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							- using System;
 
- using System.Collections.Generic;
 
- using UnityEngine;
 
- namespace GFGGame
 
- {
 
-     public class FightDataManager : SingletonBase<FightDataManager>
 
-     {
 
-         public byte[] FightRoleRes { get; set; }
 
-         public Texture2D RoleTextuex { get; set; }
 
-         //角色基础分+部件基础分
 
-         // private int _score;
 
-         // public int score
 
-         // {
 
-         //     get
 
-         //     {
 
-         //         return _score;
 
-         //     }
 
-         //     set
 
-         //     {
 
-         //         _score = value;
 
-         //         EventAgent.DispatchEvent(ConstMessage.DRESS_UP_SCORE_CHANGED, _score);
 
-         //     }
 
-         // }
 
-         private FightRoleData _roleData = new FightRoleData();
 
-         public FightRoleData roleData
 
-         {
 
-             get
 
-             {
 
-                 return GetMyFightRoleData();
 
-             }
 
-         }
 
-         public int GetScore(List<int> itemScoreList)
 
-         {
 
-             int score = 0;
 
-             for (int i = 0; i < itemScoreList.Count; i++)
 
-             {
 
-                 score += itemScoreList[i];
 
-             }
 
-             return score;
 
-         }
 
-         //最终得分
 
-         private int _totalScore;
 
-         public int totalScore
 
-         {
 
-             get
 
-             {
 
-                 return _totalScore;
 
-             }
 
-             set
 
-             {
 
-                 _totalScore = value;
 
-             }
 
-         }
 
-         //战斗对象最终得分
 
-         private int _targetTotalScore;
 
-         public int npcTotalScore
 
-         {
 
-             get
 
-             {
 
-                 return _targetTotalScore;
 
-             }
 
-             set
 
-             {
 
-                 _targetTotalScore = value;
 
-             }
 
-         }
 
-         private bool _autoPlay = false;
 
-         public bool autoPlay
 
-         {
 
-             get
 
-             {
 
-                 return _autoPlay;
 
-             }
 
-             set
 
-             {
 
-                 _autoPlay = value;
 
-                 if (!_autoPlay) fightSpeed = 1;
 
-                 StorageSProxy.ReqSetClientValue(ConstStorageId.STORAGE_AUTO_PLAY, _autoPlay == true ? 1 : 0).Coroutine();
 
-             }
 
-         }
 
-         public int maxFightSpeed = 2;
 
-         private int _fightSpeed = 1;
 
-         public int fightSpeed
 
-         {
 
-             get
 
-             {
 
-                 return _fightSpeed;
 
-             }
 
-             set
 
-             {
 
-                 _fightSpeed = value;
 
-                 StorageSProxy.ReqSetClientValue(ConstStorageId.STORAGE_FIGHT_AUTO_PLAY_SPEED, _fightSpeed).Coroutine();
 
-             }
 
-         }
 
-         private int _storyDialogSpeed = 1;
 
-         public int dialogSpeed
 
-         {
 
-             get
 
-             {
 
-                 return _storyDialogSpeed;
 
-             }
 
-             set
 
-             {
 
-                 _storyDialogSpeed = value;
 
-                 StorageSProxy.ReqSetClientValue(ConstStorageId.STORAGE_DIALOG_AUTO_PLAY_SPEED, _storyDialogSpeed).Coroutine();
 
-             }
 
-         }
 
-         //根据位置原点和随机范围获取评分位置
 
-         public void GetCirclePos(Vector2 pos, int range, out float x, out float y)
 
-         {
 
-             int numX = UnityEngine.Random.Range(0, 2);
 
-             int signX = numX % 2 == 0 ? 1 : -1;
 
-             float rangeX = UnityEngine.Random.Range(0, range);
 
-             x = pos.x + signX * (rangeX);
 
-             int numY = UnityEngine.Random.Range(0, 2);
 
