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- using ET;
- using System;
- using System.Collections.Generic;
- using UnityEngine;
- namespace GFGGame
- {
- public class ClickType
- {
- public const int MISS_CLICK = 0;
- public const int GREAT_CLICK = 1;
- public const int PREFACT_CLICK = 2;
- }
- public class BeginTime
- {
- public const int PART_SCORE_1 = 1;//作用第一回合
- public const int PART_SCORE_2 = 2;//作用第二回合
- public const int PART_SCORE_3 = 3;//作用第三回合
- public const int PART_SCORE_4 = 4;//作用第四回合
- public const int PART_SCORE_5 = 5;//作用第五回合
- public const int PART_SCORE_6 = 6;//作用第六回合
- public const int PART_ALL_FIGHT_BEGIN = 7;//对战开始
- public const int PART_PREFACT_CLICK = 8;//每次优秀点击
- public const int PART_FIGHT_BEGIN = 9;//每回合开始
- public const int PART_FIGHT_END = 10;//每回合结束
- }
- public class ScoreSystemData : SingletonBase<ScoreSystemData>
- {
- /// <summary>
- /// 将穿戴部件分组
- /// </summary>
- public void SetEquipScoresWithPartId(FightData roleData)
- {
- roleData.pardScoreListDic.Clear();
- roleData.pardListDic.Clear();
- FightScoreCfg[] typeCfgs = FightScoreCfgArray.Instance.dataArray;
- for (int j = 0; j < typeCfgs.Length; j++)
- {
- FightScoreCfg cfg = typeCfgs[j];
- if (roleData.pardScoreListDic.ContainsKey(cfg.id) == false)
- {
- roleData.pardScoreListDic.Add(cfg.id, new List<float>());
- }
- if (roleData.pardListDic.ContainsKey(cfg.id) == false)
- {
- roleData.pardListDic.Add(cfg.id, new List<int>());
- }
- }
- for (int i = 0; i < roleData.itemList.Count; i++)
- {
- for (int j = 0; j < typeCfgs.Length; j++)
- {
- FightScoreCfg cfg = typeCfgs[j];
- bool isCheckFinish = false;
- for (int k = 0; k < cfg.subTypesArr.Length; k++)
- {
- ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(roleData.itemList[i]);
- if (itemCfg.subType == cfg.subTypesArr[k])
- {
- roleData.pardListDic[cfg.id].Add(roleData.itemList[i]);
- roleData.pardScoreListDic[cfg.id].Add(roleData.itemScoreList[i]);
- isCheckFinish = true;
- break;
- }
- }
- if (isCheckFinish) break;
- }
- }
- }
- /// <summary>
- /// 返回总主属性分
- /// </summary>
- /// <returns></returns>
- public double GetMainScore(FightData roleData)
- {
- //(部件属性分数+标签分数+人物基础分+卡牌属性分数)*4
- // int partScore = 0;
- // double tagScore = 0;
- // int tagCount = 0;
- double baseScore = 0;
- for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
- {
- baseScore += GetPartBaseScore(roleData, i + 1);
- }
- return (baseScore + roleData.baseScore + roleData.cardScore) * ConstScoreSystem.MAIN_SCORE;
- }
- public double GetRobotMainScore(FightData robotData)
- {
- //(部件属性分数+标签分数+人物基础分+卡牌属性分数)*4
- double partScore = 0;
- for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
- {
- partScore += GetRobotPartBaseScore(robotData, i + 1);
- }
- return (partScore + robotData.baseScore + robotData.cardScore) * ConstScoreSystem.MAIN_SCORE;
- }
- /// <summary>
- /// 部件评分
- /// </summary>
- /// <param name="partId">部件id</param>
- /// <param name="clickType">点击状态0:miss,1:优秀,2:完美</param>
- /// <param name="mainScore">总主属性</param>
- /// <param name="type">评分部位</param>
- /// <param name="showCard">是否展示卡牌效果</param>
- /// <returns></returns>
- public int GetPartScore(FightData roleData, int partId, int clickType, double skillScore)
- {
- //部件评分=部件基础分*部件系数
- //点击评分=(部件基础分+(人物基础分+卡牌属性分数)*点击系数)*2.22 (新点击公式,防止点击优秀却因为未穿衣服结果是0分)
