InstanceZonesDataManager.cs 15 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.leagueSkillScore = LeagueDataManager.Instance.GetAllSkillScore(_roleData.scoreType);
  82. _roleData.cardId = InstanceZonesDataManager.currentCardId; ;//卡牌id
  83. CardData cardData = CardDataManager.GetCardDataById(_roleData.cardId);
  84. _roleData.cardScore = _roleData.cardId <= 0 || cardData == null ? 0 : cardData.scores[_roleData.scoreType];//卡牌对应主题的属性分数
  85. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  86. if (!string.IsNullOrEmpty(levelCfg.fightID))
  87. {
  88. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  89. _roleData.tags = fightCfg.needTagsArr;////本次战斗要求的标签
  90. }
  91. if (_roleData.cardId > 0)
  92. {
  93. _roleData.skillLvs = SkillDataManager.Instance.GetCardSkillLvs(_roleData.cardId);
  94. }
  95. _roleData.type = FightTargetType.PLAYER;
  96. _roleData.headId = RoleDataManager.headId;
  97. _roleData.itemList = MyDressUpHelper.dressUpObj.itemList;
  98. FightDataManager.Instance.SetItemScoreList(_roleData);
  99. ScoreSystemData.Instance.SetEquipScoresWithPartId(_roleData);
  100. return _roleData;
  101. }
  102. //获取副本机器人战斗数据
  103. public static FightData GetFightTargetData()
  104. {
  105. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  106. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  107. _targetData.name = fightCfg.targetName;
  108. _targetData.scoreType = InstanceZonesDataManager.currentScoreType; //本次战斗的主题
  109. _targetData.baseScore = fightCfg.targetBaseScore;
  110. _targetData.leagueSkillScore = 0;
  111. _targetData.cardId = fightCfg.targetCardId;
  112. _targetData.cardScore = fightCfg.targetCardScore;
  113. _targetData.tags = fightCfg.needTagsArr;
  114. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(_targetData.cardId);
  115. _targetData.skillLvs.Clear();
  116. for (int i = 0; i < skillCfgs.Count; i++)
  117. {
  118. _targetData.skillLvs.Add(fightCfg.targetSkillLvs);
  119. }
  120. _targetData.itemScoreList.Clear();
  121. for (int i = 0; i < fightCfg.targetPartsScoreArr.Length; i++)
  122. {
  123. _targetData.itemScoreList.Add(fightCfg.targetPartsScoreArr[i]);
  124. }
  125. _targetData.type = FightTargetType.ROBOT;
  126. _targetData.res = fightCfg.targetRes;
  127. return _targetData;
  128. }
  129. //副本通关状态,key为CalculateHelper.GenerateInstanceZonesLevelStateKey,值为通到关卡编号
  130. private static Dictionary<int, int> _passLevelDic = new Dictionary<int, int>();
  131. //关卡最高分数记录
  132. private static Dictionary<int, int> _highestScoreDic = new Dictionary<int, int>();
  133. //关卡星数记录
  134. private static Dictionary<int, int> _starDic = new Dictionary<int, int>();
  135. public static void InitScoreList(List<int> ks, List<int> vs)
  136. {
  137. usedRecommend = false;
  138. _highestScoreDic.Clear();
  139. for (var i = 0; i < ks.Count; ++i)
  140. {
  141. _highestScoreDic.Add(ks[i], vs[i]);
  142. }
  143. }
  144. public static void InitStarList(List<int> ks, List<int> vs)
  145. {
  146. _starDic.Clear();
  147. for (var i = 0; i < ks.Count; ++i)
  148. {
  149. _starDic.Add(ks[i], vs[i]);
  150. }
  151. }
  152. //检查更新最高分
  153. public static void TryUpdateScore(int levelCfgId, int score)
  154. {
  155. _highestScoreDic.TryGetValue(levelCfgId, out var scoreHighest);
  156. if (score > scoreHighest)
  157. {
  158. _highestScoreDic[levelCfgId] = score;
  159. }
  160. }
  161. public static int GetScoreHighest(int levelID)
  162. {