-             int signY = numY % 2 == 0 ? 1 : -1;
 
-             float rangeY = UnityEngine.Random.Range(0, range);
 
-             y = pos.y + signY * (rangeY);
 
-         }
 
-         public Texture2D GetPrintscreenNTexture(Camera camera)
 
-         {
 
-             RenderTexture rt = new RenderTexture(UnityEngine.Screen.width, UnityEngine.Screen.height, 0);//渲染一张1920*1080的图
 
-             camera.targetTexture = rt;//传到主摄像机上
 
-             camera.Render();//渲染
 
-             RenderTexture.active = rt;
 
-             Texture2D screenShot = new Texture2D(UnityEngine.Screen.width, UnityEngine.Screen.height, TextureFormat.ARGB32, false);
 
-             screenShot.ReadPixels(new Rect(0, 0, UnityEngine.Screen.width, UnityEngine.Screen.height), 0, 0);//读像素
 
-             screenShot.Apply();
 
-             camera.targetTexture = null;
 
-             RenderTexture.active = null;
 
-             UnityEngine.Object.Destroy(rt);
 
-             return screenShot;
 
-         }
 
-         /// <summary>
 
-         /// 获取标签总分数
 
-         /// </summary>
 
-         /// <param name="itemList">服装列表</param>
 
-         /// <param name="tags">标签</param>
 
-         /// <returns></returns>
 
-         public int GetTagsScore(List<int> itemList, string[] tags)
 
-         {
 
-             int score = 0;
 
-             for (int i = 0; i < itemList.Count; i++)
 
-             {
 
-                 score += ItemDataManager.GetItemTagScore(itemList[i], tags);
 
-             }
 
-             return score;
 
-         }
 
-         /// <summary>
 
-         /// 获取符合标签的服装总个数
 
-         /// </summary>
 
-         /// <param name="itemList">服装列表</param>
 
-         /// <param name="tags">标签</param>
 
-         /// <returns></returns>
 
-         public int GetTagsCount(List<int> itemList, string[] tags)
 
-         {
 
-             int count = 0;
 
-             for (int i = 0; i < itemList.Count; i++)
 
-             {
 
-                 if (ItemDataManager.CheckItemTagsRight(itemList[i], tags)) count++;
 
-             }
 
-             return count;
 
-         }
 
-         //获取玩家战斗数据
 
-         private FightRoleData GetMyFightRoleData()
 
-         {
 
-             _roleData.name = RoleDataManager.roleName;
 
-             _roleData.headId = RoleDataManager.headId;
 
-             _roleData.headBorderId = RoleDataManager.headBorderId;
 
-             _roleData.baseScore = RoleLevelCfgArray.Instance.GetCfg(RoleDataManager.lvl).baseScore;//角色等级分数
 
-             if (InstanceZonesDataManager.FightScene == ConstInstanceZonesType.Arena)
 
-             {
 
-                 if (ArenaDataManager.Instance.CurFightIndex == 0)
 
-                 {
 
-                     _roleData.tags = new string[1] { ArenaDataManager.Instance.Tag };
 
-                 }
 
-                 _roleData.scoreType = ArenaDataManager.Instance.DressupList[ArenaDataManager.Instance.CurFightIndex].scoreType;
 
-                 _roleData.cardId = ArenaDataManager.Instance.DressupList[ArenaDataManager.Instance.CurFightIndex].cardId;
 
-                 _roleData.cardScore = ItemDataManager.GetItemAdditionScore(_roleData.cardId, _roleData.scoreType, _roleData.tags);
 
-                 _roleData.itemList = ArenaDataManager.Instance.DressupList[ArenaDataManager.Instance.CurFightIndex].itemList;
 
-             }
 
-             else
 
-             {
 
-                 StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
 
-                 // roleData.fightScene = levelCfg.type;
 
-                 if (!string.IsNullOrEmpty(levelCfg.fightID))
 
