FieldWorkDataManager.cs 15 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348
  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using ET;
  5. using UnityEngine;
  6. using UI.FieldWork;
  7. using FairyGUI;
  8. namespace GFGGame
  9. {
  10. class FieldWorkDataManager : SingletonBase<FieldWorkDataManager>
  11. {
  12. 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
  13. public List<int> ThemeList = new List<int>() { 1, 2, 3 };
  14. public List<string> Tag = new List<string> { "艳丽", "志怪" }; //本周标签
  15. public int SeasonId = 1; // 赛季id
  16. public List<FightData> DressupList = new List<FightData>(); //我的搭配列表
  17. public List<int> HistoryDressupList = new List<int>();//本周通过关的服装列表
  18. public List<CardAbrasionInfo> CardAbrasionInfoList = new List<CardAbrasionInfo>();
  19. public Dictionary<int,CimbingTowerLevelInfoProto> CimbingTowerLevelInfoList = new Dictionary<int, CimbingTowerLevelInfoProto>();
  20. public List<int> roundTime = new List<int>();
  21. public OtherRoleInfoData roleInfo = new OtherRoleInfoData() {
  22. roleName = RoleDataManager.roleName,
  23. roleLv = RoleDataManager.lvl,
  24. headId = RoleDataManager.headId};
  25. //Dictionary<回合下标, Dictionary<partId, Dictionary<战斗节点, List<PassivitySkillLvlCfg>>>>
  26. public Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>> vaildSkills =
  27. new Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>>();
  28. public Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>> targetVaildSkills =
  29. new Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>>();
  30. public int SelectThemeIndex = 0; //当前选中换装主题(ThemeList)的下标
  31. public int SelectTargetIndex = -1; //当前选中挑战对象的下标
  32. public int CurFightIndex = 0; //当前挑战场次下标
  33. public List<long> myScore = new List<long>(); //对战数据,三轮分数
  34. public List<ItemInfoProto> BonusList = new List<ItemInfoProto>(); //战斗结算奖励
  35. public int targetWinScore = 10000;
  36. //战斗关卡
  37. public int currentLevelID = 0;
  38. public List<string> nameList = new List<string>()
  39. {"壹","贰","叄","肆","伍","陆","柒","捌","玖","拾","拾壹","终"};
  40. public int guideLevelID = 100005009;
  41. /// <summary>
  42. /// 更新战斗结算总分,含胜负
  43. /// </summary>
  44. /// <param name="obj"></param>
  45. /// <param name="myScores"></param>
  46. /// <param name="targetScore"></param>
  47. public void UpdateAllScoreResult(GObject obj, List<long> myScores,int targetScore)
  48. {
  49. UI_ComAllScoreResult com = UI_ComAllScoreResult.Proxy(obj);
  50. bool isWin = UpdateAllScore(com.m_comResult.target, myScores, targetScore);
  51. //_ui.m_loaResule.url = isWin ? "ui://FieldWork/kstzjj_slsl" : "ui://FieldWork/kstzjj_shib";
  52. UI_ComAllScoreResult.ProxyEnd();
  53. }
  54. public bool UpdateAllScore(GObject obj, List<long> myScores, int targetScore)
  55. {
  56. long myAllScore = 0;
  57. long targetAllScore = 0;
  58. for (int i = 0; i < myScores.Count; i++)
  59. {
  60. myAllScore += myScores[i];
  61. }
  62. UI_ComAllScore com = UI_ComAllScore.Proxy(obj);
  63. com.m_txtMyFightScore.text = myAllScore.ToString();
  64. UI_ComAllScore.ProxyEnd();
  65. bool isWin = myAllScore > targetAllScore;
  66. return isWin;
  67. }
  68. /// <summary>
  69. /// 更新标签、战力、属性分数值
  70. /// </summary>
