ScoreSystemData.cs 18 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. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(roleData.itemList[i]);
  66. if (itemCfg.subType == cfg.subTypesArr[k])
  67. {
  68. roleData.pardListDic[cfg.id].Add(roleData.itemList[i]);
  69. roleData.pardScoreListDic[cfg.id].Add(roleData.itemScoreList[i]);
  70. isCheckFinish = true;
  71. break;
  72. }
  73. }
  74. if (isCheckFinish) break;
  75. }
  76. }
  77. }
  78. /// <summary>
  79. /// 返回总主属性分
  80. /// </summary>
  81. /// <returns></returns>
  82. public double GetMainScore(FightData roleData)
  83. {
  84. //(部件属性分数+标签分数+人物基础分+卡牌属性分数)*4
  85. // int partScore = 0;
  86. // double tagScore = 0;
  87. // int tagCount = 0;
  88. double baseScore = 0;
  89. for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
  90. {
  91. baseScore += GetPartBaseScore(roleData, i + 1);
  92. }
  93. return (baseScore + roleData.baseScore + roleData.cardScore) * ConstScoreSystem.MAIN_SCORE;
  94. }
  95. public double GetRobotMainScore(FightData robotData)
  96. {
  97. //(部件属性分数+标签分数+人物基础分+卡牌属性分数)*4
  98. double partScore = 0;
  99. for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
  100. {
  101. partScore += GetRobotPartBaseScore(robotData, i + 1);
  102. }
  103. return (partScore + robotData.baseScore + robotData.cardScore) * ConstScoreSystem.MAIN_SCORE;
  104. }
  105. /// <summary>
  106. /// 部件评分
  107. /// </summary>
  108. /// <param name="partId">部件id</param>
  109. /// <param name="clickType">点击状态0:miss,1:优秀,2:完美</param>
  110. /// <param name="mainScore">总主属性</param>
  111. /// <param name="type">评分部位</param>
  112. /// <param name="showCard">是否展示卡牌效果</param>
  113. /// <returns></returns>
  114. public int GetPartScore(FightData roleData, int partId, int clickType, double skillScore)
  115. {
  116. //部件评分=部件基础分*部件系数
  117. //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)
  118. //卡牌评分=总属性*技能配表百分比
  119. double partBaseScore = GetPartBaseScore(roleData, partId);
  120. double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
  121. int roleScore = roleData.baseScore;
  122. int cardScore = roleData.cardScore;
  123. double clickCoefficient = GetPartItemClickScore(clickType);
  124. double clickScore = (partBaseScore + (roleScore + cardScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
  125. int score = (int)Math.Ceiling(partScore + clickScore + skillScore);
  126. Debug.Log("clickScore:" + clickScore + " score:" + score);
  127. return Math.Max(0, score);
  128. }
  129. public int GetRobotPartScore(FightData robotData, int partId, int clickType, double skillScore)
  130. {
  131. //部件评分=部件基础分*部件系数
  132. //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)
  133. //卡牌评分=总属性*技能配表百分比
  134. double partBaseScore = GetRobotPartBaseScore(robotData, partId);
  135. double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
  136. int roleScore = robotData.baseScore;
  137. int cardScore = robotData.cardScore;
  138. double clickCoefficient = GetPartItemClickScore(clickType);
  139. double clickScore = (partBaseScore + (cardScore + roleScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
  140. int score = (int)Math.Ceiling(partScore + clickScore + skillScore);
  141. return Math.Max(0, score);
  142. }
  143. /// <summary>
  144. /// 部件基础评分
  145. /// </summary>
  146. /// <param name="partId">评分部位</param>
  147. /// <returns></returns>
  148. public double GetPartBaseScore(FightData roleData, int partId)
  149. {
  150. double partScore = 0;
  151. double tagScore = 0;
  152. int tagCount = 0;
  153. if (!roleData.pardListDic.ContainsKey(partId) || roleData.pardListDic[partId].Count == 0) return partScore;
  154. List<int> partList = roleData.pardListDic[partId];
  155. for (int i = 0; i < partList.Count; i++)
  156. {
  157. partScore += roleData.pardScoreListDic[partId][i];
  158. tagScore += ItemDataManager.GetItemTagScore(partList[i], roleData.tags);
  159. // if (ItemDataManager.CheckItemTagsRight(partList[i], roleData.tags)) tagCount++;
  160. }
  161. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena)
  162. {
  163. tagCount = ArenaDataManager.Instance.GetTagsCount(roleData.itemList, roleData.tags);
  164. tagCount = Math.Min(ArenaTagCfgArray.Instance.dataArray.Length, tagCount);
  165. float addition = 0;
  166. if (tagCount > 0)