-                 {
 
-                     StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
 
-                     _roleData.tags = fightCfg.needTagsArr;////本次战斗要求的标签
 
-                 }
 
-                 _roleData.scoreType = InstanceZonesDataManager.currentScoreType; //本次战斗的主题
 
-                 _roleData.cardId = InstanceZonesDataManager.currentCardId; ;//卡牌id
 
-                 _roleData.cardScore = CardDataManager.GetCardDataById(_roleData.cardId).scores[_roleData.scoreType];//卡牌对应主题的属性分数
 
-                 _roleData.itemList = MyDressUpHelper.dressUpObj.itemList;
 
-             }
 
-             if (_roleData.cardId > 0)
 
-             {
 
-                 _roleData.skillLvs = SkillDataManager.Instance.GetSkillLvs(_roleData.cardId);
 
-             }
 
-             for (int i = 0; i < _roleData.itemList.Count; i++)
 
-             {
 
-                 int score = ItemDataManager.GetItemAdditionScore(_roleData.itemList[i], _roleData.scoreType);
 
-                 _roleData.itemScoreList.Add(score);
 
-             }
 
-             return _roleData;
 
-         }
 
-         //获取副本机器人战斗数据
 
-         public FightRobotData GetFightRobotData()
 
-         {
 
-             FightRobotData robotData = new FightRobotData();
 
-             StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
 
-             StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
 
-             robotData.res = fightCfg.targetRes;
 
-             robotData.name = fightCfg.targetName;
 
-             robotData.scoreType = InstanceZonesDataManager.currentScoreType; //本次战斗的主题
 
-             robotData.baseScore = fightCfg.targetBaseScore;
 
-             robotData.cardId = fightCfg.targetCardId;
 
-             robotData.cardScore = fightCfg.targetCardScore;
 
-             robotData.skillLvs = new List<int>(fightCfg.targetSkillLvsArr);
 
-             robotData.itemScoreList = new List<int>(fightCfg.targetPartsScoreArr);
 
-             return robotData;
 
-         }
 
-         /// <summary>
 
-         /// 0失败1优秀2完美
 
-         /// </summary>
 
-         /// <param name="scale"></param>
 
-         /// <returns></returns>
 
-         public int GetClickType(float scale)
 
-         {
 
-             // float scaleX = _ui.m_comClick.m_comResult.m_imgCircle.scale.x;
 
-             int clickType = ClickType.MISS_CLICK;
 
-             if (FightDataManager.Instance.autoPlay == true)
 
-             {
 
-                 return ClickType.PREFACT_CLICK;
 
-             }
 
-             if (scale <= 0.866f && scale > 0.65f)
 
-             {
 
-                 clickType = ClickType.PREFACT_CLICK;
 
-             }
 
-             else if (scale <= 0.216f)
 
-             {
 
-                 clickType = ClickType.MISS_CLICK;
 
-             }
 
-             else
 
-             {
 
-                 clickType = ClickType.GREAT_CLICK;
 
-             }
 
-             return clickType;
 
-         }
 
-         /// <summary>
 
-         /// 卡牌列表按竞技战力排序
 
-         /// </summary>
 
-         /// <param name="arrayList"></param>
 
-         /// <returns></returns>
 
-         public List<CardData> SortCardList(List<CardData> arrayList, List<int> itemList, int scoreType)
 
-         {
 
-             double itemSum = 0;
 
-             for (int i = 0; i < itemList.Count; i++)
 
-             {
 
-                 itemSum += ItemDataManager.GetItemAdditionScore(itemList[i], scoreType);
 
-             }
 
-             int baseScore = RoleLevelCfgArray.Instance.GetCfg(RoleDataManager.lvl).baseScore;
 
-             arrayList.Sort((CardData a, CardData b) =>
 
-             {
 
-                 double scoreA = GetSkillFightScore(itemSum, baseScore, a.id, a.scores[scoreType], SkillDataManager.Instance.GetSkillLvs(a.id));
 