  71. public void UpdateValue(GObject obj, int index, List<FightData> roleDatas)
  72. {
  73. UI.Arena.UI_ComFIeldValueInfo com = UI.Arena.UI_ComFIeldValueInfo.Proxy(obj);
  74. com.m_scoreType.url = ResPathUtil.GetScorePath(FieldWorkDataManager.Instance.ThemeList[index]);
  75. com.m_txtScore.text = FightDataManager.Instance.GetScore(roleDatas[index]).ToString();
  76. long fightScore = ArenaDataManager.Instance.GetAllFightScore(roleDatas);
  77. com.m_txtFightScore.SetVar("value", fightScore.ToString()).FlushVars(); ;
  78. com.m_txtTagScore.text = FightDataManager.Instance.GetTagsScore(roleDatas[index].itemList, roleDatas[index].tags).ToString();
  79. int count = ArenaDataManager.Instance.GetTagsCount(roleDatas[index].itemList, roleDatas[index].tags);
  80. com.m_c1.selectedIndex = Math.Min(count, ArenaTagCfgArray.Instance.dataArray.Length);
  81. com.m_c3.selectedIndex = roleDatas[index].tags.Length > 0 ? 1 : 0;
  82. UpdateFightScore(com.m_comFightScore.target, roleDatas);
  83. ItemUtil.UpdateTag(com.m_comTag, roleDatas[index].tags[0]);
  84. ItemUtil.UpdateTag(com.m_comTag1, roleDatas[index].tags[1]);
  85. if (com.m_btnTagRule.data == null)
  86. {
  87. com.m_btnTagRule.onClick.Add(RuleController.ShowRuleView);
  88. com.m_btnTagRule.data = 300034;
  89. }
  90. UI.Arena.UI_ComFIeldValueInfo.ProxyEnd();
  91. }
  92. /// <summary>
  93. /// 更新战力值
  94. /// </summary>
  95. public void UpdateFightScore(GObject obj, List<FightData> roleDatas)
  96. {
  97. List<long> fightScore = ArenaDataManager.Instance.GetFightScoreList(roleDatas);
  98. UI.Arena.UI_ComFieldFightScore com = UI.Arena.UI_ComFieldFightScore.Proxy(obj);
  99. com.m_txtSuitScore.SetVar("value", fightScore[0].ToString()).FlushVars(); ;
  100. com.m_txtClickScore.SetVar("value", fightScore[1].ToString()).FlushVars(); ;
  101. com.m_txtCardScore.SetVar("value", fightScore[2].ToString()).FlushVars(); ;
  102. UI.Arena.UI_ComFieldFightScore.ProxyEnd();
  103. }
  104. public void GetFightResult()
  105. {
  106. myScore.Clear();
  107. long allScore = 0;
  108. for (int i = 0; i < DressupList.Count; i++)
  109. {
  110. FieldWorkDataManager.Instance.GetQuickFightResult(i, DressupList[i], out long score);
  111. allScore += score;
  112. myScore.Add(score);
  113. }
  114. }
  115. public int GetTargetWinScore(int levelID)
  116. {
  117. targetWinScore = 10000;
  118. return targetWinScore;
  119. }
  120. public string GetHeihtScore(int levelID)
  121. {
  122. if(CimbingTowerLevelInfoList.ContainsKey(levelID))
  123. {
  124. long score = CimbingTowerLevelInfoList[levelID].WeekMaxScore;
  125. return score.ToString();
  126. }
  127. else
  128. {
  129. return "";
  130. }
  131. }
  132. public List<List<int>> GetDressAndCard()
  133. {
  134. List<List<int>> dress = new List<List<int>>();
  135. for (int i=0;i< FieldWorkDataManager.Instance.DressupList.Count;i++)
  136. {
  137. List<int> dressA = new List<int>();
  138. dressA = FieldWorkDataManager.Instance.DressupList[i].itemList.ToList();
  139. if (FieldWorkDataManager.Instance.DressupList[i].cardId > 0)
  140. {
  141. dressA.Add(FieldWorkDataManager.Instance.DressupList[i].cardId);
  142. }
  143. dress.Add(dressA);
  144. }
  145. return dress;
  146. }
  147. public float GetCardAbrasion(int cardID)
  148. {
