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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 RoleType
- {
- public const int MINE = 0;
- public const int ENEMY = 1;
- public const int ROBOT = 2;
- }
- public class ScoreSystemData : SingletonBase<ScoreSystemData>
- {
- private const float _prefectScale = 0.866f;//完美缩放比
- private Dictionary<int, List<int>> equipDicWithPartId = new Dictionary<int, List<int>>();
- /// <summary>
- /// 将穿戴部件分组
- /// </summary>
- public void SetEquipDicWithType()
- {
- equipDicWithPartId.Clear();
- var equipDatas = MyDressUpHelper.dressUpObj.itemList;
- for (int i = 0; i < equipDatas.Count; i++)
- {
- FightScoreCfg[] typeCfgs = FightScoreCfgArray.Instance.dataArray;
- for (int j = 0; j < typeCfgs.Length; j++)
- {
- FightScoreCfg cfg = typeCfgs[j];
- if (equipDicWithPartId.ContainsKey(cfg.id) == false)
- {
- equipDicWithPartId.Add(cfg.id, new List<int>());
- }
- bool isCheckFinish = false;
- for (int k = 0; k < cfg.subTypesArr.Length; k++)
- {
- ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(equipDatas[i]);
- if (itemCfg.subType == cfg.subTypesArr[k])
- {
- equipDicWithPartId[cfg.id].Add(equipDatas[i]);
- isCheckFinish = true;
- break;
- }
- }
- if (isCheckFinish) break;
- }
- }
- }
- /// <summary>
- /// 返回总主属性分
- /// </summary>
- /// <returns></returns>
- public double GetMainScore()
- {
- //(部件属性分数+标签分数+人物基础分+卡牌属性分数)*4
- var equipDatas = MyDressUpHelper.dressUpObj.itemList;
- int partScore = 0;
- double tagScore = 0;
- // StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
- // StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
- for (int i = 0; i < equipDatas.Count; i++)
- {
- partScore += ItemDataManager.GetItemAdditionScore(equipDatas[i], InstanceZonesDataManager.currentScoreType);
- tagScore = ItemDataManager.GetItemTagScore(equipDatas[i], InstanceZonesDataManager.currentFightTags);
- }
- int roleScore = RoleLevelCfgArray.Instance.GetCfg(GameGlobal.myNumericComponent.GetAsInt(NumericType.Lvl)).baseScore;
- int cardScore = ItemDataManager.GetItemAdditionScore(InstanceZonesDataManager.currentCardId, InstanceZonesDataManager.currentScoreType);
- return (partScore + tagScore + roleScore + cardScore) * ConstScoreSystem.MAIN_SCORE;
- }
- public double GetTargetMainScore()
- {
- //(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;
- StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
- StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
- for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
- {
- partScore += fightCfg.targetPartsScoreArr[i];
- }
- int roleScore = fightCfg.targetBaseScore;
- int cardScore = fightCfg.targetCardScore;
- return (partScore + roleScore + 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(int partId, int roleType, 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 partScore = GetPartScore(partId, roleType);
- double clickScore = ScoreSystemData.Instance.GetPartItemClickScore(partId, clickType, roleType);
- int score = (int)Math.Ceiling(partScore + clickScore + skillScore);
- return Math.Max(0, score);
- // return (int)Math.Round((partScore + skillScore));
- }
- private double GetPartScore(int partId, int roleType)
- {
- double partScore = 0;
- if (roleType == RoleType.MINE)
- {
- partScore = GetPartBaseScore(partId) * ConstScoreSystem.PART_SCORE;
- }
- else
- {
- partScore = GetTargetPartBaseScore(partId) * ConstScoreSystem.PART_SCORE;
- }
- return partScore;
- }
- /// <summary>
- /// 部件基础评分
- /// </summary>
- /// <param name="partId">评分部位</param>
- /// <returns></returns>
- private double GetPartBaseScore(int partId)
- {
- double partScore = 0;
- double tagScore = 0;
- if (!equipDicWithPartId.ContainsKey(partId)) return partScore;
- for (int i = 0; i < equipDicWithPartId[partId].Count; i++)
- {
- partScore += ItemDataManager.GetItemAdditionScore(equipDicWithPartId[partId][i], InstanceZonesDataManager.currentScoreType);
- tagScore += ItemDataManager.GetItemTagScore(equipDicWithPartId[partId][i], InstanceZonesDataManager.currentFightTags);
- }
- return partScore + tagScore;
- }
- private double GetTargetPartBaseScore(int partId)
- {
- StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
- StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
- if (fightCfg.targetPartsScoreArr.Length < FightScoreCfgArray.Instance.dataArray.Length)
- {
- ET.Log.Debug("战斗id:" + fightCfg.id + " targetPartsScore 数量不足");
- return 0;
- }
- return fightCfg.targetPartsScoreArr[partId - 1];
- }
- private double GetPartItemClickScore(int partId, int clickState, int roleType)
- {
- //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 (clickState)
- {
- 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;
- }
- double clickScore = 0;
- if (roleType == RoleType.MINE)
- {
- int roleScore = RoleLevelCfgArray.Instance.GetCfg(GameGlobal.myNumericComponent.GetAsInt(NumericType.Lvl)).baseScore;
- int cardScore = ItemDataManager.GetItemAdditionScore(InstanceZonesDataManager.currentCardId, InstanceZonesDataManager.currentScoreType);
- clickScore = (GetPartBaseScore(partId) + (cardScore + roleScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
- }
- else
- {
- StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
- StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
