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							- using ET;
 
- using System.Collections.Generic;
 
- using UnityEngine;
 
- namespace GFGGame
 
- {
 
-     public class ScoreSystemData : SingletonBase<ScoreSystemData>
 
-     {
 
-         public const int MISS_CLICK = 0;
 
-         public const int GREAT_CLICK = 1;
 
-         public const int PREFACT_CLICK = 2;
 
-         private Dictionary<int, List<int>> equipDicWithPartId = new Dictionary<int, List<int>>();
 
-         /// <summary>
 
-         /// 将穿戴部件分组
 
-         /// </summary>
 
-         public void SetEquipDicWithType()
 
-         {
 
-             equipDicWithPartId.Clear();
 
-             var equipDatas = EquipDataCache.cacher.equipDatas;
 
-             for (int i = 0; i < equipDatas.Count; i++)
 
-             {
 
-                 FightScoreCfg[] typeCfgs = FightScoreCfgArray.Instance.dataArray;
 
-                 for (int j = 0; j < typeCfgs.Length; j++)
 
-                 {
 
-                     FightScoreCfg cfg = typeCfgs[j];
 
-                     if (equipDicWithPartId.ContainsKey(cfg.id) == false)
 
-                     {
 
-                         equipDicWithPartId.Add(cfg.id, new List<int>());
 
-                     }
 
-                     bool isCheckFinish = false;
 
-                     for (int k = 0; k < cfg.subTypesArr.Length; k++)
 
-                     {
 
-                         ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(equipDatas[i]);
 
-                         if (itemCfg.subType == cfg.subTypesArr[k])
 
-                         {
 
-                             equipDicWithPartId[cfg.id].Add(equipDatas[i]);
 
-                             isCheckFinish = true;
 
-                             break;
 
-                         }
 
-                     }
 
-                     if (isCheckFinish) break;
 
-                 }
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// 返回总主属性分
 
-         /// </summary>
 
-         /// <returns></returns>
 
-         public double GetMainScore()
 
-         {
 
-             //(部件属性分数+标签分数+人物基础分+卡牌属性分数)*4
 
-             var equipDatas = EquipDataCache.cacher.equipDatas;
 
-             int partScore = 0;
 
-             double tagProportion = 0;
 
-             StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
 
-             StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
 
-             for (int i = 0; i < equipDatas.Count; i++)
 
-             {
 
-                 partScore += DressUpMenuItemDataManager.GetItemScore(equipDatas[i]);
 
-                 ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(equipDatas[i]);
 
-                 for (int j = 0; j < fightCfg.needTagsArr.Length; j++)
 
-                 {
 
-                     if (tagProportion >= ConstScoreSystem.MAX_TAG_COUNT) break;
 
-                     for (int k = 0; k < itemCfg.tagsArr.Length; k++)
 
-                     {
 
-                         if (fightCfg.needTagsArr[j] == itemCfg.tagsArr[k])
 
-                         {
 
-                             tagProportion += ConstScoreSystem.TAG_SCORE;
 
-                         }
 
-                     }
 
-                 }
 
-             }
 
-             int roleScore = RoleLevelCfgArray.Instance.GetCfg(GameGlobal.myNumericComponent.GetAsInt(NumericType.Lvl)).baseScore;
 
-             int cardScore = DressUpMenuItemDataManager.GetItemScore(InstanceZonesDataManager.currentCardId);
 
-             double tagScore = tagProportion * partScore;
 
-             return (partScore + tagScore + roleScore + cardScore) * ConstScoreSystem.MAIN_SCORE;
 
-         }
 
-         /// <summary>
 
-         /// 部件评分
 
-         /// </summary>
 
-         /// <param name="partId">评分部位</param>
 
-         /// <returns></returns>
 
-         public double GetPartBaseScore(int partId)
 
-         {
 
-             double partScore = 0;
 
-             if (!equipDicWithPartId.ContainsKey(partId)) return partScore;
 
-             for (int i = 0; i < equipDicWithPartId[partId].Count; i++)
 
-             {
 
-                 partScore += DressUpMenuItemDataManager.GetItemScore(equipDicWithPartId[partId][i]);
 
-             }
 
-             return partScore;
 
-         }
 
-         /// <summary>
 
-         /// 部件评分
 
-         /// </summary>
 
-         /// <param name="partId">部件id</param>
 
-         /// <param name="clickState">点击状态0:miss,1:优秀,2:完美</param>
 
-         /// <param name="mainScore">总主属性</param>
 
-         /// <param name="type">评分部位</param>
 
-         /// <param name="showCard">是否展示卡牌效果</param>
 
-         /// <returns></returns>
 
-         public double GetPartScore(int partId, int clickState, double mainScore, double skillScore)
 
-         {
 
-             //部件评分=部件基础分*部件系数
 
-             //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)
 
-             //卡牌评分=总属性*技能配表百分比
 
-             double partScore = GetPartItemScore(partId);
 
-             double clickScore = ScoreSystemData.Instance.GetPartItemClickScore(partId, clickState);
 
-             return (partScore + clickScore + skillScore);
 
