ScoreSystemData.cs 22 KB

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  1. using ET;
  2. using System;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. namespace GFGGame
  6. {
  7. public class ClickType
  8. {
  9. public const int MISS_CLICK = 0;
  10. public const int GREAT_CLICK = 1;
  11. public const int PREFACT_CLICK = 2;
  12. }
  13. public class BeginTime
  14. {
  15. public const int PART_SCORE_1 = 1;//作用第一回合
  16. public const int PART_SCORE_2 = 2;//作用第二回合
  17. public const int PART_SCORE_3 = 3;//作用第三回合
  18. public const int PART_SCORE_4 = 4;//作用第四回合
  19. public const int PART_SCORE_5 = 5;//作用第五回合
  20. public const int PART_SCORE_6 = 6;//作用第六回合
  21. public const int PART_ALL_FIGHT_BEGIN = 7;//对战开始
  22. public const int PART_PREFACT_CLICK = 8;//每次优秀点击
  23. public const int PART_FIGHT_BEGIN = 9;//每回合开始
  24. public const int PART_FIGHT_END = 10;//每回合结束
  25. }
  26. public class RoleType
  27. {
  28. public const int MINE = 0;
  29. public const int TAEGET = 1;
  30. }
  31. public class ScoreSystemData : SingletonBase<ScoreSystemData>
  32. {
  33. /// <summary>
  34. /// 将穿戴部件分组
  35. /// </summary>
  36. public void SetEquipScoresWithPartId(FightRoleData roleData)
  37. {
  38. for (int i = 0; i < roleData.itemList.Count; i++)
  39. {
  40. FightScoreCfg[] typeCfgs = FightScoreCfgArray.Instance.dataArray;
  41. for (int j = 0; j < typeCfgs.Length; j++)
  42. {
  43. FightScoreCfg cfg = typeCfgs[j];
  44. if (roleData.pardScoreListDic.ContainsKey(cfg.id) == false)
  45. {
  46. roleData.pardScoreListDic.Add(cfg.id, new List<int>());
  47. }
  48. if (roleData.pardListDic.ContainsKey(cfg.id) == false)
  49. {
  50. roleData.pardListDic.Add(cfg.id, new List<int>());
  51. }
  52. bool isCheckFinish = false;
  53. for (int k = 0; k < cfg.subTypesArr.Length; k++)
  54. {
  55. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(roleData.itemList[i]);
  56. if (itemCfg.subType == cfg.subTypesArr[k])
  57. {
  58. roleData.pardListDic[cfg.id].Add(roleData.itemList[i]);
  59. roleData.pardScoreListDic[cfg.id].Add(roleData.itemScoreList[i]);
  60. isCheckFinish = true;
  61. break;
  62. }
  63. }
  64. if (isCheckFinish) break;
  65. }
  66. }
  67. }
  68. /// <summary>
  69. /// 返回总主属性分
  70. /// </summary>
  71. /// <returns></returns>
  72. public double GetMainScore(FightRoleData roleData)
  73. {
  74. //(部件属性分数+标签分数+人物基础分+卡牌属性分数)*4
  75. // int partScore = 0;
  76. // double tagScore = 0;
  77. // int tagCount = 0;
  78. double baseScore = 0;
  79. for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
  80. {
  81. baseScore += GetPartBaseScore(roleData, i + 1);
  82. }
  83. return (baseScore + roleData.baseScore + roleData.cardScore) * ConstScoreSystem.MAIN_SCORE;
  84. }
  85. public double GetRobotMainScore(FightRobotData robotData)
  86. {
  87. //(部件属性分数+标签分数+人物基础分+卡牌属性分数)*4
  88. double partScore = 0;
  89. for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
  90. {
  91. partScore += GetRobotPartBaseScore(robotData, i);
  92. }
  93. return (partScore + robotData.baseScore + robotData.cardScore) * ConstScoreSystem.MAIN_SCORE;
  94. }
  95. /// <summary>
  96. /// 部件评分
  97. /// </summary>
  98. /// <param name="partId">部件id</param>
  99. /// <param name="clickType">点击状态0:miss,1:优秀,2:完美</param>
  100. /// <param name="mainScore">总主属性</param>
  101. /// <param name="type">评分部位</param>
  102. /// <param name="showCard">是否展示卡牌效果</param>
  103. /// <returns></returns>
  104. public int GetPartScore(FightRoleData roleData, int partId, int clickType, double skillScore)
  105. {
  106. //部件评分=部件基础分*部件系数
