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. CardData cardData = CardDataManager.GetCardDataById(_roleData.cardId);
  83. _roleData.cardScore = _roleData.cardId <= 0 || cardData == null ? 0 : cardData.scores[_roleData.scoreType];//卡牌对应主题的属性分数
  84. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  85. if (!string.IsNullOrEmpty(levelCfg.fightID))
  86. {
  87. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  88. _roleData.tags = fightCfg.needTagsArr;////本次战斗要求的标签
  89. }
  90. if (_roleData.cardId > 0)
  91. {
  92. _roleData.skillLvs = SkillDataManager.Instance.GetCardSkillLvs(_roleData.cardId);
  93. }
  94. _roleData.type = FightTargetType.PLAYER;
  95. _roleData.headId = RoleDataManager.headId;
  96. _roleData.itemList = MyDressUpHelper.dressUpObj.itemList;
  97. FightDataManager.Instance.SetItemScoreList(_roleData);
  98. ScoreSystemData.Instance.SetEquipScoresWithPartId(_roleData);
  99. return _roleData;
  100. }
  101. //获取副本机器人战斗数据
  102. public static FightData GetFightTargetData()
  103. {
  104. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  105. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  106. _targetData.name = fightCfg.targetName;
  107. _targetData.scoreType = InstanceZonesDataManager.currentScoreType; //本次战斗的主题
  108. _targetData.baseScore = fightCfg.targetBaseScore;
  109. _targetData.cardId = fightCfg.targetCardId;
  110. _targetData.cardScore = fightCfg.targetCardScore;
  111. _targetData.tags = fightCfg.needTagsArr;
  112. _targetData.skillLvs = new List<int>(fightCfg.targetSkillLvsArr);
  113. _targetData.itemScoreList.Clear();
  114. for (int i = 0; i < fightCfg.targetPartsScoreArr.Length; i++)
  115. {
  116. _targetData.itemScoreList.Add(fightCfg.targetPartsScoreArr[i]);
  117. }
  118. _targetData.type = FightTargetType.ROBOT;
  119. _targetData.res = fightCfg.targetRes;
  120. return _targetData;
  121. }
  122. //副本通关状态,key为CalculateHelper.GenerateInstanceZonesLevelStateKey,值为通到关卡编号
  123. private static Dictionary<int, int> _passLevelDic = new Dictionary<int, int>();
  124. //关卡最高分数记录
  125. private static Dictionary<int, int> _highestScoreDic = new Dictionary<int, int>();
  126. //关卡星数记录
  127. private static Dictionary<int, int> _starDic = new Dictionary<int, int>();
  128. public static void InitScoreList(List<int> ks, List<int> vs)
  129. {
  130. usedRecommend = false;
  131. _highestScoreDic.Clear();
  132. for (var i = 0; i < ks.Count; ++i)
  133. {
  134. _highestScoreDic.Add(ks[i], vs[i]);
  135. }
  136. }
  137. public static void InitStarList(List<int> ks, List<int> vs)
  138. {
  139. _starDic.Clear();
  140. for (var i = 0; i < ks.Count; ++i)
  141. {
  142. _starDic.Add(ks[i], vs[i]);
  143. }
  144. }
  145. //检查更新最高分
  146. public static void TryUpdateScore(int levelCfgId, int score)
  147. {
  148. _highestScoreDic.TryGetValue(levelCfgId, out var scoreHighest);
  149. if (score > scoreHighest)
  150. {
  151. _highestScoreDic[levelCfgId] = score;
  152. }
  153. }
  154. public static int GetScoreHighest(int levelID)
  155. {
  156. if (_highestScoreDic.ContainsKey(levelID))
  157. {
  158. return _highestScoreDic[levelID];
  159. }
  160. return 0;
  161. }
  162. //检查并更新关卡星数
  163. public static void TryUpdateLevelStar(int levelCfgId, int star)
  164. {
  165. _starDic.TryGetValue(levelCfgId, out var OldStar);
  166. if (star > OldStar)
  167. {
  168. _starDic[levelCfgId] = star;
  169. }
  170. }
  171. public static int GetStarCountHistory(int levelCfgId)
  172. {
  173. _starDic.TryGetValue(levelCfgId, out var star);
  174. return star;
  175. }
  176. public static int GetChapterStarCount(int chapterID, int type, int subType)
  177. {
  178. var star = 0;
  179. foreach (var item in _starDic)
  180. {
  181. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(item.Key);
  182. if (levelCfg.chapterId == chapterID && levelCfg.type == type && levelCfg.subType == subType)
  183. {
  184. star += item.Value;
  185. }
  186. }
  187. return star;
  188. }
  189. public static void InitLevelPass(List<int> ks, List<int> vs)
  190. {
  191. _passLevelDic.Clear();
  192. for (var i = 0; i < ks.Count; ++i)
  193. {
  194. _passLevelDic[ks[i]] = vs[i];
  195. }
  196. }
  197. /// <summary>
  198. /// 设置某关卡通过,参数为关卡配置id
  199. /// </summary>
  200. /// <param name="levelCfgId"></param>
  201. public static void TrySetLevelPass(int levelCfgId)
  202. {
  203. if (!CheckLevelPass(levelCfgId))
  204. {
  205. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
  206. var key = CalculateHelper.GenerateInstanceZonesLevelStateKey(levelCfg.type, levelCfg.subType, levelCfg.chapterId);
  207. _passLevelDic[key] = levelCfgId;
  208. }
  209. }
  210. /// <summary>
  211. /// 获取副本通关关卡
  212. /// </summary>
