ScoreSystemData.cs 10.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246
  1. using ET;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. namespace GFGGame
  5. {
  6. public class ScoreSystemData : SingletonBase<ScoreSystemData>
  7. {
  8. public const int MISS_CLICK = 0;
  9. public const int GREAT_CLICK = 1;
  10. public const int PREFACT_CLICK = 2;
  11. private Dictionary<int, List<int>> equipDicWithPartId = new Dictionary<int, List<int>>();
  12. /// <summary>
  13. /// 将穿戴部件分组
  14. /// </summary>
  15. public void SetEquipDicWithType()
  16. {
  17. equipDicWithPartId.Clear();
  18. var equipDatas = EquipDataCache.cacher.equipDatas;
  19. for (int i = 0; i < equipDatas.Count; i++)
  20. {
  21. FightScoreCfg[] typeCfgs = FightScoreCfgArray.Instance.dataArray;
  22. for (int j = 0; j < typeCfgs.Length; j++)
  23. {
  24. FightScoreCfg cfg = typeCfgs[j];
  25. if (equipDicWithPartId.ContainsKey(cfg.id) == false)
  26. {
  27. equipDicWithPartId.Add(cfg.id, new List<int>());
  28. }
  29. bool isCheckFinish = false;
  30. for (int k = 0; k < cfg.subTypesArr.Length; k++)
  31. {
  32. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(equipDatas[i]);
  33. if (itemCfg.subType == cfg.subTypesArr[k])
  34. {
  35. equipDicWithPartId[cfg.id].Add(equipDatas[i]);
  36. isCheckFinish = true;
  37. break;
  38. }
  39. }
  40. if (isCheckFinish) break;
  41. }
  42. }
  43. }
  44. /// <summary>
  45. /// 返回总主属性分
  46. /// </summary>
  47. /// <returns></returns>
  48. public double GetMainScore()
  49. {
  50. //(部件属性分数+标签分数+人物基础分+卡牌属性分数)*4
  51. var equipDatas = EquipDataCache.cacher.equipDatas;
  52. int partScore = 0;
  53. double tagProportion = 0;
  54. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
  55. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  56. for (int i = 0; i < equipDatas.Count; i++)
  57. {
  58. partScore += DressUpMenuItemDataManager.GetItemScore(equipDatas[i]);
  59. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(equipDatas[i]);
  60. for (int j = 0; j < fightCfg.needTagsArr.Length; j++)
  61. {
  62. if (tagProportion >= ConstScoreSystem.MAX_TAG_COUNT) break;
  63. for (int k = 0; k < itemCfg.tagsArr.Length; k++)
  64. {
  65. if (fightCfg.needTagsArr[j] == itemCfg.tagsArr[k])
  66. {
  67. tagProportion += ConstScoreSystem.TAG_SCORE;
  68. }
  69. }
  70. }
  71. }
  72. int roleScore = RoleLevelCfgArray.Instance.GetCfg(GameGlobal.myNumericComponent.GetAsInt(NumericType.Lvl)).baseScore;
  73. int cardScore = DressUpMenuItemDataManager.GetItemScore(InstanceZonesDataManager.currentCardId);
  74. double tagScore = tagProportion * partScore;
  75. return (partScore + tagScore + roleScore + cardScore) * ConstScoreSystem.MAIN_SCORE;
  76. }
  77. /// <summary>
  78. /// 部件评分
  79. /// </summary>
  80. /// <param name="partId">评分部位</param>
  81. /// <returns></returns>
  82. public double GetPartBaseScore(int partId)
  83. {
  84. double partScore = 0;
  85. if (!equipDicWithPartId.ContainsKey(partId)) return partScore;
  86. for (int i = 0; i < equipDicWithPartId[partId].Count; i++)
  87. {
  88. partScore += DressUpMenuItemDataManager.GetItemScore(equipDicWithPartId[partId][i]);
  89. }
  90. return partScore;
  91. }
  92. /// <summary>
  93. /// 部件评分
  94. /// </summary>
  95. /// <param name="partId">部件id</param>
  96. /// <param name="clickState">点击状态0:miss,1:优秀,2:完美</param>
  97. /// <param name="mainScore">总主属性</param>
  98. /// <param name="type">评分部位</param>
  99. /// <param name="showCard">是否展示卡牌效果</param>
  100. /// <returns></returns>
  101. public double GetPartScore(int partId, int clickState, double mainScore, double skillScore)
  102. {
  103. //部件评分=部件基础分*部件系数
  104. //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)
  105. //卡牌评分=总属性*技能配表百分比
  106. double partScore = GetPartItemScore(partId);
  107. double clickScore = ScoreSystemData.Instance.GetPartItemClickScore(partId, clickState);
  108. return (partScore + clickScore + skillScore);
  109. }
  110. public double GetPartItemScore(int partId)
  111. {
