ArenaDataManager.cs 19 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using ET;
  4. using UnityEngine;
  5. using FairyGUI;
  6. namespace GFGGame
  7. {
  8. public class ArenaDataManager : SingletonBase<ArenaDataManager>
  9. {
  10. public long LastFightTime = 0;//上次战斗时间,时间为0,说明未战斗过,则没有段位奖励
  11. public List<int> ThemeList = new List<int>() { 1, 2, 3 };//本周主题列表
  12. public string Tag = "异域";//本周标签
  13. public int SeasonId = 1;// 赛季id
  14. public int Grade = 1;//本赛季段位
  15. public int Rank = 10000;//本赛季段位内排名
  16. public int HighestGrade = 1;//本赛季最高段位
  17. public int HighestRank = 10000; //本赛最高季段位内排名
  18. public List<FightData> DressupList = new List<FightData>();//我的搭配列表
  19. public List<ArenaTargetData> Targets = new List<ArenaTargetData>();//对手
  20. public ArenaTargetData SelfData;//自己的排行榜信息
  21. public ArenaTargetData SelfLastData;//自己的上赛季排行榜信息
  22. public Dictionary<int, List<ArenaTargetData>> RankDatasDic = new Dictionary<int, List<ArenaTargetData>>();//排行榜数据
  23. public List<ArenaHistoryData> HistoryDatas = new List<ArenaHistoryData>();//获取竞技场历史记录
  24. /*************************************************************************************************************************************/
  25. public Dictionary<int, Texture2D> TextureDic = new Dictionary<int, Texture2D>();
  26. public List<int> roundTime = new List<int>();
  27. public List<int> targetRoundTime = new List<int>();
  28. //Dictionary<回合下标, Dictionary<partId, Dictionary<战斗节点, List<PassivitySkillLvlCfg>>>>
  29. public Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>> vaildSkills = new Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>>();
  30. public Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>> targetVaildSkills = new Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>>();
  31. public int SelectThemeIndex = 0;//当前选中换装主题(ThemeList)的下标
  32. public int SelectTargetIndex = -1;//当前选中挑战对象的下标
  33. public int CurFightIndex = 0;//当前挑战场次下标
  34. public List<long> myScore = new List<long>();//对战数据,三轮分数
  35. public List<long> targetScore = new List<long>();//对战数据,三轮分数
  36. public List<long> myFightScore = new List<long>();//对战数据,竞技场战力,搭配战力,卓越点击战力,卡牌战力
  37. public List<long> targetFightScore = new List<long>();//对战数据,对手竞技场战力,搭配战力,卓越点击战力,卡牌战力
  38. /*************************************************************************************************************************************/
  39. public int LastGrade;//战斗前段位
  40. public int LastRank;//战斗前排行
  41. public OtherRoleInfoData LastTargetInfo = new OtherRoleInfoData();//战斗对手角色信息
  42. public List<ArenaTargetData> LastTargets = new List<ArenaTargetData>();//对手
  43. public int RewardId;//段位提升奖励
  44. public List<ItemData> BonusList;//战斗结算奖励
  45. /*************************************************************************************************************************************/
  46. /// <summary>
  47. /// 是否快速挑战
  48. /// </summary>
  49. /// <value></value>
  50. public bool QuickFight
  51. {
  52. get
  53. {
  54. return StorageDataManager.Instance.GetStorageValue(ConstStorageId.ARENA_QUICK_FIGHT) == 1 ? true : false;
  55. }
  56. set
  57. {
  58. StorageSProxy.ReqSetClientValue(ConstStorageId.ARENA_QUICK_FIGHT, value == true ? 1 : 0).Coroutine();
  59. }
  60. }
