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							- using System;
 
- using System.Collections.Generic;
 
- using UnityEngine;
 
- namespace GFGGame
 
- {
 
-     public class FightDataManager : SingletonBase<FightDataManager>
 
-     {
 
-         public byte[] FightRoleRes { get; set; }
 
-         public Texture2D RoleTextuex { get; set; }
 
-         //角色基础分+部件基础分
 
-         // private int _score;
 
-         // public int score
 
-         // {
 
-         //     get
 
-         //     {
 
-         //         return _score;
 
-         //     }
 
-         //     set
 
-         //     {
 
-         //         _score = value;
 
-         //         EventAgent.DispatchEvent(ConstMessage.DRESS_UP_SCORE_CHANGED, _score);
 
-         //     }
 
-         // }
 
-         public int GetScore(FightData roleData)
 
-         {
 
-             float score = 0;
 
-             for (int i = 0; i < roleData.itemList.Count; i++)
 
-             {
 
-                 score += ItemDataManager.GetItemAdditionScore(roleData.itemList[i], roleData.scoreType, roleData.tags);
 
-             }
 
-             if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena)
 
-             {
 
-                 int tagCount = ArenaDataManager.Instance.GetTagsCount(roleData.itemList, roleData.tags); ;
 
-                 tagCount = Math.Min(ArenaTagCfgArray.Instance.dataArray.Length, tagCount);
 
-                 float addition = 0;
 
-                 if (tagCount > 0)
 
-                 {
 
-                     int additionCfg = ArenaTagCfgArray.Instance.GetCfg(tagCount).addition;
 
-                     addition = additionCfg / 10000f;
 
-                 }
 
-                 score = score * (1 + addition);
 
-             }
 
-             return (int)Math.Ceiling(score);
 
-         }
 
-         //最终得分
 
-         private int _totalScore;
 
-         public int totalScore
 
-         {
 
-             get
 
-             {
 
-                 return _totalScore;
 
-             }
 
-             set
 
-             {
 
-                 _totalScore = value;
 
-             }
 
-         }
 
-         //战斗对象最终得分
 
-         private int _targetTotalScore;
 
-         public int npcTotalScore
 
-         {
 
-             get
 
-             {
 
-                 return _targetTotalScore;
 
-             }
 
-             set
 
-             {
 
-                 _targetTotalScore = value;
 
-             }
 
-         }
 
-         private bool _autoPlay = false;
 
-         public bool autoPlay
 
-         {
 
-             get
 
-             {
 
-                 return _autoPlay;
 
-             }
 
-             set
 
-             {
 
-                 _autoPlay = value;
 
-                 if (!_autoPlay) fightSpeed = 1;
 
-                 StorageSProxy.ReqSetClientValue(ConstStorageId.STORAGE_AUTO_PLAY, _autoPlay == true ? 1 : 0).Coroutine();
 
-             }
 
-         }
 
-         public int maxFightSpeed = 3;
 
-         private int _fightSpeed = 1;
 
-         public int fightSpeed
 
-         {
 
-             get
 
-             {
 
-                 return _fightSpeed;
 
-             }
 
-             set
 
-             {
 
-                 _fightSpeed = value;
 
-                 StorageSProxy.ReqSetClientValue(ConstStorageId.STORAGE_FIGHT_AUTO_PLAY_SPEED, _fightSpeed).Coroutine();
 
-             }
 
-         }
 
-         private int _storyDialogSpeed = 1;
 
-         public int dialogSpeed
 
-         {
 
-             get
 
-             {
 
-                 return _storyDialogSpeed;
 
-             }
 
-             set
 
-             {
 
-                 _storyDialogSpeed = value;
 
-                 StorageSProxy.ReqSetClientValue(ConstStorageId.STORAGE_DIALOG_AUTO_PLAY_SPEED, _storyDialogSpeed).Coroutine();
 
