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							- using System;
 
- using System.Collections.Generic;
 
- using System.Linq;
 
- using ET;
 
- using UnityEngine;
 
- using FairyGUI;
 
- namespace GFGGame
 
- {
 
-     public class ArenaDataManager : SingletonBase<ArenaDataManager>
 
-     {
 
-         public long LastFightTime = 0; //上次战斗时间,时间为0,说明未战斗过,则没有段位奖励
 
-         public List<int> ThemeList = new List<int>() { 1, 2, 3 }; //本周主题列表
 
-         public string Tag = "异域"; //本周标签
 
-         public int SeasonId = 1; // 赛季id
 
-         public int Grade = 1; //本赛季段位
 
-         public int Rank = 10000; //本赛季段位内排名
 
-         public int HighestGrade = 1; //本赛季最高段位
 
-         public int HighestRank = 10000; //本赛最高季段位内排名
 
-         public List<FightData> DressupList = new List<FightData>(); //我的搭配列表
 
-         public List<ArenaTargetData> Targets = new List<ArenaTargetData>(); //对手
 
-         public ArenaTargetData SelfData; //自己的排行榜信息
 
-         public ArenaTargetData SelfLastData; //自己的上赛季排行榜信息
 
-         public Dictionary<int, List<ArenaTargetData>>
 
-             RankDatasDic = new Dictionary<int, List<ArenaTargetData>>(); //排行榜数据
 
-         public List<ArenaHistoryData> HistoryDatas = new List<ArenaHistoryData>(); //获取竞技场历史记录
 
-         /*************************************************************************************************************************************/
 
-         // public Dictionary<int, Texture2D> TextureDic = new Dictionary<int, Texture2D>();
 
-         public List<int> roundTime = new List<int>();
 
-         public List<int> targetRoundTime = new List<int>();
 
-         //Dictionary<回合下标, Dictionary<partId, Dictionary<战斗节点, List<PassivitySkillLvlCfg>>>>
 
-         public Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>> vaildSkills =
 
-             new Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>>();
 
-         public Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>> targetVaildSkills =
 
-             new Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>>();
 
-         public int SelectThemeIndex = 0; //当前选中换装主题(ThemeList)的下标
 
-         public int SelectTargetIndex = -1; //当前选中挑战对象的下标
 
-         public int CurFightIndex = 0; //当前挑战场次下标
 
-         public List<long> myScore = new List<long>(); //对战数据,三轮分数
 
-         public List<long> targetScore = new List<long>(); //对战数据,三轮分数
 
-         public List<long> myFightPower = new List<long>(); //对战数据,竞技场战力,搭配战力,卓越点击战力,词牌战力
 
-         public List<long> targetFightPower = new List<long>(); //对战数据,对手竞技场战力,搭配战力,卓越点击战力,词牌战力
 
-         /*************************************************************************************************************************************/
 
-         public int LastGrade; //战斗前段位
 
-         public int LastRank; //战斗前排行
 
-         public OtherRoleInfoData LastTargetInfo = new OtherRoleInfoData(); //战斗对手角色信息
 
-         public List<ArenaTargetData> LastTargets = new List<ArenaTargetData>(); //对手
 
-         public int RewardId; //段位提升奖励
 
-         public List<ItemData> BonusList; //战斗结算奖励
 
-         /*************************************************************************************************************************************/
 
-         /// <summary>
 
-         /// 是否快速挑战
 
-         /// </summary>
 
-         /// <value></value>
 
-         public bool QuickFight
 
-         {
 
-             get
 
-             {
 
-                 return StorageDataManager.Instance.GetStorageValue(ConstStorageId.ARENA_QUICK_FIGHT) == 1
 
-                     ? true
 
-                     : false;
 
-             }
 
-             set
 
-             {
 
-                 StorageSProxy.ReqSetClientValue(ConstStorageId.ARENA_QUICK_FIGHT, value == true ? 1 : 0).Coroutine();
 
-             }
 
-         }
 
-         public void Clear()
 
-         {
 
-             ThemeList.Clear();
 
-             DressupList.Clear();
 