  61. public void Clear()
  62. {
  63. ThemeList.Clear();
  64. DressupList.Clear();
  65. Targets.Clear();
  66. RankDatasDic.Clear();
  67. HistoryDatas.Clear();
  68. TextureDic.Clear();
  69. myScore.Clear();
  70. targetScore.Clear();
  71. myFightScore.Clear();
  72. targetFightScore.Clear();
  73. roundTime.Clear();
  74. targetRoundTime.Clear();
  75. // LastTargetInfo = null;
  76. SelfData = null;
  77. SelfLastData = null;
  78. }
  79. /// <summary>
  80. /// 是否结算中
  81. /// </summary>
  82. /// <returns></returns>
  83. public bool IsArenaClearing
  84. {
  85. get
  86. {
  87. long curTime = TimeHelper.ServerNow();
  88. long startTime = TimeUtil.GetCurWeekTime(GlobalCfgArray.globalCfg.clearingStartWeekDay, GlobalCfgArray.globalCfg.clearingStartTime);
  89. long endTime = TimeUtil.GetCurWeekTime(GlobalCfgArray.globalCfg.clearingEndWeekDay, GlobalCfgArray.globalCfg.clearingEndTime);
  90. if (GlobalCfgArray.globalCfg.clearingEndWeekDay >= GlobalCfgArray.globalCfg.clearingStartWeekDay)
  91. {
  92. //结算时间开始到结束未跨周(例:本周六开始,本周日结束)
  93. return curTime >= startTime && curTime <= endTime;
  94. }
  95. else
  96. {
  97. //结算时间开始到结束跨周(例:本周六开始,下周一结束)
  98. return curTime <= endTime || curTime >= startTime;
  99. }
  100. }
  101. }
  102. /// <summary>
  103. /// 赛季是否开启
  104. /// </summary>
  105. /// <value></value>
  106. public bool IsSeasonOpen
  107. {
  108. get
  109. {
  110. ArenaOpenCfg cfg = ArenaOpenCfgArray.Instance.GetCfg(SeasonId);
  111. if (TimeUtil.IsBeforeCurTime(cfg.openTime) && TimeUtil.IsLaterCurTime(cfg.endTime))
  112. {
  113. return true;
  114. }
  115. return false;
  116. }
  117. }
  118. /// <summary>
  119. /// 试图更新最高段位、排行数据
  120. /// </summary>
  121. public void TryUpdateHighest()
  122. {
  123. HighestGrade = HighestGrade >= Grade ? HighestGrade : Grade;
  124. HighestRank = HighestRank >= Rank ? HighestRank : Rank;
  125. }
  126. //获取竞技场对手角色战斗数据
  127. public FightData GetArenaFightData(int index, ArenaTargetData arenaTarget)
  128. {
  129. return arenaTarget.FightDatas[index];
  130. }
  131. /// <summary>
  132. /// 获取推荐卡牌
  133. /// </summary>
  134. public int GetRecommentCardId(int scoreType, List<int> itemList)
  135. {
  136. List<CardData> cardDatas = FightDataManager.Instance.SortCardList(CardDataManager.GetCardListByRarity(0), itemList, scoreType);
  137. if (cardDatas.Count == 0) return 0;
  138. return cardDatas[0].itemCfg.id;
  139. }
  140. /// <summary>
  141. /// 获取推荐列表
  142. /// </summary>
  143. /// <param name="scoreType"></param>
  144. /// <param name="tags"></param>
  145. /// <returns></returns>
  146. public List<int> GetRecommentItemList(int scoreType, string[] tags)
  147. {
  148. Dictionary<int, List<int>> itemListDic = new Dictionary<int, List<int>>();
  149. Dictionary<int, List<int>> itemDatasDic = DressUpMenuItemDataManager.ItemDatasBySubTypeDic;
  150. foreach (int subType in itemDatasDic.Keys)
  151. {
  152. int key = subType;
  153. if (itemDatasDic.Count == 0) continue;
  154. if (DressUpMenuItemCfg1Array.Instance.CheckIsSceneTypeBySubType(subType)) continue;
  155. List<int> dressList = SortDressList(itemDatasDic[subType], scoreType, tags);
  156. int max = subType == (int)ConstDressUpItemType.TE_SHU ? 3 : 1;
  157. max = Math.Min(max, dressList.Count);