  167. {
  168. addition = ArenaTagCfgArray.Instance.GetCfg(tagCount).addition / 10000f;
  169. }
  170. return (partScore + tagScore) * (1 + addition);
  171. }
  172. else
  173. {
  174. return partScore + tagScore;
  175. }
  176. }
  177. private double GetRobotPartBaseScore(FightData robotData, int partId)
  178. {
  179. double partBaseScore = robotData.itemScoreList[partId - 1];
  180. if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena)
  181. {
  182. partBaseScore = partBaseScore * (1 + robotData.tagAddition / 10000f);
  183. }
  184. return partBaseScore;
  185. }
  186. private double GetPartItemClickScore(int clickType)
  187. {
  188. //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
  189. double clickCoefficient = 0;
  190. switch (clickType)
  191. {
  192. case ClickType.MISS_CLICK:
  193. clickCoefficient = ConstScoreSystem.MISS_SCORE;
  194. break;
  195. case ClickType.GREAT_CLICK:
  196. clickCoefficient = ConstScoreSystem.GREAT_SCORE;
  197. break;
  198. case ClickType.PREFACT_CLICK:
  199. clickCoefficient = ConstScoreSystem.PERFECT_SCORE;
  200. break;
  201. }
  202. return clickCoefficient;
  203. }
  204. /// <summary>
  205. /// 获取卡牌技能持续回合数
  206. /// </summary>
  207. /// <returns></returns>
  208. public List<int> GetRoundTime(int cardId, List<int> skillLvs)
  209. {
  210. List<int> roundTimes = new List<int>();
  211. List<PassivitySkillCfg> targetSkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  212. for (int i = 0; i < targetSkillCfgs.Count; i++)
  213. {
  214. if (skillLvs.Count <= i) continue;
  215. int skillLv = skillLvs[i];
  216. PassivitySkillLvlCfg skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLv, targetSkillCfgs[i].skillId);
  217. if (skillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && UnityEngine.Random.Range(0, 10000) < skillLvlCfg.probability)
  218. {
  219. roundTimes.Add(skillLvlCfg.roundTime);
  220. }
  221. else
  222. {
  223. roundTimes.Add(0);
  224. }
  225. }
  226. return roundTimes;
  227. }
  228. /// <summary>
  229. /// 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
  230. /// </summary>
  231. /// <returns></returns>
  232. public List<PassivitySkillLvlCfg> GetValidSkills(int currentTime, int partId, int cardId, List<int> skillLvs, int targetCardId, List<int> targetSkillLvs, List<int> roundTimes, List<int> targetRoundTimes)
  233. {
  234. List<PassivitySkillLvlCfg> skillCfgs = new List<PassivitySkillLvlCfg>();
  235. List<PassivitySkillCfg> targetSkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(targetCardId);
  236. List<int> nullifySkillIndex = new List<int>();
  237. for (int i = 0; i < targetSkillCfgs.Count; i++)
  238. {
  239. if (targetSkillLvs.Count <= i) continue;
  240. PassivitySkillLvlCfg targetSkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(targetSkillLvs[i], targetSkillCfgs[i].skillId);
  241. if (CheckIsRightTime(targetSkillLvlCfg, currentTime, partId))
  242. {
  243. bool isProbability = targetSkillLvlCfg.nullifySkillIndex > 0 && UnityEngine.Random.Range(0, 10000) < targetSkillLvlCfg.probability;
  244. if (targetSkillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && targetRoundTimes != null && partId < targetRoundTimes[i]) isProbability = true;
  245. if (isProbability) nullifySkillIndex.Add(targetSkillLvlCfg.nullifySkillIndex);
  246. }
  247. }
  248. List<PassivitySkillCfg> mySkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  249. for (int i = 0; i < mySkillCfgs.Count; i++)
  250. {
  251. if (skillLvs.Count <= i) continue;
  252. PassivitySkillLvlCfg mySkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLvs[i], mySkillCfgs[i].skillId);
  253. if (nullifySkillIndex.IndexOf(i + 1) >= 0) continue;//技能被对手失效
  254. if (CheckIsRightTime(mySkillLvlCfg, currentTime, partId))
  255. {
  256. bool isProbability = UnityEngine.Random.Range(0, 10000) < mySkillLvlCfg.probability;
  257. if (mySkillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && roundTimes != null && partId < roundTimes[i]) isProbability = true;
  258. if (isProbability) skillCfgs.Add(mySkillLvlCfg);
  259. }
  260. }
  261. return skillCfgs;
  262. }
  263. private bool CheckIsRightTime(PassivitySkillLvlCfg skillLvlCfg, int currentTime, int partId)
  264. {
  265. if (skillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && currentTime == BeginTime.PART_FIGHT_BEGIN
