ScoreSystemData.cs 9.2 KB

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  1. using System.Collections.Generic;
  2. using UnityEngine;
  3. namespace GFGGame
  4. {
  5. public class ScoreSystemData : SingletonBase<ScoreSystemData>
  6. {
  7. public const int MISS_CLICK = 0;
  8. public const int GREAT_CLICK = 1;
  9. public const int PREFACT_CLICK = 2;
  10. private Dictionary<int, List<int>> equipDicWithPartId = new Dictionary<int, List<int>>();
  11. /// <summary>
  12. /// 将穿戴部件分组
  13. /// </summary>
  14. public void SetEquipDicWithType()
  15. {
  16. equipDicWithPartId.Clear();
  17. int[] equipDatas = EquipDataCache.cacher.equipDatas;
  18. for (int i = 0; i < equipDatas.Length; i++)
  19. {
  20. FightScoreCfg[] typeCfgs = FightScoreCfgArray.Instance.dataArray;
  21. for (int j = 0; j < typeCfgs.Length; j++)
  22. {
  23. FightScoreCfg cfg = typeCfgs[j];
  24. if (equipDicWithPartId.ContainsKey(cfg.id) == false)
  25. {
  26. equipDicWithPartId.Add(cfg.id, new List<int>());
  27. }
  28. bool isCheckFinish = false;
  29. for (int k = 0; k < cfg.subTypesArr.Length; k++)
  30. {
  31. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(equipDatas[i]);
  32. if (itemCfg.subType == cfg.subTypesArr[k])
  33. {
  34. equipDicWithPartId[cfg.id].Add(equipDatas[i]);
  35. isCheckFinish = true;
  36. break;
  37. }
  38. }
  39. if (isCheckFinish) break;
  40. }
  41. }
  42. }
  43. /// <summary>
  44. /// 返回总主属性分
  45. /// </summary>
  46. /// <returns></returns>
  47. public double GetMainScore()
  48. {
  49. //(部件属性分数+标签分数+人物基础分+卡牌属性分数)*4
  50. int[] equipDatas = EquipDataCache.cacher.equipDatas;
  51. int partScore = 0;
  52. double tagProportion = 0;
  53. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(StoryDataManager.currentLevelID);
  54. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  55. for (int i = 0; i < equipDatas.Length; i++)
  56. {
  57. partScore += DressUpMenuItemDataManager.GetItemScore(equipDatas[i]);
  58. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(equipDatas[i]);
  59. for (int j = 0; j < fightCfg.needTagsArr.Length; j++)
  60. {
  61. if (tagProportion >= ConstScoreSystem.MAX_TAG_COUNT) break;
  62. for (int k = 0; k < itemCfg.tagsArr.Length; k++)
  63. {
  64. if (fightCfg.needTagsArr[j] == itemCfg.tagsArr[k])
  65. {
  66. tagProportion += ConstScoreSystem.TAG_SCORE;
  67. }
  68. }
  69. }
  70. }
  71. int roleScore = RoleLevelCfgArray.Instance.GetCfg(RoleDataManager.lvl).baseScore;
  72. int cardScore = DressUpMenuItemDataManager.GetItemScore(StoryDataManager.currentCardId);
  73. double tagScore = tagProportion * partScore;
  74. return (partScore + tagScore + roleScore + cardScore) * ConstScoreSystem.MAIN_SCORE;
  75. }
  76. /// <summary>
  77. /// 部件评分
  78. /// </summary>
  79. /// <param name="partId">评分部位</param>
  80. /// <returns></returns>
  81. public double GetPartBaseScore(int partId)
  82. {
  83. double partScore = 0;
  84. if (!equipDicWithPartId.ContainsKey(partId)) return partScore;
  85. for (int i = 0; i < equipDicWithPartId[partId].Count; i++)
  86. {
  87. partScore += DressUpMenuItemDataManager.GetItemScore(equipDicWithPartId[partId][i]);
  88. }
  89. return partScore;
  90. }
  91. /// <summary>
  92. /// 部件评分
  93. /// </summary>
  94. /// <param name="partId">部件id</param>
  95. /// <param name="clickState">点击状态0:miss,1:优秀,2:完美</param>
  96. /// <param name="mainScore">总主属性</param>
  97. /// <param name="type">评分部位</param>
  98. /// <param name="showCard">是否展示卡牌效果</param>
  99. /// <returns></returns>
  100. public double GetPartScore(int partId, int clickState, double mainScore, double skillScore)
  101. {
  102. //部件评分=部件基础分*部件系数
  103. //点击评分=部件评分*点击系数
  104. //卡牌评分=总属性*技能配表百分比
  105. double partScore = GetPartItemScore(partId);