  158. if (DressUpMenuItemCfg1Array.Instance.CheckIsOrnamentsTypeBySubType(subType))
  159. {
  160. key = ConstDressUpItemType.TE_SHU;//饰品全放在一个列表里
  161. }
  162. if (!itemListDic.ContainsKey(key))
  163. {
  164. itemListDic[key] = new List<int>();
  165. }
  166. itemListDic[key].AddRange(dressList.GetRange(0, max));
  167. }
  168. if (itemListDic.ContainsKey(ConstDressUpItemType.LIAN_YI_QUN) &&
  169. (!itemListDic.ContainsKey(ConstDressUpItemType.SHANG_YI) ||
  170. !itemListDic.ContainsKey(ConstDressUpItemType.XIA_ZHUANG) ||
  171. !itemListDic.ContainsKey(ConstDressUpItemType.NEI_DA)))
  172. {
  173. itemListDic.Remove(ConstDressUpItemType.SHANG_YI);
  174. itemListDic.Remove(ConstDressUpItemType.XIA_ZHUANG);
  175. itemListDic.Remove(ConstDressUpItemType.NEI_DA);
  176. }
  177. else if (!itemListDic.ContainsKey(ConstDressUpItemType.LIAN_YI_QUN) &&
  178. (itemListDic.ContainsKey(ConstDressUpItemType.SHANG_YI) &&
  179. itemListDic.ContainsKey(ConstDressUpItemType.XIA_ZHUANG) &&
  180. itemListDic.ContainsKey(ConstDressUpItemType.NEI_DA)))
  181. {
  182. itemListDic.Remove(ConstDressUpItemType.LIAN_YI_QUN);
  183. }
  184. if (itemListDic.ContainsKey(ConstDressUpItemType.LIAN_YI_QUN) && itemListDic.ContainsKey(ConstDressUpItemType.SHANG_YI) && itemListDic.ContainsKey(ConstDressUpItemType.XIA_ZHUANG) && itemListDic.ContainsKey(ConstDressUpItemType.NEI_DA))
  185. {
  186. bool hasTagLYQ = ItemDataManager.CheckItemTagsRight(itemListDic[ConstDressUpItemType.LIAN_YI_QUN][0], tags);
  187. bool hasTagSY = ItemDataManager.CheckItemTagsRight(itemListDic[ConstDressUpItemType.SHANG_YI][0], tags);
  188. bool hasTagXZ = ItemDataManager.CheckItemTagsRight(itemListDic[ConstDressUpItemType.XIA_ZHUANG][0], tags);
  189. bool hasTagND = ItemDataManager.CheckItemTagsRight(itemListDic[ConstDressUpItemType.NEI_DA][0], tags);
  190. if (hasTagLYQ && !hasTagSY && !hasTagXZ)
  191. {
  192. itemListDic.Remove(ConstDressUpItemType.SHANG_YI);
  193. itemListDic.Remove(ConstDressUpItemType.XIA_ZHUANG);
  194. itemListDic.Remove(ConstDressUpItemType.NEI_DA);
  195. }
  196. else if (!hasTagLYQ && (hasTagSY || hasTagXZ))
  197. {
  198. itemListDic.Remove(ConstDressUpItemType.LIAN_YI_QUN);
  199. }
  200. else
  201. {
  202. int scoreLYQ = ItemDataManager.GetItemAdditionScore(itemListDic[ConstDressUpItemType.LIAN_YI_QUN][0], scoreType, tags);
  203. int scoreSY = ItemDataManager.GetItemAdditionScore(itemListDic[ConstDressUpItemType.SHANG_YI][0], scoreType, tags);
  204. int scoreXZ = ItemDataManager.GetItemAdditionScore(itemListDic[ConstDressUpItemType.XIA_ZHUANG][0], scoreType, tags);
  205. int scoreND = ItemDataManager.GetItemAdditionScore(itemListDic[ConstDressUpItemType.NEI_DA][0], scoreType, tags);
  206. if (scoreLYQ > scoreSY + scoreXZ + scoreND)
  207. {
  208. itemListDic.Remove(ConstDressUpItemType.SHANG_YI);
  209. itemListDic.Remove(ConstDressUpItemType.XIA_ZHUANG);
  210. itemListDic.Remove(ConstDressUpItemType.NEI_DA);
  211. }
  212. else
  213. {
  214. itemListDic.Remove(ConstDressUpItemType.LIAN_YI_QUN);
  215. }
  216. }
  217. }
  218. List<int> itemList = new List<int>();
  219. foreach (int subType in itemListDic.Keys)
  220. {
  221. DressUpMenuItemDataManager.SortItemListByHighScore(itemListDic[subType]);
