ScoreSystemData.cs 16 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 ClickType
  8. {
  9. public const int MISS_CLICK = 0;
  10. public const int GREAT_CLICK = 1;
  11. public const int PREFACT_CLICK = 2;
  12. }
  13. public class BeginTime
  14. {
  15. public const int PART_SCORE_1 = 1;//作用第一回合
  16. public const int PART_SCORE_2 = 2;//作用第二回合
  17. public const int PART_SCORE_3 = 3;//作用第三回合
  18. public const int PART_SCORE_4 = 4;//作用第四回合
  19. public const int PART_SCORE_5 = 5;//作用第五回合
  20. public const int PART_SCORE_6 = 6;//作用第六回合
  21. public const int PART_ALL_FIGHT_BEGIN = 7;//对战开始
  22. public const int PART_PREFACT_CLICK = 8;//每次优秀点击
  23. public const int PART_FIGHT_BEGIN = 9;//每回合开始
  24. public const int PART_FIGHT_END = 10;//每回合结束
  25. }
  26. public class RoleType
  27. {
  28. public const int MINE = 0;
  29. public const int TAEGET = 1;
  30. }
  31. public class ScoreSystemData : SingletonBase<ScoreSystemData>
  32. {
  33. /// <summary>
  34. /// 将穿戴部件分组
  35. /// </summary>
  36. public void SetEquipScoresWithPartId(FightRoleData roleData)
  37. {
  38. for (int i = 0; i < roleData.itemList.Count; i++)
  39. {
  40. FightScoreCfg[] typeCfgs = FightScoreCfgArray.Instance.dataArray;
  41. for (int j = 0; j < typeCfgs.Length; j++)
  42. {
  43. FightScoreCfg cfg = typeCfgs[j];
  44. if (roleData.pardScoreListDic.ContainsKey(cfg.id) == false)
  45. {
  46. roleData.pardScoreListDic.Add(cfg.id, new List<int>());
  47. }
  48. if (roleData.pardListDic.ContainsKey(cfg.id) == false)
  49. {
  50. roleData.pardListDic.Add(cfg.id, new List<int>());
  51. }
  52. bool isCheckFinish = false;
  53. for (int k = 0; k < cfg.subTypesArr.Length; k++)
  54. {
  55. ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(roleData.itemList[i]);
  56. if (itemCfg.subType == cfg.subTypesArr[k])
  57. {
  58. roleData.pardListDic[cfg.id].Add(roleData.itemList[i]);
  59. roleData.pardScoreListDic[cfg.id].Add(roleData.itemScoreList[i]);
  60. isCheckFinish = true;
  61. break;
  62. }
  63. }
  64. if (isCheckFinish) break;
  65. }
  66. }
  67. }
  68. /// <summary>
  69. /// 返回总主属性分
  70. /// </summary>
  71. /// <returns></returns>
  72. public double GetMainScore(FightRoleData roleData)
  73. {
  74. //(部件属性分数+标签分数+人物基础分+卡牌属性分数)*4
  75. int partScore = 0;
  76. double tagScore = 0;
  77. for (int i = 0; i < roleData.itemList.Count; i++)
  78. {
  79. partScore += ItemDataManager.GetItemAdditionScore(roleData.itemList[i], roleData.scoreType);
  80. tagScore = ItemDataManager.GetItemTagScore(roleData.itemList[i], roleData.tags);
  81. }
  82. return (partScore + tagScore + roleData.baseScore + roleData.cardScore) * ConstScoreSystem.MAIN_SCORE;
  83. }
  84. public double GetRobotMainScore(FightRobotData robotData)
  85. {
  86. //(部件属性分数+标签分数+人物基础分+卡牌属性分数)*4
  87. int partScore = 0;
  88. for (int i = 0; i < FightScoreCfgArray.Instance.dataArray.Length; i++)
  89. {
  90. partScore += robotData.targetPareScorList[i];
  91. }
  92. return (partScore + robotData.baseScore + robotData.cardScore) * ConstScoreSystem.MAIN_SCORE;
  93. }
  94. /// <summary>
  95. /// 部件评分
  96. /// </summary>
  97. /// <param name="partId">部件id</param>
  98. /// <param name="clickType">点击状态0:miss,1:优秀,2:完美</param>
  99. /// <param name="mainScore">总主属性</param>
  100. /// <param name="type">评分部位</param>
  101. /// <param name="showCard">是否展示卡牌效果</param>
  102. /// <returns></returns>
