ScoreSystemData.cs 10 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 ScoreSystemData : SingletonBase<ScoreSystemData>
  8. {
  9. public const int MISS_CLICK = 0;
  10. public const int GREAT_CLICK = 1;
  11. public const int PREFACT_CLICK = 2;
  12. private Dictionary<int, List<int>> equipDicWithPartId = new Dictionary<int, List<int>>();
  13. /// <summary>
  14. /// 将穿戴部件分组
  15. /// </summary>
  16. public void SetEquipDicWithType()
  17. {
  18. equipDicWithPartId.Clear();
  19. var equipDatas = MyDressUpHelper.dressUpObj.itemList;
  20. for (int i = 0; i < equipDatas.Count; i++)
  21. {
  22. FightScoreCfg[] typeCfgs = FightScoreCfgArray.Instance.dataArray;
  23. for (int j = 0; j < typeCfgs.Length; j++)
  24. {
  25. FightScoreCfg cfg = typeCfgs[j];
  26. if (equipDicWithPartId.ContainsKey(cfg.id) == false)
  27. {
  28. equipDicWithPartId.Add(cfg.id, new List<int>());
  29. }
  30. bool isCheckFinish = false;
  31. for (int k = 0; k < cfg.subTypesArr.Length; k++)
  32. {
  33. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(equipDatas[i]);
  34. if (itemCfg.subType == cfg.subTypesArr[k])
  35. {
  36. equipDicWithPartId[cfg.id].Add(equipDatas[i]);
  37. isCheckFinish = true;
  38. break;
  39. }
  40. }
  41. if (isCheckFinish) break;
  42. }
  43. }
  44. }
  45. /// <summary>
  46. /// 返回总主属性分
  47. /// </summary>
  48. /// <returns></returns>
  49. public double GetMainScore()
  50. {
  51. //(部件属性分数+标签分数+人物基础分+卡牌属性分数)*4
  52. var equipDatas = MyDressUpHelper.dressUpObj.itemList;
  53. int partScore = 0;
  54. double tagProportion = 0;
  55. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  56. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  57. for (int i = 0; i < equipDatas.Count; i++)
  58. {
  59. partScore += ItemDataManager.GetItemAdditionScore(equipDatas[i], InstanceZonesDataManager.currentScoreType, InstanceZonesDataManager.currentFightTags);
  60. // ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(equipDatas[i]);
  61. // for (int j = 0; j < fightCfg.needTagsArr.Length; j++)
  62. // {
  63. // if (tagProportion >= ConstScoreSystem.MAX_TAG_COUNT) break;
  64. // for (int k = 0; k < itemCfg.tagsArr.Length; k++)
  65. // {
  66. // if (fightCfg.needTagsArr[j] == itemCfg.tagsArr[k][0])
  67. // {
  68. // tagProportion += ConstScoreSystem.TAG_SCORE;
  69. // }
  70. // }
  71. // }
  72. }
  73. int roleScore = RoleLevelCfgArray.Instance.GetCfg(GameGlobal.myNumericComponent.GetAsInt(NumericType.Lvl)).baseScore;
  74. int cardScore = ItemDataManager.GetItemAdditionScore(InstanceZonesDataManager.currentCardId, InstanceZonesDataManager.currentScoreType);
  75. double tagScore = tagProportion * partScore;
  76. return (partScore + tagScore + roleScore + cardScore) * ConstScoreSystem.MAIN_SCORE;
  77. }
  78. /// <summary>
  79. /// 部件评分
  80. /// </summary>
  81. /// <param name="partId">部件id</param>
  82. /// <param name="clickState">点击状态0:miss,1:优秀,2:完美</param>
  83. /// <param name="mainScore">总主属性</param>
  84. /// <param name="type">评分部位</param>
  85. /// <param name="showCard">是否展示卡牌效果</param>
  86. /// <returns></returns>
  87. public int GetPartScore(int partId, double mainScore, double skillScore)
  88. {
  89. //部件评分=部件基础分*部件系数
  90. //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)
  91. //卡牌评分=总属性*技能配表百分比
  92. double partScore = GetPartItemScore(partId);
  93. // double clickScore = ScoreSystemData.Instance.GetPartItemClickScore(partId, clickState);
  94. // return (partScore + clickScore + skillScore);
  95. return (int)Math.Round((partScore + skillScore));
  96. }
  97. public double GetPartItemScore(int partId)
  98. {
  99. return GetPartBaseScore(partId) * ConstScoreSystem.PART_SCORE;
  100. }
  101. /// <summary>
  102. /// 部件基础评分
  103. /// </summary>
  104. /// <param name="partId">评分部位</param>
  105. /// <returns></returns>
  106. public double GetPartBaseScore(int partId)
  107. {
  108. double partScore = 0;
  109. if (!equipDicWithPartId.ContainsKey(partId)) return partScore;
  110. for (int i = 0; i < equipDicWithPartId[partId].Count; i++)
  111. {
