ScoreSystemData.cs 19 KB

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  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. }
  26. public class ScoreSystemData : SingletonBase<ScoreSystemData>
  27. {
  28. /// <summary>
  29. /// 将穿戴部件分组
  30. /// </summary>
  31. public void SetEquipScoresWithPartId(FightData roleData)
  32. {
  33. roleData.pardScoreListDic.Clear();
  34. roleData.pardListDic.Clear();
  35. FightScoreCfg[] typeCfgs = FightScoreCfgArray.Instance.dataArray;
  36. for (int j = 0; j < typeCfgs.Length; j++)
  37. {
  38. FightScoreCfg cfg = typeCfgs[j];
  39. if (roleData.pardScoreListDic.ContainsKey(cfg.id) == false)
  40. {
  41. roleData.pardScoreListDic.Add(cfg.id, new List<int>());
  42. }
  43. if (roleData.pardListDic.ContainsKey(cfg.id) == false)
  44. {
  45. roleData.pardListDic.Add(cfg.id, new List<int>());
  46. }
  47. }
  48. for (int i = 0; i < roleData.itemList.Count; i++)
  49. {
  50. // FightScoreCfg[] typeCfgs = FightScoreCfgArray.Instance.dataArray;
  51. for (int j = 0; j < typeCfgs.Length; j++)
  52. {
  53. FightScoreCfg cfg = typeCfgs[j];
  54. // if (roleData.pardScoreListDic.ContainsKey(cfg.id) == false)
  55. // {
  56. // roleData.pardScoreListDic.Add(cfg.id, new List<int>());
  57. // }
  58. // if (roleData.pardListDic.ContainsKey(cfg.id) == false)
  59. // {
  60. // roleData.pardListDic.Add(cfg.id, new List<int>());
  61. // }
  62. bool isCheckFinish = false;
  63. for (int k = 0; k < cfg.subTypesArr.Length; k++)
  64. {
  65. var itemId = roleData.itemList[i];
  66. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
  67. if(itemCfg == null)
  68. {
  69. Log.Warning($"id为 {itemId} 的物品没有配置,请查找原因!");
  70. continue;
  71. }
  72. if (itemCfg.subType == cfg.subTypesArr[k])
  73. {
  74. roleData.pardListDic[cfg.id].Add(roleData.itemList[i]);
  75. roleData.pardScoreListDic[cfg.id].Add(roleData.itemScoreList[i]);
  76. isCheckFinish = true;
  77. break;
  78. }
  79. }
  80. if (isCheckFinish) break;
  81. }
  82. }
  83. }
  84. /// <summary>
  85. /// 返回总主属性分
  86. /// </summary>
  87. /// <returns></returns>
  88. public double GetMainScore(FightData roleData)
  89. {
  90. //(部件属性分数+标签分数+人物基础分+卡牌属性分数)*4
  91. // int partScore = 0;
  92. // double tagScore = 0;
  93. // int tagCount = 0;
  94. double baseScore = 0;
  95. for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
  96. {
  97. baseScore += GetPartBaseScore(roleData, i + 1);
  98. }
  99. return (baseScore + roleData.baseScore + roleData.cardScore) * ConstScoreSystem.MAIN_SCORE;
  100. }
  101. public double GetRobotMainScore(FightData robotData)
  102. {
  103. //(部件属性分数+标签分数+人物基础分+卡牌属性分数)*4
  104. double partScore = 0;
  105. for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
  106. {
  107. partScore += GetRobotPartBaseScore(robotData, i + 1);
  108. }
  109. return (partScore + robotData.baseScore + robotData.cardScore) * ConstScoreSystem.MAIN_SCORE;
  110. }
  111. /// <summary>
  112. /// 部件评分
  113. /// </summary>
  114. /// <param name="partId">部件id</param>
  115. /// <param name="clickType">点击状态0:miss,1:优秀,2:完美</param>
  116. /// <param name="mainScore">总主属性</param>
  117. /// <param name="type">评分部位</param>
  118. /// <param name="showCard">是否展示卡牌效果</param>
  119. /// <returns></returns>
  120. public int GetPartScore(FightData roleData, int partId, int clickType, double skillScore)
  121. {
  122. //部件评分=部件基础分*部件系数
  123. //点击评分=(部件基础分+(人物基础分+卡牌属性分数)*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)
  124. //卡牌评分=总属性*技能配表百分比
  125. double partBaseScore = GetPartBaseScore(roleData, partId);
  126. double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
