InstanceZonesDataManager.cs 16 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. namespace GFGGame
  5. {
  6. //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
  7. public class InstanceZonesDataManager
  8. {
  9. //所有副本关卡通用换装战斗是否使用推荐
  10. public static bool usedRecommend;
  11. //所有副本关卡通用
  12. public static int currentScoreType;
  13. //所有副本关卡通用
  14. public static int currentCardId = 0;
  15. //快速挑战挑战次数
  16. public static int FightTimes = 10;
  17. //是否速刷中
  18. public static bool isQuicklyFighting = false;
  19. //是否结算中
  20. public static bool isResultFighting = false;
  21. //战斗场景
  22. public static int FightScene;
  23. //战斗结算数据
  24. public static StoryFightResultData resultData;
  25. //是否战斗结算界面关闭
  26. public static bool isFightResultHide = false;
  27. public static string[] currentFightTags;
  28. private static int _currentLevelCfgId;
  29. //所有副本关卡通用配置表的id
  30. public static int currentLevelCfgId
  31. {
  32. get
  33. {
  34. return _currentLevelCfgId;
  35. }
  36. set
  37. {
  38. _currentLevelCfgId = value;
  39. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(_currentLevelCfgId);
  40. if (levelCfg.type == ConstInstanceZonesType.Story)
  41. {
  42. MainStoryDataManager.currentLevelCfgId = _currentLevelCfgId;
  43. }
  44. if (string.IsNullOrEmpty(levelCfg.fightID))
  45. {
  46. currentFightTags = null;
  47. }
  48. else
  49. {
  50. StoryFightCfg storyFightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  51. currentFightTags = storyFightCfg.needTagsArr;
  52. }
  53. }
  54. }
  55. //所有副本关卡通用
  56. public static int currentLevelOrder
  57. {
  58. get
  59. {
  60. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(_currentLevelCfgId);
  61. return levelCfg.order;
  62. }
  63. }
  64. private static FightData _roleData = new FightData();
  65. public static FightData roleData
  66. {
  67. get
  68. {
  69. return GetMyFightRoleData();
  70. }
  71. }
  72. private static FightData _targetData = new FightData();
  73. public static FightData targetData
  74. {
  75. get
  76. {
  77. return GetFightTargetData();
  78. }
  79. }
  80. //获取玩家战斗数据
  81. private static FightData GetMyFightRoleData()
  82. {
  83. _roleData.name = RoleDataManager.roleName;
  84. _roleData.scoreType = InstanceZonesDataManager.currentScoreType;
  85. _roleData.baseScore = RoleLevelCfgArray.Instance.GetCfg(RoleDataManager.lvl).baseScore;
  86. if(_roleData.scoreType != 0)
  87. _roleData.leagueSkillScore = LeagueDataManager.Instance.GetAllSkillScore(_roleData.scoreType);
  88. _roleData.cardId = InstanceZonesDataManager.currentCardId; ;//词牌id
  89. CardData cardData = CardDataManager.GetCardDataById(_roleData.cardId);
  90. _roleData.cardScore = _roleData.cardId <= 0 || cardData == null ? 0 : cardData.scores[_roleData.scoreType];//词牌对应主题的属性分数
  91. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  92. if (levelCfg != null && !string.IsNullOrEmpty(levelCfg.fightID))
  93. {
  94. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  95. _roleData.tags = fightCfg.needTagsArr;////本次战斗要求的标签
  96. }
  97. if (_roleData.cardId > 0)
  98. {
  99. _roleData.skillLvs = SkillDataManager.Instance.GetCardSkillLvs(_roleData.cardId);
  100. }
  101. _roleData.type = FightTargetType.PLAYER;
  102. _roleData.headId = RoleDataManager.headId;
  103. _roleData.itemList = MyDressUpHelper.dressUpObj.itemList;
  104. FightDataManager.Instance.SetItemScoreList(_roleData);
