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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 GOOD_CLICK = 1;
 
-         public const int PERFECT_CLICK = 2;
 
-     }
 
-     public class SkillBeginTime
 
-     {
 
-         public const int ROUND_1 = 1;//作用第一回合
 
-         public const int ROUND_2 = 2;//作用第二回合
 
-         public const int ROUND_3 = 3;//作用第三回合
 
-         public const int ROUND_4 = 4;//作用第四回合
 
-         public const int ROUND_5 = 5;//作用第五回合
 
-         public const int ROUND_6 = 6;//作用第六回合
 
-         public const int FIGHT_BEGIN = 7;//对战开始
 
-         public const int PERFECT_CLICK = 8;//每次完美点击
 
-         public const int ERVERY_ROUND_BEGIN = 9;//每回合开始
 
-         public const int ERVERY_ROUND_END = 10;//每回合结束
 
-         public const int ALL_PERFECT_START = 11;//登封造极开始(所有点击完美才会出现登峰造极)
 
-     }
 
-     public class ScoreSystemData : SingletonBase<ScoreSystemData>
 
-     {
 
-         /// <summary>
 
-         /// 将穿戴部件分组
 
-         /// </summary>
 
-         public void SetEquipScoresWithPartId(FightData roleData)
 
-         {
 
-             roleData.partScoreListDic.Clear();
 
-             roleData.partListDic.Clear();
 
-             FightScoreCfg[] typeCfgs = FightScoreCfgArray.Instance.dataArray;
 
-             for (int j = 0; j < typeCfgs.Length; j++)
 
-             {
 
-                 FightScoreCfg cfg = typeCfgs[j];
 
-                 if (roleData.partScoreListDic.ContainsKey(cfg.id) == false)
 
-                 {
 
-                     roleData.partScoreListDic.Add(cfg.id, new List<float>());
 
-                 }
 
-                 if (roleData.partListDic.ContainsKey(cfg.id) == false)
 
-                 {
 
-                     roleData.partListDic.Add(cfg.id, new List<int>());
 
-                 }
 
-             }
 
-             for (int i = 0; i < roleData.itemList.Count; i++)
 
-             {
 
-                 for (int j = 0; j < typeCfgs.Length; j++)
 
-                 {
 
-                     FightScoreCfg cfg = typeCfgs[j];
 
-                     bool isCheckFinish = false;
 
-                     for (int k = 0; k < cfg.subTypesArr.Length; k++)
 
-                     {
 
-                         ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(roleData.itemList[i]);
 
-                         if (itemCfg !=null && itemCfg.subType == cfg.subTypesArr[k])
 
-                         {
 
-                             roleData.partListDic[cfg.id].Add(roleData.itemList[i]);
 
-                             roleData.partScoreListDic[cfg.id].Add(roleData.itemScoreList[i]);
 
-                             isCheckFinish = true;
 
-                             break;
 
-                         }
 
-                     }
 
-                     if (isCheckFinish) break;
 
-                 }
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// 返回总主属性分
 
-         /// </summary>
 
-         /// <returns></returns>
 
-         public double GetMainScore(FightData roleData)
 
-         {
 
-             //(部件属性分数+标签分数+人物基础分+雅集技能分+词牌属性分数)*4
 
-             // int partScore = 0;
 
-             // double tagScore = 0;
 
-             // int tagCount = 0;
 
-             double baseScore = 0;
 
-             for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
 
-             {
 
-                 baseScore += GetroundBaseScore(roleData, i + 1);
 
-             }
 
-             return (baseScore + roleData.baseScore + roleData.leagueSkillScore + roleData.cardScore) * ConstScoreSystem.MAIN_SCORE;
 
-         }
 
-         public double GetRobotMainScore(FightData robotData)
 
-         {
 
-             //(部件属性分数+标签分数+人物基础分+词牌属性分数)*4
 
-             double partScore = 0;
 
-             for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
 
-             {
 
-                 partScore += GetRobotRoundBaseScore(robotData, i + 1);
 
-             }
 
-             return (partScore + robotData.baseScore + robotData.leagueSkillScore + robotData.cardScore) * ConstScoreSystem.MAIN_SCORE;
 
-         }
 
-         /// <summary>
 
-         /// 回合评分
 
-         /// </summary>
 
-         /// <param name="roundId">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">是否展示词牌效果</param>
 
-         /// <returns></returns>
 
-         public int GetRoundScore(FightData roleData, int roundId, int clickType, double skillScore = 0)
 
-         {
 
-             //部件评分=部件基础分*部件系数
 
-             //词牌评分=总属性*技能配表百分比
 
-             double partBaseScore = GetroundBaseScore(roleData, roundId);
 