  149. float abrasion = 0;
  150. float UseNum = 0;
  151. float cardTimes = CimbingTowerCfgArray.Instance.dataArray[0].UseLimit;
  152. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(cardID);
  153. if(itemCfg == null)
  154. {
  155. return 100;
  156. }
  157. foreach (var item in CardAbrasionInfoList)
  158. {
  159. if(item.Card == cardID)
  160. {
  161. UseNum = item.UseNum;
  162. abrasion = UseNum / cardTimes;
  163. if(abrasion >= 1)
  164. {
  165. abrasion = 1;
  166. }
  167. break;
  168. }
  169. }
  170. return abrasion * 100;
  171. }
  172. //输入属性类型,获取联盟技能该属性加成总值
  173. public int GetAllSkillScore(int scoreType)
  174. {
  175. int score = 0;
  176. if(scoreType == 0)
  177. {
  178. return score;
  179. }
  180. foreach (int key in SkillDataManager.Instance.LeagueSkillScoreDatas.Keys)
  181. {
  182. score += SkillDataManager.Instance.LeagueSkillScoreDatas[key][scoreType];
  183. }
  184. return score;
  185. }
  186. public void SetDataScoreType()
  187. {
  188. for(int i = 0;i<DressupList.Count;i++)
  189. {
  190. DressupList[i].scoreType = ThemeList[i];
  191. }
  192. }
  193. public bool SetCanStart()
  194. {
  195. int i = 0;
  196. foreach(var item in DressupList)
  197. {
  198. if(item.cardId > 0)
  199. {
  200. i++;
  201. }
  202. }
  203. if(i>=1)
  204. {
  205. return true;
  206. }
  207. else
  208. {
  209. return false;
  210. }
  211. }
  212. public bool CheckLevelPass(int LevelID)
  213. {
  214. CimbingTowerLevelCfg levelCfg = CimbingTowerLevelCfgArray.Instance.dataArray[0];
  215. if(LevelID == levelCfg.id)
  216. {
  217. return true;
  218. }
  219. int levelBefore = LevelID - 1;
  220. if (FieldWorkDataManager.Instance.CimbingTowerLevelInfoList.ContainsKey(levelBefore))
  221. {
  222. if( FieldWorkDataManager.Instance.CimbingTowerLevelInfoList[levelBefore].IsPass)
  223. {
  224. return true;
  225. }
  226. else
  227. {
  228. return false;
  229. }
  230. }
  231. else
  232. {
  233. return false;
  234. }
  235. }
  236. /// <summary>
  237. /// 词牌如果磨损达到上限就放到最后
  238. /// </summary>
  239. /// <param name="arrayList"></param>
  240. /// <returns></returns>
  241. public List<CardData> SortCardList(List<CardData> cardList)
  242. {
  243. List<CardData> card = new List<CardData>();
  244. int limitNum = CimbingTowerCfgArray.Instance.dataArray[0].UseLimit;
  245. card = cardList.ToList();
  246. for(int i = 0;i<card.Count;i++)
  247. {
  248. foreach(var item in CardAbrasionInfoList)
  249. {
  250. if(item.Card == card[i].id)
  251. {
  252. if(item.UseNum >= limitNum)
  253. {
  254. // 添加到列表末尾
  255. card.Add(card[i]);
  256. // 移除元素
  257. card.RemoveAt(i);
  258. }
  259. break;
  260. }
  261. }
  262. }
  263. return card;
  264. }
  265. /// <summary>
  266. /// 获取快速挑战结果
  267. /// </summary>
  268. /// <param name="myRoleData"></param>
  269. /// <param name="_score"></param>
  270. public void GetQuickFightResult(int roundIndex, FightData myRoleData, out long _score)
  271. {
  272. double score = 0;
  273. int cardId = myRoleData.cardId;
  274. double mainScore = ScoreSystemData.Instance.GetMainScore(myRoleData);
  275. List<int> skillLvs = myRoleData.skillLvs;
  276. List<int> roundTime = ScoreSystemData.Instance.GetRoundTime(myRoleData.cardId, myRoleData.skillLvs);
