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- using ET;
- using System.Collections.Generic;
- using UnityEngine;
- namespace GFGGame
- {
- public class ScoreSystemData : SingletonBase<ScoreSystemData>
- {
- public const int MISS_CLICK = 0;
- public const int GREAT_CLICK = 1;
- public const int PREFACT_CLICK = 2;
- private Dictionary<int, List<int>> equipDicWithPartId = new Dictionary<int, List<int>>();
- /// <summary>
- /// 将穿戴部件分组
- /// </summary>
- public void SetEquipDicWithType()
- {
- equipDicWithPartId.Clear();
- var equipDatas = EquipDataCache.cacher.equipDatas;
- for (int i = 0; i < equipDatas.Count; i++)
- {
- FightScoreCfg[] typeCfgs = FightScoreCfgArray.Instance.dataArray;
- for (int j = 0; j < typeCfgs.Length; j++)
- {
- FightScoreCfg cfg = typeCfgs[j];
- if (equipDicWithPartId.ContainsKey(cfg.id) == false)
- {
- equipDicWithPartId.Add(cfg.id, new List<int>());
- }
- bool isCheckFinish = false;
- for (int k = 0; k < cfg.subTypesArr.Length; k++)
- {
- ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(equipDatas[i]);
- if (itemCfg.subType == cfg.subTypesArr[k])
- {
- equipDicWithPartId[cfg.id].Add(equipDatas[i]);
- isCheckFinish = true;
- break;
- }
- }
- if (isCheckFinish) break;
- }
- }
- }
- /// <summary>
- /// 返回总主属性分
- /// </summary>
- /// <returns></returns>
- public double GetMainScore()
- {
- //(部件属性分数+标签分数+人物基础分+卡牌属性分数)*4
- var equipDatas = EquipDataCache.cacher.equipDatas;
- int partScore = 0;
- double tagProportion = 0;
- StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(InstanceZonesDataManager.currentLevelCfgId);
- StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
- for (int i = 0; i < equipDatas.Count; i++)
- {
- partScore += DressUpMenuItemDataManager.GetItemScore(equipDatas[i]);
- ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(equipDatas[i]);
- for (int j = 0; j < fightCfg.needTagsArr.Length; j++)
- {
- if (tagProportion >= ConstScoreSystem.MAX_TAG_COUNT) break;
- for (int k = 0; k < itemCfg.tagsArr.Length; k++)
- {
- if (fightCfg.needTagsArr[j] == itemCfg.tagsArr[k])
- {
- tagProportion += ConstScoreSystem.TAG_SCORE;
- }
- }
- }
- }
- int roleScore = RoleLevelCfgArray.Instance.GetCfg(GameGlobal.myNumericComponent.GetAsInt(NumericType.Lvl)).baseScore;
- int cardScore = DressUpMenuItemDataManager.GetItemScore(InstanceZonesDataManager.currentCardId);
- double tagScore = tagProportion * partScore;
- return (partScore + tagScore + roleScore + cardScore) * ConstScoreSystem.MAIN_SCORE;
- }
- /// <summary>
- /// 部件评分
- /// </summary>
- /// <param name="partId">评分部位</param>
- /// <returns></returns>
- public double GetPartBaseScore(int partId)
- {
- double partScore = 0;
- if (!equipDicWithPartId.ContainsKey(partId)) return partScore;
- for (int i = 0; i < equipDicWithPartId[partId].Count; i++)
- {
- partScore += DressUpMenuItemDataManager.GetItemScore(equipDicWithPartId[partId][i]);
- }
- return partScore;
- }
- /// <summary>
- /// 部件评分
- /// </summary>
- /// <param name="partId">部件id</param>
- /// <param name="clickState">点击状态0:miss,1:优秀,2:完美</param>
- /// <param name="mainScore">总主属性</param>
- /// <param name="type">评分部位</param>
- /// <param name="showCard">是否展示卡牌效果</param>
- /// <returns></returns>
- public double GetPartScore(int partId, int clickState, double mainScore, double skillScore)
- {
- //部件评分=部件基础分*部件系数
- //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)
- //卡牌评分=总属性*技能配表百分比
- double partScore = GetPartItemScore(partId);
- double clickScore = ScoreSystemData.Instance.GetPartItemClickScore(partId, clickState);
- return (partScore + clickScore + skillScore);
- }