  163. if (_highestScoreDic.ContainsKey(levelID))
  164. {
  165. return _highestScoreDic[levelID];
  166. }
  167. return 0;
  168. }
  169. //检查并更新关卡星数
  170. public static void TryUpdateLevelStar(int levelCfgId, int star)
  171. {
  172. _starDic.TryGetValue(levelCfgId, out var OldStar);
  173. if (star > OldStar)
  174. {
  175. _starDic[levelCfgId] = star;
  176. }
  177. }
  178. public static int GetStarCountHistory(int levelCfgId)
  179. {
  180. _starDic.TryGetValue(levelCfgId, out var star);
  181. return star;
  182. }
  183. public static int GetChapterStarCount(int chapterID, int type, int subType)
  184. {
  185. var star = 0;
  186. foreach (var item in _starDic)
  187. {
  188. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(item.Key);
  189. if (levelCfg.chapterId == chapterID && levelCfg.type == type && levelCfg.subType == subType)
  190. {
  191. star += item.Value;
  192. }
  193. }
  194. return star;
  195. }
  196. public static void InitLevelPass(List<int> ks, List<int> vs)
  197. {
  198. _passLevelDic.Clear();
  199. for (var i = 0; i < ks.Count; ++i)
  200. {
  201. _passLevelDic[ks[i]] = vs[i];
  202. }
  203. }
  204. /// <summary>
  205. /// 设置某关卡通过,参数为关卡配置id
  206. /// </summary>
  207. /// <param name="levelCfgId"></param>
  208. public static void TrySetLevelPass(int levelCfgId)
  209. {
  210. if (!CheckLevelPass(levelCfgId))
  211. {
  212. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
  213. var key = CalculateHelper.GenerateInstanceZonesLevelStateKey(levelCfg.type, levelCfg.subType, levelCfg.chapterId);
  214. _passLevelDic[key] = levelCfgId;
  215. }
  216. }
  217. /// <summary>
  218. /// 获取副本通关关卡
  219. /// </summary>
  220. /// <param name="type" value="副本类型"></param>
  221. /// <param name="subType" value="章节id"></param>
  222. /// <returns></returns>
  223. public static int GetPassLevelCfgId(int type, int subType, int chapterId)
  224. {
  225. var key = CalculateHelper.GenerateInstanceZonesLevelStateKey(type, subType, chapterId);
  226. if (_passLevelDic.TryGetValue(key, out var value))
  227. {
  228. return value;
  229. }
  230. return 0;
  231. }
  232. /// <summary>
  233. /// 获取通关关卡的编号
  234. /// </summary>
  235. /// <param name="type"></param>
  236. /// <param name="subType"></param>
  237. /// <param name="chapterId"></param>
  238. /// <returns></returns>
  239. public static int GetPassLevelOrder(int type, int subType, int chapterId)
  240. {
  241. ET.Log.Debug("zoya_zoya_ 222 _:" + type + " " + subType + " " + chapterId);
  242. var levelCfgId = GetPassLevelCfgId(type, subType, chapterId);
  243. ET.Log.Debug("zoya_zoya_ 333 _:" + type + " " + subType + " " + chapterId);
  244. if (levelCfgId == 0)
  245. {
  246. ET.Log.Debug("zoya_zoya_ 444 _:");
  247. return 0;
  248. }
  249. ET.Log.Debug("zoya_zoya_ 555 _:" + levelCfgId);
  250. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
  251. ET.Log.Debug("zoya_zoya_ 666 _:" + levelCfgId);
  252. if (levelCfg != null)
  253. {
  254. ET.Log.Debug("zoya_zoya_ 777 _:");
  255. return levelCfg.order;
  256. }
  257. ET.Log.Debug("zoya_zoya_ 888 _:");
  258. return 0;
  259. }
  260. /// <summary>
  261. /// 检查某关卡是否通过,参数为关卡配置id
  262. /// </summary>
  263. /// <param name="levelCfgId"></param>
  264. /// <returns></returns>
  265. public static bool CheckLevelPass(int levelCfgId)
  266. {
  267. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
  268. ET.Log.Debug("zoya_zoya_ 000 _:" + levelCfg);
  269. if (levelCfg != null)
  270. {