-             double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
 
-             int roleScore = roleData.baseScore;
 
-             long leagueSkillScore = roleData.leagueSkillScore;
 
-             int cardScore = roleData.cardScore;
 
-             double clickCoefficient = GetRoundItemClickScore(clickType);
 
-             //start------------------------------------------------------
 
-             //本段注释为上个版本的计算公式,留做备份参考
 
-             //点击评分=(部件基础分+(人物基础分+雅集技能分+词牌属性分数)*点击系数)*2.22   (防止点击优秀却因为未穿衣服结果是0分)
 
-             //double clickScore = (partBaseScore + (roleScore + leagueSkillScore + cardScore) * clickCoefficient) * 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 clickScore = (partBaseScore + roleScore) * clickCoefficient;
 
-             int score = (int)Math.Ceiling(partScore + clickScore );
 
-             return Math.Max(0, score);
 
-         }
 
-         /// <summary>
 
-         /// 根据搭配学院获得服装分类基础分加成
 
-         /// CollectPartDataManager.partIndex: 1.连衣裙或者上衣、下装及内搭 2.发型 3.外套4.袜子 5.鞋子6.饰品7.手持物
 
-         /// </summary>
 
-         public float CollegeAddition(int roundId)
 
-         {
 
-             int additionNum = 1;
 
-             switch (roundId)
 
-             {
 
-                 case 1:
 
-                     additionNum += CollectPartDataManager.Instance.CollectPartDataDic[2][2]/10000;
 
-                     break;
 
-                 case 2:
 
-                     break;
 
-                 case 3:
 
-                     additionNum += CollectPartDataManager.Instance.CollectPartDataDic[6][2] / 10000;
 
-                     break;
 
-                 case 4:
 
-                     additionNum += CollectPartDataManager.Instance.CollectPartDataDic[7][2] / 10000;
 
-                     break;
 
-                 case 5:
 
-                     additionNum += CollectPartDataManager.Instance.CollectPartDataDic[4][2] / 10000 + CollectPartDataManager.Instance.CollectPartDataDic[5][2] / 10000;
 
-                     break;
 
-                 case 6:
 
-                     additionNum += CollectPartDataManager.Instance.CollectPartDataDic[1][2] / 10000 + CollectPartDataManager.Instance.CollectPartDataDic[3][2] / 10000;
 
-                     break;
 
-             }
 
-             return additionNum;
 
-         }
 
-         public int GetRobotRoundScore(FightData robotData, int roundId, int clickType, double skillScore)
 
-         {
 
-             //部件评分=部件基础分*部件系数
 
-             //词牌评分=总属性*技能配表百分比
 
-             double partBaseScore = GetRobotRoundBaseScore(robotData, roundId);
 
-             double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
 
-             int roleScore = robotData.baseScore;
 
-             long leagueSkillScore = robotData.leagueSkillScore;
 
-             int cardScore = robotData.cardScore;
 
-             double clickCoefficient = GetRoundItemClickScore(clickType);
 
-             //start------------------------------------------------------
 
-             //本段注释为上个版本的计算公式,留做备份参考
 
-             //点击评分=(部件基础分+(人物基础分+词牌属性分数)*点击系数)*2.22   (防止点击优秀却因为未穿衣服结果是0分)
 
-             //double clickScore = (partBaseScore + (cardScore + leagueSkillScore + roleScore) * clickCoefficient) * 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 clickScore = (partBaseScore + roleScore) * clickCoefficient;
 
-             int score = (int)Math.Ceiling(partScore + clickScore + skillScore);
 
-             return Math.Max(0, score);
 
-         }
 
-         /// <summary>
 
-         /// 回合基础评分
 
-         /// </summary>
 
-         /// <param name="roundId">评分部位</param>
 
-         /// <returns></returns>
 
-         public double GetroundBaseScore(FightData roleData, int roundId)
 
-         {
 
-             double partScore = 0;
 
-             double tagScore = 0;
 
-             int tagCount = 0;
 
-             if (!roleData.partListDic.ContainsKey(roundId) || roleData.partListDic[roundId].Count == 0) return partScore;
 
-             List<int> partList = roleData.partListDic[roundId];
 
-             for (int i = 0; i < partList.Count; i++)
 
-             {
 
-                 partScore += roleData.partScoreListDic[roundId][i];
 
-                 tagScore += ItemDataManager.GetItemTagScore(partList[i], roleData.tags);
 
-                 // if (ItemDataManager.CheckItemTagsRight(partList[i], roleData.tags)) tagCount++;
 
-             }
 
-             if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena || InstanceZonesDataManager.FightScene == ConstInstanceZonesType.FieldWork)
 