- public double GetPartItemScore(int partId)
- {
- return GetPartBaseScore(partId) * ConstScoreSystem.PART_SCORE;
- }
- public double GetPartItemClickScore(int partId, int clickState)
- {
- //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
- double clickCoefficient = 0;
- switch (clickState)
- {
- case MISS_CLICK:
- clickCoefficient = ConstScoreSystem.MISS_SCORE;
- break;
- case GREAT_CLICK:
- clickCoefficient = ConstScoreSystem.GREAT_SCORE;
- break;
- case PREFACT_CLICK:
- clickCoefficient = ConstScoreSystem.PERFECT_SCORE;
- break;
- }
- int roleScore = RoleLevelCfgArray.Instance.GetCfg(GameGlobal.myNumericComponent.GetAsInt(NumericType.Lvl)).baseScore;
- int cardScore = DressUpMenuItemDataManager.GetItemScore(InstanceZonesDataManager.currentCardId);
- double clickScore = (GetPartBaseScore(partId) + (cardScore + roleScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
- return clickScore;
- }
- public void GetPartItemCardScore(double mainScore, int partId, out double skillScore, out bool showCard)
- {
- skillScore = 0;
- showCard = false;
- List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgs(InstanceZonesDataManager.currentCardId);
- if (skillCfgs.Count == 0) return;
- for (int i = 0; i < skillCfgs.Count; i++)
- {
- PassivitySkillCfg skillCfg = skillCfgs[i];
- int skillLv = SkillDataManager.Instance.GetSkillLv(InstanceZonesDataManager.currentCardId, skillCfg.skillId);
- PassivitySkillLvlCfg skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLv, skillCfg.skillId);
- if (partId == skillCfg.subTypes || skillCfg.subTypes == 0)
- {
- int isProbability = Random.Range(0, 10000) < skillLvCfg.probability ? 1 : 0;
- if (showCard != true && skillCfg.mainSkill == 1 && isProbability == 1)
- {
- //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
- showCard = true;
- }
- skillScore += mainScore * skillLvCfg.count / 10000 * isProbability;
- }
- }
- }
- /// <summary>
- /// 登峰造极额外加分
- /// </summary>
- /// <param name="mainScore"></param>
- /// <returns></returns>
- public double GetAllCircleAddScore(double mainScore)
- {
- //主属性20%的加分
- return mainScore * ConstScoreSystem.ALL_PERFECT_SCORE;
- }
- /// <summary>
- /// 根据卡牌Id获取 战斗选卡 界面显示配置
- /// </summary>
- /// <param name="cardId"></param>
- /// <returns></returns>
- public PassivitySkillCfg GetShowSkillCfg(int cardId)
- {
- List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgs(cardId);
- if (skillCfgs.Count <= 0)
- {
- Debug.LogWarning(cardId + " 这张卡片没有配置技能");
- return null;
- }
- for (int i = 0; i < skillCfgs.Count; i++)
- {
- if (skillCfgs[i].showSkill == 1)
- {
- // int skillLv = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
- return skillCfgs[i];
- }
- }
- return null;
- }
- /// <summary>
- /// 根据卡牌Id获取评分主技能显示配置
- /// </summary>
- /// <param name="cardId"></param>
- /// <returns></returns>
- public PassivitySkillCfg GetMainSkillCfg(int cardId)
- {
- // Dictionary<int, List<PassivitySkillCfg>> cfgs = SkillDataManager.Instance.dicPassivitySkill[cardId];
- List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgs(cardId);
- if (skillCfgs.Count <= 0)
- {
- Debug.LogWarning(cardId + " 这张卡片没有配置技能");
- return null;
- }
- // foreach (int key in cfgs.Keys)
- // {
- for (int i = 0; i < skillCfgs.Count; i++)
- {
- if (skillCfgs[i].mainSkill == 1)
- {
- // int skillLV = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
- // PassivitySkillLvlCfgArray skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfg(skillLV, skillCfgs[i].skillId);
- // return cfgs[key][skillLV - 1];
- return skillCfgs[i];
- }
- }
- return null;
- }
- }
- }
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