  222. if (subType == ConstDressUpItemType.TE_SHU)
  223. {
  224. int max = Math.Min(itemListDic[subType].Count, 5);
  225. itemList.AddRange(itemListDic[subType].GetRange(0, max));
  226. }
  227. else
  228. {
  229. itemList.AddRange(itemListDic[subType]);
  230. }
  231. }
  232. return itemList;
  233. }
  234. private List<int> SortDressList(List<int> dressList, int scoreType, string[] tags)
  235. {
  236. dressList.Sort((int a, int b) =>
  237. {
  238. ItemCfg cfgA = ItemCfgArray.Instance.GetCfg(a);
  239. ItemCfg cfgB = ItemCfgArray.Instance.GetCfg(b);
  240. bool isTagA = ItemDataManager.CheckItemTagsRight(a, tags);
  241. bool isTagB = ItemDataManager.CheckItemTagsRight(b, tags);
  242. if (isTagA && !isTagB) return -1;
  243. if (isTagB && !isTagA) return 1;
  244. int scoreA = ItemDataManager.GetItemAdditionScore(a, scoreType, tags);
  245. int scoreB = ItemDataManager.GetItemAdditionScore(b, scoreType, tags);
  246. if (scoreA > scoreB) return -1;
  247. if (scoreA < scoreB) return 1;
  248. return cfgA.id - cfgB.id;
  249. });
  250. return dressList;
  251. }
  252. /// <summary>
  253. /// 获取符合标签的服装总个数
  254. /// </summary>
  255. /// <param name="itemList">服装列表</param>
  256. /// <param name="tags">标签</param>
  257. /// <returns></returns>
  258. public int GetTagsCount(List<int> itemList, string[] tags)
  259. {
  260. int count = 0;
  261. for (int i = 0; i < itemList.Count; i++)
  262. {
  263. if (ItemDataManager.CheckItemTagsRight(itemList[i], tags))
  264. {
  265. if (ItemUtilCS.GetItemSubType(itemList[i]) == ConstDressUpItemType.LIAN_YI_QUN)
  266. {
  267. count += 3;
  268. }
  269. {
  270. count++;
  271. }
  272. }
  273. }
  274. return count;
  275. }
  276. /*********************************************************************************************************************/
  277. public void SetMineFightAttr()
  278. {
  279. for (int i = 0; i < DressupList.Count; i++)
  280. {
  281. FightData fightData = DressupList[i];
  282. fightData.cardScore = ItemDataManager.GetItemAdditionScore(fightData.cardId, ThemeList[i], fightData.tags);
  283. fightData.skillLvs = SkillDataManager.Instance.GetSkillLvs(fightData.cardId);
  284. FightDataManager.Instance.SetItemScoreList(fightData);
  285. }
  286. }
  287. /// <summary>
  288. /// 获取三套服装总战力
  289. /// </summary>
  290. /// <param name="roleType"></param>
  291. /// <param name="roleDatas"></param>
  292. /// <param name="robotDatas"></param>
  293. /// <returns></returns>
  294. public long GetAllFightScore(List<long> fightScores)
  295. {
  296. long fightScore = 0;
  297. for (int i = 0; i < fightScores.Count; i++)
  298. {
  299. fightScore += fightScores[i];
  300. }
  301. return fightScore;
  302. }
  303. public long GetAllFightScore(List<FightData> roleDatas)
  304. {
  305. long fightScore = 0;
  306. List<long> fightScoreDatas = GetFightScoreList(roleDatas);
  307. for (int i = 0; i < fightScoreDatas.Count; i++)
  308. {
  309. fightScore += fightScoreDatas[i];
  310. }
  311. return fightScore;
  312. }
  313. /// <summary>
  314. /// index=0:搭配战力
  315. /// index=1:卓越点击战力
  316. /// index=2:卡牌战力/技能战力
  317. /// </summary>
  318. /// <param name="roleType"></param>
  319. /// <param name="fightDatas"></param>