-             {
 
-                 tagCount = ArenaDataManager.Instance.GetTagsCount(roleData.itemList, roleData.tags);
 
-                 tagCount = Math.Min(ArenaTagCfgArray.Instance.dataArray.Length, tagCount);
 
-                 float addition = 0;
 
-                 if (tagCount > 0)
 
-                 {
 
-                     addition = ArenaTagCfgArray.Instance.GetCfg(tagCount).addition / 10000f;
 
-                 }
 
-                 return (partScore + tagScore) * (1 + addition);
 
-             }
 
-             else
 
-             {
 
-                 return partScore + tagScore;
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// 部件基础分之和
 
-         /// </summary>
 
-         /// <param name="roleData"></param>
 
-         /// <returns></returns>
 
-         public double GetAllRoundBaseScore(FightData roleData)
 
-         {
 
-             double baseScore = 0;
 
-             for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
 
-             {
 
-                 baseScore += GetroundBaseScore(roleData, i + 1);
 
-             }
 
-             return baseScore;
 
-         }
 
-         private double GetRobotRoundBaseScore(FightData robotData, int roundId)
 
-         {
 
-             double partBaseScore = robotData.itemScoreList[roundId - 1];
 
-             if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena || InstanceZonesDataManager.FightScene == ConstInstanceZonesType.FieldWork)
 
-             {
 
-                 partBaseScore = partBaseScore * (1 + robotData.tagAddition / 10000f);
 
-             }
 
-             return partBaseScore;
 
-         }
 
-         private double GetRoundItemClickScore(int clickType)
 
-         {
 
-             //点击评分=(部件基础分+(人物基础分+词牌属性分数)*点击系数)*2.22
 
-             double clickCoefficient = 0;
 
-             switch (clickType)
 
-             {
 
-                 case ClickType.MISS_CLICK:
 
-                     clickCoefficient = ConstScoreSystem.MISS_SCORE;
 
-                     break;
 
-                 case ClickType.GOOD_CLICK:
 
-                     clickCoefficient = ConstScoreSystem.GREAT_SCORE;
 
-                     break;
 
-                 case ClickType.PERFECT_CLICK:
 
-                     clickCoefficient = ConstScoreSystem.PERFECT_SCORE;
 
-                     break;
 
-             }
 
-             return clickCoefficient;
 
-         }
 
-         /// <summary>
 
-         /// 获取词牌技能持续回合数
 
-         /// </summary>
 
-         /// <returns></returns>
 
-         public List<int> GetRoundTime(int cardId, List<int> skillLvs)
 
-         {
 
-             List<int> roundTimes = new List<int>();
 
-             List<PassivitySkillCfg> targetSkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
 
-             for (int i = 0; i < targetSkillCfgs.Count; i++)
 
-             {
 
-                 if (skillLvs.Count <= i) continue;
 
-                 int skillLv = skillLvs[i];
 
-                 PassivitySkillLvlCfg skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLv, targetSkillCfgs[i].skillId);
 
-                 if (skillLvlCfg.beginTime == SkillBeginTime.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 roundId, int cardId, List<int> skillLvs, int targetCardId, List<int> targetSkillLvs, List<int> roundTimes, List<int> targetRoundTimes)
 
-         {
 
-             List<PassivitySkillLvlCfg> skillCfgs = new List<PassivitySkillLvlCfg>();
 
-             List<PassivitySkillCfg> targetSkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(targetCardId);
 
-             //找到敌方对我的减益技能
 
-             List<int> nullifySkillIndex = new List<int>();
 
-             for (int i = 0; i < targetSkillCfgs.Count; i++)
 
-             {
 
-                 if (targetSkillLvs.Count <= i) continue;
 
-                 PassivitySkillLvlCfg targetSkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(targetSkillLvs[i], targetSkillCfgs[i].skillId);
 
-                 if (CheckIsRightTime(targetSkillLvlCfg, currentTime, roundId))
 
-                 {
 
-                     bool isProbability = targetSkillLvlCfg.nullifySkillIndex > 0 && UnityEngine.Random.Range(0, 10000) < targetSkillLvlCfg.probability;
 
-                     if (targetSkillLvlCfg.beginTime == SkillBeginTime.FIGHT_BEGIN && targetRoundTimes.Count > i && roundId < targetRoundTimes[i]) isProbability = true;
 
-                     if (isProbability) nullifySkillIndex.Add(targetSkillLvlCfg.nullifySkillIndex);
 
-                 }
 
-             }
 
-             List<PassivitySkillCfg> mySkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
 
