InstanceZonesDataManager.cs 14 KB

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