  112. return GetPartBaseScore(partId) * ConstScoreSystem.PART_SCORE;
  113. }
  114. public double GetPartItemClickScore(int partId, int clickState)
  115. {
  116. //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
  117. double clickCoefficient = 0;
  118. switch (clickState)
  119. {
  120. case MISS_CLICK:
  121. clickCoefficient = ConstScoreSystem.MISS_SCORE;
  122. break;
  123. case GREAT_CLICK:
  124. clickCoefficient = ConstScoreSystem.GREAT_SCORE;
  125. break;
  126. case PREFACT_CLICK:
  127. clickCoefficient = ConstScoreSystem.PERFECT_SCORE;
  128. break;
  129. }
  130. int roleScore = RoleLevelCfgArray.Instance.GetCfg(GameGlobal.myNumericComponent.GetAsInt(NumericType.Lvl)).baseScore;
  131. int cardScore = DressUpMenuItemDataManager.GetItemScore(InstanceZonesDataManager.currentCardId);
  132. double clickScore = (GetPartBaseScore(partId) + (cardScore + roleScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
  133. return clickScore;
  134. }
  135. public void GetPartItemCardScore(double mainScore, int partId, out double skillScore, out bool showCard)
  136. {
  137. skillScore = 0;
  138. showCard = false;
  139. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgs(InstanceZonesDataManager.currentCardId);
  140. if (skillCfgs.Count == 0) return;
  141. for (int i = 0; i < skillCfgs.Count; i++)
  142. {
  143. PassivitySkillCfg skillCfg = skillCfgs[i];
  144. int skillLv = SkillDataManager.Instance.GetSkillLv(InstanceZonesDataManager.currentCardId, skillCfg.skillId);
  145. PassivitySkillLvlCfg skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLv, skillCfg.skillId);
  146. if (partId == skillCfg.subTypes || skillCfg.subTypes == 0)
  147. {
  148. int isProbability = Random.Range(0, 10000) < skillLvCfg.probability ? 1 : 0;
  149. if (showCard != true && skillCfg.mainSkill == 1 && isProbability == 1)
  150. {
  151. //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
  152. showCard = true;
  153. }
  154. skillScore += mainScore * skillLvCfg.count / 10000 * isProbability;
  155. }
  156. }
  157. }
  158. /// <summary>
  159. /// 登峰造极额外加分
  160. /// </summary>
  161. /// <param name="mainScore"></param>
  162. /// <returns></returns>
  163. public double GetAllCircleAddScore(double mainScore)
  164. {
  165. //主属性20%的加分
  166. return mainScore * ConstScoreSystem.ALL_PERFECT_SCORE;
  167. }
  168. /// <summary>
  169. /// 根据卡牌Id获取 战斗选卡 界面显示配置
  170. /// </summary>
  171. /// <param name="cardId"></param>
  172. /// <returns></returns>
  173. public PassivitySkillCfg GetShowSkillCfg(int cardId)
  174. {
  175. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgs(cardId);
  176. if (skillCfgs.Count <= 0)
  177. {
  178. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  179. return null;
  180. }
  181. for (int i = 0; i < skillCfgs.Count; i++)
  182. {
  183. if (skillCfgs[i].showSkill == 1)
  184. {
  185. // int skillLv = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
  186. return skillCfgs[i];
  187. }
  188. }
  189. return null;
  190. }
  191. /// <summary>
  192. /// 根据卡牌Id获取评分主技能显示配置
  193. /// </summary>
  194. /// <param name="cardId"></param>
  195. /// <returns></returns>
  196. public PassivitySkillCfg GetMainSkillCfg(int cardId)
  197. {
  198. // Dictionary<int, List<PassivitySkillCfg>> cfgs = SkillDataManager.Instance.dicPassivitySkill[cardId];
  199. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgs(cardId);
  200. if (skillCfgs.Count <= 0)
  201. {
  202. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  203. return null;
  204. }
  205. // foreach (int key in cfgs.Keys)
  206. // {
  207. for (int i = 0; i < skillCfgs.Count; i++)
  208. {
  209. if (skillCfgs[i].mainSkill == 1)
  210. {
  211. // int skillLV = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
  212. // PassivitySkillLvlCfgArray skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfg(skillLV, skillCfgs[i].skillId);
  213. // return cfgs[key][skillLV - 1];
  214. return skillCfgs[i];
  215. }
  216. }
  217. return null;
  218. }
  219. }
  220. }