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. _roleData.cardScore = _roleData.cardId <= 0 ? 0 : CardDataManager.GetCardDataById(_roleData.cardId).scores[_roleData.scoreType];//卡牌对应主题的属性分数
  83. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  84. if (!string.IsNullOrEmpty(levelCfg.fightID))
  85. {
  86. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  87. _roleData.tags = fightCfg.needTagsArr;////本次战斗要求的标签
  88. }
  89. if (_roleData.cardId > 0)
  90. {
  91. _roleData.skillLvs = SkillDataManager.Instance.GetCardSkillLvs(_roleData.cardId);
  92. }
  93. _roleData.type = FightTargetType.PLAYER;
  94. _roleData.headId = RoleDataManager.headId;
  95. _roleData.itemList = MyDressUpHelper.dressUpObj.itemList;
  96. FightDataManager.Instance.SetItemScoreList(_roleData);
  97. ScoreSystemData.Instance.SetEquipScoresWithPartId(_roleData);
  98. return _roleData;
  99. }
  100. //获取副本机器人战斗数据
  101. public static FightData GetFightTargetData()
  102. {
  103. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  104. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  105. _targetData.name = fightCfg.targetName;
  106. _targetData.scoreType = InstanceZonesDataManager.currentScoreType; //本次战斗的主题
  107. _targetData.baseScore = fightCfg.targetBaseScore;
  108. _targetData.cardId = fightCfg.targetCardId;
  109. _targetData.cardScore = fightCfg.targetCardScore;
  110. _targetData.tags = fightCfg.needTagsArr;
  111. _targetData.skillLvs = new List<int>(fightCfg.targetSkillLvsArr);
  112. _targetData.itemScoreList = new List<int>(fightCfg.targetPartsScoreArr);
  113. _targetData.type = FightTargetType.ROBOT;
  114. _targetData.res = fightCfg.targetRes;
  115. return _targetData;
  116. }
  117. //副本通关状态,key为CalculateHelper.GenerateInstanceZonesLevelStateKey,值为通到关卡编号
  118. private static Dictionary<int, int> _passLevelDic = new Dictionary<int, int>();
  119. //关卡最高分数记录
  120. private static Dictionary<int, int> _highestScoreDic = new Dictionary<int, int>();
  121. //关卡星数记录
  122. private static Dictionary<int, int> _starDic = new Dictionary<int, int>();
  123. public static void InitScoreList(List<int> ks, List<int> vs)
  124. {
  125. usedRecommend = false;
  126. _highestScoreDic.Clear();
  127. for (var i = 0; i < ks.Count; ++i)
  128. {
  129. _highestScoreDic.Add(ks[i], vs[i]);
  130. }
  131. }
  132. public static void InitStarList(List<int> ks, List<int> vs)
  133. {
  134. _starDic.Clear();
  135. for (var i = 0; i < ks.Count; ++i)
  136. {
  137. _starDic.Add(ks[i], vs[i]);
  138. }
  139. }
  140. //检查更新最高分
  141. public static void TryUpdateScore(int levelCfgId, int score)
  142. {
  143. _highestScoreDic.TryGetValue(levelCfgId, out var scoreHighest);
  144. if (score > scoreHighest)
  145. {
  146. _highestScoreDic[levelCfgId] = score;
  147. }
  148. }
  149. public static int GetScoreHighest(int levelID)
  150. {
  151. if (_highestScoreDic.ContainsKey(levelID))
  152. {
  153. return _highestScoreDic[levelID];
  154. }
  155. return 0;
  156. }
  157. //检查并更新关卡星数
  158. public static void TryUpdateLevelStar(int levelCfgId, int star)
  159. {
  160. _starDic.TryGetValue(levelCfgId, out var OldStar);
  161. if (star > OldStar)
  162. {
  163. _starDic[levelCfgId] = star;
  164. }
  165. }
  166. public static int GetStarCountHistory(int levelCfgId)
  167. {
  168. _starDic.TryGetValue(levelCfgId, out var star);
  169. return star;
  170. }
  171. public static int GetChapterStarCount(int chapterID, int type, int subType)
  172. {
  173. var star = 0;
  174. foreach (var item in _starDic)
  175. {
  176. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(item.Key);
  177. if (levelCfg.chapterId == chapterID && levelCfg.type == type && levelCfg.subType == subType)
  178. {
  179. star += item.Value;
  180. }
  181. }
  182. return star;
  183. }
  184. public static void InitLevelPass(List<int> ks, List<int> vs)
  185. {
  186. _passLevelDic.Clear();
  187. for (var i = 0; i < ks.Count; ++i)
  188. {
  189. _passLevelDic[ks[i]] = vs[i];
  190. }
  191. }
  192. /// <summary>
  193. /// 设置某关卡通过,参数为关卡配置id
  194. /// </summary>
  195. /// <param name="levelCfgId"></param>
  196. public static void TrySetLevelPass(int levelCfgId)
  197. {
  198. if (!CheckLevelPass(levelCfgId))
  199. {
  200. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
  201. var key = CalculateHelper.GenerateInstanceZonesLevelStateKey(levelCfg.type, levelCfg.subType, levelCfg.chapterId);
  202. _passLevelDic[key] = levelCfgId;
  203. }
  204. }
  205. /// <summary>
  206. /// 获取副本通关关卡
  207. /// </summary>
  208. /// <param name="type" value="副本类型"></param>
  209. /// <param name="subType" value="章节id"></param>