  107. //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)
  108. //卡牌评分=总属性*技能配表百分比
  109. double partBaseScore = GetPartBaseScore(roleData, partId);
  110. double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
  111. int roleScore = roleData.baseScore;
  112. int cardScore = roleData.cardScore;
  113. double clickCoefficient = GetPartItemClickScore(clickType);
  114. double clickScore = (partBaseScore + (roleScore + cardScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
  115. int score = (int)Math.Ceiling(partScore + clickScore + skillScore);
  116. return Math.Max(0, score);
  117. }
  118. public int GetRobotPartScore(FightRobotData robotData, int partId, int clickType, double skillScore)
  119. {
  120. //部件评分=部件基础分*部件系数
  121. //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)
  122. //卡牌评分=总属性*技能配表百分比
  123. double partBaseScore = GetRobotPartBaseScore(robotData, partId);
  124. double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
  125. int roleScore = robotData.baseScore;
  126. int cardScore = robotData.cardScore;
  127. double clickCoefficient = GetPartItemClickScore(clickType);
  128. double clickScore = (partBaseScore + (cardScore + roleScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
  129. int score = (int)Math.Ceiling(partScore + clickScore + skillScore);
  130. return Math.Max(0, score);
  131. }
  132. /// <summary>
  133. /// 部件基础评分
  134. /// </summary>
  135. /// <param name="partId">评分部位</param>
  136. /// <returns></returns>
  137. private double GetPartBaseScore(FightRoleData roleData, int partId)
  138. {
  139. double partScore = 0;
  140. double tagScore = 0;
  141. int tagCount = 0;
  142. if (!roleData.pardListDic.ContainsKey(partId) || roleData.pardListDic[partId].Count == 0) return partScore;
  143. List<int> partList = roleData.pardListDic[partId];
  144. for (int i = 0; i < partList.Count; i++)
  145. {
  146. partScore += roleData.pardScoreListDic[partId][i];
  147. tagScore += ItemDataManager.GetItemTagScore(partList[i], roleData.tags);
  148. if (ItemDataManager.CheckItemTagsRight(partList[i], roleData.tags)) tagCount++;
  149. }
  150. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena)
  151. {
  152. tagCount = Math.Min(ArenaTagCfgArray.Instance.dataArray.Length, tagCount);
  153. double addition = ArenaTagCfgArray.Instance.GetCfg(tagCount).addition / 10000;
  154. return (partScore + tagScore) * (1 + addition);
  155. }
  156. else
  157. {
  158. return partScore + tagScore;
  159. }
  160. }
  161. private double GetRobotPartBaseScore(FightRobotData robotData, int partId)
  162. {
  163. double partBaseScore = robotData.itemScoreList[partId - 1];
  164. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena)
  165. {
  166. partBaseScore = partBaseScore * (1 + robotData.tagAddition);
  167. }
  168. return partBaseScore;
  169. }
  170. private double GetPartItemClickScore(int clickType)
  171. {
  172. //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
  173. double clickCoefficient = 0;
  174. switch (clickType)
  175. {
  176. case ClickType.MISS_CLICK:
  177. clickCoefficient = ConstScoreSystem.MISS_SCORE;
  178. break;
  179. case ClickType.GREAT_CLICK:
  180. clickCoefficient = ConstScoreSystem.GREAT_SCORE;
  181. break;
  182. case ClickType.PREFACT_CLICK:
  183. clickCoefficient = ConstScoreSystem.PERFECT_SCORE;
  184. break;
  185. }
  186. return clickCoefficient;
  187. }
  188. /// <summary>
  189. /// 获取卡牌技能持续回合数
  190. /// </summary>
  191. /// <returns></returns>
  192. public List<int> GetRoundTime(int cardId, List<int> skillLvs)
  193. {
  194. List<int> roundTimes = new List<int>();