  106. double clickScore = ScoreSystemData.Instance.GetPartItemClickScore(mainScore, clickState);
  107. // GetCardItemScore(mainScore, partId, out cardScore, out showCard);
  108. return (partScore + clickScore + skillScore);
  109. }
  110. public double GetPartItemScore(int partId)
  111. {
  112. return GetPartBaseScore(partId) * ConstScoreSystem.PART_SCORE;
  113. }
  114. public double GetPartItemClickScore(double mainScore, int clickState)
  115. {
  116. //点击评分=部件评分*点击系数
  117. double clickCoefficient = 0;
  118. switch (clickState)
  119. {
  120. case MISS_CLICK:
  121. clickCoefficient = ConstScoreSystem.MISS_SCORE;
  122. break;
  123. case GREAT_CLICK:
  124. clickCoefficient = ConstScoreSystem.GREAT_SCORE;
  125. break;
  126. case PREFACT_CLICK:
  127. clickCoefficient = ConstScoreSystem.PERFECT_SCORE;
  128. break;
  129. }
  130. double clickScore = mainScore * clickCoefficient;
  131. return clickScore;
  132. }
  133. public void GetPartItemCardScore(double mainScore, int partId, out double skillScore, out bool showCard)
  134. {
  135. skillScore = 0;
  136. showCard = false;
  137. if (StoryDataManager.currentCardId <= 0)
  138. {
  139. return;
  140. }
  141. Dictionary<int, List<PassivitySkillCfg>> cfgs = SkillDataManager.Instance.dicPassivitySkill[StoryDataManager.currentCardId];
  142. foreach (int key in cfgs.Keys)
  143. {
  144. if (cfgs.Count == 0) break;
  145. SkillData skillData = SkillDataManager.Instance.GetSkillData(StoryDataManager.currentCardId, key);
  146. PassivitySkillCfg cfg = cfgs[key][skillData.lv - 1];
  147. if (partId == cfg.subTypes || cfg.subTypes == 0)
  148. {
  149. int isProbability = Random.Range(0, 100) < cfg.probability ? 1 : 0;
  150. if (showCard != true && cfg.mainSkill == 1 && isProbability == 1)
  151. {
  152. //卡牌中包含主技能且此技能被触发,在评分阶段才展示卡牌效果,一张卡牌只要有一个技能需要显示,那就直接显示
  153. showCard = true;
  154. }
  155. // Debug.Log(" i:" + i + " cardScore:" + skillScore);
  156. skillScore += mainScore * cfg.count / 100 * isProbability;
  157. }
  158. }
  159. }
  160. /// <summary>
  161. /// 登峰造极额外加分
  162. /// </summary>
  163. /// <param name="mainScore"></param>
  164. /// <returns></returns>
  165. public double GetAllCircleAddScore(double mainScore)
  166. {
  167. //主属性20%的加分
  168. return mainScore * ConstScoreSystem.ALL_PERFECT_SCORE;
  169. }
  170. /// <summary>
  171. /// 根据卡牌Id获取选卡界面显示配置
  172. /// </summary>
  173. /// <param name="cardId"></param>
  174. /// <returns></returns>
  175. public PassivitySkillCfg GetShowSkillCfg(int cardId)
  176. {
  177. Dictionary<int, List<PassivitySkillCfg>> cfgs = SkillDataManager.Instance.dicPassivitySkill[cardId];
  178. if (cfgs.Count == 0)
  179. {
  180. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  181. return null;
  182. }
  183. foreach (int key in cfgs.Keys)
  184. {
  185. if (cfgs[key][0].showSkill == 1)
  186. {
  187. SkillData skillData = SkillDataManager.Instance.GetSkillData(cardId, cfgs[key][0].skillId);
  188. return cfgs[key][skillData.lv - 1];
  189. }
  190. }
  191. return null;
  192. }
  193. /// <summary>
  194. /// 根据卡牌Id获取评分主技能显示配置
  195. /// </summary>
  196. /// <param name="cardId"></param>
  197. /// <returns></returns>
  198. public PassivitySkillCfg GetMainSkillCfg(int cardId)
  199. {
  200. Dictionary<int, List<PassivitySkillCfg>> cfgs = SkillDataManager.Instance.dicPassivitySkill[cardId];
  201. if (cfgs.Count == 0)
  202. {
  203. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  204. return null;
  205. }
  206. foreach (int key in cfgs.Keys)
  207. {
  208. if (cfgs[key][0].mainSkill == 1)
  209. {
  210. SkillData skillData = SkillDataManager.Instance.GetSkillData(cardId, key);
  211. return cfgs[key][skillData.lv - 1];
  212. }
  213. }
  214. return null;
  215. }
  216. }
  217. }