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- using System.Collections;
- using System.Collections.Generic;
- using System;
- using UnityEngine;
- using ET;
- namespace GFGGame
- {
- public class StoryDataManager
- {
- public static string priorId = "prior";//首次登录前置剧情id
- public static int currentChapter = 0;
- public static int currentLevel = 0;
- //配置表的id
- public static int currentLevelCfgId;
- public static int currentScoreType;
- public static int currentCardId = 0;
- public static bool usedRecommend;
- public static int _passChapter = 0;
- public static int _passLevel = 0;
- private static int _passChapterJY = 10000;
- private static int _passLevelJY = 0;
- public static int recommendDay = -1;
- //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>();
- //关卡宝箱状态记录
- private static Dictionary<int, int[]> _chapterBonusDic = 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]);
- }
- }
- public static void InitBoxBonusStates(List<int> ks, List<int> vs)
- {
- _chapterBonusDic.Clear();
- for (var i = 0; i < ks.Count; ++i)
- {
- var states = new int[] { 0, 0, 0 };
- var value = vs[i];
- CalculateHelper.GenerateChapterBoxStates(states, value);
- _chapterBonusDic.Add(ks[i], states);
- }
- }
- public static void UpdateBoxBonusStates(int chapter, int stateInt)
- {
- if (!_chapterBonusDic.TryGetValue(chapter, out var states))
- {
- states = new int[] { 0, 0, 0 };
- _chapterBonusDic.Add(chapter, states);
- }
- CalculateHelper.GenerateChapterBoxStates(states, stateInt);
- }
- //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[currentLevelCfgId] = score;
- }
- }
- //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 void ResetDailyData()
- {
- //_recommendCount = GameConst.MAX_COUNT_RECOMMEND;
- int day = ServerDataManager.CurrentDay;
- //recommendDay = day;
- //GameProxy.ReqUpdateRecommendCount(_recommendCount);
- }
- //获取宝箱奖励状态
- public static int GetChapterBonusStatus(int chapterID, int index)
- {
- if (_chapterBonusDic.ContainsKey(chapterID))
- {
- var states = _chapterBonusDic[chapterID];
- if (states != null)
- {
- return states[index];
- }
- }
- return ConstBonusStatus.CAN_NOT_GET;
- }
- public static List<ItemData> GetChapterBonus(int chapterID, int index)
- {
- List<ItemData> bonusList = StoryBonusDataCache.GetChapterBonusList(chapterID, index);
- //foreach (ItemData itemData in bonusList)
- //{
- // ItemDataManager.Add(itemData.id, itemData.num);
- //}
- //Dictionary<int, int> statusDic = null;
- //if (_chapterBonusDic.ContainsKey(chapterID))
- //{
- // statusDic = _chapterBonusDic[chapterID];
- //}
- //else
- //{
- // statusDic = new Dictionary<int, int>();
- // _chapterBonusDic.Add(chapterID, statusDic);
- // statusDic[0] = ConstBonusStatus.CAN_NOT_GET;
- // statusDic[1] = ConstBonusStatus.CAN_NOT_GET;
- // statusDic[2] = ConstBonusStatus.CAN_NOT_GET;
- //}
- //statusDic[index] = ConstBonusStatus.GOT;
- //string boxStatus = GetBoxStatus(currentChapter);
- //int starCountChapter = GetChapterStarCount(currentChapter);
- //GameProxy.ReqUpdateStoryStar(currentChapter, starCountChapter, boxStatus);
- return bonusList;
- }
- public static bool CheckOpenMainUI()
- {
- return CheckLevelPass(1, 4) && GuideDataManager.GetGuideCountCopy(ConstGuideId.SINGLE_FIGHT) > 0;
- }
- //检查指定章节对应的普通章节是否通关
- public static bool CheckNormalChapterPass(int chapterId)
- {
- int normalChapterId = StoryUtil.GetNormalChapterId(chapterId);
- return normalChapterId <= GameGlobal.myNumericComponent.GetAsInt(NumericType.Chapter);
- }
- public static bool CheckChapterUnlock(int chapterId)
- {
- StoryChapterCfg chapterCfg = StoryChapterCfgArray.Instance.GetCfg(chapterId);
- if (GameGlobal.myNumericComponent.GetAsInt(NumericType.Lvl) < chapterCfg.lvl)
- {
- return false;
- }
- if (CalculateHelper.CheckChapterIsHard(chapterId))
- {
- //对应普通剧情的章需要开启
- if (!CheckNormalChapterPass(chapterId))
- {
- return false;
- }
- //前一精英章需要通关
- if (chapterId - 1 > GameGlobal.myNumericComponent.GetAsInt(NumericType.ChapterJY))
- {
- return false;
- }
- }
- else
- {
- if (chapterId - 1 > GameGlobal.myNumericComponent.GetAsInt(NumericType.Chapter))
- {
- return false;
- }
- }
- return true;
- }
- public static bool CheckLevelPass(int chapterId, int level)
- {
- int passChapter = GetPassChapter(chapterId);
- int passLevel = GetPassLevel(chapterId);
- return CalculateHelper.CheckLevelPass(chapterId, level, passChapter, passLevel);
- }
- public static bool CheckLevelUnlock(int chapterId, int level)