- //卡牌评分=总属性*技能配表百分比
- double partBaseScore = GetPartBaseScore(roleData, partId);
- double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
- int roleScore = roleData.baseScore;
- int cardScore = roleData.cardScore;
- double clickCoefficient = GetPartItemClickScore(clickType);
- double clickScore = (partBaseScore + (roleScore + cardScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
- int score = (int)Math.Ceiling(partScore + clickScore + skillScore);
- Debug.Log("clickScore:" + clickScore + " score:" + score);
- return Math.Max(0, score);
- }
- public int GetRobotPartScore(FightData robotData, int partId, int clickType, double skillScore)
- {
- //部件评分=部件基础分*部件系数
- //点击评分=(部件基础分+(人物基础分+卡牌属性分数)*点击系数)*2.22 (新点击公式,防止点击优秀却因为未穿衣服结果是0分)
- //卡牌评分=总属性*技能配表百分比
- double partBaseScore = GetRobotPartBaseScore(robotData, partId);
- double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
- int roleScore = robotData.baseScore;
- int cardScore = robotData.cardScore;
- double clickCoefficient = GetPartItemClickScore(clickType);
- double clickScore = (partBaseScore + (cardScore + roleScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
- int score = (int)Math.Ceiling(partScore + clickScore + skillScore);
- return Math.Max(0, score);
- }
- /// <summary>
- /// 部件基础评分
- /// </summary>
- /// <param name="partId">评分部位</param>
- /// <returns></returns>
- public double GetPartBaseScore(FightData roleData, int partId)
- {
- double partScore = 0;
- double tagScore = 0;
- int tagCount = 0;
- if (!roleData.pardListDic.ContainsKey(partId) || roleData.pardListDic[partId].Count == 0) return partScore;
- List<int> partList = roleData.pardListDic[partId];
- for (int i = 0; i < partList.Count; i++)
- {
- partScore += roleData.pardScoreListDic[partId][i];
- tagScore += ItemDataManager.GetItemTagScore(partList[i], roleData.tags);
- // if (ItemDataManager.CheckItemTagsRight(partList[i], roleData.tags)) tagCount++;
- }
- if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena)
- {
- tagCount = ArenaDataManager.Instance.GetTagsCount(roleData.itemList, roleData.tags);
- tagCount = Math.Min(ArenaTagCfgArray.Instance.dataArray.Length, tagCount);
- float addition = 0;
- if (tagCount > 0)
- {
- addition = ArenaTagCfgArray.Instance.GetCfg(tagCount).addition / 10000f;
- }
- return (partScore + tagScore) * (1 + addition);
- }
- else
- {
- return partScore + tagScore;
- }
- }
- private double GetRobotPartBaseScore(FightData robotData, int partId)
- {
- double partBaseScore = robotData.itemScoreList[partId - 1];
- if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena)
- {
- partBaseScore = partBaseScore * (1 + robotData.tagAddition / 10000f);
- }
- return partBaseScore;
- }
- private double GetPartItemClickScore(int clickType)
- {
- //点击评分=(部件基础分+(人物基础分+卡牌属性分数)*点击系数)*2.22
- double clickCoefficient = 0;
- switch (clickType)
- {
- case ClickType.MISS_CLICK:
- clickCoefficient = ConstScoreSystem.MISS_SCORE;
- break;
- case ClickType.GREAT_CLICK:
- clickCoefficient = ConstScoreSystem.GREAT_SCORE;
- break;
- case ClickType.PREFACT_CLICK:
- clickCoefficient = ConstScoreSystem.PERFECT_SCORE;
- break;
- }
- return clickCoefficient;
- }
- /// <summary>
- /// 获取卡牌技能持续回合数
- /// </summary>
- /// <returns></returns>