  195. List<PassivitySkillCfg> targetSkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  196. for (int i = 0; i < targetSkillCfgs.Count; i++)
  197. {
  198. int skillLv = skillLvs[i];
  199. PassivitySkillLvlCfg skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLv, targetSkillCfgs[i].skillId);
  200. if (skillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && UnityEngine.Random.Range(0, 10000) < skillLvlCfg.probability)
  201. {
  202. roundTimes.Add(skillLvlCfg.roundTime);
  203. }
  204. else
  205. {
  206. roundTimes.Add(0);
  207. }
  208. }
  209. return roundTimes;
  210. }
  211. /// <summary>
  212. /// 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
  213. /// </summary>
  214. /// <returns></returns>
  215. public List<PassivitySkillLvlCfg> GetValidSkills(int currentTime, int partId, int cardId, List<int> skillLvs, int targetCardId, List<int> targetSkillLvs, List<int> roundTimes, List<int> targetRoundTimes)
  216. {
  217. List<PassivitySkillLvlCfg> skillCfgs = new List<PassivitySkillLvlCfg>();
  218. List<PassivitySkillCfg> targetSkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(targetCardId);
  219. List<int> nullifySkillIndex = new List<int>();
  220. for (int i = 0; i < targetSkillCfgs.Count; i++)
  221. {
  222. PassivitySkillLvlCfg targetSkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(targetSkillLvs[i], targetSkillCfgs[i].skillId);
  223. if (CheckIsRightTime(targetSkillLvlCfg, currentTime, partId))
  224. {
  225. bool isProbability = targetSkillLvlCfg.nullifySkillIndex > 0 && UnityEngine.Random.Range(0, 10000) < targetSkillLvlCfg.probability;
  226. if (targetSkillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && targetRoundTimes != null && partId < targetRoundTimes[i]) isProbability = true;
  227. if (isProbability) nullifySkillIndex.Add(targetSkillLvlCfg.nullifySkillIndex);
  228. }
  229. }
  230. List<PassivitySkillCfg> mySkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  231. for (int i = 0; i < mySkillCfgs.Count; i++)
  232. {
  233. PassivitySkillLvlCfg mySkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLvs[i], mySkillCfgs[i].skillId);
  234. if (nullifySkillIndex.IndexOf(i + 1) >= 0) continue;//技能被对手失效
  235. if (CheckIsRightTime(mySkillLvlCfg, currentTime, partId))
  236. {
  237. bool isProbability = UnityEngine.Random.Range(0, 10000) < mySkillLvlCfg.probability;
  238. if (mySkillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && roundTimes != null && partId < roundTimes[i]) isProbability = true;
  239. if (isProbability) skillCfgs.Add(mySkillLvlCfg);
  240. }
  241. }
  242. return skillCfgs;
  243. }
  244. private bool CheckIsRightTime(PassivitySkillLvlCfg skillLvlCfg, int currentTime, int partId)
  245. {
  246. if (skillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && currentTime == BeginTime.PART_FIGHT_BEGIN
  247. || skillLvlCfg.beginTime == BeginTime.PART_PREFACT_CLICK && currentTime == BeginTime.PART_PREFACT_CLICK
  248. || skillLvlCfg.beginTime == BeginTime.PART_FIGHT_BEGIN && currentTime == BeginTime.PART_FIGHT_BEGIN
  249. || skillLvlCfg.beginTime == BeginTime.PART_FIGHT_END && currentTime == BeginTime.PART_FIGHT_END
  250. || skillLvlCfg.beginTime <= BeginTime.PART_SCORE_6 && currentTime == BeginTime.PART_FIGHT_BEGIN && partId == skillLvlCfg.beginTime)
  251. {
  252. return true;
  253. }
  254. return false;
  255. }
  256. /// <summary>
  257. /// 本轮技能分数
  258. /// </summary>
  259. /// <param name="validSkills">有效技能列表</param>
  260. /// <param name="mainScore">总主属性</param>
  261. /// <returns></returns>