- {
- int passChapter = GetPassChapter(chapterId);
- int passLevel = GetPassLevel(chapterId);
- if (chapterId <= passChapter)
- {
- return true;
- }
- if (chapterId == passChapter + 1 && level <= passLevel + 1)
- {
- return true;
- }
- return false;
- }
- public static bool CheckCurrentLevelPass()
- {
- return CheckLevelPass(currentChapter, currentLevel);
- }
- public static int GetScoreHighest(int levelID)
- {
- if (_highestScoreDic.ContainsKey(levelID))
- {
- return _highestScoreDic[levelID];
- }
- return 0;
- }
- 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
- }
- int starCount = StoryDataManager.GetResultStarCount(score);
- if (starCount <= 0)
- {
- return false;//低于一星
- }
- StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(StoryDataManager.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 false;//分数低于对战对象
- }
- }
- return true;
- }
- public static int GetResultStarCount(int score)
- {
- return CalculateHelper.GetStoryChapterStar(currentLevelCfgId, score);
- }
- public static int GetStarCountHistory(int levelID)
- {
- _starDic.TryGetValue(levelID, out var star);
- return star;
- }
- public static bool CheckCurrentScoreEnough(int score)
- {
- StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(currentLevelCfgId);
- StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
- return (score > fightCfg.score1);
- }
- public static int GetPassChapter(int fromChapter)
- {
- if (CalculateHelper.CheckChapterIsHard(fromChapter))
- {
- return GameGlobal.myNumericComponent.GetAsInt(NumericType.ChapterJY);
- }
- return GameGlobal.myNumericComponent.GetAsInt(NumericType.Chapter);
- }
- public static int GetPassLevel(int fromChapter)
- {
- if (CalculateHelper.CheckChapterIsHard(fromChapter))
- {
- return GameGlobal.myNumericComponent.GetAsInt(NumericType.ChapterLvlJY);
- }
- return GameGlobal.myNumericComponent.GetAsInt(NumericType.ChapterLvl);
- }
- public static List<ItemData> PassCurrentLevel(out bool fistPassLastLvl, out bool curLvfirstPass)
- {
- fistPassLastLvl = false;
- curLvfirstPass = false;
- List<ItemData> currentBonusList = new List<ItemData>();
- //if (!CheckCurrentLevelPass())
- //{
- // curLvfirstPass = true;
- // int tempPassLevel = currentLevel;
- // int tempPassChapter = GetPassChapter(currentChapter);
- // int nextLevel = currentLevel + 1;
- // int nextLevelID = currentChapter*GameConst.STORY_LEVEL_KEY_NUM + nextLevel;
- // StoryLevelCfg nextLevelCfg = StoryLevelCfgArray.Instance.GetCfg(nextLevelID);
- // if (nextLevelCfg == null)
- // {
- // tempPassChapter = currentChapter;
- // tempPassLevel = 0;
- // fistPassLastLvl = true;
- // }
- //SetPassData(tempPassChapter, tempPassLevel);
- //GameProxy.ReqUpdateStoryProgress(_passChapter, _passLevel, _passChapterJY, _passLevelJY);
- //currentBonusList = StoryBonusDataCache.GetBonusList(currentLevelID, true, true);
- //}
- //else
- //{
- //currentBonusList = StoryBonusDataCache.GetBonusList(currentLevelID, false, true);
- //}
- //StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(StoryDataManager.currentLevelID);
- ////消耗体力
- //if (currentBonusList != null && currentBonusList.Count > 0)
- //{
- // if (GameGlobal.myNumericComponent.GetAsInt(NumericType.Power) >= levelCfg.power)
- // {
- // RoleDataManager.power -= levelCfg.power;
- // }
- // else
- // {
- // RoleDataManager.power = 0;
- // }
- //}
- //消耗推荐次数
- //if (usedRecommend)
- //{
- // usedRecommend = false;
- // //_recommendCount--;
- // //GameProxy.ReqUpdateRecommendCount(_recommendCount);
- //}
- //经验奖励
- //if (levelCfg.fightID != null && levelCfg.fightID.Length > 0)
- //{
- // StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
- // RoleDataManager.exp += fightCfg.exp;
- //}
- //foreach (ItemData itemData in currentBonusList)
- //{
- // ItemDataManager.Add(itemData.id, itemData.num);
- //}
- return currentBonusList;
- }
- public static int GetChapterStarCount(int chapterID)
- {
- var star = 0;
- foreach(var item in _starDic)
- {
- var tempChapter = item.Key / GameConst.STORY_LEVEL_KEY_NUM;
- if(tempChapter == chapterID)
- {
- star += item.Value;
- }
- }
- return star;
- }
- public static int GetCanFightTime(int levelID)
- {
- StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelID);
- int times = (int)Math.Floor((float)GameGlobal.myNumericComponent.GetAsInt(NumericType.Power) / levelCfg.power);
- return times;
- }
- }
- }
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