  266. || skillLvlCfg.beginTime == BeginTime.PART_PREFACT_CLICK && currentTime == BeginTime.PART_PREFACT_CLICK
  267. || skillLvlCfg.beginTime == BeginTime.PART_FIGHT_BEGIN && currentTime == BeginTime.PART_FIGHT_BEGIN
  268. || skillLvlCfg.beginTime == BeginTime.PART_FIGHT_END && currentTime == BeginTime.PART_FIGHT_END
  269. || skillLvlCfg.beginTime <= BeginTime.PART_SCORE_6 && currentTime == BeginTime.PART_FIGHT_BEGIN && partId == skillLvlCfg.beginTime)
  270. {
  271. return true;
  272. }
  273. return false;
  274. }
  275. /// <summary>
  276. /// 本轮技能分数
  277. /// </summary>
  278. /// <param name="validSkills">有效技能列表</param>
  279. /// <param name="mainScore">总主属性</param>
  280. /// <returns></returns>
  281. public void GetPartItemSkillScore(List<PassivitySkillLvlCfg> validSkills, double mainScore, double targetMainScore, out int skillScore, out int targetScore, out Dictionary<int, int> skillScoreDic)
  282. {
  283. double _skillScore = 0;
  284. double _targetSkillScore = 0;
  285. skillScoreDic = new Dictionary<int, int>();
  286. for (int i = 0; i < validSkills.Count; i++)
  287. {
  288. if (validSkills[i].target == 1)//作用自身
  289. {
  290. double score = mainScore * validSkills[i].ratio / 10000;
  291. _skillScore += score;
  292. skillScoreDic.Add(validSkills[i].skillId, (int)Math.Ceiling(score));
  293. }
  294. else if (validSkills[i].target == 2)//作用对方
  295. {
  296. double score = targetMainScore * validSkills[i].ratio / 10000;
  297. _targetSkillScore += score;
  298. skillScoreDic.Add(validSkills[i].skillId, (int)Math.Ceiling(score));
  299. }
  300. }
  301. skillScore = (int)Math.Ceiling(_skillScore);
  302. targetScore = (int)Math.Ceiling(_targetSkillScore);
  303. }
  304. /// <summary>
  305. /// 是否展示卡牌效果
  306. /// </summary>
  307. /// <param name="cardId">卡牌id</param>
  308. /// <param name="validSkills">被触发的有效技能列表</param>
  309. /// <returns></returns>
  310. public bool IsShowCard(int cardId, List<PassivitySkillLvlCfg> validSkills)
  311. {
  312. if (cardId <= 0) return false;//未选卡
  313. if (validSkills.Count == 0) return false;//本轮没有技能被触发不显示卡牌
  314. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  315. for (int i = 0; i < skillCfgs.Count; i++)
  316. {
  317. if (skillCfgs[i].mainSkill == 1)
  318. {
  319. return true;
  320. }
  321. }
  322. return false;
  323. }
  324. /// <summary>
  325. /// 登峰造极额外加分
  326. /// </summary>
  327. /// <param name="mainScore"></param>
  328. /// <returns></returns>
  329. public int GetAllCircleAddScore(double mainScore)
  330. {
  331. //主属性20%的加分
  332. return (int)Math.Ceiling(mainScore * ConstScoreSystem.ALL_PERFECT_SCORE);
  333. }
  334. /// <summary>
  335. /// 根据卡牌Id获取 战斗选卡 界面显示配置
  336. /// </summary>
  337. /// <param name="cardId"></param>
  338. /// <returns></returns>
  339. public PassivitySkillCfg GetShowSkillCfg(int cardId)
  340. {
  341. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  342. if (skillCfgs.Count <= 0)
  343. {
  344. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  345. return null;
  346. }
  347. for (int i = 0; i < skillCfgs.Count; i++)
  348. {
  349. if (skillCfgs[i].showSkill == 1)
  350. {
  351. // int skillLv = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
  352. return skillCfgs[i];
  353. }
  354. }
  355. return null;
  356. }
  357. /// <summary>
  358. /// 根据卡牌Id获取评分主技能显示配置
  359. /// </summary>
  360. /// <param name="cardId"></param>
  361. /// <returns></returns>
  362. public PassivitySkillCfg GetMainSkillCfg(int cardId)
  363. {
  364. // Dictionary<int, List<PassivitySkillCfg>> cfgs = SkillDataManager.Instance.dicPassivitySkill[cardId];
  365. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  366. if (skillCfgs.Count <= 0)
  367. {
  368. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  369. return null;
  370. }
  371. // foreach (int key in cfgs.Keys)
  372. // {
  373. for (int i = 0; i < skillCfgs.Count; i++)
  374. {
  375. if (skillCfgs[i].mainSkill == 1)
  376. {
  377. // int skillLV = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
  378. // PassivitySkillLvlCfgArray skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfg(skillLV, skillCfgs[i].skillId);
  379. // return cfgs[key][skillLV - 1];
  380. return skillCfgs[i];
  381. }
  382. }
  383. return null;
  384. }
  385. }
  386. }