-                 double scoreB = GetSkillFightScore(itemSum, baseScore, b.id, b.scores[scoreType], SkillDataManager.Instance.GetSkillLvs(b.id));
 
-                 if (scoreA < scoreB)
 
-                 {
 
-                     return 1;
 
-                 }
 
-                 else if (scoreA > scoreB)
 
-                 {
 
-                     return -1;
 
-                 }
 
-                 return string.Compare(a.itemCfg.res, b.itemCfg.res);
 
-             });
 
-             return arrayList;
 
-         }
 
-         /// <summary>
 
-         /// 获取技能战力
 
-         /// </summary>
 
-         /// <param name="itemScoreSum"></param>
 
-         /// <param name="baseScore"></param>
 
-         /// <param name="cardId"></param>
 
-         /// <param name="cardScore"></param>
 
-         /// <param name="skillLvs"></param>
 
-         /// <returns></returns>
 
-         public double GetSkillFightScore(double itemScoreSum, int baseScore, int cardId, int cardScore, List<int> skillLvs)
 
-         {
 
-             // double itemSum = itemScoreSum;
 
-             double skillScore = 0;
 
-             double skillBaseScore = itemScoreSum + cardScore + baseScore;
 
-             List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
 
-             for (int j = 0; j < skillCfgs.Count; j++)
 
-             {
 
-                 PassivitySkillLvlCfg skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLvs[j], skillCfgs[j].skillId);
 
-                 if (skillLvlCfg == null) continue;
 
-                 skillScore += skillBaseScore * skillLvlCfg.fightPowerParam / 10000;
 
-             }
 
-             return skillScore;
 
-         }
 
-         /// <summary>
 
-         /// 获取快速挑战结果
 
-         /// </summary>
 
-         /// <param name="myRoleData"></param>
 
-         /// <param name="targetType"></param>
 
-         /// <param name="targetRoleData"></param>
 
-         /// <param name="targetRobotData"></param>
 
-         /// <param name="_score"></param>
 
-         /// <param name="_targetScore"></param>
 
-         public void GetQuickFightResult(FightRoleData myRoleData, int targetType, FightRoleData targetRoleData, FightRobotData targetRobotData, out int _score, out int _targetScore)
 
-         {
 
-             double score = 0;
 
-             double targetScore = 0;
 
-             int cardId = myRoleData.cardId;
 
-             double mainScore = ScoreSystemData.Instance.GetMainScore(myRoleData);
 
-             List<int> skillLvs = myRoleData.skillLvs;
 
-             int targetCardId;
 
-             double targetMainScore;
 
-             List<int> targetSkillLvs;
 
-             List<int> targetRoundTime;
 
-             List<int> roundTime = ScoreSystemData.Instance.GetRoundTime(myRoleData.cardId, myRoleData.skillLvs);
 
-             if (targetType == ArenaFightTargetType.PLAYER)
 
-             {
 
-                 targetCardId = targetRoleData.cardId;
 
-                 targetSkillLvs = targetRoleData.skillLvs;
 
-                 targetMainScore = ScoreSystemData.Instance.GetMainScore(targetRoleData);
 
-                 targetRoundTime = ScoreSystemData.Instance.GetRoundTime(targetRoleData.cardId, targetRoleData.skillLvs);
 
-             }
 
-             else
 
-             {
 
-                 targetCardId = targetRobotData.cardId;
 
-                 targetSkillLvs = targetRobotData.skillLvs;
 
-                 targetMainScore = ScoreSystemData.Instance.GetRobotMainScore(targetRobotData);
 
-                 targetRoundTime = ScoreSystemData.Instance.GetRoundTime(targetRobotData.cardId, targetRobotData.skillLvs);
 
-             }
 
-             int partId = 0;
 