  277. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena || InstanceZonesDataManager.FightScene == ConstInstanceZonesType.FieldWork)
  278. {
  279. FieldWorkDataManager.Instance.roundTime = roundTime;
  280. if (!FieldWorkDataManager.Instance.vaildSkills.ContainsKey(roundIndex)) FieldWorkDataManager.Instance.vaildSkills[roundIndex] = new Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>();
  281. }
  282. int roundId = 0;
  283. int currentTime = SkillBeginTime.FIGHT_BEGIN;
  284. GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, roundId, mainScore, cardId, skillLvs, roundTime, ref score);
  285. for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
  286. {
  287. roundId++;
  288. currentTime = SkillBeginTime.ERVERY_ROUND_BEGIN;
  289. GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, roundId, mainScore, cardId, skillLvs, roundTime, ref score);
  290. score += ScoreSystemData.Instance.GetRoundScore(myRoleData, roundId, ClickType.PERFECT_CLICK, 0);
  291. currentTime = SkillBeginTime.PERFECT_CLICK;
  292. GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, roundId, mainScore, cardId, skillLvs, roundTime, ref score);
  293. currentTime = SkillBeginTime.ERVERY_ROUND_END;
  294. GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, roundId, mainScore, cardId, skillLvs, roundTime, ref score);
  295. // Debug.Log(" targetScore444:" + targetScore);
  296. }
  297. roundId++;
  298. currentTime = SkillBeginTime.ALL_PERFECT_START;
  299. GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, roundId, mainScore, cardId, skillLvs, roundTime, ref score);
  300. score += ScoreSystemData.Instance.GetAllCircleAddScore(myRoleData);
  301. _score = Mathf.CeilToInt((float)score);
  302. }
  303. private void GetSkillScore(int roleType, int roundIndex, int currentTime, int partId, double mainScore, int cardId, List<int> skillLvs, List<int> roundTime, ref double score)
  304. {
  305. List<int> targetSkillLvs = new List<int>();
  306. List<int> targetRoundTime = new List<int>();
  307. List<PassivitySkillLvlCfg> vaildSkills = ScoreSystemData.Instance.GetValidSkills(currentTime, partId, cardId, skillLvs, 0, targetSkillLvs, roundTime, targetRoundTime);
  308. ScoreSystemData.Instance.GetRoundItemSkillScore(vaildSkills, mainScore, 0, out int skillScore, out int targetSkillScore, out Dictionary<int, int> skillScoreDic);
  309. score += skillScore;
  310. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena || InstanceZonesDataManager.FightScene == ConstInstanceZonesType.FieldWork)
  311. {
  312. FieldWorkDataManager dataManager = FieldWorkDataManager.Instance;
  313. if (roleType == FightRoleType.MINE)
  314. {
  315. if (!dataManager.vaildSkills[roundIndex].ContainsKey(partId)) dataManager.vaildSkills[roundIndex][partId] = new Dictionary<int, List<PassivitySkillLvlCfg>>();
  316. dataManager.vaildSkills[roundIndex][partId][currentTime] = vaildSkills;
  317. }
  318. else
  319. {
  320. if (!dataManager.targetVaildSkills[roundIndex].ContainsKey(partId)) dataManager.targetVaildSkills[roundIndex][partId] = new Dictionary<int, List<PassivitySkillLvlCfg>>();
  321. dataManager.targetVaildSkills[roundIndex][partId][currentTime] = vaildSkills;
  322. }
  323. }
  324. }
  325. }
  326. }