InstanceZonesDataManager.cs 10 KB

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  1. using ET;
  2. using System;
  3. using System.Collections.Generic;
  4. using static UnityEditor.ShaderData;
  5. namespace GFGGame
  6. {
  7. //本类为通用关卡数据类,特殊副本类型数据请写到各自的管理器里
  8. public class InstanceZonesDataManager
  9. {
  10. //所有副本关卡通用换装战斗是否使用推荐
  11. public static bool usedRecommend;
  12. //所有副本关卡通用
  13. public static int currentScoreType;
  14. //所有副本关卡通用
  15. public static int currentCardId = 0;
  16. //快速挑战挑战次数
  17. public static int FightTimes = 10;
  18. private static int _currentLevelCfgId;
  19. //所有副本关卡通用配置表的id
  20. public static int currentLevelCfgId
  21. {
  22. get
  23. {
  24. return _currentLevelCfgId;
  25. }
  26. set
  27. {
  28. _currentLevelCfgId = value;
  29. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(_currentLevelCfgId);
  30. if (levelCfg.type == ConstInstanceZonesType.Story)
  31. {
  32. MainStoryDataManager.currentLevelCfgId = _currentLevelCfgId;
  33. }
  34. }
  35. }
  36. //所有副本关卡通用
  37. public static int currentLevelOrder
  38. {
  39. get
  40. {
  41. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(_currentLevelCfgId);
  42. return levelCfg.order;
  43. }
  44. }
  45. //副本通关状态,key为CalculateHelper.GenerateInstanceZonesLevelStateKey,值为通到关卡编号
  46. private static Dictionary<int, int> _passLevelDic = new Dictionary<int, int>();
  47. //关卡最高分数记录
  48. private static Dictionary<int, int> _highestScoreDic = new Dictionary<int, int>();
  49. //关卡星数记录
  50. private static Dictionary<int, int> _starDic = new Dictionary<int, int>();
  51. public static void InitScoreList(List<int> ks, List<int> vs)
  52. {
  53. usedRecommend = false;
  54. _highestScoreDic.Clear();
  55. for (var i = 0; i < ks.Count; ++i)
  56. {
  57. _highestScoreDic.Add(ks[i], vs[i]);
  58. }
  59. }
  60. public static void InitStarList(List<int> ks, List<int> vs)
  61. {
  62. _starDic.Clear();
  63. for (var i = 0; i < ks.Count; ++i)
  64. {
  65. _starDic.Add(ks[i], vs[i]);
  66. }
  67. }
  68. //检查更新最高分
  69. public static void TryUpdateScore(int levelCfgId, int score)
  70. {
  71. _highestScoreDic.TryGetValue(levelCfgId, out var scoreHighest);
  72. if (score > scoreHighest)
  73. {
  74. _highestScoreDic[levelCfgId] = score;
  75. }
  76. }
  77. public static int GetScoreHighest(int levelID)
  78. {
  79. if (_highestScoreDic.ContainsKey(levelID))
  80. {
  81. return _highestScoreDic[levelID];
  82. }
  83. return 0;
  84. }
  85. //检查并更新关卡星数
  86. public static void TryUpdateLevelStar(int levelCfgId, int star)
  87. {
  88. _starDic.TryGetValue(levelCfgId, out var OldStar);
  89. if (star > OldStar)
  90. {
  91. _starDic[levelCfgId] = star;
  92. }
  93. }
  94. public static int GetStarCountHistory(int levelCfgId)
  95. {
  96. _starDic.TryGetValue(levelCfgId, out var star);
  97. return star;
  98. }
  99. public static int GetChapterStarCount(int chapterID)
  100. {
  101. var star = 0;
  102. foreach (var item in _starDic)
  103. {
  104. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(item.Key);
  105. if (levelCfg.chapterId == chapterID)
  106. {
  107. star += item.Value;
  108. }
  109. }
  110. return star;
  111. }
  112. public static void InitLevelPass(List<int> ks, List<int> vs)
  113. {
  114. _passLevelDic.Clear();
  115. for (var i = 0; i < ks.Count; ++i)
  116. {
  117. _passLevelDic[ks[i]] = vs[i];
  118. }
  119. }
  120. /// <summary>
  121. /// 设置某关卡通过,参数为关卡配置id
  122. /// </summary>
  123. /// <param name="levelCfgId"></param>
  124. public static void TrySetLevelPass(int levelCfgId)
  125. {
  126. if (!CheckLevelPass(levelCfgId))
  127. {
  128. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
  129. var key = CalculateHelper.GenerateInstanceZonesLevelStateKey(levelCfg.type, levelCfg.subType, levelCfg.chapterId);
  130. _passLevelDic[key] = levelCfgId;
  131. }
  132. }
  133. /// <summary>
  134. /// 获取副本通关关卡
  135. /// </summary>
  136. /// <param name="type" value="副本类型"></param>
  137. /// <param name="subType" value="章节id"></param>
  138. /// <returns></returns>
  139. public static int GetPassLevelCfgId(int type, int subType, int chapterId)
  140. {
  141. var key = CalculateHelper.GenerateInstanceZonesLevelStateKey(type, subType, chapterId);
  142. if (_passLevelDic.TryGetValue(key, out var value))
  143. {
  144. return value;
  145. }