  103. public int GetPartScore(FightRoleData roleData, int partId, int clickType, double skillScore)
  104. {
  105. //部件评分=部件基础分*部件系数
  106. //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)
  107. //卡牌评分=总属性*技能配表百分比
  108. double partBaseScore = GetPartBaseScore(roleData.pardListDic[partId], roleData.pardScoreListDic[partId]);
  109. double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
  110. int roleScore = roleData.baseScore;
  111. int cardScore = roleData.cardScore;
  112. double clickCoefficient = GetPartItemClickScore(clickType);
  113. double clickScore = (partBaseScore + (roleScore + cardScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
  114. int score = (int)Math.Ceiling(partScore + clickScore + skillScore);
  115. return Math.Max(0, score);
  116. }
  117. public int GetRobotPartScore(FightRobotData robotData, int partId, int clickType, double skillScore)
  118. {
  119. //部件评分=部件基础分*部件系数
  120. //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)
  121. //卡牌评分=总属性*技能配表百分比
  122. double partBaseScore = robotData.targetPareScorList[partId - 1];
  123. double partScore = partBaseScore * ConstScoreSystem.PART_SCORE;
  124. int roleScore = robotData.baseScore;
  125. int cardScore = robotData.cardScore;
  126. double clickCoefficient = GetPartItemClickScore(clickType);
  127. double clickScore = (partBaseScore + (cardScore + roleScore) * clickCoefficient) * ConstScoreSystem.CLICK_SCORE;
  128. int score = (int)Math.Ceiling(partScore + clickScore + skillScore);
  129. return Math.Max(0, score);
  130. }
  131. /// <summary>
  132. /// 部件基础评分
  133. /// </summary>
  134. /// <param name="partId">评分部位</param>
  135. /// <returns></returns>
  136. private double GetPartBaseScore(List<int> partList, List<int> partScoreList)
  137. {
  138. double partScore = 0;
  139. double tagScore = 0;
  140. if (partScoreList == null || partScoreList.Count == 0) return partScore;
  141. for (int i = 0; i < partScoreList.Count; i++)
  142. {
  143. partScore += partScoreList[i];
  144. tagScore += ItemDataManager.GetItemTagScore(partList[i], InstanceZonesDataManager.currentFightTags);
  145. }
  146. return partScore + tagScore;
  147. }
  148. private double GetPartItemClickScore(int clickType)
  149. {
  150. //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
  151. double clickCoefficient = 0;
  152. switch (clickType)
  153. {
  154. case ClickType.MISS_CLICK:
  155. clickCoefficient = ConstScoreSystem.MISS_SCORE;
  156. break;
  157. case ClickType.GREAT_CLICK:
  158. clickCoefficient = ConstScoreSystem.GREAT_SCORE;
  159. break;
  160. case ClickType.PREFACT_CLICK:
  161. clickCoefficient = ConstScoreSystem.PERFECT_SCORE;
  162. break;
  163. }
  164. return clickCoefficient;
  165. }
  166. /// <summary>
  167. /// 获取卡牌技能持续回合数
  168. /// </summary>
  169. /// <returns></returns>
  170. public List<int> GetRoundTime(int cardId, List<int> skillLvs)
  171. {
  172. List<int> roundTimes = new List<int>();
  173. List<PassivitySkillCfg> targetSkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  174. for (int i = 0; i < targetSkillCfgs.Count; i++)
  175. {
  176. int skillLv = skillLvs[i];
  177. PassivitySkillLvlCfg skillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLv, targetSkillCfgs[i].skillId);
  178. if (skillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && UnityEngine.Random.Range(0, 10000) < skillLvlCfg.probability)