  210. /// <returns></returns>
  211. public static int GetPassLevelCfgId(int type, int subType, int chapterId)
  212. {
  213. var key = CalculateHelper.GenerateInstanceZonesLevelStateKey(type, subType, chapterId);
  214. if (_passLevelDic.TryGetValue(key, out var value))
  215. {
  216. return value;
  217. }
  218. return 0;
  219. }
  220. /// <summary>
  221. /// 获取通关关卡的编号
  222. /// </summary>
  223. /// <param name="type"></param>
  224. /// <param name="subType"></param>
  225. /// <param name="chapterId"></param>
  226. /// <returns></returns>
  227. public static int GetPassLevelOrder(int type, int subType, int chapterId)
  228. {
  229. var levelCfgId = GetPassLevelCfgId(type, subType, chapterId);
  230. if (levelCfgId == 0)
  231. {
  232. return 0;
  233. }
  234. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
  235. if (levelCfg != null)
  236. {
  237. return levelCfg.order;
  238. }
  239. return 0;
  240. }
  241. /// <summary>
  242. /// 检查某关卡是否通过,参数为关卡配置id
  243. /// </summary>
  244. /// <param name="levelCfgId"></param>
  245. /// <returns></returns>
  246. public static bool CheckLevelPass(int levelCfgId)
  247. {
  248. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
  249. if (levelCfg != null)
  250. {
  251. var passLevelOrder = GetPassLevelOrder(levelCfg.type, levelCfg.subType, levelCfg.chapterId);
  252. return levelCfg.order <= passLevelOrder;
  253. }
  254. return false;
  255. }
  256. /// <summary>
  257. /// 检查某章是否通关
  258. /// </summary>
  259. /// <param name="type"></param>
  260. /// <param name="subType"></param>
  261. /// <param name="chapterId"></param>
  262. /// <param name="levelCount"></param>
  263. /// <returns></returns>
  264. public static bool CheckChapterPass(int type, int subType, int chapterId, int levelCount)
  265. {
  266. var chapterCfg = StoryChapterCfgArray.Instance.GetCfg(chapterId);
  267. if (chapterCfg != null)
  268. {
  269. var passLevelOrder = InstanceZonesDataManager.GetPassLevelOrder(type, subType, chapterId);
  270. if (levelCount <= passLevelOrder)
  271. {
  272. return true;
  273. }
  274. }
  275. return false;
  276. }
  277. public static int GetResultStarCount(int score)
  278. {
  279. return CalculateHelper.GetStoryChapterStar(currentLevelCfgId, score);
  280. }
  281. public static bool GetFightResult(int score, out int npcScore)
  282. {
  283. npcScore = 0;
  284. bool equipedNeeded = MyDressUpHelper.CheckEquipedFightNeeded();
  285. if (!equipedNeeded)
  286. {
  287. PromptController.Instance.ShowFloatTextPrompt("未穿必需物品");
  288. return false;//没穿必需品
  289. }
  290. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(currentLevelCfgId);
  291. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  292. bool hasFightTarget = fightCfg.targetName != null && fightCfg.targetName.Length > 0;
  293. if (hasFightTarget)
  294. {
  295. npcScore = FightDataManager.Instance.npcTotalScore;
  296. if (score > npcScore)
  297. {
  298. return true;//分数低于对战对象
  299. }
  300. }
  301. else
  302. {
  303. int starCount = GetResultStarCount(score);
  304. if (starCount > 0)
  305. {
  306. return true;//低于一星
  307. }
  308. }
  309. return false;
  310. }
  311. public static void GetCanFightTime(int type, int subType, int levelCfgId, out int times, out string title)
  312. {
  313. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
  314. if (levelCfg.power == 0)
  315. {
  316. times = GameConst.MAX_COUNT_FIGHT_QUICKLY;
  317. }
  318. else
  319. {
  320. times = (int)Math.Floor((float)RoleDataManager.power / levelCfg.power);//体力次数
  321. }
  322. times = Math.Min(GameConst.MAX_COUNT_FIGHT_QUICKLY, times);
  323. title = "";
  324. if (type == ConstInstanceZonesType.Studio)
  325. {
  326. StudioData studioData = StudioDataManager.Instance.GetStudioDataById(levelCfg.chapterId);
  327. times = Math.Min(times, studioData.TotalPlayTimes - studioData.PlayTimes);
  328. }
  329. title = string.Format("挑战{0}次", NumberUtil.GetChiniseNumberText(times));
  330. }
  331. public static void GetTotalProgress(out int count, out int totalCount)
  332. {
  333. List<StoryChapterCfg> storyChapters = StoryChapterCfgArray.Instance.GetCfgsBysubType(ConstInstanceZonesSubType.Normal);
  334. totalCount = storyChapters.Count - 1;
  335. count = 0;
  336. for (int i = 1; i < storyChapters.Count; i++)
  337. {
  338. bool isPass = InstanceZonesDataManager.CheckChapterPass(storyChapters[i].type, storyChapters[i].subType, storyChapters[i].id, storyChapters[i].levelCount);
  339. if (isPass)
  340. {
  341. count++;
  342. }
  343. else
  344. {
  345. break;
  346. }
  347. }
  348. }
  349. }
  350. }