  127. int roleScore = roleData.baseScore;
  128. int cardScore = roleData.cardScore;
  129. double clickCoefficient = GetPartItemClickScore(clickType);
  130. double clickScore = (partBaseScore + (roleScore + cardScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
  131. int score = (int)Math.Ceiling(partScore + clickScore + skillScore);
  132. Debug.Log("clickScore:" + clickScore + " score:" + score);
  133. return Math.Max(0, score);
  134. }
  135. public int GetRobotPartScore(FightData robotData, int partId, int clickType, double skillScore)
  136. {
  137. //部件评分=部件基础分*部件系数
  138. //点击评分=(部件基础分+(人物基础分+卡牌属性分数)*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)
  139. //卡牌评分=总属性*技能配表百分比
  140. double partBaseScore = GetRobotPartBaseScore(robotData, partId);
  141. double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
  142. int roleScore = robotData.baseScore;
  143. int cardScore = robotData.cardScore;
  144. double clickCoefficient = GetPartItemClickScore(clickType);
  145. double clickScore = (partBaseScore + (cardScore + roleScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
  146. int score = (int)Math.Ceiling(partScore + clickScore + skillScore);
  147. return Math.Max(0, score);
  148. }
  149. /// <summary>
  150. /// 部件基础评分
  151. /// </summary>
  152. /// <param name="partId">评分部位</param>
  153. /// <returns></returns>
  154. public double GetPartBaseScore(FightData roleData, int partId)
  155. {
  156. double partScore = 0;
  157. double tagScore = 0;
  158. int tagCount = 0;
  159. if (!roleData.pardListDic.ContainsKey(partId) || roleData.pardListDic[partId].Count == 0) return partScore;
  160. List<int> partList = roleData.pardListDic[partId];
  161. for (int i = 0; i < partList.Count; i++)
  162. {
  163. partScore += roleData.pardScoreListDic[partId][i];
  164. tagScore += ItemDataManager.GetItemTagScore(partList[i], roleData.tags);
  165. // if (ItemDataManager.CheckItemTagsRight(partList[i], roleData.tags)) tagCount++;
  166. }
  167. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena)
  168. {
  169. tagCount = ArenaDataManager.Instance.GetTagsCount(roleData.itemList, roleData.tags);
  170. tagCount = Math.Min(ArenaTagCfgArray.Instance.dataArray.Length, tagCount);
  171. float addition = 0;
  172. if (tagCount > 0)
  173. {
  174. addition = ArenaTagCfgArray.Instance.GetCfg(tagCount).addition / 10000f;
  175. }
  176. return (partScore + tagScore) * (1 + addition);
  177. }
  178. else
  179. {
  180. return partScore + tagScore;
  181. }
  182. }
  183. private double GetRobotPartBaseScore(FightData robotData, int partId)
  184. {
  185. double partBaseScore = robotData.itemScoreList[partId - 1];
  186. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena)
  187. {
  188. partBaseScore = partBaseScore * (1 + robotData.tagAddition / 10000f);
  189. }
  190. return partBaseScore;
  191. }
  192. private double GetPartItemClickScore(int clickType)
  193. {
  194. //点击评分=(部件基础分+(人物基础分+卡牌属性分数)*点击系数)*2.22
  195. double clickCoefficient = 0;
  196. switch (clickType)
  197. {
  198. case ClickType.MISS_CLICK:
  199. clickCoefficient = ConstScoreSystem.MISS_SCORE;
  200. break;
  201. case ClickType.GREAT_CLICK:
  202. clickCoefficient = ConstScoreSystem.GREAT_SCORE;
  203. break;
  204. case ClickType.PREFACT_CLICK:
  205. clickCoefficient = ConstScoreSystem.PERFECT_SCORE;
  206. break;
  207. }
  208. return clickCoefficient;
  209. }
  210. /// <summary>
  211. /// 获取卡牌技能持续回合数
  212. /// </summary>
  213. /// <returns></returns>
  214. public List<int> GetRoundTime(int cardId, List<int> skillLvs)
  215. {
  216. List<int> roundTimes = new List<int>();
