FieldWorkDataManager.cs 16 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using ET;
  5. using UnityEngine;
  6. using UI.FieldWork;
  7. using FairyGUI;
  8. namespace GFGGame
  9. {
  10. class FieldWorkDataManager : SingletonBase<FieldWorkDataManager>
  11. {
  12. 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
  13. public List<int> ThemeList = new List<int>() { 1, 2, 3 };
  14. public List<string> Tag = new List<string> { "艳丽", "志怪" }; //本周标签
  15. public int SeasonId = 1; // 赛季id
  16. public List<FightData> DressupList = new List<FightData>(); //我的搭配列表
  17. public List<int> HistoryDressupList = new List<int>();//本周通过关的服装列表
  18. public List<CardAbrasionInfo> CardAbrasionInfoList = new List<CardAbrasionInfo>();
  19. public Dictionary<int,CimbingTowerLevelInfoProto> CimbingTowerLevelInfoList = new Dictionary<int, CimbingTowerLevelInfoProto>();
  20. public List<int> roundTime = new List<int>();
  21. public OtherRoleInfoData roleInfo = new OtherRoleInfoData() {
  22. roleName = RoleDataManager.roleName,
  23. roleLv = RoleDataManager.lvl,
  24. headId = RoleDataManager.headId};
  25. //Dictionary<回合下标, Dictionary<partId, Dictionary<战斗节点, List<PassivitySkillLvlCfg>>>>
  26. public Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>> vaildSkills =
  27. new Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>>();
  28. public Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>> targetVaildSkills =
  29. new Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>>();
  30. public int SelectThemeIndex = 0; //当前选中换装主题(ThemeList)的下标
  31. public int SelectTargetIndex = -1; //当前选中挑战对象的下标
  32. public int CurFightIndex = 0; //当前挑战场次下标
  33. public List<long> myScore = new List<long>(); //对战数据,三轮分数
  34. public List<ItemInfoProto> BonusList = new List<ItemInfoProto>(); //战斗结算奖励
  35. public int targetWinScore = 10000;
  36. //战斗关卡
  37. public int currentLevelID = 0;
  38. public List<string> nameList = new List<string>()
  39. {"壹","贰","叄","肆","伍","陆","柒","捌","玖","拾","拾壹","终"};
  40. public int guideLevelID = 100005009;
  41. public int MaxLevelId = 0;
  42. /// <summary>
  43. /// 更新战斗结算总分,含胜负
  44. /// </summary>
  45. /// <param name="obj"></param>
  46. /// <param name="myScores"></param>
  47. /// <param name="targetScore"></param>
  48. public void UpdateAllScoreResult(GObject obj, List<long> myScores,int targetScore)
  49. {
  50. UI_ComAllScoreResult com = UI_ComAllScoreResult.Proxy(obj);
  51. bool isWin = UpdateAllScore(com.m_comResult.target, myScores, targetScore);
  52. //_ui.m_loaResule.url = isWin ? "ui://FieldWork/kstzjj_slsl" : "ui://FieldWork/kstzjj_shib";
  53. UI_ComAllScoreResult.ProxyEnd();
  54. }
  55. public bool UpdateAllScore(GObject obj, List<long> myScores, int targetScore)
  56. {
  57. long myAllScore = 0;
  58. long targetAllScore = 0;
  59. for (int i = 0; i < myScores.Count; i++)
  60. {
  61. myAllScore += myScores[i];
  62. }
  63. UI_ComAllScore com = UI_ComAllScore.Proxy(obj);
  64. com.m_txtMyFightScore.text = myAllScore.ToString();
  65. UI_ComAllScore.ProxyEnd();
  66. bool isWin = myAllScore > targetAllScore;
  67. return isWin;
  68. }
  69. /// <summary>
  70. /// 更新标签、战力、属性分数值
  71. /// </summary>
  72. public void UpdateValue(GObject obj, int index, List<FightData> roleDatas)
  73. {
  74. UI.Arena.UI_ComFIeldValueInfo com = UI.Arena.UI_ComFIeldValueInfo.Proxy(obj);