  105. ScoreSystemData.Instance.SetEquipScoresWithPartId(_roleData);
  106. return _roleData;
  107. }
  108. //获取副本机器人战斗数据
  109. public static FightData GetFightTargetData()
  110. {
  111. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  112. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  113. _targetData.name = fightCfg.targetName;
  114. _targetData.scoreType = InstanceZonesDataManager.currentScoreType; //本次战斗的主题
  115. _targetData.baseScore = fightCfg.targetBaseScore;
  116. _targetData.leagueSkillScore = 0;
  117. _targetData.cardId = fightCfg.targetCardId;
  118. _targetData.cardScore = fightCfg.targetCardScore;
  119. _targetData.tags = fightCfg.needTagsArr;
  120. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(_targetData.cardId);
  121. _targetData.skillLvs.Clear();
  122. for (int i = 0; i < skillCfgs.Count; i++)
  123. {
  124. _targetData.skillLvs.Add(fightCfg.targetSkillLvs);
  125. }
  126. _targetData.itemScoreList.Clear();
  127. for (int i = 0; i < fightCfg.targetPartsScoreArr.Length; i++)
  128. {
  129. _targetData.itemScoreList.Add(fightCfg.targetPartsScoreArr[i]);
  130. }
  131. _targetData.type = FightTargetType.ROBOT;
  132. _targetData.res = fightCfg.targetRes;
  133. return _targetData;
  134. }
  135. //副本通关状态,key为CalculateHelper.GenerateInstanceZonesLevelStateKey,值为通到关卡编号
  136. private static Dictionary<int, int> _passLevelDic = new Dictionary<int, int>();
  137. //关卡最高分数记录
  138. private static Dictionary<int, int> _highestScoreDic = new Dictionary<int, int>();
  139. //关卡星数记录
  140. private static Dictionary<int, int> _starDic = new Dictionary<int, int>();
  141. public static void InitScoreList(List<int> ks, List<int> vs)
  142. {
  143. usedRecommend = false;
  144. _highestScoreDic.Clear();
  145. for (var i = 0; i < ks.Count; ++i)
  146. {
  147. _highestScoreDic.Add(ks[i], vs[i]);
  148. }
  149. }
  150. public static void InitStarList(List<int> ks, List<int> vs)
  151. {
  152. _starDic.Clear();
  153. for (var i = 0; i < ks.Count; ++i)
  154. {
  155. _starDic.Add(ks[i], vs[i]);
  156. }
  157. }
  158. //检查更新最高分
  159. public static void TryUpdateScore(int levelCfgId, int score)
  160. {
  161. _highestScoreDic.TryGetValue(levelCfgId, out var scoreHighest);
  162. if (score > scoreHighest)
  163. {
  164. _highestScoreDic[levelCfgId] = score;
  165. }
  166. }
  167. public static int GetScoreHighest(int levelID)
  168. {
  169. if (_highestScoreDic.ContainsKey(levelID))
  170. {
  171. return _highestScoreDic[levelID];
  172. }
  173. return 0;
  174. }
  175. //检查并更新关卡星数
  176. public static void TryUpdateLevelStar(int levelCfgId, int star)
  177. {
  178. _starDic.TryGetValue(levelCfgId, out var OldStar);
  179. if (star > OldStar)
  180. {
  181. _starDic[levelCfgId] = star;
  182. }
  183. }
  184. public static int GetStarCountHistory(int levelCfgId)
  185. {
  186. _starDic.TryGetValue(levelCfgId, out var star);
  187. return star;
  188. }
  189. public static int GetChapterStarCount(int chapterID, int type, int subType)
  190. {
  191. var star = 0;
  192. foreach (var item in _starDic)
  193. {
  194. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(item.Key);
  195. if (levelCfg == null) continue;
  196. if (levelCfg.chapterId == chapterID && levelCfg.type == type && levelCfg.subType == subType)
  197. {
  198. star += item.Value;
  199. }
  200. }
