| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295 | using System;using System.Collections.Generic;namespace GFGGame{    //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    public class InstanceZonesDataManager    {        //所有副本关卡通用换装战斗是否使用推荐        public static bool usedRecommend;        //所有副本关卡通用        public static int currentScoreType;        //所有副本关卡通用        public static int currentCardId = 0;        //快速挑战挑战次数        public static int FightTimes = 10;        //是否速刷中        public static bool isQuicklyFighting = false;        //是否结算中        public static bool isResultFighting = false;        private static int _currentLevelCfgId;        //所有副本关卡通用配置表的id        public static int currentLevelCfgId        {            get            {                return _currentLevelCfgId;            }            set            {                _currentLevelCfgId = value;                var levelCfg = StoryLevelCfgArray.Instance.GetCfg(_currentLevelCfgId);                if (levelCfg.type == ConstInstanceZonesType.Story)                {                    MainStoryDataManager.currentLevelCfgId = _currentLevelCfgId;                }            }        }        //所有副本关卡通用        public static int currentLevelOrder        {            get            {                var levelCfg = StoryLevelCfgArray.Instance.GetCfg(_currentLevelCfgId);                return levelCfg.order;            }        }        //副本通关状态,key为CalculateHelper.GenerateInstanceZonesLevelStateKey,值为通到关卡编号        private static Dictionary<int, int> _passLevelDic = new Dictionary<int, int>();        //关卡最高分数记录        private static Dictionary<int, int> _highestScoreDic = new Dictionary<int, int>();        //关卡星数记录        private static Dictionary<int, int> _starDic = new Dictionary<int, int>();        public static void InitScoreList(List<int> ks, List<int> vs)        {            usedRecommend = false;            _highestScoreDic.Clear();            for (var i = 0; i < ks.Count; ++i)            {                _highestScoreDic.Add(ks[i], vs[i]);            }        }        public static void InitStarList(List<int> ks, List<int> vs)        {            _starDic.Clear();            for (var i = 0; i < ks.Count; ++i)            {                _starDic.Add(ks[i], vs[i]);            }        }        //检查更新最高分        public static void TryUpdateScore(int levelCfgId, int score)        {            _highestScoreDic.TryGetValue(levelCfgId, out var scoreHighest);            if (score > scoreHighest)            {                _highestScoreDic[levelCfgId] = score;            }        }        public static int GetScoreHighest(int levelID)        {            if (_highestScoreDic.ContainsKey(levelID))            {                return _highestScoreDic[levelID];            }            return 0;        }        //检查并更新关卡星数        public static void TryUpdateLevelStar(int levelCfgId, int star)        {            _starDic.TryGetValue(levelCfgId, out var OldStar);            if (star > OldStar)            {                _starDic[levelCfgId] = star;            }        }        public static int GetStarCountHistory(int levelCfgId)        {            _starDic.TryGetValue(levelCfgId, out var star);            return star;        }        public static int GetChapterStarCount(int chapterID, int type, int subType)        {            var star = 0;            foreach (var item in _starDic)            {                var levelCfg = StoryLevelCfgArray.Instance.GetCfg(item.Key);                if (levelCfg.chapterId == chapterID && levelCfg.type == type && levelCfg.subType == subType)                {                    star += item.Value;                }            }            return star;        }        public static void InitLevelPass(List<int> ks, List<int> vs)        {            _passLevelDic.Clear();            for (var i = 0; i < ks.Count; ++i)            {                _passLevelDic[ks[i]] = vs[i];            }        }        /// <summary>        /// 设置某关卡通过,参数为关卡配置id        /// </summary>        /// <param name="levelCfgId"></param>        public static void TrySetLevelPass(int levelCfgId)        {            if (!CheckLevelPass(levelCfgId))            {                var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);                var key = CalculateHelper.GenerateInstanceZonesLevelStateKey(levelCfg.type, levelCfg.subType, levelCfg.chapterId);                _passLevelDic[key] = levelCfgId;            }        }        /// <summary>        /// 获取副本通关关卡        /// </summary>        /// <param name="type" value="副本类型"></param>        /// <param name="subType" value="章节id"></param>        /// <returns></returns>        public static int GetPassLevelCfgId(int type, int subType, int chapterId)        {            var key = CalculateHelper.GenerateInstanceZonesLevelStateKey(type, subType, chapterId);            if (_passLevelDic.TryGetValue(key, out