  75. com.m_scoreType.url = ResPathUtil.GetScorePath(FieldWorkDataManager.Instance.ThemeList[index]);
  76. com.m_txtScore.text = FightDataManager.Instance.GetScore(roleDatas[index]).ToString();
  77. long fightScore = ArenaDataManager.Instance.GetAllFightScore(roleDatas);
  78. com.m_txtFightScore.SetVar("value", fightScore.ToString()).FlushVars(); ;
  79. com.m_txtTagScore.text = FightDataManager.Instance.GetTagsScore(roleDatas[index].itemList, roleDatas[index].tags).ToString();
  80. int count = ArenaDataManager.Instance.GetTagsCount(roleDatas[index].itemList, roleDatas[index].tags);
  81. com.m_c1.selectedIndex = Math.Min(count, ArenaTagCfgArray.Instance.dataArray.Length);
  82. com.m_c3.selectedIndex = roleDatas[index].tags.Length > 0 ? 1 : 0;
  83. UpdateFightScore(com.m_comFightScore.target, roleDatas);
  84. ItemUtil.UpdateTag(com.m_comTag, roleDatas[index].tags[0]);
  85. ItemUtil.UpdateTag(com.m_comTag1, roleDatas[index].tags[1]);
  86. if (com.m_btnTagRule.data == null)
  87. {
  88. com.m_btnTagRule.onClick.Add(RuleController.ShowRuleView);
  89. com.m_btnTagRule.data = 300034;
  90. }
  91. UI.Arena.UI_ComFIeldValueInfo.ProxyEnd();
  92. }
  93. /// <summary>
  94. /// 更新战力值
  95. /// </summary>
  96. public void UpdateFightScore(GObject obj, List<FightData> roleDatas)
  97. {
  98. List<long> fightScore = ArenaDataManager.Instance.GetFightScoreList(roleDatas);
  99. UI.Arena.UI_ComFieldFightScore com = UI.Arena.UI_ComFieldFightScore.Proxy(obj);
  100. com.m_txtSuitScore.SetVar("value", fightScore[0].ToString()).FlushVars(); ;
  101. com.m_txtClickScore.SetVar("value", fightScore[1].ToString()).FlushVars(); ;
  102. com.m_txtCardScore.SetVar("value", fightScore[2].ToString()).FlushVars(); ;
  103. UI.Arena.UI_ComFieldFightScore.ProxyEnd();
  104. }
  105. public void GetFightResult()
  106. {
  107. myScore.Clear();
  108. long allScore = 0;
  109. for (int i = 0; i < DressupList.Count; i++)
  110. {
  111. FieldWorkDataManager.Instance.GetQuickFightResult(i, DressupList[i], out long score);
  112. allScore += score;
  113. myScore.Add(score);
  114. }
  115. }
  116. public int GetTargetWinScore(int levelID)
  117. {
  118. targetWinScore = 10000;
  119. return targetWinScore;
  120. }
  121. public string GetHeihtScore(int levelID)
  122. {
  123. if(CimbingTowerLevelInfoList.ContainsKey(levelID))
  124. {
  125. long score = CimbingTowerLevelInfoList[levelID].WeekMaxScore;
  126. return score.ToString();
  127. }
  128. else
  129. {
  130. return "";
  131. }
  132. }
  133. public List<List<int>> GetDressAndCard()
  134. {
  135. List<List<int>> dress = new List<List<int>>();
  136. for (int i=0;i< FieldWorkDataManager.Instance.DressupList.Count;i++)
  137. {
  138. List<int> dressA = new List<int>();
  139. dressA = FieldWorkDataManager.Instance.DressupList[i].itemList.ToList();
  140. //去除默认
  141. dressA.Remove(10000);
  142. dressA.Remove(20000);
  143. dressA.Remove(30000);
  144. dressA.Remove(50000);
  145. dressA.Remove(60000);
  146. if (FieldWorkDataManager.Instance.DressupList[i].cardId > 0)
  147. {
  148. dressA.Add(FieldWorkDataManager.Instance.DressupList[i].cardId);
  149. }
  150. dress.Add(dressA);
  151. }
  152. return dress;
  153. }
  154. public float GetCardAbrasion(int cardID)
  155. {
  156. float abrasion = 0;
  157. float UseNum = 0;
  158. float cardTimes = CimbingTowerCfgArray.Instance.dataArray[0].UseLimit;