-             Targets.Clear();
 
-             RankDatasDic.Clear();
 
-             HistoryDatas.Clear();
 
-             // TextureDic.Clear();
 
-             myScore.Clear();
 
-             targetScore.Clear();
 
-             myFightPower.Clear();
 
-             targetFightPower.Clear();
 
-             roundTime.Clear();
 
-             targetRoundTime.Clear();
 
-             // LastTargetInfo = null;
 
-             SelfData = null;
 
-             SelfLastData = null;
 
-         }
 
-         /// <summary>
 
-         /// 是否结算中
 
-         /// </summary>
 
-         /// <returns></returns>
 
-         public bool IsArenaClearing
 
-         {
 
-             get
 
-             {
 
-                 long curTime = TimeHelper.ServerNow();
 
-                 long startTime = TimeUtil.GetCurWeekTime(GlobalCfgArray.globalCfg.clearingStartWeekDay,
 
-                     GlobalCfgArray.globalCfg.clearingStartTime);
 
-                 long endTime = TimeUtil.GetCurWeekTime(GlobalCfgArray.globalCfg.clearingEndWeekDay,
 
-                     GlobalCfgArray.globalCfg.clearingEndTime);
 
-                 if (GlobalCfgArray.globalCfg.clearingEndWeekDay >= GlobalCfgArray.globalCfg.clearingStartWeekDay)
 
-                 {
 
-                     //结算时间开始到结束未跨周(例:本周六开始,本周日结束)
 
-                     return curTime >= startTime && curTime <= endTime;
 
-                 }
 
-                 else
 
-                 {
 
-                     //结算时间开始到结束跨周(例:本周六开始,下周一结束)
 
-                     return curTime <= endTime || curTime >= startTime;
 
-                 }
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// 赛季是否开启
 
-         /// </summary>
 
-         /// <value></value>
 
-         public bool IsSeasonOpen
 
-         {
 
-             get
 
-             {
 
-                 ArenaOpenCfg cfg = ArenaOpenCfgArray.Instance.GetCfg(SeasonId);
 
-                 if (TimeUtil.IsBeforeCurTime(cfg.openTime) && TimeUtil.IsLaterCurTime(cfg.endTime))
 
-                 {
 
-                     return true;
 
-                 }
 
-                 return false;
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// 试图更新最高段位、排行数据
 
-         /// </summary>
 
-         public void TryUpdateHighest()
 
-         {
 
-             HighestGrade = HighestGrade >= Grade ? HighestGrade : Grade;
 
-             HighestRank = HighestRank >= Rank ? HighestRank : Rank;
 
-         }
 
-         //获取竞技场对手角色战斗数据
 
-         public FightData GetArenaFightData(int index, ArenaTargetData arenaTarget)
 
-         {
 
-             return arenaTarget.FightDatas[index];
 
-         }
 
-         /// <summary>
 
-         /// 获取推荐词牌
 
-         /// </summary>
 
-         public int GetRecommentCardId(int scoreType, List<int> itemList, List<int> wearCardIds)
 
-         {
 
-             float dressListAllAcore = FightDataManager.Instance.GetDressListAllScore(itemList, scoreType);
 
-             List<CardData> cardDatas = FightDataManager.Instance.SortCardList(CardDataManager.GetCardListByRoleType(0),
 
-                 dressListAllAcore, scoreType);
 
-             cardDatas = cardDatas.Where(a => !wearCardIds.Contains(a.id)).ToList();
 
-             if (cardDatas.Count == 0) return 0;
 
-             wearCardIds.Add(cardDatas[0].itemCfg.id);
 
-             return cardDatas[0].itemCfg.id;
 
-         }
 
-         /// <summary>
 
-         /// 获取推荐列表
 
-         /// </summary>
 
-         /// <param name="scoreType"></param>
 
-         /// <param name="tags"></param>
 
-         /// <returns></returns>
 
-         public List<int> GetRecommentItemList(int scoreType, string[] tags)
 
-         {
 
-             Dictionary<int, List<int>> itemListDic = new Dictionary<int, List<int>>();
 
