ScoreSystemData.cs 18 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431
  1. using ET;
  2. using System;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. namespace GFGGame
  6. {
  7. public class ClickType
  8. {
  9. public const int MISS_CLICK = 0;
  10. public const int GREAT_CLICK = 1;
  11. public const int PREFACT_CLICK = 2;
  12. }
  13. public class BeginTime
  14. {
  15. public const int PART_SCORE_1 = 1;//作用第一回合
  16. public const int PART_SCORE_2 = 2;//作用第二回合
  17. public const int PART_SCORE_3 = 3;//作用第三回合
  18. public const int PART_SCORE_4 = 4;//作用第四回合
  19. public const int PART_SCORE_5 = 5;//作用第五回合
  20. public const int PART_SCORE_6 = 6;//作用第六回合
  21. public const int PART_ALL_FIGHT_BEGIN = 7;//对战开始
  22. public const int PART_PREFACT_CLICK = 8;//每次优秀点击
  23. public const int PART_FIGHT_BEGIN = 9;//每回合开始
  24. public const int PART_FIGHT_END = 10;//每回合结束
  25. public const int ALL_PERFECT_START = 11;//登封造极开始
  26. }
  27. public class ScoreSystemData : SingletonBase<ScoreSystemData>
  28. {
  29. /// <summary>
  30. /// 将穿戴部件分组
  31. /// </summary>
  32. public void SetEquipScoresWithPartId(FightData roleData)
  33. {
  34. roleData.pardScoreListDic.Clear();
  35. roleData.pardListDic.Clear();
  36. FightScoreCfg[] typeCfgs = FightScoreCfgArray.Instance.dataArray;
  37. for (int j = 0; j < typeCfgs.Length; j++)
  38. {
  39. FightScoreCfg cfg = typeCfgs[j];
  40. if (roleData.pardScoreListDic.ContainsKey(cfg.id) == false)
  41. {
  42. roleData.pardScoreListDic.Add(cfg.id, new List<float>());
  43. }
  44. if (roleData.pardListDic.ContainsKey(cfg.id) == false)
  45. {
  46. roleData.pardListDic.Add(cfg.id, new List<int>());
  47. }
  48. }
  49. for (int i = 0; i < roleData.itemList.Count; i++)
  50. {
  51. for (int j = 0; j < typeCfgs.Length; j++)
  52. {
  53. FightScoreCfg cfg = typeCfgs[j];
  54. bool isCheckFinish = false;
  55. for (int k = 0; k < cfg.subTypesArr.Length; k++)
  56. {
  57. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(roleData.itemList[i]);
  58. if (itemCfg.subType == cfg.subTypesArr[k])
  59. {
  60. roleData.pardListDic[cfg.id].Add(roleData.itemList[i]);
  61. roleData.pardScoreListDic[cfg.id].Add(roleData.itemScoreList[i]);
  62. isCheckFinish = true;
  63. break;
  64. }
  65. }
  66. if (isCheckFinish) break;
  67. }
  68. }
  69. }
  70. /// <summary>
  71. /// 返回总主属性分
  72. /// </summary>
  73. /// <returns></returns>
  74. public double GetMainScore(FightData roleData)
  75. {
  76. //(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
  77. // int partScore = 0;
  78. // double tagScore = 0;
  79. // int tagCount = 0;
  80. double baseScore = 0;
  81. for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
  82. {
  83. baseScore += GetPartBaseScore(roleData, i + 1);
  84. }
  85. return (baseScore + roleData.baseScore + roleData.leagueSkillScore + roleData.cardScore) * ConstScoreSystem.MAIN_SCORE;
  86. }
  87. public double GetRobotMainScore(FightData robotData)
  88. {
  89. //(部件属性分数+标签分数+人物基础分+词牌属性分数)*4
  90. double partScore = 0;
  91. for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
  92. {
  93. partScore += GetRobotPartBaseScore(robotData, i + 1);
  94. }
  95. return (partScore + robotData.baseScore + robotData.leagueSkillScore + robotData.cardScore) * ConstScoreSystem.MAIN_SCORE;
  96. }
  97. /// <summary>
  98. /// 部件评分
  99. /// </summary>
  100. /// <param name="partId">部件id</param>
  101. /// <param name="clickType">点击状态0:miss,1:优秀,2:完美</param>
  102. /// <param name="mainScore">总主属性</param>
  103. /// <param name="type">评分部位</param>
  104. /// <param name="showCard">是否展示词牌效果</param>
  105. /// <returns></returns>
  106. public int GetPartScore(FightData roleData, int partId, int clickType, double skillScore)
  107. {
  108. //部件评分=部件基础分*部件系数