  146. return 0;
  147. }
  148. /// <summary>
  149. /// 获取通关关卡的编号
  150. /// </summary>
  151. /// <param name="type"></param>
  152. /// <param name="subType"></param>
  153. /// <param name="chapterId"></param>
  154. /// <returns></returns>
  155. public static int GetPassLevelOrder(int type, int subType, int chapterId)
  156. {
  157. var levelCfgId = GetPassLevelCfgId(type, subType, chapterId);
  158. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
  159. if (levelCfg != null)
  160. {
  161. return levelCfg.order;
  162. }
  163. return 0;
  164. }
  165. /// <summary>
  166. /// 检查某关卡是否通过,参数为关卡配置id
  167. /// </summary>
  168. /// <param name="levelCfgId"></param>
  169. /// <returns></returns>
  170. public static bool CheckLevelPass(int levelCfgId)
  171. {
  172. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
  173. if (levelCfg != null)
  174. {
  175. var passLevelOrder = GetPassLevelOrder(levelCfg.type, levelCfg.subType, levelCfg.chapterId);
  176. return levelCfg.order <= passLevelOrder;
  177. }
  178. return false;
  179. }
  180. /// <summary>
  181. /// 检查某章是否通关
  182. /// </summary>
  183. /// <param name="type"></param>
  184. /// <param name="subType"></param>
  185. /// <param name="chapterId"></param>
  186. /// <param name="levelCount"></param>
  187. /// <returns></returns>
  188. public static bool CheckChapterPass(int type, int subType, int chapterId, int levelCount)
  189. {
  190. var chapterCfg = StoryChapterCfgArray.Instance.GetCfg(chapterId);
  191. if (chapterCfg != null)
  192. {
  193. var passLevelOrder = InstanceZonesDataManager.GetPassLevelOrder(type, subType, chapterId);
  194. if (levelCount <= passLevelOrder)
  195. {
  196. return true;
  197. }
  198. }
  199. return false;
  200. }
  201. public static int GetResultStarCount(int score)
  202. {
  203. return CalculateHelper.GetStoryChapterStar(currentLevelCfgId, score);
  204. }
  205. public static bool GetFightResult(int score, out int npcScore)
  206. {
  207. npcScore = 0;
  208. bool equipedNeeded = EquipDataCache.cacher.CheckEquipedFightNeeded();
  209. if (!equipedNeeded)
  210. {
  211. PromptController.Instance.ShowFloatTextPrompt("未穿必需物品");
  212. return false;//没穿必需品
  213. }
  214. int starCount = GetResultStarCount(score);
  215. if (starCount <= 0)
  216. {
  217. return false;//低于一星
  218. }
  219. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(currentLevelCfgId);
  220. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  221. bool hasFightTarget = fightCfg.targetName != null && fightCfg.targetName.Length > 0;
  222. if (hasFightTarget)
  223. {
  224. npcScore = EquipDataCache.cacher.npcTotalScore;
  225. if (score < npcScore)
  226. {
  227. return false;//分数低于对战对象
  228. }
  229. }
  230. return true;
  231. }
  232. public static int GetCanFightTime(int levelCfgId)
  233. {
  234. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
  235. int times = (int)Math.Floor((float)GameGlobal.myNumericComponent.GetAsInt(NumericType.Power) / levelCfg.power);
  236. return times;
  237. }
  238. public static void GetCanFightTime(int type, int subType, int levelCfgId, out int times, out string title)
  239. {
  240. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
  241. times = (int)Math.Floor((float)GameGlobal.myNumericComponent.GetAsInt(NumericType.Power) / levelCfg.power);//体力次数
  242. title = "";
  243. if (type == ConstInstanceZonesType.Story && subType == ConstInstanceZonesSubType.Normal)
  244. {
  245. times = Math.Min(GameConst.MAX_COUNT_FIGHT_QUICKLY, times);
  246. title = string.Format("挑战{0}次", times == 0 ? "一" : NumberUtil.GetChiniseNumberText(GameConst.MAX_COUNT_FIGHT_QUICKLY));
  247. }
  248. else if (type == ConstInstanceZonesType.Story && subType == ConstInstanceZonesSubType.Hard)
  249. {
  250. times = Math.Min(GameConst.MAX_COUNT_FIGHT_QUICKLY, times);
  251. title = string.Format("挑战{0}次", times == 0 ? "一" : NumberUtil.GetChiniseNumberText(times));
  252. }
  253. else if (type == ConstInstanceZonesType.Studio)
  254. {
  255. StudioData studioData = StudioDataManager.Instance.GetStudioDataById(levelCfg.chapterId);
  256. times = Math.Min(Math.Min(GameConst.MAX_COUNT_FIGHT_QUICKLY, times), studioData.TotalPlayTimes - studioData.PlayTimes);
  257. title = string.Format("挑战{0}次", times == 0 ? "一" : NumberUtil.GetChiniseNumberText(times));
  258. }
  259. }
  260. }
  261. }