  159. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(cardID);
  160. if(itemCfg == null)
  161. {
  162. return 100;
  163. }
  164. foreach (var item in CardAbrasionInfoList)
  165. {
  166. if(item.Card == cardID)
  167. {
  168. UseNum = item.UseNum;
  169. abrasion = UseNum / cardTimes;
  170. if(abrasion >= 1)
  171. {
  172. abrasion = 1;
  173. }
  174. break;
  175. }
  176. }
  177. return abrasion * 100;
  178. }
  179. //输入属性类型,获取联盟技能该属性加成总值
  180. public int GetAllSkillScore(int scoreType)
  181. {
  182. int score = 0;
  183. if(scoreType == 0)
  184. {
  185. return score;
  186. }
  187. foreach (int key in SkillDataManager.Instance.LeagueSkillScoreDatas.Keys)
  188. {
  189. score += SkillDataManager.Instance.LeagueSkillScoreDatas[key][scoreType];
  190. }
  191. return score;
  192. }
  193. public void SetDataScoreType()
  194. {
  195. for(int i = 0;i<DressupList.Count;i++)
  196. {
  197. DressupList[i].scoreType = ThemeList[i];
  198. }
  199. }
  200. public bool SetCanStart()
  201. {
  202. int i = 0;
  203. foreach(var item in DressupList)
  204. {
  205. bool isDress = false;
  206. for(int j= 0;j<item.itemList.Count;j++)
  207. {
  208. if(item.itemList.Count > 0)
  209. {
  210. if(item.itemList[j] != 10000 && item.itemList[j] != 20000
  211. && item.itemList[j] != 30000 && item.itemList[j] != 50000 && item.itemList[j] != 60000)
  212. {
  213. isDress = true;
  214. }
  215. }
  216. }
  217. if(item.cardId > 0 && isDress)
  218. {
  219. i++;
  220. }
  221. }
  222. if(i>=3)
  223. {
  224. return true;
  225. }
  226. else
  227. {
  228. return false;
  229. }
  230. }
  231. public bool CheckLevelPass(int LevelID)
  232. {
  233. CimbingTowerLevelCfg levelCfg = CimbingTowerLevelCfgArray.Instance.dataArray[0];
  234. if(LevelID == levelCfg.id)
  235. {
  236. return true;
  237. }
  238. int levelBefore = LevelID - 1;
  239. if (FieldWorkDataManager.Instance.CimbingTowerLevelInfoList.ContainsKey(levelBefore))
  240. {
  241. if( FieldWorkDataManager.Instance.CimbingTowerLevelInfoList[levelBefore].IsPass)
  242. {
  243. return true;
  244. }
  245. else
  246. {
  247. return false;
  248. }
  249. }
  250. else
  251. {
  252. return false;
  253. }
  254. }
  255. /// <summary>
  256. /// 词牌如果磨损达到上限就放到最后
  257. /// </summary>
  258. /// <param name="arrayList"></param>
  259. /// <returns></returns>
  260. public List<CardData> SortCardList(List<CardData> cardList)
  261. {
  262. List<CardData> card = new List<CardData>();
  263. int limitNum = CimbingTowerCfgArray.Instance.dataArray[0].UseLimit;
  264. card = cardList.ToList();
  265. for(int i = 0;i<card.Count;i++)
  266. {
  267. foreach(var item in CardAbrasionInfoList)
  268. {
  269. if(item.Card == card[i].id)
  270. {
  271. if(item.UseNum >= limitNum)
  272. {
  273. // 添加到列表末尾
  274. card.Add(card[i]);
  275. // 移除元素
  276. card.RemoveAt(i);
  277. }
  278. break;
  279. }
  280. }
  281. }
  282. return card;
  283. }
  284. /// <summary>
  285. /// 获取快速挑战结果
  286. /// </summary>
  287. /// <param name="myRoleData"></param>
  288. /// <param name="_score"></param>
  289. public void GetQuickFightResult(int roundIndex, FightData myRoleData, out long _score)
  290. {
  291. double score = 0;
  292. int cardId = myRoleData.cardId;
  293. double mainScore = ScoreSystemData.Instance.GetMainScore(myRoleData);