  109. //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 (新点击公式,防止点击优秀却因为未穿衣服结果是0分)
  110. //词牌评分=总属性*技能配表百分比
  111. double partBaseScore = GetPartBaseScore(roleData, partId);
  112. double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
  113. int roleScore = roleData.baseScore;
  114. long leagueSkillScore = roleData.leagueSkillScore;
  115. int cardScore = roleData.cardScore;
  116. double clickCoefficient = GetPartItemClickScore(clickType);
  117. double clickScore = (partBaseScore + (roleScore + leagueSkillScore + cardScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
  118. int score = (int)Math.Ceiling(partScore + clickScore + skillScore);
  119. Debug.Log("clickScore:" + clickScore + " score:" + score);
  120. return Math.Max(0, score);
  121. }
  122. public int GetRobotPartScore(FightData robotData, int partId, int clickType, double skillScore)
  123. {
  124. //部件评分=部件基础分*部件系数
  125. //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 (新点击公式,防止点击优秀却因为未穿衣服结果是0分)
  126. //词牌评分=总属性*技能配表百分比
  127. double partBaseScore = GetRobotPartBaseScore(robotData, partId);
  128. double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
  129. int roleScore = robotData.baseScore;
  130. long leagueSkillScore = robotData.leagueSkillScore;
  131. int cardScore = robotData.cardScore;
  132. double clickCoefficient = GetPartItemClickScore(clickType);
  133. double clickScore = (partBaseScore + (cardScore + leagueSkillScore + roleScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
  134. int score = (int)Math.Ceiling(partScore + clickScore + skillScore);
  135. return Math.Max(0, score);
  136. }
  137. /// <summary>
  138. /// 部件基础评分
  139. /// </summary>
  140. /// <param name="partId">评分部位</param>
  141. /// <returns></returns>
  142. public double GetPartBaseScore(FightData roleData, int partId)
  143. {
  144. double partScore = 0;
  145. double tagScore = 0;
  146. int tagCount = 0;
  147. if (!roleData.pardListDic.ContainsKey(partId) || roleData.pardListDic[partId].Count == 0) return partScore;
  148. List<int> partList = roleData.pardListDic[partId];
  149. for (int i = 0; i < partList.Count; i++)
  150. {
  151. partScore += roleData.pardScoreListDic[partId][i];
  152. tagScore += ItemDataManager.GetItemTagScore(partList[i], roleData.tags);
  153. // if (ItemDataManager.CheckItemTagsRight(partList[i], roleData.tags)) tagCount++;
  154. }
  155. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena)
  156. {
  157. tagCount = ArenaDataManager.Instance.GetTagsCount(roleData.itemList, roleData.tags);
  158. tagCount = Math.Min(ArenaTagCfgArray.Instance.dataArray.Length, tagCount);
  159. float addition = 0;
  160. if (tagCount > 0)
  161. {
  162. addition = ArenaTagCfgArray.Instance.GetCfg(tagCount).addition / 10000f;
  163. }
  164. return (partScore + tagScore) * (1 + addition);
  165. }
  166. else
  167. {
  168. return partScore + tagScore;
  169. }
  170. }
  171. private double GetRobotPartBaseScore(FightData robotData, int partId)
  172. {
  173. double partBaseScore = robotData.itemScoreList[partId - 1];
  174. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena)
  175. {
  176. partBaseScore = partBaseScore * (1 + robotData.tagAddition / 10000f);
  177. }
  178. return partBaseScore;
  179. }
  180. private double GetPartItemClickScore(int clickType)
  181. {
  182. //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
  183. double clickCoefficient = 0;
  184. switch (clickType)
  185. {
  186. case ClickType.MISS_CLICK:
  187. clickCoefficient = ConstScoreSystem.MISS_SCORE;
  188. break;
  189. case ClickType.GREAT_CLICK:
  190. clickCoefficient = ConstScoreSystem.GREAT_SCORE;
  191. break;
  192. case ClickType.PREFACT_CLICK:
  193. clickCoefficient = ConstScoreSystem.PERFECT_SCORE;
  194. break;
  195. }
  196. return clickCoefficient;
  197. }
  198. /// <summary>