-             Dictionary<int, List<int>> itemDatasDic = DressUpMenuItemDataManager.ItemDatasBySubTypeDic;
 
-             foreach (int subType in itemDatasDic.Keys)
 
-             {
 
-                 int key = subType;
 
-                 if (itemDatasDic.Count == 0) continue;
 
-                 if (DressUpMenuItemCfg1Array.Instance.CheckIsSceneTypeBySubType(subType)) continue;
 
-                 List<int> dressList = SortDressList(itemDatasDic[subType], scoreType, tags);
 
-                 int max = subType == (int)ConstDressUpItemType.TE_SHU ? 3 : 1;
 
-                 max = Math.Min(max, dressList.Count);
 
-                 if (DressUpMenuItemCfg1Array.Instance.CheckIsOrnamentsTypeBySubType(subType))
 
-                 {
 
-                     key = ConstDressUpItemType.TE_SHU; //饰品全放在一个列表里
 
-                 }
 
-                 if (!itemListDic.ContainsKey(key))
 
-                 {
 
-                     itemListDic[key] = new List<int>();
 
-                 }
 
-                 itemListDic[key].AddRange(dressList.GetRange(0, max));
 
-             }
 
-             bool isHasLYQ = itemListDic.ContainsKey(ConstDressUpItemType.LIAN_YI_QUN);
 
-             bool isHasSY = itemListDic.ContainsKey(ConstDressUpItemType.SHANG_YI);
 
-             bool isHasXZ = itemListDic.ContainsKey(ConstDressUpItemType.XIA_ZHUANG);
 
-             bool isHasND = itemListDic.ContainsKey(ConstDressUpItemType.NEI_DA);
 
-             int countTagLYQ =
 
-                 isHasLYQ && ItemDataManager.CheckItemTagsRight(itemListDic[ConstDressUpItemType.LIAN_YI_QUN][0], tags)
 
-                     ? 1
 
-                     : 0;
 
-             int countTagSY =
 
-                 isHasSY && ItemDataManager.CheckItemTagsRight(itemListDic[ConstDressUpItemType.SHANG_YI][0], tags)
 
-                     ? 1
 
-                     : 0;
 
-             int countTagXZ =
 
-                 isHasXZ && ItemDataManager.CheckItemTagsRight(itemListDic[ConstDressUpItemType.XIA_ZHUANG][0], tags)
 
-                     ? 1
 
-                     : 0;
 
-             int countTagND =
 
-                 isHasND && ItemDataManager.CheckItemTagsRight(itemListDic[ConstDressUpItemType.NEI_DA][0], tags)
 
-                     ? 1
 
-                     : 0;
 
-             if (countTagLYQ > countTagSY + countTagXZ + countTagND)
 
-             {
 
-                 itemListDic.Remove(ConstDressUpItemType.NEI_DA);
 
-                 itemListDic.Remove(ConstDressUpItemType.SHANG_YI);
 
-                 itemListDic.Remove(ConstDressUpItemType.XIA_ZHUANG);
 
-             }
 
-             else if (countTagLYQ < countTagSY + countTagXZ + countTagND)
 
-             {
 
-                 itemListDic.Remove(ConstDressUpItemType.LIAN_YI_QUN);
 
-             }
 
-             else
 
-             {
 
-                 int scoreLYQ = !isHasLYQ
 
-                     ? 0
 
-                     : ItemDataManager.GetItemAdditionScore(itemListDic[ConstDressUpItemType.LIAN_YI_QUN][0], scoreType,
 
-                         tags);
 
-                 int scoreSY = !isHasSY
 
-                     ? 0
 
-                     : ItemDataManager.GetItemAdditionScore(itemListDic[ConstDressUpItemType.SHANG_YI][0], scoreType,
 
-                         tags);
 
-                 int scoreXZ = !isHasXZ
 
-                     ? 0
 
-                     : ItemDataManager.GetItemAdditionScore(itemListDic[ConstDressUpItemType.XIA_ZHUANG][0], scoreType,
 
-                         tags);
 