-             for (int i = 0; i < mySkillCfgs.Count; i++)
 
-             {
 
-                 if (skillLvs.Count <= i) continue;
 
-                 PassivitySkillLvlCfg mySkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLvs[i], mySkillCfgs[i].skillId);
 
-                 if (nullifySkillIndex.IndexOf(i + 1) >= 0) continue;//技能被对手失效
 
-                 if (CheckIsRightTime(mySkillLvlCfg, currentTime, roundId))
 
-                 {
 
-                     bool isProbability = UnityEngine.Random.Range(0, 10000) < mySkillLvlCfg.probability;
 
-                     if ((mySkillLvlCfg.beginTime == currentTime || roundId == mySkillLvlCfg.beginTime) && roundTimes != null /*&& roundId < roundTimes[i]*/) 
 
-                         isProbability = true;
 
-                     else
 
-                         isProbability = false;
 
-                     if (isProbability) skillCfgs.Add(mySkillLvlCfg);
 
-                 }
 
-             }
 
-             return skillCfgs;
 
-         }
 
-         private bool CheckIsRightTime(PassivitySkillLvlCfg skillLvlCfg, int currentTime, int roundId)
 
-         {
 
-             if (skillLvlCfg.beginTime == SkillBeginTime.FIGHT_BEGIN && currentTime == SkillBeginTime.ERVERY_ROUND_BEGIN
 
-           || skillLvlCfg.beginTime == SkillBeginTime.PERFECT_CLICK && currentTime == SkillBeginTime.PERFECT_CLICK
 
-           || skillLvlCfg.beginTime == SkillBeginTime.ERVERY_ROUND_BEGIN && currentTime == SkillBeginTime.ERVERY_ROUND_BEGIN
 
-           || skillLvlCfg.beginTime == SkillBeginTime.ERVERY_ROUND_END && currentTime == SkillBeginTime.ERVERY_ROUND_END
 
-           || skillLvlCfg.beginTime == SkillBeginTime.ALL_PERFECT_START && currentTime == SkillBeginTime.ALL_PERFECT_START
 
-           || skillLvlCfg.beginTime == SkillBeginTime.FIGHT_BEGIN && currentTime == SkillBeginTime.FIGHT_BEGIN
 
-           || skillLvlCfg.beginTime <= SkillBeginTime.ROUND_6 && currentTime == SkillBeginTime.ERVERY_ROUND_BEGIN && roundId == skillLvlCfg.beginTime)
 
-             {
 
-                 return true;
 
-             }
 
-             return false;
 
-         }
 
-         /// <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 GetRoundItemSkillScore(List<PassivitySkillLvlCfg> validSkills, double mainScore, double targetMainScore, out int skillScore, out int targetScore, out Dictionary<int, int> skillsToShowDic)
 
-         {
 
-             double _skillScore = 0;
 
-             double _targetSkillScore = 0;
 
-             skillsToShowDic = new Dictionary<int, int>();
 
-             for (int i = 0; i < validSkills.Count; i++)
 
-             {
 
-                 if (validSkills[i].target == 1 && mainScore > 0)//作用自身
 
-                 {
 
-                     double score = mainScore * validSkills[i].ratio / 10000;
 
-                     _skillScore += score;
 
-                     skillsToShowDic.Add(validSkills[i].skillId, (int)Math.Ceiling(score));
 
-                 }
 
-                 else if (validSkills[i].target == 2 && targetMainScore > 0)//作用对方
 
-                 {
 
-                     double score = mainScore * validSkills[i].ratio / 10000;
 
-                     _targetSkillScore += score;
 
-                     skillsToShowDic.Add(validSkills[i].skillId, (int)Math.Ceiling(score));
 
-                 }
 
-             }
 
-             skillScore = (int)Math.Ceiling(_skillScore);
 
-             targetScore = (int)Math.Ceiling(_targetSkillScore);
 
-         }
 
-         /// <summary>
 
-         /// 是否展示词牌效果
 
-         /// </summary>
 
-         /// <param name="cardId">词牌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词牌
 
-             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(FightData fightData)
 
-         {
 
-             //登峰造极评分 = (部件基础分之和 + 人物基础分)*卓越点击系数 * 3
 
-             double allPartsBaseScore = GetAllRoundBaseScore(fightData);
 
-             return (int)Math.Ceiling((allPartsBaseScore + (double)fightData.baseScore)* ConstScoreSystem.PERFECT_SCORE * ConstScoreSystem.ALL_CIRCLE_SCORE);
 
-         }
 
-         /// <summary>
 
-         /// 根据词牌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>
 
-         /// 根据词牌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;
 
-         }
 
-     }
 
- }
 
 
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