  199. /// 获取词牌技能持续回合数
  200. /// </summary>
  201. /// <returns></returns>
  202. public List<int> GetRoundTime(int cardId, List<int> skillLvs)
  203. {
  204. List<int> roundTimes = new List<int>();
  205. List<PassivitySkillCfg> targetSkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  206. for (int i = 0; i < targetSkillCfgs.Count; i++)
  207. {
  208. if (skillLvs.Count <= i) continue;
  209. int skillLv = skillLvs[i];
  210. PassivitySkillLvlCfg skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLv, targetSkillCfgs[i].skillId);
  211. if (skillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && UnityEngine.Random.Range(0, 10000) < skillLvlCfg.probability)
  212. {
  213. roundTimes.Add(skillLvlCfg.roundTime);
  214. }
  215. else
  216. {
  217. roundTimes.Add(0);
  218. }
  219. }
  220. return roundTimes;
  221. }
  222. /// <summary>
  223. /// 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
  224. /// </summary>
  225. /// <returns></returns>
  226. public List<PassivitySkillLvlCfg> GetValidSkills(int currentTime, int partId, int cardId, List<int> skillLvs, int targetCardId, List<int> targetSkillLvs, List<int> roundTimes, List<int> targetRoundTimes)
  227. {
  228. List<PassivitySkillLvlCfg> skillCfgs = new List<PassivitySkillLvlCfg>();
  229. List<PassivitySkillCfg> targetSkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(targetCardId);
  230. List<int> nullifySkillIndex = new List<int>();
  231. for (int i = 0; i < targetSkillCfgs.Count; i++)
  232. {
  233. if (targetSkillLvs.Count <= i) continue;
  234. PassivitySkillLvlCfg targetSkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(targetSkillLvs[i], targetSkillCfgs[i].skillId);
  235. if (CheckIsRightTime(targetSkillLvlCfg, currentTime, partId))
  236. {
  237. bool isProbability = targetSkillLvlCfg.nullifySkillIndex > 0 && UnityEngine.Random.Range(0, 10000) < targetSkillLvlCfg.probability;
  238. if (targetSkillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && targetRoundTimes.Count > i && partId < targetRoundTimes[i]) isProbability = true;
  239. if (isProbability) nullifySkillIndex.Add(targetSkillLvlCfg.nullifySkillIndex);
  240. }
  241. }
  242. List<PassivitySkillCfg> mySkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  243. for (int i = 0; i < mySkillCfgs.Count; i++)
  244. {
  245. if (skillLvs.Count <= i) continue;
  246. PassivitySkillLvlCfg mySkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLvs[i], mySkillCfgs[i].skillId);
  247. if (nullifySkillIndex.IndexOf(i + 1) >= 0) continue;//技能被对手失效
  248. if (CheckIsRightTime(mySkillLvlCfg, currentTime, partId))
  249. {
  250. bool isProbability = UnityEngine.Random.Range(0, 10000) < mySkillLvlCfg.probability;
  251. if (mySkillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && roundTimes != null && partId < roundTimes[i]) isProbability = true;
  252. if (isProbability) skillCfgs.Add(mySkillLvlCfg);
  253. }
  254. }
  255. return skillCfgs;
  256. }
  257. private bool CheckIsRightTime(PassivitySkillLvlCfg skillLvlCfg, int currentTime, int partId)
  258. {
  259. if (skillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && currentTime == BeginTime.PART_FIGHT_BEGIN
  260. || skillLvlCfg.beginTime == BeginTime.PART_PREFACT_CLICK && currentTime == BeginTime.PART_PREFACT_CLICK
  261. || skillLvlCfg.beginTime == BeginTime.PART_FIGHT_BEGIN && currentTime == BeginTime.PART_FIGHT_BEGIN
  262. || skillLvlCfg.beginTime == BeginTime.PART_FIGHT_END && currentTime == BeginTime.PART_FIGHT_END
  263. || skillLvlCfg.beginTime == BeginTime.ALL_PERFECT_START && currentTime == BeginTime.ALL_PERFECT_START
  264. || skillLvlCfg.beginTime <= BeginTime.PART_SCORE_6 && currentTime == BeginTime.PART_FIGHT_BEGIN && partId == skillLvlCfg.beginTime)
  265. {
  266. return true;
  267. }
  268. return false;
  269. }