  320. /// <param name="robotDatas"></param>
  321. /// <returns></returns>
  322. public List<long> GetFightScoreList(List<FightData> fightDatas)
  323. {
  324. List<long> fightScoreDatas = new List<long>();
  325. long itemSum = 0;
  326. long clickScore = 0;
  327. long skillScore = 0;
  328. for (int i = 0; i < ThemeList.Count; i++)
  329. {
  330. if (fightDatas[i].type == FightTargetType.PLAYER)
  331. {
  332. long itemsScore = GetItemScoreSum(fightDatas[i].itemScoreList);
  333. itemSum += itemsScore;
  334. clickScore += GetPerfectClickScore(fightDatas[i]) / (long)ConstScoreSystem.PART_SCORE;
  335. skillScore += FightDataManager.Instance.GetSkillFightScore(itemsScore, fightDatas[i].baseScore, fightDatas[i].cardId, fightDatas[i].cardScore, fightDatas[i].skillLvs);
  336. }
  337. else
  338. {
  339. long itemsScore = GetItemScoreSum(fightDatas[i].itemScoreList);
  340. itemSum += itemsScore;
  341. clickScore += GetRobotPerfectClickScore(fightDatas[i]) / (long)ConstScoreSystem.PART_SCORE;
  342. skillScore += FightDataManager.Instance.GetSkillFightScore(itemsScore, fightDatas[i].baseScore, fightDatas[i].cardId, fightDatas[i].cardScore, fightDatas[i].skillLvs);
  343. }
  344. }
  345. fightScoreDatas.Add(itemSum);
  346. fightScoreDatas.Add(clickScore);
  347. fightScoreDatas.Add(skillScore);
  348. return fightScoreDatas;
  349. }
  350. /// <summary>
  351. /// 所有部件主属性和
  352. /// </summary>
  353. /// <returns></returns>
  354. public long GetItemScoreSum(List<int> itemScoreList)
  355. {
  356. long scoreSum = 0;
  357. for (int i = 0; i < itemScoreList.Count; i++)
  358. {
  359. scoreSum += (long)itemScoreList[i];
  360. }
  361. return scoreSum;
  362. }
  363. //玩家卓越点击战力
  364. private long GetPerfectClickScore(FightData roleData)
  365. {
  366. long clickScore = 0;
  367. foreach (int key in roleData.pardScoreListDic.Keys)
  368. {
  369. clickScore += (long)ScoreSystemData.Instance.GetPartScore(roleData, key, ClickType.PREFACT_CLICK, 0);
  370. }
  371. return clickScore;
  372. }
  373. //机器人卓越点击战力
  374. private long GetRobotPerfectClickScore(FightData robotData)
  375. {
  376. long clickScore = 0;
  377. FightScoreCfg[] scoreCfg = FightScoreCfgArray.Instance.dataArray;
  378. for (int i = 0; i < scoreCfg.Length; i++)
  379. {
  380. clickScore += (long)ScoreSystemData.Instance.GetRobotPartScore(robotData, i + 1, ClickType.PREFACT_CLICK, 0);
  381. }
  382. return clickScore;
  383. }
  384. /************************************************************************************************************/
  385. public void AddCheckSeasonOpenTimer()
  386. {
  387. RemoveCheckSeasonOpenTimer();
  388. Timers.inst.Add(1, 0, OnTimeUpdate);
  389. }
  390. private void OnTimeUpdate(object param)
  391. {
  392. if (!IsSeasonOpen) return;
  393. if (ThemeList.Count == 0)
  394. {
  395. ReqArenaInfo();
  396. }
  397. RemoveCheckSeasonOpenTimer();
  398. }
  399. public void ReqArenaInfo()
  400. {
  401. if (FunctionOpenDataManager.Instance.CheckIsFunOpenById(typeof(ArenaView).Name))
  402. {
  403. ArenaSproxy.ReqArenaInfos().Coroutine();
  404. ArenaSproxy.ReqArenaHistory().Coroutine();
  405. }
  406. }
  407. private void RemoveCheckSeasonOpenTimer()
  408. {
  409. Timers.inst.Remove(OnTimeUpdate);
  410. }
  411. }
  412. }