-             }
 
-         }
 
-         //根据位置原点和随机范围获取评分位置
 
-         public void GetCirclePos(Vector2 pos, int range, out float x, out float y)
 
-         {
 
-             int numX = UnityEngine.Random.Range(0, 2);
 
-             int signX = numX % 2 == 0 ? 1 : -1;
 
-             float rangeX = UnityEngine.Random.Range(0, range);
 
-             x = pos.x + signX * (rangeX);
 
-             int numY = UnityEngine.Random.Range(0, 2);
 
-             int signY = numY % 2 == 0 ? 1 : -1;
 
-             float rangeY = UnityEngine.Random.Range(0, range);
 
-             y = pos.y + signY * (rangeY);
 
-         }
 
-         public Texture2D GetPrintscreenNTexture(Camera camera)
 
-         {
 
-             RenderTexture rt = new RenderTexture(UnityEngine.Screen.width, UnityEngine.Screen.height, 0);//渲染一张1920*1080的图
 
-             camera.targetTexture = rt;//传到主摄像机上
 
-             camera.Render();//渲染
 
-             RenderTexture.active = rt;
 
-             Texture2D screenShot = new Texture2D(UnityEngine.Screen.width, UnityEngine.Screen.height, TextureFormat.ARGB32, false);
 
-             screenShot.ReadPixels(new Rect(0, 0, UnityEngine.Screen.width, UnityEngine.Screen.height), 0, 0);//读像素
 
-             screenShot.Apply();
 
-             camera.targetTexture = null;
 
-             RenderTexture.active = null;
 
-             UnityEngine.Object.Destroy(rt);
 
-             return screenShot;
 
-         }
 
-         /// <summary>
 
-         /// 获取标签总分数
 
-         /// </summary>
 
-         /// <param name="itemList">服装列表</param>
 
-         /// <param name="tags">标签</param>
 
-         /// <returns></returns>
 
-         public int GetTagsScore(List<int> itemList, string[] tags)
 
-         {
 
-             int score = 0;
 
-             for (int i = 0; i < itemList.Count; i++)
 
-             {
 
-                 score += ItemDataManager.GetItemTagScore(itemList[i], tags);
 
-             }
 
-             return score;
 
-         }
 
-         public void SetItemScoreList(FightData _roleData)
 
-         {
 
-             _roleData.itemScoreList.Clear();
 
-             _roleData.itemScoreDic.Clear();
 
-             for (int i = 0; i < _roleData.itemList.Count; i++)
 
-             {
 
-                 int score = ItemDataManager.GetItemAdditionScore(_roleData.itemList[i], _roleData.scoreType);
 
-                 _roleData.itemScoreList.Add(score);
 
-                 _roleData.itemScoreDic[_roleData.itemList[i]] = score;
 
-             }
 
-         }
 
-         public float GetDressListAllScore(List<int> itemList, int scoreType)
 
-         {
 
-             float itemSum = 0;
 
-             for (int i = 0; i < itemList.Count; i++)
 
-             {
 
-                 itemSum += ItemDataManager.GetItemAdditionScore(itemList[i], scoreType);
 
-             }
 
-             return itemSum;
 
-         }
 
-         /// <summary>
 
-         /// 0失败1优秀2完美
 
-         /// </summary>
 
-         /// <param name="scale"></param>
 
-         /// <returns></returns>
 
-         public int GetClickType(float scale)
 
-         {
 
-             // float scaleX = _ui.m_comClick.m_comResult.m_imgCircle.scale.x;
 
-             int clickType = ClickType.MISS_CLICK;
 
-             if (FightDataManager.Instance.autoPlay == true)
 
-             {
 
-                 return ClickType.PREFACT_CLICK;
 
-             }
 
-             if (scale <= 0.33f && scale > 0.23f)
 
-             {
 
-                 clickType = ClickType.PREFACT_CLICK;
 
-             }
 
-             else if (scale <= 0.05f)
 