- int roleScore = fightCfg.targetBaseScore;
- int cardScore = fightCfg.targetCardScore;
- clickScore = (GetTargetPartBaseScore(partId) + (cardScore + roleScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
- }
- return clickScore;
- }
- /// <summary>
- /// 获取卡牌技能持续回合数
- /// </summary>
- /// <returns></returns>
- public List<int> GetRoundTime(int roleType)
- {
- List<int> roundTimes = new List<int>();
- if (roleType == RoleType.MINE)
- {
- List<PassivitySkillCfg> mySkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(InstanceZonesDataManager.currentCardId);
- for (int i = 0; i < mySkillCfgs.Count; i++)
- {
- int skillLv = SkillDataManager.Instance.GetSkillLv(InstanceZonesDataManager.currentLevelCfgId, mySkillCfgs[i].skillId);
- PassivitySkillLvlCfg skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLv, mySkillCfgs[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);
- }
- }
- }
- else
- {
- StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
- StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
- List<PassivitySkillCfg> targetSkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(fightCfg.targetCardId);
- for (int i = 0; i < targetSkillCfgs.Count; i++)
- {
- int skillLv = fightCfg.targetSkillLvsArr[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 roleType, List<int> roundTimes, List<int> targetRoundTimes)
- {
- List<PassivitySkillLvlCfg> skillCfgs = new List<PassivitySkillLvlCfg>();
- StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
- StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
- int cardId = 0;
- int targetCardId;
- if (roleType == RoleType.MINE)
- {
- cardId = InstanceZonesDataManager.currentCardId;
- targetCardId = fightCfg.targetCardId;
- }
- else
- {
- targetCardId = InstanceZonesDataManager.currentCardId;
- cardId = fightCfg.targetCardId;
- }
- List<PassivitySkillCfg> mySkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
- List<PassivitySkillCfg> targetSkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(targetCardId);
- List<int> nullifySkillIndex = new List<int>();
- for (int i = 0; i < targetSkillCfgs.Count; i++)
- {
- PassivitySkillCfg skillCfg = targetSkillCfgs[i];
- int targetSkillLv = 0;
- if (roleType == RoleType.MINE)
- {
- targetSkillLv = fightCfg.targetSkillLvsArr[i];
- }
- else
- {
- targetSkillLv = SkillDataManager.Instance.GetSkillLv(targetCardId, skillCfg.skillId);
- }
- PassivitySkillLvlCfg targetSkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(targetSkillLv, skillCfg.skillId);
- if (targetSkillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && currentTime == BeginTime.PART_FIGHT_BEGIN
- || targetSkillLvlCfg.beginTime == BeginTime.PART_PREFACT_CLICK && currentTime == BeginTime.PART_PREFACT_CLICK
- || targetSkillLvlCfg.beginTime == BeginTime.PART_FIGHT_BEGIN && currentTime == BeginTime.PART_FIGHT_BEGIN
- || targetSkillLvlCfg.beginTime == BeginTime.PART_FIGHT_END && currentTime == BeginTime.PART_FIGHT_END
- || targetSkillLvlCfg.beginTime <= BeginTime.PART_SCORE_6 && currentTime == BeginTime.PART_FIGHT_BEGIN && partId == targetSkillLvlCfg.beginTime)
- {
- bool isProbability = targetSkillLvlCfg.nullifySkillIndex > 0 && UnityEngine.Random.Range(0, 10000) < targetSkillLvlCfg.probability;
- if (targetSkillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && targetRoundTimes != null && partId < targetRoundTimes[i]) isProbability = true;
- if (isProbability) nullifySkillIndex.Add(targetSkillLvlCfg.nullifySkillIndex);
- }
- }
- for (int i = 0; i < mySkillCfgs.Count; i++)
- {
- PassivitySkillCfg skillCfg = mySkillCfgs[i];
- int mySkillLv = 0;
- if (roleType == RoleType.MINE)
- {
- mySkillLv = SkillDataManager.Instance.GetSkillLv(cardId, skillCfg.skillId);
- }
- else
- {
- mySkillLv = fightCfg.targetSkillLvsArr[i];
- }
- PassivitySkillLvlCfg mySkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(mySkillLv, skillCfg.skillId);
- if (nullifySkillIndex.IndexOf(i + 1) >= 0) continue;//技能被对手失效
- if (mySkillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && currentTime == BeginTime.PART_FIGHT_BEGIN
- || mySkillLvlCfg.beginTime == BeginTime.PART_PREFACT_CLICK && currentTime == BeginTime.PART_PREFACT_CLICK
- || mySkillLvlCfg.beginTime == BeginTime.PART_FIGHT_BEGIN && currentTime == BeginTime.PART_FIGHT_BEGIN
- || mySkillLvlCfg.beginTime == BeginTime.PART_FIGHT_END && currentTime == BeginTime.PART_FIGHT_END
- || mySkillLvlCfg.beginTime <= BeginTime.PART_SCORE_6 && currentTime == BeginTime.PART_FIGHT_BEGIN && partId == mySkillLvlCfg.beginTime)
- {
- 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;
- }
- /// <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;
- }
- /// <summary>
- /// 0失败1优秀2完美
- /// </summary>
- /// <param name="scale"></param>
- /// <returns></returns>
- public int GetClickType(float scale)
- {
- // float scaleX = _ui.m_comClick.m_comResult.m_imgCircle.scale.x;
- int clickType = ClickType.MISS_CLICK;
- if (FightDataManager.Instance.autoPlay == true)
- {
- return ClickType.PREFACT_CLICK;
- }
- if (scale <= _prefectScale && scale > 0.65f)
- {
- clickType = ClickType.PREFACT_CLICK;
- }
- else if (scale <= 0.216f)
- {
- clickType = ClickType.MISS_CLICK;
- }
- else
- {
- clickType = ClickType.GREAT_CLICK;
- }
- return clickType;
- }
- }
- }
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