  262. public void GetPartItemSkillScore(List<PassivitySkillLvlCfg> validSkills, double mainScore, double targetMainScore, out int skillScore, out int targetScore, out Dictionary<int, int> skillScoreDic)
  263. {
  264. double _skillScore = 0;
  265. double _targetSkillScore = 0;
  266. skillScoreDic = new Dictionary<int, int>();
  267. for (int i = 0; i < validSkills.Count; i++)
  268. {
  269. if (validSkills[i].target == 1)//作用自身
  270. {
  271. double score = mainScore * validSkills[i].ratio / 10000;
  272. _skillScore += score;
  273. skillScoreDic.Add(validSkills[i].skillId, (int)Math.Ceiling(score));
  274. }
  275. else if (validSkills[i].target == 2)//作用对方
  276. {
  277. double score = targetMainScore * validSkills[i].ratio / 10000;
  278. _targetSkillScore += score;
  279. skillScoreDic.Add(validSkills[i].skillId, (int)Math.Ceiling(score));
  280. }
  281. }
  282. skillScore = (int)Math.Ceiling(_skillScore);
  283. targetScore = (int)Math.Ceiling(_targetSkillScore);
  284. }
  285. /// <summary>
  286. /// 是否展示卡牌效果
  287. /// </summary>
  288. /// <param name="cardId">卡牌id</param>
  289. /// <param name="validSkills">被触发的有效技能列表</param>
  290. /// <returns></returns>
  291. public bool IsShowCard(int cardId, List<PassivitySkillLvlCfg> validSkills)
  292. {
  293. if (cardId <= 0) return false;//未选卡
  294. if (validSkills.Count == 0) return false;//本轮没有技能被触发不显示卡牌
  295. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  296. for (int i = 0; i < skillCfgs.Count; i++)
  297. {
  298. if (skillCfgs[i].mainSkill == 1)
  299. {
  300. return true;
  301. }
  302. }
  303. return false;
  304. }
  305. /// <summary>
  306. /// 登峰造极额外加分
  307. /// </summary>
  308. /// <param name="mainScore"></param>
  309. /// <returns></returns>
  310. public int GetAllCircleAddScore(double mainScore)
  311. {
  312. //主属性20%的加分
  313. return (int)Math.Ceiling(mainScore * ConstScoreSystem.ALL_PERFECT_SCORE);
  314. }
  315. /// <summary>
  316. /// 根据卡牌Id获取 战斗选卡 界面显示配置
  317. /// </summary>
  318. /// <param name="cardId"></param>
  319. /// <returns></returns>
  320. public PassivitySkillCfg GetShowSkillCfg(int cardId)
  321. {
  322. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  323. if (skillCfgs.Count <= 0)
  324. {
  325. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  326. return null;
  327. }
  328. for (int i = 0; i < skillCfgs.Count; i++)
  329. {
  330. if (skillCfgs[i].showSkill == 1)
  331. {
  332. // int skillLv = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
  333. return skillCfgs[i];
  334. }
  335. }
  336. return null;
  337. }
  338. /// <summary>
  339. /// 根据卡牌Id获取评分主技能显示配置
  340. /// </summary>
  341. /// <param name="cardId"></param>
  342. /// <returns></returns>
  343. public PassivitySkillCfg GetMainSkillCfg(int cardId)
  344. {
  345. // Dictionary<int, List<PassivitySkillCfg>> cfgs = SkillDataManager.Instance.dicPassivitySkill[cardId];
  346. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  347. if (skillCfgs.Count <= 0)
  348. {
  349. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  350. return null;
  351. }
  352. // foreach (int key in cfgs.Keys)
  353. // {
  354. for (int i = 0; i < skillCfgs.Count; i++)
  355. {
  356. if (skillCfgs[i].mainSkill == 1)
  357. {
  358. // int skillLV = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
  359. // PassivitySkillLvlCfgArray skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfg(skillLV, skillCfgs[i].skillId);
  360. // return cfgs[key][skillLV - 1];
  361. return skillCfgs[i];
  362. }
  363. }
  364. return null;
  365. }
  366. /// <summary>
  367. /// 获取竞技场玩家战力
  368. /// </summary>