  217. List<PassivitySkillCfg> targetSkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  218. for (int i = 0; i < targetSkillCfgs.Count; i++)
  219. {
  220. if (skillLvs.Count <= i) continue;
  221. int skillLv = skillLvs[i];
  222. PassivitySkillLvlCfg skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLv, targetSkillCfgs[i].skillId);
  223. if (skillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && UnityEngine.Random.Range(0, 10000) < skillLvlCfg.probability)
  224. {
  225. roundTimes.Add(skillLvlCfg.roundTime);
  226. }
  227. else
  228. {
  229. roundTimes.Add(0);
  230. }
  231. }
  232. return roundTimes;
  233. }
  234. /// <summary>
  235. /// 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
  236. /// </summary>
  237. /// <returns></returns>
  238. public List<PassivitySkillLvlCfg> GetValidSkills(int currentTime, int partId, int cardId, List<int> skillLvs, int targetCardId, List<int> targetSkillLvs, List<int> roundTimes, List<int> targetRoundTimes)
  239. {
  240. List<PassivitySkillLvlCfg> skillCfgs = new List<PassivitySkillLvlCfg>();
  241. List<PassivitySkillCfg> targetSkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(targetCardId);
  242. List<int> nullifySkillIndex = new List<int>();
  243. for (int i = 0; i < targetSkillCfgs.Count; i++)
  244. {
  245. if (targetSkillLvs.Count <= i) continue;
  246. PassivitySkillLvlCfg targetSkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(targetSkillLvs[i], targetSkillCfgs[i].skillId);
  247. if (CheckIsRightTime(targetSkillLvlCfg, currentTime, partId))
  248. {
  249. bool isProbability = targetSkillLvlCfg.nullifySkillIndex > 0 && UnityEngine.Random.Range(0, 10000) < targetSkillLvlCfg.probability;
  250. if (targetSkillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && targetRoundTimes != null && partId < targetRoundTimes[i]) isProbability = true;
  251. if (isProbability) nullifySkillIndex.Add(targetSkillLvlCfg.nullifySkillIndex);
  252. }
  253. }
  254. List<PassivitySkillCfg> mySkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  255. for (int i = 0; i < mySkillCfgs.Count; i++)
  256. {
  257. if (skillLvs.Count <= i) continue;
  258. PassivitySkillLvlCfg mySkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLvs[i], mySkillCfgs[i].skillId);
  259. if (nullifySkillIndex.IndexOf(i + 1) >= 0) continue;//技能被对手失效
  260. if (CheckIsRightTime(mySkillLvlCfg, currentTime, partId))
  261. {
  262. bool isProbability = UnityEngine.Random.Range(0, 10000) < mySkillLvlCfg.probability;
  263. if (mySkillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && roundTimes != null && partId < roundTimes[i]) isProbability = true;
  264. if (isProbability) skillCfgs.Add(mySkillLvlCfg);
  265. }
  266. }
  267. return skillCfgs;
  268. }
  269. private bool CheckIsRightTime(PassivitySkillLvlCfg skillLvlCfg, int currentTime, int partId)
  270. {
  271. if (skillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && currentTime == BeginTime.PART_FIGHT_BEGIN
  272. || skillLvlCfg.beginTime == BeginTime.PART_PREFACT_CLICK && currentTime == BeginTime.PART_PREFACT_CLICK
  273. || skillLvlCfg.beginTime == BeginTime.PART_FIGHT_BEGIN && currentTime == BeginTime.PART_FIGHT_BEGIN
  274. || skillLvlCfg.beginTime == BeginTime.PART_FIGHT_END && currentTime == BeginTime.PART_FIGHT_END
  275. || skillLvlCfg.beginTime <= BeginTime.PART_SCORE_6 && currentTime == BeginTime.PART_FIGHT_BEGIN && partId == skillLvlCfg.beginTime)
  276. {
  277. return true;
  278. }
  279. return false;
  280. }
  281. /// <summary>
  282. /// 本轮技能分数
  283. /// </summary>
  284. /// <param name="validSkills">有效技能列表</param>
  285. /// <param name="mainScore">总主属性</param>