  294. List<int> skillLvs = myRoleData.skillLvs;
  295. List<int> roundTime = ScoreSystemData.Instance.GetRoundTime(myRoleData.cardId, myRoleData.skillLvs);
  296. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena || InstanceZonesDataManager.FightScene == ConstInstanceZonesType.FieldWork)
  297. {
  298. FieldWorkDataManager.Instance.roundTime = roundTime;
  299. if (!FieldWorkDataManager.Instance.vaildSkills.ContainsKey(roundIndex)) FieldWorkDataManager.Instance.vaildSkills[roundIndex] = new Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>();
  300. }
  301. int roundId = 0;
  302. int currentTime = SkillBeginTime.FIGHT_BEGIN;
  303. GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, roundId, mainScore, cardId, skillLvs, roundTime, ref score);
  304. for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
  305. {
  306. roundId++;
  307. currentTime = SkillBeginTime.ERVERY_ROUND_BEGIN;
  308. GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, roundId, mainScore, cardId, skillLvs, roundTime, ref score);
  309. score += ScoreSystemData.Instance.GetRoundScore(myRoleData, roundId, ClickType.PERFECT_CLICK, 0);
  310. currentTime = SkillBeginTime.PERFECT_CLICK;
  311. GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, roundId, mainScore, cardId, skillLvs, roundTime, ref score);
  312. currentTime = SkillBeginTime.ERVERY_ROUND_END;
  313. GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, roundId, mainScore, cardId, skillLvs, roundTime, ref score);
  314. // Debug.Log(" targetScore444:" + targetScore);
  315. }
  316. roundId++;
  317. currentTime = SkillBeginTime.ALL_PERFECT_START;
  318. GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, roundId, mainScore, cardId, skillLvs, roundTime, ref score);
  319. score += ScoreSystemData.Instance.GetAllCircleAddScore(myRoleData);
  320. _score = Mathf.CeilToInt((float)score);
  321. }
  322. private void GetSkillScore(int roleType, int roundIndex, int currentTime, int partId, double mainScore, int cardId, List<int> skillLvs, List<int> roundTime, ref double score)
  323. {
  324. List<int> targetSkillLvs = new List<int>();
  325. List<int> targetRoundTime = new List<int>();
  326. List<PassivitySkillLvlCfg> vaildSkills = ScoreSystemData.Instance.GetValidSkills(currentTime, partId, cardId, skillLvs, 0, targetSkillLvs, roundTime, targetRoundTime);
  327. ScoreSystemData.Instance.GetRoundItemSkillScore(vaildSkills, mainScore, 0, out int skillScore, out int targetSkillScore, out Dictionary<int, int> skillScoreDic);
  328. score += skillScore;
  329. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena || InstanceZonesDataManager.FightScene == ConstInstanceZonesType.FieldWork)
  330. {
  331. FieldWorkDataManager dataManager = FieldWorkDataManager.Instance;
  332. if (roleType == FightRoleType.MINE)
  333. {
  334. if (!dataManager.vaildSkills[roundIndex].ContainsKey(partId)) dataManager.vaildSkills[roundIndex][partId] = new Dictionary<int, List<PassivitySkillLvlCfg>>();
  335. dataManager.vaildSkills[roundIndex][partId][currentTime] = vaildSkills;
  336. }
  337. else
  338. {
  339. if (!dataManager.targetVaildSkills[roundIndex].ContainsKey(partId)) dataManager.targetVaildSkills[roundIndex][partId] = new Dictionary<int, List<PassivitySkillLvlCfg>>();
  340. dataManager.targetVaildSkills[roundIndex][partId][currentTime] = vaildSkills;
  341. }
  342. }
  343. }
  344. }
  345. }