  271. ET.Log.Debug("zoya_zoya_ 111 _:" + levelCfg);
  272. var passLevelOrder = GetPassLevelOrder(levelCfg.type, levelCfg.subType, levelCfg.chapterId);
  273. return levelCfg.order <= passLevelOrder;
  274. }
  275. return false;
  276. }
  277. /// <summary>
  278. /// 检查某章是否通关
  279. /// </summary>
  280. /// <param name="type"></param>
  281. /// <param name="subType"></param>
  282. /// <param name="chapterId"></param>
  283. /// <param name="levelCount"></param>
  284. /// <returns></returns>
  285. public static bool CheckChapterPass(int type, int subType, int chapterId, int levelCount)
  286. {
  287. var chapterCfg = StoryChapterCfgArray.Instance.GetCfg(chapterId);
  288. if (chapterCfg != null)
  289. {
  290. var passLevelOrder = InstanceZonesDataManager.GetPassLevelOrder(type, subType, chapterId);
  291. if (levelCount <= passLevelOrder)
  292. {
  293. return true;
  294. }
  295. }
  296. return false;
  297. }
  298. public static int GetResultStarCount(int score)
  299. {
  300. return CalculateHelper.GetStoryChapterStar(currentLevelCfgId, score);
  301. }
  302. public static bool GetFightResult(int score, out int npcScore)
  303. {
  304. npcScore = 0;
  305. bool equipedNeeded = MyDressUpHelper.CheckEquipedFightNeeded();
  306. if (!equipedNeeded)
  307. {
  308. PromptController.Instance.ShowFloatTextPrompt("未穿必需物品");
  309. return false;//没穿必需品
  310. }
  311. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(currentLevelCfgId);
  312. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  313. bool hasFightTarget = fightCfg.targetName != null && fightCfg.targetName.Length > 0;
  314. if (hasFightTarget)
  315. {
  316. npcScore = FightDataManager.Instance.npcTotalScore;
  317. if (score > npcScore)
  318. {
  319. return true;//分数低于对战对象
  320. }
  321. }
  322. else
  323. {
  324. int starCount = GetResultStarCount(score);
  325. if (starCount > 0)
  326. {
  327. return true;//低于一星
  328. }
  329. }
  330. return false;
  331. }
  332. public static void GetCanFightTime(int type, int subType, int levelCfgId, out int times, out string title)
  333. {
  334. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
  335. if (levelCfg.power == 0)
  336. {
  337. times = GameConst.MAX_COUNT_FIGHT_QUICKLY;
  338. }
  339. else
  340. {
  341. times = (int)Math.Floor((float)RoleDataManager.power / levelCfg.power);//体力次数
  342. }
  343. times = Math.Min(GameConst.MAX_COUNT_FIGHT_QUICKLY, times);
  344. title = "";
  345. if (type == ConstInstanceZonesType.Studio)
  346. {
  347. var studioCfg = StudioCfgArray.Instance.GetCfg(levelCfg.chapterId);
  348. var limitData = RoleLimitDataManager.GetLimitData(studioCfg.limit);
  349. times = Math.Min(times, limitData.TotalPlayMax - limitData.PlayTimes);
  350. }
  351. title = string.Format("挑战{0}次", NumberUtil.GetChiniseNumberText(times));
  352. }
  353. public static void GetTotalProgress(out int count, out int totalCount)
  354. {
  355. List<StoryChapterCfg> storyChapters = StoryChapterCfgArray.Instance.GetCfgsBysubType(ConstInstanceZonesSubType.Normal);
  356. totalCount = storyChapters.Count - 1;
  357. count = 0;
  358. for (int i = 1; i < storyChapters.Count; i++)
  359. {
  360. bool isPass = InstanceZonesDataManager.CheckChapterPass(storyChapters[i].type, storyChapters[i].subType, storyChapters[i].id, storyChapters[i].levelCount);
  361. if (isPass)
  362. {
  363. count++;
  364. }
  365. else
  366. {
  367. break;
  368. }
  369. }
  370. }
  371. }
  372. }