- public List<int> GetRoundTime(int cardId, List<int> skillLvs)
- {
- List<int> roundTimes = new List<int>();
- List<PassivitySkillCfg> targetSkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
- for (int i = 0; i < targetSkillCfgs.Count; i++)
- {
- if (skillLvs.Count <= i) continue;
- int skillLv = skillLvs[i];
- PassivitySkillLvlCfg skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLv, targetSkillCfgs[i].skillId);
- if (skillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && UnityEngine.Random.Range(0, 10000) < skillLvlCfg.probability)
- {
- roundTimes.Add(skillLvlCfg.roundTime);
- }
- else
- {
- roundTimes.Add(0);
- }
- }
- return roundTimes;
- }
- /// <summary>
- /// 获取有效技能配置,过滤掉:被对方失效的、不符合作用时机、未满足触发概率的技能
- /// </summary>
- /// <returns></returns>
- public List<PassivitySkillLvlCfg> GetValidSkills(int currentTime, int partId, int cardId, List<int> skillLvs, int targetCardId, List<int> targetSkillLvs, List<int> roundTimes, List<int> targetRoundTimes)
- {
- List<PassivitySkillLvlCfg> skillCfgs = new List<PassivitySkillLvlCfg>();
- List<PassivitySkillCfg> targetSkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(targetCardId);
- List<int> nullifySkillIndex = new List<int>();
- for (int i = 0; i < targetSkillCfgs.Count; i++)
- {
- if (targetSkillLvs.Count <= i) continue;
- PassivitySkillLvlCfg targetSkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(targetSkillLvs[i], targetSkillCfgs[i].skillId);
- if (CheckIsRightTime(targetSkillLvlCfg, currentTime, partId))
- {
- bool isProbability = targetSkillLvlCfg.nullifySkillIndex > 0 && UnityEngine.Random.Range(0, 10000) < targetSkillLvlCfg.probability;
- if (targetSkillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && targetRoundTimes.Count > i && partId < targetRoundTimes[i]) isProbability = true;
- if (isProbability) nullifySkillIndex.Add(targetSkillLvlCfg.nullifySkillIndex);
- }
- }
- List<PassivitySkillCfg> mySkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
- for (int i = 0; i < mySkillCfgs.Count; i++)
- {
- if (skillLvs.Count <= i) continue;
- PassivitySkillLvlCfg mySkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLvs[i], mySkillCfgs[i].skillId);
- if (nullifySkillIndex.IndexOf(i + 1) >= 0) continue;//技能被对手失效
- if (CheckIsRightTime(mySkillLvlCfg, currentTime, partId))
- {
- bool isProbability = UnityEngine.Random.Range(0, 10000) < mySkillLvlCfg.probability;
- if (mySkillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && roundTimes != null && partId < roundTimes[i]) isProbability = true;
- if (isProbability) skillCfgs.Add(mySkillLvlCfg);
- }
- }
- return skillCfgs;
- }
- private bool CheckIsRightTime(PassivitySkillLvlCfg skillLvlCfg, int currentTime, int partId)
- {
- if (skillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && currentTime == BeginTime.PART_FIGHT_BEGIN
- || skillLvlCfg.beginTime == BeginTime.PART_PREFACT_CLICK && currentTime == BeginTime.PART_PREFACT_CLICK
- || skillLvlCfg.beginTime == BeginTime.PART_FIGHT_BEGIN && currentTime == BeginTime.PART_FIGHT_BEGIN
- || skillLvlCfg.beginTime == BeginTime.PART_FIGHT_END && currentTime == BeginTime.PART_FIGHT_END
- || skillLvlCfg.beginTime <= BeginTime.PART_SCORE_6 && currentTime == BeginTime.PART_FIGHT_BEGIN && partId == skillLvlCfg.beginTime)
- {
- return true;
- }
- return false;
- }
- /// <summary>