-             {
 
-                 clickType = ClickType.MISS_CLICK;
 
-             }
 
-             else
 
-             {
 
-                 clickType = ClickType.GREAT_CLICK;
 
-             }
 
-             return clickType;
 
-         }
 
-         /// <summary>
 
-         /// 词牌列表按竞技战力排序
 
-         /// </summary>
 
-         /// <param name="arrayList"></param>
 
-         /// <returns></returns>
 
-         public List<CardData> SortCardList(List<CardData> cardList, double itemSum, int scoreType)
 
-         {
 
-             int baseScore = RoleLevelCfgArray.Instance.GetCfg(RoleDataManager.lvl).baseScore;
 
-             int leagueSkillScore = LeagueDataManager.Instance.GetAllSkillScore(scoreType);
 
-             cardList.Sort((CardData a, CardData b) =>
 
-             {
 
-                 List<int> skillLvsA = SkillDataManager.Instance.GetCardSkillLvs(a.id);
 
-                 List<int> skillLvsB = SkillDataManager.Instance.GetCardSkillLvs(b.id);
 
-                 double addA = a.scores[scoreType] * ConstScoreSystem.PERFECT_SCORE * ConstScoreSystem.CLICK_SCORE / ConstScoreSystem.PART_SCORE * 6d;
 
-                 double addB = b.scores[scoreType] * ConstScoreSystem.PERFECT_SCORE * ConstScoreSystem.CLICK_SCORE / ConstScoreSystem.PART_SCORE * 6d;
 
-                 double scoreA = GetSkillFightScore(itemSum, baseScore, leagueSkillScore, a.id, a.scores[scoreType], skillLvsA) + addA;
 
-                 double scoreB = GetSkillFightScore(itemSum, baseScore, leagueSkillScore, b.id, b.scores[scoreType], skillLvsB) + addB;
 
-                 if (scoreA < scoreB)
 
-                 {
 
-                     return 1;
 
-                 }
 
-                 else if (scoreA > scoreB)
 
-                 {
 
-                     return -1;
 
-                 }
 
-                 return string.Compare(a.itemCfg.res, b.itemCfg.res);
 
-             });
 
-             return cardList;
 
-         }
 
-         /// <summary>
 
-         /// 获取技能战力
 
-         /// </summary>
 
-         /// <param name="itemScoreSum"></param>
 
-         /// <param name="baseScore"></param>
 
-         /// <param name="cardId"></param>
 
-         /// <param name="cardScore"></param>
 
-         /// <param name="skillLvs"></param>
 
-         /// <returns></returns>
 
-         public long GetSkillFightScore(double itemScoreSum, int baseScore, long leagueSkillScore, int cardId, int cardScore, List<int> skillLvs)
 
-         {
 
-             float skillScore = 0;
 
-             if (skillLvs.Count == 0) return (long)skillScore;
 
-             float skillBaseScore = (long)itemScoreSum + cardScore + baseScore + leagueSkillScore;
 
-             List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
 
-             //容错处理,防止两个长度不一致
 
-             var count = Mathf.Min(skillLvs.Count, skillCfgs.Count);
 
-             for (int j = 0; j < count; j++)
 
-             {
 
-                 PassivitySkillLvlCfg skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLvs[j], skillCfgs[j].skillId);
 
-                 if (skillLvlCfg == null) continue;
 
-                 skillScore += skillBaseScore * ((float)skillLvlCfg.fightPowerParam / 10000f);
 
-             }
 
-             // ET.Log.Debug("cardId:" + cardId);
 
-             // ET.Log.Debug("skillScore:" + skillScore);
 
-             return (long)Math.Ceiling(skillScore); ;
 