-             int currentTime = BeginTime.PART_ALL_FIGHT_BEGIN;
 
-             GetSkillScore(currentTime, partId, mainScore, cardId, skillLvs, roundTime, ref score, targetMainScore, targetCardId, targetSkillLvs, targetRoundTime, ref targetScore);
 
-             GetSkillScore(currentTime, partId, targetMainScore, targetCardId, targetSkillLvs, targetRoundTime, ref targetScore, mainScore, cardId, skillLvs, roundTime, ref score);
 
-             for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
 
-             {
 
-                 partId++;
 
-                 currentTime = BeginTime.PART_FIGHT_BEGIN;
 
-                 GetSkillScore(currentTime, partId, mainScore, cardId, skillLvs, roundTime, ref score, targetMainScore, targetCardId, targetSkillLvs, targetRoundTime, ref targetScore);
 
-                 GetSkillScore(currentTime, partId, targetMainScore, targetCardId, targetSkillLvs, targetRoundTime, ref targetScore, mainScore, cardId, skillLvs, roundTime, ref score);
 
-                 score += ScoreSystemData.Instance.GetPartScore(myRoleData, partId, ClickType.PREFACT_CLICK, 0);
 
-                 if (targetType == ArenaFightTargetType.PLAYER)
 
-                 {
 
-                     targetScore += ScoreSystemData.Instance.GetPartScore(targetRoleData, partId, ClickType.PREFACT_CLICK, 0);
 
-                 }
 
-                 else
 
-                 {
 
-                     targetScore += ScoreSystemData.Instance.GetRobotPartScore(targetRobotData, partId, ClickType.PREFACT_CLICK, 0);
 
-                 }
 
-                 currentTime = BeginTime.PART_PREFACT_CLICK;
 
-                 GetSkillScore(currentTime, partId, mainScore, cardId, skillLvs, roundTime, ref score, targetMainScore, targetCardId, targetSkillLvs, targetRoundTime, ref targetScore);
 
-                 GetSkillScore(currentTime, partId, targetMainScore, targetCardId, targetSkillLvs, targetRoundTime, ref targetScore, mainScore, cardId, skillLvs, roundTime, ref score);
 
-                 currentTime = BeginTime.PART_FIGHT_END;
 
-                 GetSkillScore(currentTime, partId, mainScore, cardId, skillLvs, roundTime, ref score, targetMainScore, targetCardId, targetSkillLvs, targetRoundTime, ref targetScore);
 
-                 GetSkillScore(currentTime, partId, targetMainScore, targetCardId, targetSkillLvs, targetRoundTime, ref targetScore, mainScore, cardId, skillLvs, roundTime, ref score);
 
-             }
 
-             score += ScoreSystemData.Instance.GetAllCircleAddScore(mainScore);
 
-             targetScore += ScoreSystemData.Instance.GetAllCircleAddScore(targetMainScore);
 
-             _score = Mathf.CeilToInt((float)score);
 
-             _targetScore = Mathf.CeilToInt((float)targetScore);
 
-         }
 
-         private void GetSkillScore(int currentTime, int partId, double mainScore, int cardId, List<int> skillLvs, List<int> roundTime, ref double score, double targetMainScore, int targetCardId, List<int> targetSkillLvs, List<int> targetRoundTime, ref double targetScore)
 
-         {
 
-             List<PassivitySkillLvlCfg> vaildSkills = ScoreSystemData.Instance.GetValidSkills(currentTime, partId, cardId, skillLvs, targetCardId, targetSkillLvs, roundTime, targetRoundTime);
 
-             ScoreSystemData.Instance.GetPartItemSkillScore(vaildSkills, mainScore, targetMainScore, out int skillScore, out int targetSkillScore, out Dictionary<int, int> skillScoreDic);
 
-             score += skillScore;
 
-             targetMainScore += targetSkillScore;
 
-         }
 
-     }
 
- }
 
 
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