-         }
 
-         public double GetPartItemScore(int partId)
 
-         {
 
-             return GetPartBaseScore(partId) * ConstScoreSystem.PART_SCORE;
 
-         }
 
-         public double GetPartItemClickScore(int partId, int clickState)
 
-         {
 
-             //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
 
-             double clickCoefficient = 0;
 
-             switch (clickState)
 
-             {
 
-                 case MISS_CLICK:
 
-                     clickCoefficient = ConstScoreSystem.MISS_SCORE;
 
-                     break;
 
-                 case GREAT_CLICK:
 
-                     clickCoefficient = ConstScoreSystem.GREAT_SCORE;
 
-                     break;
 
-                 case PREFACT_CLICK:
 
-                     clickCoefficient = ConstScoreSystem.PERFECT_SCORE;
 
-                     break;
 
-             }
 
-             int roleScore = RoleLevelCfgArray.Instance.GetCfg(GameGlobal.myNumericComponent.GetAsInt(NumericType.Lvl)).baseScore;
 
-             int cardScore = DressUpMenuItemDataManager.GetItemScore(InstanceZonesDataManager.currentCardId);
 
-             double clickScore = (GetPartBaseScore(partId) + (cardScore + roleScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
 
-             return clickScore;
 
-         }
 
-         public void GetPartItemCardScore(double mainScore, int partId, out double skillScore, out bool showCard)
 
-         {
 
-             skillScore = 0;
 
-             showCard = false;
 
-             List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(InstanceZonesDataManager.currentCardId);
 
-             if (skillCfgs.Count == 0) return;
 
-             for (int i = 0; i < skillCfgs.Count; i++)
 
-             {
 
-                 PassivitySkillCfg skillCfg = skillCfgs[i];
 
-                 int skillLv = SkillDataManager.Instance.GetSkillLv(InstanceZonesDataManager.currentCardId, skillCfg.skillId);
 
-                 PassivitySkillLvlCfg skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLv, skillCfg.skillId);
 
-                 if (partId == skillCfg.subTypes || skillCfg.subTypes == 0)
 
-                 {
 
-                     int isProbability = Random.Range(0, 10000) < skillLvCfg.probability ? 1 : 0;
 
-                     if (showCard != true && skillCfg.mainSkill == 1 && isProbability == 1)
 
-                     {
 
-                         //卡牌中包含主技能且此技能被触发,在评分阶段才展示卡牌效果,一张卡牌只要有一个技能需要显示,那就直接显示
 
-                         showCard = true;
 
-                     }
 
-                     skillScore += mainScore * skillLvCfg.count / 10000 * isProbability;
 
-                 }
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// 登峰造极额外加分
 
-         /// </summary>
 
-         /// <param name="mainScore"></param>
 
-         /// <returns></returns>
 
-         public double GetAllCircleAddScore(double mainScore)
 
-         {
 
-             //主属性20%的加分
 
-             return mainScore * ConstScoreSystem.ALL_PERFECT_SCORE;
 
-         }
 
-         /// <summary>
 
-         /// 根据卡牌Id获取 战斗选卡 界面显示配置
 
-         /// </summary>
 
-         /// <param name="cardId"></param>
 
-         /// <returns></returns>
 
-         public PassivitySkillCfg GetShowSkillCfg(int cardId)
 
-         {
 
-             List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
 
-             if (skillCfgs.Count <= 0)
 
-             {
 
-                 Debug.LogWarning(cardId + " 这张卡片没有配置技能");
 
-                 return null;
 
-             }
 
-             for (int i = 0; i < skillCfgs.Count; i++)
 
-             {
 
-                 if (skillCfgs[i].showSkill == 1)
 
-                 {
 
-                     // int skillLv = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
 
-                     return skillCfgs[i];
 
-                 }
 
-             }
 
-             return null;
 
-         }
 
-         /// <summary>
 
-         /// 根据卡牌Id获取评分主技能显示配置
 
-         /// </summary>
 
-         /// <param name="cardId"></param>
 
-         /// <returns></returns>
 
-         public PassivitySkillCfg GetMainSkillCfg(int cardId)
 
-         {
 
-             // Dictionary<int, List<PassivitySkillCfg>> cfgs = SkillDataManager.Instance.dicPassivitySkill[cardId];
 
-             List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
 
-             if (skillCfgs.Count <= 0)
 
-             {
 
-                 Debug.LogWarning(cardId + " 这张卡片没有配置技能");
 
-                 return null;
 
-             }
 
-             // foreach (int key in cfgs.Keys)
 
-             // {
 
-             for (int i = 0; i < skillCfgs.Count; i++)
 
-             {
 
-                 if (skillCfgs[i].mainSkill == 1)
 
-                 {
 
-                     // int skillLV = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
 
-                     // PassivitySkillLvlCfgArray skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfg(skillLV, skillCfgs[i].skillId);
 
-                     // return cfgs[key][skillLV - 1];
 
-                     return skillCfgs[i];
 
-                 }
 
-             }
 
-             return null;
 
-         }
 
-     }
 
- }
 
 
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