-                 int scoreND = !isHasND
 
-                     ? 0
 
-                     : ItemDataManager.GetItemAdditionScore(itemListDic[ConstDressUpItemType.NEI_DA][0], scoreType,
 
-                         tags);
 
-                 if (scoreLYQ > scoreSY + scoreXZ + scoreND)
 
-                 {
 
-                     itemListDic.Remove(ConstDressUpItemType.SHANG_YI);
 
-                     itemListDic.Remove(ConstDressUpItemType.XIA_ZHUANG);
 
-                     itemListDic.Remove(ConstDressUpItemType.NEI_DA);
 
-                 }
 
-                 else
 
-                 {
 
-                     itemListDic.Remove(ConstDressUpItemType.LIAN_YI_QUN);
 
-                 }
 
-             }
 
-             List<int> itemList = new List<int>();
 
-             foreach (int subType in itemListDic.Keys)
 
-             {
 
-                 DressUpMenuItemDataManager.SortItemListByHighScore(itemListDic[subType]);
 
-                 if (subType == ConstDressUpItemType.TE_SHU)
 
-                 {
 
-                     int max = Math.Min(itemListDic[subType].Count, 5);
 
-                     itemList.AddRange(itemListDic[subType].GetRange(0, max));
 
-                 }
 
-                 else
 
-                 {
 
-                     itemList.AddRange(itemListDic[subType]);
 
-                 }
 
-             }
 
-             return itemList;
 
-         }
 
-         private List<int> SortDressList(List<int> dressList, int scoreType, string[] tags)
 
-         {
 
-             dressList.Sort((int a, int b) =>
 
-             {
 
-                 ItemCfg cfgA = ItemCfgArray.Instance.GetCfg(a);
 
-                 ItemCfg cfgB = ItemCfgArray.Instance.GetCfg(b);
 
-                 bool isTagA = ItemDataManager.CheckItemTagsRight(a, tags);
 
-                 bool isTagB = ItemDataManager.CheckItemTagsRight(b, tags);
 
-                 if (isTagA && !isTagB) return -1;
 
-                 if (isTagB && !isTagA) return 1;
 
-                 int scoreA = ItemDataManager.GetItemAdditionScore(a, scoreType, tags);
 
-                 int scoreB = ItemDataManager.GetItemAdditionScore(b, scoreType, tags);
 
-                 if (scoreA > scoreB) return -1;
 
-                 if (scoreA < scoreB) return 1;
 
-                 return cfgA.id - cfgB.id;
 
-             });
 
-             return dressList;
 
-         }
 
-         /// <summary>
 
-         /// 获取符合标签的服装总个数
 
-         /// </summary>
 
-         /// <param name="itemList">服装列表</param>
 
-         /// <param name="tags">标签</param>
 
-         /// <returns></returns>
 
-         public int GetTagsCount(List<int> itemList, string[] tags)
 
-         {
 
-             int count = 0;
 
-             for (int i = 0; i < itemList.Count; i++)
 
-             {
 
-                 if (ItemDataManager.CheckItemTagsRight(itemList[i], tags))
 
-                 {
 
-                     if (ItemUtilCS.GetItemSubType(itemList[i]) == ConstDressUpItemType.LIAN_YI_QUN)
 
-                     {
 
-                         count += 3;
 
-                     }
 
-                     else
 
-                     {
 
-                         count++;
 
-                     }
 
-                 }
 
-             }
 
-             return count;
 
-         }
 
-         /*********************************************************************************************************************/
 
-         public void SetMineFightAttrs()
 
-         {
 
-             for (int i = 0; i < DressupList.Count; i++)
 
-             {
 
-                 SetMineFightAttr(DressupList[i], ThemeList[i]);
 
-             }
 
-         }
 
-         public void SetMineFightAttr(FightData fightData, int theme)
 
-         {
 
-             fightData.cardScore = ItemDataManager.GetItemAdditionScore(fightData.cardId, theme, fightData.tags);
 
-             fightData.skillLvs = SkillDataManager.Instance.GetCardSkillLvs(fightData.cardId);
 