  201. return star;
  202. }
  203. public static void InitLevelPass(List<int> ks, List<int> vs)
  204. {
  205. _passLevelDic.Clear();
  206. for (var i = 0; i < ks.Count; ++i)
  207. {
  208. _passLevelDic[ks[i]] = vs[i];
  209. }
  210. }
  211. /// <summary>
  212. /// 设置某关卡通过,参数为关卡配置id
  213. /// </summary>
  214. /// <param name="levelCfgId"></param>
  215. public static void TrySetLevelPass(int levelCfgId)
  216. {
  217. if (!CheckLevelPass(levelCfgId))
  218. {
  219. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
  220. var key = CalculateHelper.GenerateInstanceZonesLevelStateKey(levelCfg.type, levelCfg.subType, levelCfg.chapterId);
  221. _passLevelDic[key] = levelCfgId;
  222. }
  223. }
  224. /// <summary>
  225. /// 获取副本通关关卡
  226. /// </summary>
  227. /// <param name="type" value="副本类型"></param>
  228. /// <param name="subType" value="章节id"></param>
  229. /// <returns></returns>
  230. public static int GetPassLevelCfgId(int type, int subType, int chapterId)
  231. {
  232. var key = CalculateHelper.GenerateInstanceZonesLevelStateKey(type, subType, chapterId);
  233. if (_passLevelDic.TryGetValue(key, out var value))
  234. {
  235. return value;
  236. }
  237. return 0;
  238. }
  239. /// <summary>
  240. /// 获取通关关卡的编号
  241. /// </summary>
  242. /// <param name="type"></param>
  243. /// <param name="subType"></param>
  244. /// <param name="chapterId"></param>
  245. /// <returns></returns>
  246. public static int GetPassLevelOrder(int type, int subType, int chapterId)
  247. {
  248. var levelCfgId = GetPassLevelCfgId(type, subType, chapterId);
  249. if (levelCfgId == 0)
  250. {
  251. return 0;
  252. }
  253. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
  254. if (levelCfg != null)
  255. {
  256. return levelCfg.order;
  257. }
  258. return 0;
  259. }
  260. /// <summary>
  261. /// 检查某关卡是否通过,参数为关卡配置id
  262. /// </summary>
  263. /// <param name="levelCfgId"></param>
  264. /// <returns></returns>
  265. public static bool CheckLevelPass(int levelCfgId)
  266. {
  267. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
  268. if (levelCfg != null)
  269. {
  270. var passLevelOrder = GetPassLevelOrder(levelCfg.type, levelCfg.subType, levelCfg.chapterId);
  271. return levelCfg.order <= passLevelOrder;
  272. }
  273. return false;
  274. }
  275. /// <summary>
  276. /// 检查某章是否通关
  277. /// </summary>
  278. /// <param name="type"></param>
  279. /// <param name="subType"></param>
  280. /// <param name="chapterId"></param>
  281. /// <param name="levelCount"></param>
  282. /// <returns></returns>
  283. public static bool CheckChapterPass(int type, int subType, int chapterId, int levelCount)
  284. {
  285. var chapterCfg = StoryChapterCfgArray.Instance.GetCfg(chapterId);
  286. if (chapterCfg != null)
  287. {
  288. var passLevelOrder = InstanceZonesDataManager.GetPassLevelOrder(type, subType, chapterId);
  289. if (levelCount <= passLevelOrder)
  290. {
  291. return true;
  292. }
  293. }
  294. return false;
  295. }
  296. public static int GetResultStarCount(int score)
  297. {
  298. return CalculateHelper.GetStoryChapterStar(currentLevelCfgId, score);
  299. }
  300. public static bool GetFightResult(int score, out int npcScore)
  301. {
  302. npcScore = 0;
  303. bool equipedNeeded = MyDressUpHelper.CheckEquipedFightNeeded();
  304. if (!equipedNeeded)
  305. {
  306. PromptController.Instance.ShowFloatTextPrompt("未穿必需物品");