  286. /// <returns></returns>
  287. public void GetPartItemSkillScore(List<PassivitySkillLvlCfg> validSkills, double mainScore, double targetMainScore, out int skillScore, out int targetScore, out Dictionary<int, int> skillScoreDic)
  288. {
  289. double _skillScore = 0;
  290. double _targetSkillScore = 0;
  291. skillScoreDic = new Dictionary<int, int>();
  292. for (int i = 0; i < validSkills.Count; i++)
  293. {
  294. if (validSkills[i].target == 1)//作用自身
  295. {
  296. double score = mainScore * validSkills[i].ratio / 10000;
  297. _skillScore += score;
  298. skillScoreDic.Add(validSkills[i].skillId, (int)Math.Ceiling(score));
  299. }
  300. else if (validSkills[i].target == 2)//作用对方
  301. {
  302. double score = targetMainScore * validSkills[i].ratio / 10000;
  303. _targetSkillScore += score;
  304. skillScoreDic.Add(validSkills[i].skillId, (int)Math.Ceiling(score));
  305. }
  306. }
  307. skillScore = (int)Math.Ceiling(_skillScore);
  308. targetScore = (int)Math.Ceiling(_targetSkillScore);
  309. }
  310. /// <summary>
  311. /// 是否展示卡牌效果
  312. /// </summary>
  313. /// <param name="cardId">卡牌id</param>
  314. /// <param name="validSkills">被触发的有效技能列表</param>
  315. /// <returns></returns>
  316. public bool IsShowCard(int cardId, List<PassivitySkillLvlCfg> validSkills)
  317. {
  318. if (cardId <= 0) return false;//未选卡
  319. if (validSkills.Count == 0) return false;//本轮没有技能被触发不显示卡牌
  320. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  321. for (int i = 0; i < skillCfgs.Count; i++)
  322. {
  323. if (skillCfgs[i].mainSkill == 1)
  324. {
  325. return true;
  326. }
  327. }
  328. return false;
  329. }
  330. /// <summary>
  331. /// 登峰造极额外加分
  332. /// </summary>
  333. /// <param name="mainScore"></param>
  334. /// <returns></returns>
  335. public int GetAllCircleAddScore(double mainScore)
  336. {
  337. //主属性20%的加分
  338. return (int)Math.Ceiling(mainScore * ConstScoreSystem.ALL_PERFECT_SCORE);
  339. }
  340. /// <summary>
  341. /// 根据卡牌Id获取 战斗选卡 界面显示配置
  342. /// </summary>
  343. /// <param name="cardId"></param>
  344. /// <returns></returns>
  345. public PassivitySkillCfg GetShowSkillCfg(int cardId)
  346. {
  347. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  348. if (skillCfgs.Count <= 0)
  349. {
  350. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  351. return null;
  352. }
  353. for (int i = 0; i < skillCfgs.Count; i++)
  354. {
  355. if (skillCfgs[i].showSkill == 1)
  356. {
  357. // int skillLv = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
  358. return skillCfgs[i];
  359. }
  360. }
  361. return null;
  362. }
  363. /// <summary>
  364. /// 根据卡牌Id获取评分主技能显示配置
  365. /// </summary>
  366. /// <param name="cardId"></param>
  367. /// <returns></returns>
  368. public PassivitySkillCfg GetMainSkillCfg(int cardId)
  369. {
  370. // Dictionary<int, List<PassivitySkillCfg>> cfgs = SkillDataManager.Instance.dicPassivitySkill[cardId];
  371. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  372. if (skillCfgs.Count <= 0)
  373. {
  374. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  375. return null;
  376. }
  377. // foreach (int key in cfgs.Keys)
  378. // {
  379. for (int i = 0; i < skillCfgs.Count; i++)
  380. {
  381. if (skillCfgs[i].mainSkill == 1)
  382. {
  383. // int skillLV = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
  384. // PassivitySkillLvlCfgArray skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfg(skillLV, skillCfgs[i].skillId);
  385. // return cfgs[key][skillLV - 1];
  386. return skillCfgs[i];
  387. }
  388. }
  389. return null;
  390. }
  391. }
  392. }