-             FightDataManager.Instance.SetItemScoreList(fightData);
 
-         }
 
-         /// <summary>
 
-         /// 获取三套服装总战力
 
-         /// </summary>
 
-         /// <param name="roleType"></param>
 
-         /// <param name="roleDatas"></param>
 
-         /// <param name="robotDatas"></param>
 
-         /// <returns></returns>
 
-         public long GetAllFightScore(List<long> fightScores)
 
-         {
 
-             long fightScore = 0;
 
-             for (int i = 0; i < fightScores.Count; i++)
 
-             {
 
-                 fightScore += fightScores[i];
 
-             }
 
-             return fightScore;
 
-         }
 
-         public long GetAllFightScore(List<FightData> roleDatas)
 
-         {
 
-             long fightScore = 0;
 
-             List<long> fightScoreDatas = GetFightScoreList(roleDatas);
 
-             for (int i = 0; i < fightScoreDatas.Count; i++)
 
-             {
 
-                 fightScore += fightScoreDatas[i];
 
-             }
 
-             return fightScore;
 
-         }
 
-         /// <summary>
 
-         /// index=0:搭配战力
 
-         /// index=1:最高点击战力分 = (卓越点击战力+登峰造极额外加分) / 服装部件评分系数2.33 原来:卓越点击战力
 
-         /// index=2:词牌战力/技能战力
 
-         /// </summary>
 
-         /// <param name="fightDatas"></param>
 
-         /// <returns></returns>
 
-         public List<long> GetFightScoreList(List<FightData> fightDatas)
 
-         {
 
-             List<long> fightScoreDatas = new List<long>();
 
-             long itemSum = 0;
 
-             double clickScore = 0;
 
-             long skillScore = 0;
 
-             //登峰造极额外加分
 
-             double maxScore = 0;
 
-             for (int i = 0; i < ThemeList.Count; i++)
 
-             {
 
-                 var fightData = fightDatas[i];
 
-                 if (fightData.type == FightTargetType.PLAYER)
 
-                 {
 
-                     long itemsScore = FightDataManager.Instance.GetScore(fightData);
 
-                     itemSum += itemsScore;
 
-                     clickScore += GetPerfectClickScore(fightData);
 
-                     skillScore += FightDataManager.Instance.GetSkillFightScore(itemsScore, fightData.baseScore,
 
-                         fightData.leagueSkillScore, fightData.cardId, fightData.cardScore,
 
-                         fightData.skillLvs);
 
-                 }
 
-                 else
 
-                 {
 
-                     long itemsScore = FightDataManager.Instance.GetScore(fightData);
 
-                     itemSum += itemsScore;
 
-                     clickScore += GetRobotPerfectClickScore(fightData);
 
-                     skillScore += FightDataManager.Instance.GetSkillFightScore(itemsScore, fightData.baseScore,
 
-                         fightData.leagueSkillScore, fightData.cardId, fightData.cardScore,
 
-                         fightData.skillLvs);
 
-                 }
 
-                 //总主属性分
 
-                 double mainScore = ScoreSystemData.Instance.GetMainScore(fightData);
 
-                 maxScore += ScoreSystemData.Instance.GetAllCircleAddScore(fightData);
 
-             }
 
-             
 
-             //A:(部件基础评分+(角色等级分数+角色雅集技能分+词牌对应主题的属性分数)*点击完美附加评分系数0.2) * 点击系数2.22
 
-             //A/服装部件评分系数2.33
 
-             clickScore = clickScore / ConstScoreSystem.PART_SCORE;
 
-             fightScoreDatas.Add(itemSum);
 
-             // fightScoreDatas.Add((long)Math.Ceiling(clickScore));
 
-             //最高点击战力分 = (卓越点击战力+登峰造极额外加分) / 服装部件评分系数2.33
 
-             maxScore = maxScore / ConstScoreSystem.PART_SCORE;
 
-             long maxClickScore = (long)Math.Ceiling(clickScore) + (long)Math.Ceiling(maxScore);
 
-             fightScoreDatas.Add(maxClickScore);
 