  307. return false;//没穿必需品
  308. }
  309. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(currentLevelCfgId);
  310. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  311. bool hasFightTarget = fightCfg.targetName != null && fightCfg.targetName.Length > 0;
  312. if (hasFightTarget)
  313. {
  314. npcScore = FightDataManager.Instance.npcTotalScore;
  315. if (score > npcScore)
  316. {
  317. return true;//分数低于对战对象
  318. }
  319. }
  320. else
  321. {
  322. int starCount = GetResultStarCount(score);
  323. if (starCount > 0)
  324. {
  325. return true;//低于一星
  326. }
  327. }
  328. return false;
  329. }
  330. public static void GetCanFightTime(int type, int subType, int levelCfgId, out int times, out string title)
  331. {
  332. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
  333. //不需要消耗体力
  334. if (levelCfg.power == 0)
  335. {
  336. times = GameConst.MAX_COUNT_FIGHT_QUICKLY;
  337. //神都宸游
  338. if (levelCfg.type == ConstInstanceZonesType.PureFight) {
  339. var activityFightCfg = ActivityFightCfgArray.Instance.GetCfg(levelCfg.chapterId);
  340. RoleLimitData limitData = RoleLimitDataManager.GetLimitData(activityFightCfg.limit);
  341. times = limitData.TotalPlayMax - limitData.PlayTimes;
  342. }
  343. }
  344. else
  345. {
  346. times = (int)Math.Floor((float)RoleDataManager.power / levelCfg.power);//体力次数
  347. }
  348. times = Math.Min(GameConst.MAX_COUNT_FIGHT_QUICKLY, times);
  349. title = "";
  350. if (type == ConstInstanceZonesType.Studio)
  351. {
  352. var studioCfg = StudioCfgArray.Instance.GetCfg(levelCfg.chapterId);
  353. var limitData = RoleLimitDataManager.GetLimitData(studioCfg.limit);
  354. times = Math.Min(times, limitData.TotalPlayMax - limitData.PlayTimes);
  355. }
  356. else if(type == ConstInstanceZonesType.PureFight && subType == 1)
  357. {
  358. var zcjbFightCfg = ActivityFightCfgArray.Instance.GetCfg(levelCfg.chapterId);
  359. var limitData = RoleLimitDataManager.GetLimitData(zcjbFightCfg.limit);
  360. times = Math.Min(times, 10);
  361. }
  362. else if (type == ConstInstanceZonesType.PureFight && subType == 2)
  363. {
  364. var activityFightCfg = ActivityFightCfgArray.Instance.GetCfg(levelCfg.chapterId);
  365. RoleLimitData limitData = RoleLimitDataManager.GetLimitData(activityFightCfg.limit);
  366. int time = limitData.TotalPlayMax - limitData.PlayTimes;
  367. times = Math.Min(times, time);
  368. }
  369. else if(type == 1 && subType == 1)
  370. {
  371. //精英关卡特殊处理
  372. RoleLimitData limitData = RoleLimitDataManager.GetLimitData(50);
  373. int time = limitData.TotalPlayMax - limitData.PlayTimes;
  374. times = Math.Min(times, time);
  375. }
  376. title = string.Format("挑战{0}次", NumberUtil.GetChiniseNumberText(times));
  377. }
  378. public static void GetTotalProgress(out int count, out int totalCount)
  379. {
  380. List<StoryChapterCfg> storyChapters = StoryChapterCfgArray.Instance.GetCfgsBysubType(ConstInstanceZonesSubType.Normal);
  381. totalCount = storyChapters.Count;
  382. count = 0;
  383. for (int i = 0; i < storyChapters.Count; i++)
  384. {
  385. bool isPass = InstanceZonesDataManager.CheckChapterPass(storyChapters[i].type, storyChapters[i].subType, storyChapters[i].id, storyChapters[i].levelCount);
  386. if (isPass)
  387. {
  388. count++;
  389. }
  390. else
  391. {
  392. break;
  393. }
  394. }
  395. }
  396. }
  397. }