-         }
 
-         /// <summary>
 
-         /// 获取快速挑战结果
 
-         /// </summary>
 
-         /// <param name="myRoleData"></param>
 
-         /// <param name="targetType"></param>
 
-         /// <param name="targetRoleData"></param>
 
-         /// <param name="targetRobotData"></param>
 
-         /// <param name="_score"></param>
 
-         /// <param name="_targetScore"></param>
 
-         public void GetQuickFightResult(int roundIndex, FightData myRoleData, FightData targetRoleData, out long _score, out long _targetScore)
 
-         {
 
-             double score = 0;
 
-             double targetScore = 0;
 
-             int cardId = myRoleData.cardId;
 
-             double mainScore = ScoreSystemData.Instance.GetMainScore(myRoleData);
 
-             List<int> skillLvs = myRoleData.skillLvs;
 
-             int targetCardId;
 
-             double targetMainScore;
 
-             List<int> targetSkillLvs;
 
-             List<int> targetRoundTime;
 
-             List<int> roundTime = ScoreSystemData.Instance.GetRoundTime(myRoleData.cardId, myRoleData.skillLvs);
 
-             targetCardId = targetRoleData.cardId;
 
-             targetSkillLvs = targetRoleData.skillLvs;
 
-             targetRoundTime = ScoreSystemData.Instance.GetRoundTime(targetRoleData.cardId, targetRoleData.skillLvs);
 
-             if (targetRoleData.type == FightTargetType.PLAYER)
 
-             {
 
-                 targetMainScore = ScoreSystemData.Instance.GetMainScore(targetRoleData);
 
-             }
 
-             else
 
-             {
 
-                 targetMainScore = ScoreSystemData.Instance.GetRobotMainScore(targetRoleData);
 
-             }
 
-             if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena)
 
-             {
 
-                 ArenaDataManager.Instance.roundTime = roundTime;
 
-                 ArenaDataManager.Instance.targetRoundTime = targetRoundTime;
 
-                 if (!ArenaDataManager.Instance.vaildSkills.ContainsKey(roundIndex)) ArenaDataManager.Instance.vaildSkills[roundIndex] = new Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>();
 
-                 if (!ArenaDataManager.Instance.targetVaildSkills.ContainsKey(roundIndex)) ArenaDataManager.Instance.targetVaildSkills[roundIndex] = new Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>();
 
-             }
 
-             int partId = 0;
 
-             int currentTime = BeginTime.PART_ALL_FIGHT_BEGIN;
 
-             GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, partId, mainScore, cardId, skillLvs, roundTime, ref score, targetMainScore, targetCardId, targetSkillLvs, targetRoundTime, ref targetScore);
 
-             GetSkillScore(FightRoleType.TAEGET, roundIndex, currentTime, partId, targetMainScore, targetCardId, targetSkillLvs, targetRoundTime, ref targetScore, mainScore, cardId, skillLvs, roundTime, ref score);
 
-             for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
 
-             {
 
-                 partId++;
 
-                 currentTime = BeginTime.PART_FIGHT_BEGIN;
 
-                 GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, partId, mainScore, cardId, skillLvs, roundTime, ref score, targetMainScore, targetCardId, targetSkillLvs, targetRoundTime, ref targetScore);
 
-                 GetSkillScore(FightRoleType.TAEGET, roundIndex, currentTime, partId, targetMainScore, targetCardId, targetSkillLvs, targetRoundTime, ref targetScore, mainScore, cardId, skillLvs, roundTime, ref score);
 
-                 score += ScoreSystemData.Instance.GetPartScore(myRoleData, partId, ClickType.PREFACT_CLICK, 0);
 
-                 if (targetRoleData.type == FightTargetType.PLAYER)
 
-                 {
 
-                     targetScore += ScoreSystemData.Instance.GetPartScore(targetRoleData, partId, ClickType.PREFACT_CLICK, 0);
 
-                 }
 
-                 else
 
-                 {
 
-                     targetScore += ScoreSystemData.Instance.GetRobotPartScore(targetRoleData, partId, ClickType.PREFACT_CLICK, 0);
 
-                 }
 
-                 currentTime = BeginTime.PART_PREFACT_CLICK;
 