  179. {
  180. roundTimes.Add(skillLvlCfg.roundTime);
  181. }
  182. else
  183. {
  184. roundTimes.Add(0);
  185. }
  186. }
  187. return roundTimes;
  188. }
  189. /// <summary>
  190. /// 获取有效技能配置,过滤掉:被对方失效的、不符合作用时机、未满足触发概率的技能
  191. /// </summary>
  192. /// <returns></returns>
  193. public List<PassivitySkillLvlCfg> GetValidSkills(int currentTime, int partId, int cardId, List<int> skillLvs, int targetCardId, List<int> targetSkillLvs, List<int> roundTimes, List<int> targetRoundTimes)
  194. {
  195. List<PassivitySkillLvlCfg> skillCfgs = new List<PassivitySkillLvlCfg>();
  196. List<PassivitySkillCfg> targetSkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(targetCardId);
  197. List<int> nullifySkillIndex = new List<int>();
  198. for (int i = 0; i < targetSkillCfgs.Count; i++)
  199. {
  200. PassivitySkillLvlCfg targetSkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(targetSkillLvs[i], targetSkillCfgs[i].skillId);
  201. if (CheckIsRightTime(targetSkillLvlCfg, currentTime, partId))
  202. {
  203. bool isProbability = targetSkillLvlCfg.nullifySkillIndex > 0 && UnityEngine.Random.Range(0, 10000) < targetSkillLvlCfg.probability;
  204. if (targetSkillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && targetRoundTimes != null && partId < targetRoundTimes[i]) isProbability = true;
  205. if (isProbability) nullifySkillIndex.Add(targetSkillLvlCfg.nullifySkillIndex);
  206. }
  207. }
  208. List<PassivitySkillCfg> mySkillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  209. for (int i = 0; i < mySkillCfgs.Count; i++)
  210. {
  211. PassivitySkillLvlCfg mySkillLvlCfg = PassivitySkillLvlCfgArray.Instance.GetCfgByskilllvlAndskillId(skillLvs[i], mySkillCfgs[i].skillId);
  212. if (nullifySkillIndex.IndexOf(i + 1) >= 0) continue;//技能被对手失效
  213. if (CheckIsRightTime(mySkillLvlCfg, currentTime, partId))
  214. {
  215. bool isProbability = UnityEngine.Random.Range(0, 10000) < mySkillLvlCfg.probability;
  216. if (mySkillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && roundTimes != null && partId < roundTimes[i]) isProbability = true;
  217. if (isProbability) skillCfgs.Add(mySkillLvlCfg);
  218. }
  219. }
  220. return skillCfgs;
  221. }
  222. private bool CheckIsRightTime(PassivitySkillLvlCfg skillLvlCfg, int currentTime, int partId)
  223. {
  224. if (skillLvlCfg.beginTime == BeginTime.PART_ALL_FIGHT_BEGIN && currentTime == BeginTime.PART_FIGHT_BEGIN
  225. || skillLvlCfg.beginTime == BeginTime.PART_PREFACT_CLICK && currentTime == BeginTime.PART_PREFACT_CLICK
  226. || skillLvlCfg.beginTime == BeginTime.PART_FIGHT_BEGIN && currentTime == BeginTime.PART_FIGHT_BEGIN
  227. || skillLvlCfg.beginTime == BeginTime.PART_FIGHT_END && currentTime == BeginTime.PART_FIGHT_END
  228. || skillLvlCfg.beginTime <= BeginTime.PART_SCORE_6 && currentTime == BeginTime.PART_FIGHT_BEGIN && partId == skillLvlCfg.beginTime)
  229. {
  230. return true;
  231. }
  232. return false;
  233. }
  234. /// <summary>
  235. /// 本轮技能分数
  236. /// </summary>
  237. /// <param name="validSkills">有效技能列表</param>
  238. /// <param name="mainScore">总主属性</param>
  239. /// <returns></returns>
  240. public void GetPartItemSkillScore(List<PassivitySkillLvlCfg> validSkills, double mainScore, double targetMainScore, out int skillScore, out int targetScore, out Dictionary<int, int> skillScoreDic)
  241. {
  242. double _skillScore = 0;