  369. /// <returns></returns>
  370. public int GetArenaRoleFightScore(List<FightRoleData> roleDatas)
  371. {
  372. //竞技场战力=搭配战力+卓越点击战力+卡牌战力
  373. //搭配战力=第1套搭配所有部件主属性和+第2套搭配所有部件主属性和+第3套搭配所有部件主属性和
  374. //卓越点击战力=卓越点击评分和/2.33
  375. //技能战力=(第1套搭配所有部件主属性和+卡牌主属性+人物基础分)*技能1当前等级对应的战力系数+(第1套搭配所有部件主属性和+卡牌主属性+人物基础分)*技能2当前等级对应的战力系数+(第1套搭配所有部件主属性和+卡牌主属性+人物基础分)*技能3当前等级对应的战力系数+(第2套搭配所有部件主属性和+卡牌主属性+人物基础分)*技能1当前等级对应的战力系数+(第2套搭配所有部件主属性和+卡牌主属性+人物基础分)*技能2当前等级对应的战力系数+(第2套搭配所有部件主属性和+卡牌主属性+人物基础分)*技能3当前等级对应的战力系数+(第3套搭配所有部件主属性和+卡牌主属性+人物基础分)*技能1当前等级对应的战力系数+(第3套搭配所有部件主属性和+卡牌主属性+人物基础分)*技能2当前等级对应的战力系数+(第3套搭配所有部件主属性和+卡牌主属性+人物基础分)*技能3当前等级对应的战力系数
  376. double fightScore = 0;
  377. for (int i = 0; i < roleDatas.Count; i++)
  378. {
  379. double itemSum = GetItemScoreSum(roleDatas[i].itemScoreList);
  380. double clickScore = GetPerfectClickScore(roleDatas[i]) / ConstScoreSystem.PART_SCORE;
  381. double skillScore = 0;
  382. double skillBaseScore = itemSum + roleDatas[i].cardScore + roleDatas[i].baseScore;
  383. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(roleDatas[i].cardId);
  384. for (int j = 0; j < skillCfgs.Count; j++)
  385. {
  386. PassivitySkillLvlCfg skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(roleDatas[i].skillLvs[j], skillCfgs[i].skillId);
  387. if (skillLvlCfg == null) continue;
  388. skillScore += skillBaseScore * skillLvlCfg.fightPowerParam / 10000;
  389. }
  390. fightScore = itemSum + clickScore + skillScore;
  391. }
  392. return (int)Math.Ceiling(fightScore);
  393. }
  394. /// <summary>
  395. /// 获取竞技场机器人战力
  396. /// </summary>
  397. /// <returns></returns>
  398. public int GetArenaRobotFightScore(List<FightRobotData> robotDatas)
  399. {
  400. double fightScore = 0;
  401. for (int i = 0; i < robotDatas.Count; i++)
  402. {
  403. double itemSum = GetItemScoreSum(robotDatas[i].itemScoreList);
  404. double clickScore = GetRobotPerfectClickScore(robotDatas[i]) / ConstScoreSystem.PART_SCORE;
  405. double skillScore = 0;
  406. double skillBaseScore = itemSum + robotDatas[i].cardScore + robotDatas[i].baseScore;
  407. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(robotDatas[i].cardId);
  408. for (int j = 0; j < skillCfgs.Count; j++)
  409. {
  410. PassivitySkillLvlCfg skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(robotDatas[i].skillLvs[j], skillCfgs[i].skillId);
  411. if (skillLvlCfg == null) continue;
  412. skillScore += skillBaseScore * skillLvlCfg.fightPowerParam / 10000;
  413. }
  414. fightScore = itemSum + clickScore + skillScore;
  415. }
  416. return (int)Math.Ceiling(fightScore);
  417. }
  418. /// <summary>
  419. /// 所有部件主属性和
  420. /// </summary>
  421. /// <returns></returns>
  422. private double GetItemScoreSum(List<int> itemScoreList)
  423. {
  424. double scoreSum = 0;
  425. for (int i = 0; i < itemScoreList.Count; i++)
  426. {
  427. scoreSum += itemScoreList[i];
  428. }
  429. return scoreSum;
  430. }
  431. private double GetPerfectClickScore(FightRoleData roleData)
  432. {
  433. double clickScore = 0;
  434. foreach (int key in roleData.pardScoreListDic.Keys)
  435. {
  436. clickScore += GetPartScore(roleData, key, ClickType.PREFACT_CLICK, 0);
  437. }
  438. return clickScore;
  439. }
  440. private double GetRobotPerfectClickScore(FightRobotData robotData)
  441. {
  442. double clickScore = 0;
  443. FightScoreCfg[] scoreCfg = FightScoreCfgArray.Instance.dataArray;
  444. for (int i = 0; i < scoreCfg.Length; i++)
  445. {
  446. clickScore += GetRobotPartScore(robotData, i + 1, ClickType.PREFACT_CLICK, 0);
  447. }
  448. return clickScore;
  449. }
  450. }
  451. }