-                 GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, partId, mainScore, cardId, skillLvs, roundTime, ref score, targetMainScore, targetCardId, targetSkillLvs, targetRoundTime, ref targetScore);
 
-                 GetSkillScore(FightRoleType.TAEGET, roundIndex, currentTime, partId, targetMainScore, targetCardId, targetSkillLvs, targetRoundTime, ref targetScore, mainScore, cardId, skillLvs, roundTime, ref score);
 
-                 currentTime = BeginTime.PART_FIGHT_END;
 
-                 GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, partId, mainScore, cardId, skillLvs, roundTime, ref score, targetMainScore, targetCardId, targetSkillLvs, targetRoundTime, ref targetScore);
 
-                 GetSkillScore(FightRoleType.TAEGET, roundIndex, currentTime, partId, targetMainScore, targetCardId, targetSkillLvs, targetRoundTime, ref targetScore, mainScore, cardId, skillLvs, roundTime, ref score);
 
-                 // Debug.Log(" targetScore444:" + targetScore);
 
-             }
 
-             partId++;
 
-             currentTime = BeginTime.ALL_PERFECT_START;
 
-             GetSkillScore(FightRoleType.MINE, roundIndex, currentTime, partId, mainScore, cardId, skillLvs, roundTime, ref score, targetMainScore, targetCardId, targetSkillLvs, targetRoundTime, ref targetScore);
 
-             GetSkillScore(FightRoleType.TAEGET, roundIndex, currentTime, partId, targetMainScore, targetCardId, targetSkillLvs, targetRoundTime, ref targetScore, mainScore, cardId, skillLvs, roundTime, ref score);
 
-             score += ScoreSystemData.Instance.GetAllCircleAddScore(mainScore);
 
-             targetScore += ScoreSystemData.Instance.GetAllCircleAddScore(targetMainScore);
 
-             Debug.Log(" targetScore666:" + targetScore);
 
-             _score = Mathf.CeilToInt((float)score);
 
-             _targetScore = Mathf.CeilToInt((float)targetScore);
 
-         }
 
-         private void GetSkillScore(int roleType, int roundIndex, int currentTime, int partId, double mainScore, int cardId, List<int> skillLvs, List<int> roundTime, ref double score, double targetMainScore, int targetCardId, List<int> targetSkillLvs, List<int> targetRoundTime, ref double targetScore)
 
-         {
 
-             List<PassivitySkillLvlCfg> vaildSkills = ScoreSystemData.Instance.GetValidSkills(currentTime, partId, cardId, skillLvs, targetCardId, targetSkillLvs, roundTime, targetRoundTime);
 
-             ScoreSystemData.Instance.GetPartItemSkillScore(vaildSkills, mainScore, targetMainScore, out int skillScore, out int targetSkillScore, out Dictionary<int, int> skillScoreDic);
 
-             score += skillScore;
 
-             targetScore += targetSkillScore;
 
-             if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena)
 
-             {
 
-                 ArenaDataManager dataManager = ArenaDataManager.Instance;
 
-                 if (roleType == FightRoleType.MINE)
 
-                 {
 
-                     if (!dataManager.vaildSkills[roundIndex].ContainsKey(partId)) dataManager.vaildSkills[roundIndex][partId] = new Dictionary<int, List<PassivitySkillLvlCfg>>();
 
-                     dataManager.vaildSkills[roundIndex][partId][currentTime] = vaildSkills;
 
-                 }
 
-                 else
 
-                 {
 
-                     if (!dataManager.targetVaildSkills[roundIndex].ContainsKey(partId)) dataManager.targetVaildSkills[roundIndex][partId] = new Dictionary<int, List<PassivitySkillLvlCfg>>();
 
-                     dataManager.targetVaildSkills[roundIndex][partId][currentTime] = vaildSkills;
 
-                 }
 
-             }
 
-         }
 
-     }
 
- }
 
 
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