var value))            {                return value;            }            return 0;        }        /// <summary>        /// 获取通关关卡的编号        /// </summary>        /// <param name="type"></param>        /// <param name="subType"></param>        /// <param name="chapterId"></param>        /// <returns></returns>        public static int GetPassLevelOrder(int type, int subType, int chapterId)        {            var levelCfgId = GetPassLevelCfgId(type, subType, chapterId);            var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);            if (levelCfg != null)            {                return levelCfg.order;            }            return 0;        }        /// <summary>        /// 检查某关卡是否通过,参数为关卡配置id        /// </summary>        /// <param name="levelCfgId"></param>        /// <returns></returns>        public static bool CheckLevelPass(int levelCfgId)        {            var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);            if (levelCfg != null)            {                var passLevelOrder = GetPassLevelOrder(levelCfg.type, levelCfg.subType, levelCfg.chapterId);                return levelCfg.order <= passLevelOrder;            }            return false;        }        /// <summary>        /// 检查某章是否通关        /// </summary>        /// <param name="type"></param>        /// <param name="subType"></param>        /// <param name="chapterId"></param>        /// <param name="levelCount"></param>        /// <returns></returns>        public static bool CheckChapterPass(int type, int subType, int chapterId, int levelCount)        {            var chapterCfg = StoryChapterCfgArray.Instance.GetCfg(chapterId);            if (chapterCfg != null)            {                var passLevelOrder = InstanceZonesDataManager.GetPassLevelOrder(type, subType, chapterId);                if (levelCount <= passLevelOrder)                {                    return true;                }            }            return false;        }        public static int GetResultStarCount(int score)        {            return CalculateHelper.GetStoryChapterStar(currentLevelCfgId, score);        }        public static bool GetFightResult(int score, out int npcScore)        {            npcScore = 0;            bool equipedNeeded = EquipDataCache.cacher.CheckEquipedFightNeeded();            if (!equipedNeeded)            {                PromptController.Instance.ShowFloatTextPrompt("未穿必需物品");                return false;//没穿必需品            }            StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(currentLevelCfgId);            StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);            bool hasFightTarget = fightCfg.targetName != null && fightCfg.targetName.Length > 0;            if (hasFightTarget)            {                npcScore = EquipDataCache.cacher.npcTotalScore;                if (score > npcScore)                {                    return true;//分数低于对战对象                }            }            else            {                int starCount = GetResultStarCount(score);                if (starCount > 0)                {                    return true;//低于一星                }            }            return false;        }        public static int GetCanFightTime(int levelCfgId)        {            var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);            int times = (int)Math.Floor((float)RoleDataManager.power / levelCfg.power);            return times;        }        public static void GetCanFightTime(int type, int subType, int levelCfgId, out int times, out string title)        {            var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);            times = (int)Math.Floor((float)RoleDataManager.power / levelCfg.power);//体力次数            title = "";            if (type == ConstInstanceZonesType.Story && subType == ConstInstanceZonesSubType.Normal)            {                times = Math.Min(GameConst.MAX_COUNT_FIGHT_QUICKLY, times);                title = string.Format("挑战{0}次", times == 0 ? "十" : NumberUtil.GetChiniseNumberText(GameConst.MAX_COUNT_FIGHT_QUICKLY));            }            else if (type == ConstInstanceZonesType.Story && subType == ConstInstanceZonesSubType.Hard)            {                times = Math.Min(GameConst.MAX_COUNT_FIGHT_QUICKLY, times);                title = string.Format("挑战{0}次", times == 0 ? "十" : NumberUtil.GetChiniseNumberText(times));            }            else if (type == ConstInstanceZonesType.Studio)            {                StudioData studioData = StudioDataManager.Instance.GetStudioDataById(levelCfg.chapterId);                times = Math.Min(Math.Min(GameConst.MAX_COUNT_FIGHT_QUICKLY, times), studioData.TotalPlayTimes - studioData.PlayTimes);                title = string.Format("挑战{0}次", times == 0 ? "十" : NumberUtil.GetChiniseNumberText(times));            }        }    }}
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