  243. double _targetSkillScore = 0;
  244. skillScoreDic = new Dictionary<int, int>();
  245. for (int i = 0; i < validSkills.Count; i++)
  246. {
  247. if (validSkills[i].target == 1)//作用自身
  248. {
  249. double score = mainScore * validSkills[i].ratio / 10000;
  250. _skillScore += score;
  251. skillScoreDic.Add(validSkills[i].skillId, (int)Math.Ceiling(score));
  252. }
  253. else if (validSkills[i].target == 2)//作用对方
  254. {
  255. double score = targetMainScore * validSkills[i].ratio / 10000;
  256. _targetSkillScore += score;
  257. skillScoreDic.Add(validSkills[i].skillId, (int)Math.Ceiling(score));
  258. }
  259. }
  260. skillScore = (int)Math.Ceiling(_skillScore);
  261. targetScore = (int)Math.Ceiling(_targetSkillScore);
  262. }
  263. /// <summary>
  264. /// 是否展示卡牌效果
  265. /// </summary>
  266. /// <param name="cardId">卡牌id</param>
  267. /// <param name="validSkills">被触发的有效技能列表</param>
  268. /// <returns></returns>
  269. public bool IsShowCard(int cardId, List<PassivitySkillLvlCfg> validSkills)
  270. {
  271. if (cardId <= 0) return false;//未选卡
  272. if (validSkills.Count == 0) return false;//本轮没有技能被触发不显示卡牌
  273. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  274. for (int i = 0; i < skillCfgs.Count; i++)
  275. {
  276. if (skillCfgs[i].mainSkill == 1)
  277. {
  278. return true;
  279. }
  280. }
  281. return false;
  282. }
  283. /// <summary>
  284. /// 登峰造极额外加分
  285. /// </summary>
  286. /// <param name="mainScore"></param>
  287. /// <returns></returns>
  288. public int GetAllCircleAddScore(double mainScore)
  289. {
  290. //主属性20%的加分
  291. return (int)Math.Ceiling(mainScore * ConstScoreSystem.ALL_PERFECT_SCORE);
  292. }
  293. /// <summary>
  294. /// 根据卡牌Id获取 战斗选卡 界面显示配置
  295. /// </summary>
  296. /// <param name="cardId"></param>
  297. /// <returns></returns>
  298. public PassivitySkillCfg GetShowSkillCfg(int cardId)
  299. {
  300. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  301. if (skillCfgs.Count <= 0)
  302. {
  303. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  304. return null;
  305. }
  306. for (int i = 0; i < skillCfgs.Count; i++)
  307. {
  308. if (skillCfgs[i].showSkill == 1)
  309. {
  310. // int skillLv = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
  311. return skillCfgs[i];
  312. }
  313. }
  314. return null;
  315. }
  316. /// <summary>
  317. /// 根据卡牌Id获取评分主技能显示配置
  318. /// </summary>
  319. /// <param name="cardId"></param>
  320. /// <returns></returns>
  321. public PassivitySkillCfg GetMainSkillCfg(int cardId)
  322. {
  323. // Dictionary<int, List<PassivitySkillCfg>> cfgs = SkillDataManager.Instance.dicPassivitySkill[cardId];
  324. List<PassivitySkillCfg> skillCfgs = PassivitySkillCfgArray.Instance.GetCfgsBycardId(cardId);
  325. if (skillCfgs.Count <= 0)
  326. {
  327. Debug.LogWarning(cardId + " 这张卡片没有配置技能");
  328. return null;
  329. }
  330. // foreach (int key in cfgs.Keys)
  331. // {
  332. for (int i = 0; i < skillCfgs.Count; i++)
  333. {
  334. if (skillCfgs[i].mainSkill == 1)
  335. {
  336. // int skillLV = SkillDataManager.Instance.GetSkillLv(cardId, skillCfgs[i].skillId);
  337. // PassivitySkillLvlCfgArray skillLvCfg = PassivitySkillLvlCfgArray.Instance.GetCfg(skillLV, skillCfgs[i].skillId);
  338. // return cfgs[key][skillLV - 1];
  339. return skillCfgs[i];
  340. }
  341. }
  342. return null;
  343. }
  344. }
  345. }