  213. /// <param name="type" value="副本类型"></param>
  214. /// <param name="subType" value="章节id"></param>
  215. /// <returns></returns>
  216. public static int GetPassLevelCfgId(int type, int subType, int chapterId)
  217. {
  218. var key = CalculateHelper.GenerateInstanceZonesLevelStateKey(type, subType, chapterId);
  219. if (_passLevelDic.TryGetValue(key, out var value))
  220. {
  221. return value;
  222. }
  223. return 0;
  224. }
  225. /// <summary>
  226. /// 获取通关关卡的编号
  227. /// </summary>
  228. /// <param name="type"></param>
  229. /// <param name="subType"></param>
  230. /// <param name="chapterId"></param>
  231. /// <returns></returns>
  232. public static int GetPassLevelOrder(int type, int subType, int chapterId)
  233. {
  234. var levelCfgId = GetPassLevelCfgId(type, subType, chapterId);
  235. if (levelCfgId == 0)
  236. {
  237. return 0;
  238. }
  239. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
  240. if (levelCfg != null)
  241. {
  242. return levelCfg.order;
  243. }
  244. return 0;
  245. }
  246. /// <summary>
  247. /// 检查某关卡是否通过,参数为关卡配置id
  248. /// </summary>
  249. /// <param name="levelCfgId"></param>
  250. /// <returns></returns>
  251. public static bool CheckLevelPass(int levelCfgId)
  252. {
  253. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
  254. if (levelCfg != null)
  255. {
  256. var passLevelOrder = GetPassLevelOrder(levelCfg.type, levelCfg.subType, levelCfg.chapterId);
  257. return levelCfg.order <= passLevelOrder;
  258. }
  259. return false;
  260. }
  261. /// <summary>
  262. /// 检查某章是否通关
  263. /// </summary>
  264. /// <param name="type"></param>
  265. /// <param name="subType"></param>
  266. /// <param name="chapterId"></param>
  267. /// <param name="levelCount"></param>
  268. /// <returns></returns>
  269. public static bool CheckChapterPass(int type, int subType, int chapterId, int levelCount)
  270. {
  271. var chapterCfg = StoryChapterCfgArray.Instance.GetCfg(chapterId);
  272. if (chapterCfg != null)
  273. {
  274. var passLevelOrder = InstanceZonesDataManager.GetPassLevelOrder(type, subType, chapterId);
  275. if (levelCount <= passLevelOrder)
  276. {
  277. return true;
  278. }
  279. }
  280. return false;
  281. }
  282. public static int GetResultStarCount(int score)
  283. {
  284. return CalculateHelper.GetStoryChapterStar(currentLevelCfgId, score);
  285. }
  286. public static bool GetFightResult(int score, out int npcScore)
  287. {
  288. npcScore = 0;
  289. bool equipedNeeded = MyDressUpHelper.CheckEquipedFightNeeded();
  290. if (!equipedNeeded)
  291. {
  292. PromptController.Instance.ShowFloatTextPrompt("未穿必需物品");
  293. return false;//没穿必需品
  294. }
  295. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(currentLevelCfgId);
  296. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  297. bool hasFightTarget = fightCfg.targetName != null && fightCfg.targetName.Length > 0;
  298. if (hasFightTarget)
  299. {
  300. npcScore = FightDataManager.Instance.npcTotalScore;
  301. if (score > npcScore)
  302. {
  303. return true;//分数低于对战对象
  304. }
  305. }
  306. else
  307. {
  308. int starCount = GetResultStarCount(score);
  309. if (starCount > 0)
  310. {
  311. return true;//低于一星
  312. }
  313. }
  314. return false;
  315. }
  316. public static void GetCanFightTime(int type, int subType, int levelCfgId, out int times, out string title)
  317. {
  318. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
  319. if (levelCfg.power == 0)
  320. {
  321. times = GameConst.MAX_COUNT_FIGHT_QUICKLY;
  322. }
  323. else
  324. {
  325. times = (int)Math.Floor((float)RoleDataManager.power / levelCfg.power);//体力次数
  326. }
  327. times = Math.Min(GameConst.MAX_COUNT_FIGHT_QUICKLY, times);
  328. title = "";
  329. if (type == ConstInstanceZonesType.Studio)
  330. {
  331. var studioCfg = StudioCfgArray.Instance.GetCfg(levelCfg.chapterId);
  332. var limitData = RoleLimitDataManager.GetLimitData(studioCfg.limit);
  333. times = Math.Min(times, limitData.TotalPlayMax - limitData.PlayTimes);
  334. }
  335. title = string.Format("挑战{0}次", NumberUtil.GetChiniseNumberText(times));
  336. }
  337. public static void GetTotalProgress(out int count, out int totalCount)
  338. {
  339. List<StoryChapterCfg> storyChapters = StoryChapterCfgArray.Instance.GetCfgsBysubType(ConstInstanceZonesSubType.Normal);
  340. totalCount = storyChapters.Count - 1;
  341. count = 0;
  342. for (int i = 1; i < storyChapters.Count; i++)
  343. {
  344. bool isPass = InstanceZonesDataManager.CheckChapterPass(storyChapters[i].type, storyChapters[i].subType, storyChapters[i].id, storyChapters[i].levelCount);
  345. if (isPass)
  346. {
  347. count++;
  348. }
  349. else
  350. {
  351. break;
  352. }
  353. }
  354. }
  355. }
  356. }