  112. partScore += ItemDataManager.GetItemAdditionScore(equipDicWithPartId[partId][i], InstanceZonesDataManager.currentScoreType, InstanceZonesDataManager.currentFightTags);
  113. }
  114. return partScore;
  115. }
  116. // public double GetPartItemClickScore(int partId, int clickState)
  117. // {
  118. // //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
  119. // double clickCoefficient = 0;
  120. // switch (clickState)
  121. // {
  122. // case MISS_CLICK:
  123. // clickCoefficient = ConstScoreSystem.MISS_SCORE;
  124. // break;
  125. // case GREAT_CLICK:
  126. // clickCoefficient = ConstScoreSystem.GREAT_SCORE;
  127. // break;
  128. // case PREFACT_CLICK:
  129. // clickCoefficient = ConstScoreSystem.PERFECT_SCORE;
  130. // break;
  131. // }
  132. // int roleScore = RoleLevelCfgArray.Instance.GetCfg(GameGlobal.myNumericComponent.GetAsInt(NumericType.Lvl)).baseScore;
  133. // int cardScore = DressUpMenuItemDataManager.GetItemScore(InstanceZonesDataManager.currentCardId);
  134. // double clickScore = (GetPartBaseScore(partId) + (cardScore + roleScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
  135. // return clickScore;
  136. // }
  137. public void GetPartItemCardScore(double mainScore, int partId, out double skillScore, out bool showCard)
  138. {
  139. skillScore = 0;
  140. showCard = false;
  141. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(InstanceZonesDataManager.currentCardId);
  142. if (skillCfgs.Count == 0) return;
  143. for (int i = 0; i < skillCfgs.Count; i++)
  144. {
  145. PassivitySkillCfg skillCfg = skillCfgs[i];
  146. int skillLv = SkillDataManager.Instance.GetSkillLv(InstanceZonesDataManager.currentCardId, skillCfg.skillId);
  147. PassivitySkillLvlCfg skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLv, skillCfg.skillId);
  148. if (partId == skillCfg.subTypes || skillCfg.subTypes == 0)
  149. {
  150. int isProbability = UnityEngine.Random.Range(0, 10000) < skillLvCfg.probability ? 1 : 0;
  151. if (showCard != true && skillCfg.mainSkill == 1 && isProbability == 1)
  152. {
  153. //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
  154. showCard = true;
  155. }
  156. skillScore += mainScore * skillLvCfg.count / 10000 * isProbability;
  157. }
  158. }
  159. }
  160. /// <summary>
  161. /// 登峰造极额外加分
  162. /// </summary>
  163. /// <param name="mainScore"></param>
  164. /// <returns></returns>
  165. public double GetAllCircleAddScore(double mainScore)
  166. {
  167. //主属性20%的加分
  168. return mainScore * ConstScoreSystem.ALL_PERFECT_SCORE;
  169. }
  170. /// <summary>
  171. /// 根据卡牌Id获取 战斗选卡 界面显示配置
  172. /// </summary>
  173. /// <param name="cardId"></param>
  174. /// <returns></returns>
  175. public PassivitySkillCfg GetShowSkillCfg(int cardId)
  176. {
  177. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  178. if (skillCfgs.Count <= 0)
  179. {
  180. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  181. return null;
  182. }
  183. for (int i = 0; i < skillCfgs.Count; i++)
  184. {
  185. if (skillCfgs[i].showSkill == 1)
  186. {
  187. // int skillLv = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
  188. return skillCfgs[i];
  189. }
  190. }
  191. return null;
  192. }
  193. /// <summary>
  194. /// 根据卡牌Id获取评分主技能显示配置
  195. /// </summary>
  196. /// <param name="cardId"></param>
  197. /// <returns></returns>
  198. public PassivitySkillCfg GetMainSkillCfg(int cardId)
  199. {
  200. // Dictionary<int, List<PassivitySkillCfg>> cfgs = SkillDataManager.Instance.dicPassivitySkill[cardId];
  201. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  202. if (skillCfgs.Count <= 0)
  203. {
  204. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  205. return null;
  206. }
  207. // foreach (int key in cfgs.Keys)
  208. // {
  209. for (int i = 0; i < skillCfgs.Count; i++)
  210. {
  211. if (skillCfgs[i].mainSkill == 1)
  212. {
  213. // int skillLV = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
  214. // PassivitySkillLvlCfgArray skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfg(skillLV, skillCfgs[i].skillId);
  215. // return cfgs[key][skillLV - 1];
  216. return skillCfgs[i];
  217. }
  218. }
  219. return null;
  220. }
  221. }
  222. }