  270. /// <summary>
  271. /// 本轮技能分数
  272. /// </summary>
  273. /// <param name="validSkills">有效技能列表</param>
  274. /// <param name="mainScore">总主属性</param>
  275. /// <returns></returns>
  276. public void GetPartItemSkillScore(List<PassivitySkillLvlCfg> validSkills, double mainScore, double targetMainScore, out int skillScore, out int targetScore, out Dictionary<int, int> skillScoreDic)
  277. {
  278. double _skillScore = 0;
  279. double _targetSkillScore = 0;
  280. skillScoreDic = new Dictionary<int, int>();
  281. for (int i = 0; i < validSkills.Count; i++)
  282. {
  283. if (validSkills[i].target == 1 && mainScore > 0)//作用自身
  284. {
  285. double score = mainScore * validSkills[i].ratio / 10000;
  286. _skillScore += score;
  287. skillScoreDic.Add(validSkills[i].skillId, (int)Math.Ceiling(score));
  288. }
  289. else if (validSkills[i].target == 2 && targetMainScore > 0)//作用对方
  290. {
  291. double score = targetMainScore * validSkills[i].ratio / 10000;
  292. _targetSkillScore += score;
  293. skillScoreDic.Add(validSkills[i].skillId, (int)Math.Ceiling(score));
  294. }
  295. }
  296. skillScore = (int)Math.Ceiling(_skillScore);
  297. targetScore = (int)Math.Ceiling(_targetSkillScore);
  298. }
  299. /// <summary>
  300. /// 是否展示词牌效果
  301. /// </summary>
  302. /// <param name="cardId">词牌id</param>
  303. /// <param name="validSkills">被触发的有效技能列表</param>
  304. /// <returns></returns>
  305. public bool IsShowCard(int cardId, List<PassivitySkillLvlCfg> validSkills)
  306. {
  307. if (cardId <= 0) return false;//未选卡
  308. if (validSkills.Count == 0) return false;//本轮没有技能被触发不显示词牌
  309. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  310. for (int i = 0; i < skillCfgs.Count; i++)
  311. {
  312. if (skillCfgs[i].mainSkill == 1)
  313. {
  314. return true;
  315. }
  316. }
  317. return false;
  318. }
  319. /// <summary>
  320. /// 登峰造极额外加分
  321. /// </summary>
  322. /// <param name="mainScore"></param>
  323. /// <returns></returns>
  324. public int GetAllCircleAddScore(double mainScore)
  325. {
  326. //主属性20%的加分
  327. return (int)Math.Ceiling(mainScore * ConstScoreSystem.ALL_PERFECT_SCORE);
  328. }
  329. /// <summary>
  330. /// 根据词牌Id获取 战斗选卡 界面显示配置
  331. /// </summary>
  332. /// <param name="cardId"></param>
  333. /// <returns></returns>
  334. public PassivitySkillCfg GetShowSkillCfg(int cardId)
  335. {
  336. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  337. if (skillCfgs.Count <= 0)
  338. {
  339. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  340. return null;
  341. }
  342. for (int i = 0; i < skillCfgs.Count; i++)
  343. {
  344. if (skillCfgs[i].showSkill == 1)
  345. {
  346. // int skillLv = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
  347. return skillCfgs[i];
  348. }
  349. }
  350. return null;
  351. }
  352. /// <summary>
  353. /// 根据词牌Id获取评分主技能显示配置
  354. /// </summary>
  355. /// <param name="cardId"></param>
  356. /// <returns></returns>
  357. public PassivitySkillCfg GetMainSkillCfg(int cardId)
  358. {
  359. // Dictionary<int, List<PassivitySkillCfg>> cfgs = SkillDataManager.Instance.dicPassivitySkill[cardId];
  360. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  361. if (skillCfgs.Count <= 0)
  362. {
  363. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  364. return null;
  365. }
  366. // foreach (int key in cfgs.Keys)
  367. // {
  368. for (int i = 0; i < skillCfgs.Count; i++)
  369. {
  370. if (skillCfgs[i].mainSkill == 1)
  371. {
  372. // int skillLV = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
  373. // PassivitySkillLvlCfgArray skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfg(skillLV, skillCfgs[i].skillId);
  374. // return cfgs[key][skillLV - 1];
  375. return skillCfgs[i];
  376. }
  377. }
  378. return null;
  379. }
  380. }
  381. }