>
- /// <param name="levelCount"></param>
- /// <returns></returns>
- public static bool CheckChapterPass(int type, int subType, int chapterId, int levelCount)
- {
- var chapterCfg = StoryChapterCfgArray.Instance.GetCfg(chapterId);
- if (chapterCfg != null)
- {
- var passLevelOrder = InstanceZonesDataManager.GetPassLevelOrder(type, subType, chapterId);
- if (levelCount <= passLevelOrder)
- {
- return true;
- }
- }
- return false;
- }
- public static int GetResultStarCount(int score)
- {
- return CalculateHelper.GetStoryChapterStar(currentLevelCfgId, score);
- }
- public static bool GetFightResult(int score, out int npcScore)
- {
- npcScore = 0;
- bool equipedNeeded = EquipDataCache.CheckEquipedFightNeeded();
- if (!equipedNeeded)
- {
- PromptController.Instance.ShowFloatTextPrompt("未穿必需物品");
- return false;//没穿必需品
- }
- StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(currentLevelCfgId);
- StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
- bool hasFightTarget = fightCfg.targetName != null && fightCfg.targetName.Length > 0;
- if (hasFightTarget)
- {
- npcScore = FightDataManager.Instance.npcTotalScore;
- if (score > npcScore)
- {
- return true;//分数低于对战对象
- }
- }
- else
- {
- int starCount = GetResultStarCount(score);
- if (starCount > 0)
- {
- return true;//低于一星
- }
- }
- return false;
- }
- public static void GetCanFightTime(int type, int subType, int levelCfgId, out int times, out string title)
- {
- var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
- if (levelCfg.power == 0)
- {
- times = GameConst.MAX_COUNT_FIGHT_QUICKLY;
- }
- else
- {
- times = (int)Math.Floor((float)RoleDataManager.power / levelCfg.power);//体力次数
- }
- times = Math.Min(GameConst.MAX_COUNT_FIGHT_QUICKLY, times);
- title = "";
- if (type == ConstInstanceZonesType.Studio)
- {
- StudioData studioData = StudioDataManager.Instance.GetStudioDataById(levelCfg.chapterId);
- times = Math.Min(times, studioData.TotalPlayTimes - studioData.PlayTimes);
- }
- title = string.Format("挑战{0}次", NumberUtil.GetChiniseNumberText(times));
- }
- public static void GetTotalProgress(out int count, out int totalCount)
- {
- List<StoryChapterCfg> storyChapters = StoryChapterCfgArray.Instance.GetCfgsBysubType(ConstInstanceZonesSubType.Normal);
- totalCount = storyChapters.Count - 1;
- count = 0;
- for (int i = 1; i < storyChapters.Count; i++)
- {
- bool isPass = InstanceZonesDataManager.CheckChapterPass(storyChapters[i].type, storyChapters[i].subType, storyChapters[i].id, storyChapters[i].levelCount);
- if (isPass)
- {
- count++;
- }
- else
- {
- break;
- }
- }
- }
- }
- }
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