- /// 本轮技能分数
- /// </summary>
- /// <param name="validSkills">有效技能列表</param>
- /// <param name="mainScore">总主属性</param>
- /// <returns></returns>
- public void GetPartItemSkillScore(List<PassivitySkillLvlCfg> validSkills, double mainScore, double targetMainScore, out int skillScore, out int targetScore, out Dictionary<int, int> skillScoreDic)
- {
- double _skillScore = 0;
- double _targetSkillScore = 0;
- skillScoreDic = new Dictionary<int, int>();
- for (int i = 0; i < validSkills.Count; i++)
- {
- if (validSkills[i].target == 1)//作用自身
- {
- double score = mainScore * validSkills[i].ratio / 10000;
- _skillScore += score;
- skillScoreDic.Add(validSkills[i].skillId, (int)Math.Ceiling(score));
- }
- else if (validSkills[i].target == 2)//作用对方
- {
- double score = targetMainScore * validSkills[i].ratio / 10000;
- _targetSkillScore += score;
- skillScoreDic.Add(validSkills[i].skillId, (int)Math.Ceiling(score));
- }
- }
- skillScore = (int)Math.Ceiling(_skillScore);
- targetScore = (int)Math.Ceiling(_targetSkillScore);
- }
- /// <summary>
- /// 是否展示卡牌效果
- /// </summary>
- /// <param name="cardId">卡牌id</param>
- /// <param name="validSkills">被触发的有效技能列表</param>
- /// <returns></returns>
- public bool IsShowCard(int cardId, List<PassivitySkillLvlCfg> validSkills)
- {
- if (cardId <= 0) return false;//未选卡
- if (validSkills.Count == 0) return false;//本轮没有技能被触发不显示卡牌
- List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
- for (int i = 0; i < skillCfgs.Count; i++)
- {
- if (skillCfgs[i].mainSkill == 1)
- {
- return true;
- }
- }
- return false;
- }
- /// <summary>
- /// 登峰造极额外加分
- /// </summary>
- /// <param name="mainScore"></param>
- /// <returns></returns>
- public int GetAllCircleAddScore(double mainScore)
- {
- //主属性20%的加分
- return (int)Math.Ceiling(mainScore * ConstScoreSystem.ALL_PERFECT_SCORE);
- }
- /// <summary>
- /// 根据卡牌Id获取 战斗选卡 界面显示配置
- /// </summary>
- /// <param name="cardId"></param>
- /// <returns></returns>
- public PassivitySkillCfg GetShowSkillCfg(int cardId)
- {
- List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
- if (skillCfgs.Count <= 0)
- {
- Debug.LogWarning(cardId + " 这张卡片没有配置技能");
- return null;
- }
- for (int i = 0; i < skillCfgs.Count; i++)
- {
- if (skillCfgs[i].showSkill == 1)
- {
- // int skillLv = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
- return skillCfgs[i];
- }
- }
- return null;
- }
- /// <summary>
- /// 根据卡牌Id获取评分主技能显示配置
- /// </summary>
- /// <param name="cardId"></param>
- /// <returns></returns>
- public PassivitySkillCfg GetMainSkillCfg(int cardId)
- {
- // Dictionary<int, List<PassivitySkillCfg>> cfgs = SkillDataManager.Instance.dicPassivitySkill[cardId];
- List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
- if (skillCfgs.Count <= 0)
- {
- Debug.LogWarning(cardId + " 这张卡片没有配置技能");
- return null;
- }
- // foreach (int key in cfgs.Keys)
- // {
- for (int i = 0; i < skillCfgs.Count; i++)
- {
- if (skillCfgs[i].mainSkill == 1)
- {
- // int skillLV = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
- // PassivitySkillLvlCfgArray skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfg(skillLV, skillCfgs[i].skillId);
- // return cfgs[key][skillLV - 1];
- return skillCfgs[i];
- }
- }
- return null;
- }
- }
- }
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