-             fightScoreDatas.Add(skillScore);
 
-          
 
-             return fightScoreDatas;
 
-         }
 
-         /// <summary>
 
-         /// 所有部件主属性和
 
-         /// </summary>
 
-         /// <returns></returns>
 
-         public long GetItemScoreSum(List<float> itemScoreList)
 
-         {
 
-             long scoreSum = 0;
 
-             for (int i = 0; i < itemScoreList.Count; i++)
 
-             {
 
-                 scoreSum += (long)itemScoreList[i];
 
-             }
 
-             return scoreSum;
 
-         }
 
-         //玩家卓越点击战力
 
-         private long GetPerfectClickScore(FightData roleData)
 
-         {
 
-             double clickScore = 0;
 
-             foreach (int key in roleData.partScoreListDic.Keys)
 
-             {
 
-                 double partBaseScore = ScoreSystemData.Instance.GetroundBaseScore(roleData, key);
 
-                 //start------------------------------------------------------
 
-                 //本段注释为上个版本的计算公式,留做备份参考
 
-                 //(部件基础分+(人物基础分+雅集技能分数+卡牌属性分数)*卓越点击系数)*点击系数
 
-                 //double score =
 
-                 //    (partBaseScore + (roleData.baseScore + roleData.leagueSkillScore + roleData.cardScore) *
 
-                 //        ConstScoreSystem.PERFECT_SCORE) * ConstScoreSystem.CLICK_SCORE;
 
-                 //end--------------------------------------------------------
 
-                 //改为 点击评分 =(部件基础分+人物基础分)*点击系数
 
-                 double score = (partBaseScore + roleData.baseScore)* ConstScoreSystem.PERFECT_SCORE;
 
-                 clickScore += score;
 
-             }
 
-             return (long)Math.Ceiling(clickScore);
 
-         }
 
-         //机器人卓越点击战力
 
-         private long GetRobotPerfectClickScore(FightData robotData)
 
-         {
 
-             long clickScore = 0;
 
-             FightScoreCfg[] scoreCfg = FightScoreCfgArray.Instance.dataArray;
 
-             for (int i = 0; i < scoreCfg.Length; i++)
 
-             {
 
-                 clickScore +=
 
-                     (long)ScoreSystemData.Instance.GetRobotRoundScore(robotData, i + 1, ClickType.PERFECT_CLICK, 0);
 
-             }
 
-             return clickScore;
 
-         }
 
-         /************************************************************************************************************/
 
-         public void AddCheckSeasonOpenTimer()
 
-         {
 
-             RemoveCheckSeasonOpenTimer();
 
-             Timers.inst.Add(1, 0, OnTimeUpdate);
 
-         }
 
-         private void OnTimeUpdate(object param)
 
-         {
 
-             if (!IsSeasonOpen) return;
 
-             if (ThemeList.Count == 0)
 
-             {
 
-                 ReqArenaInfo();
 
-             }
 
-             RemoveCheckSeasonOpenTimer();
 
-         }
 
-         public async void ReqArenaInfo()
 
-         {
 
-             if (FunctionOpenDataManager.Instance.CheckIsFunOpenById(typeof(ArenaView).Name, false))
 
-             {
 
-                 await ArenaSproxy.ReqArenaInfos();
 
-                 for (int i = 0; i < ArenaDataManager.Instance.Targets.Count; i++)
 
-                 {
 
-                     ArenaTargetData targetData = ArenaDataManager.Instance.Targets[i];
 
-                     if (targetData.Type == FightTargetType.PLAYER)
 
-                     {
 
-                         ArenaSproxy.ReqArenaFightAttr(targetData.RoleInfo.roleId, targetData.FightDatas).Coroutine();
 
-                     }
 
-                 }
 
-                 ArenaSproxy.ReqArenaHistory().Coroutine();
 
-             }
 
-         }
 
-         private void RemoveCheckSeasonOpenTimer()
 
-         {
 
-             Timers.inst.Remove(OnTimeUpdate);
 
-         }
 
-     }
 
- }
 
 
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