ArenaDataManager.cs 19 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using ET;
  4. using UnityEngine;
  5. using FairyGUI;
  6. namespace GFGGame
  7. {
  8. public class ArenaDataManager : SingletonBase<ArenaDataManager>
  9. {
  10. public long LastFightTime = 0;
  11. public List<int> ThemeList = new List<int>() { 1, 2, 3 };//本周主题列表
  12. public string Tag = "异域";//本周标签
  13. public int SeasonId = 1;// 赛季id
  14. public int Grade = 1;//本赛季段位
  15. public int Rank = 10000;//本赛季段位内排名
  16. public int HighestGrade = 1;//本赛季最高段位
  17. public int HighestRank = 10000; //本赛最高季段位内排名
  18. public List<FightData> DressupList = new List<FightData>();//我的搭配列表
  19. public List<ArenaTargetData> Targets = new List<ArenaTargetData>();//对手
  20. public ArenaTargetData SelfData;//自己的排行榜信息
  21. public ArenaTargetData SelfLastData;//自己的上赛季排行榜信息
  22. public Dictionary<int, List<ArenaTargetData>> RankDatasDic = new Dictionary<int, List<ArenaTargetData>>();//排行榜数据
  23. public List<ArenaHistoryData> HistoryDatas = new List<ArenaHistoryData>();//获取竞技场历史记录
  24. /*************************************************************************************************************************************/
  25. public Dictionary<int, Texture2D> TextureDic = new Dictionary<int, Texture2D>();
  26. public List<int> roundTime = new List<int>();
  27. public List<int> targetRoundTime = new List<int>();
  28. //Dictionary<回合下标, Dictionary<partId, Dictionary<战斗节点, List<PassivitySkillLvlCfg>>>>
  29. public Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>> vaildSkills = new Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>>();
  30. public Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>> targetVaildSkills = new Dictionary<int, Dictionary<int, Dictionary<int, List<PassivitySkillLvlCfg>>>>();
  31. public int SelectThemeIndex = 0;//当前选中换装主题(ThemeList)的下标
  32. public int SelectTargetIndex = -1;//当前选中挑战对象的下标
  33. public int CurFightIndex = 0;//当前挑战场次下标
  34. public List<long> myScore = new List<long>();//对战数据,三轮分数
  35. public List<long> targetScore = new List<long>();//对战数据,三轮分数
  36. public List<long> myFightScore = new List<long>();//对战数据,竞技场战力,搭配战力,卓越点击战力,卡牌战力
  37. public List<long> targetFightScore = new List<long>();//对战数据,对手竞技场战力,搭配战力,卓越点击战力,卡牌战力
  38. /*************************************************************************************************************************************/
  39. public int LastGrade;//战斗前段位
  40. public int LastRank;//战斗前排行
  41. public OtherRoleInfoData LastTargetInfo = new OtherRoleInfoData();//战斗对手角色信息
  42. public List<ArenaTargetData> LastTargets = new List<ArenaTargetData>();//对手
  43. public int RewardId;//段位提升奖励
  44. public List<ItemData> BonusList;//战斗结算奖励
  45. /*************************************************************************************************************************************/
  46. /// <summary>
  47. /// 是否快速挑战
  48. /// </summary>
  49. /// <value></value>
  50. public bool QuickFight
  51. {
  52. get
  53. {
  54. return StorageDataManager.Instance.GetStorageValue(ConstStorageId.ARENA_QUICK_FIGHT) == 1 ? true : false;
  55. }
  56. set
  57. {
  58. StorageSProxy.ReqSetClientValue(ConstStorageId.ARENA_QUICK_FIGHT, value == true ? 1 : 0).Coroutine();
  59. }
  60. }
  61. public void Clear()
  62. {
  63. ThemeList.Clear();
  64. DressupList.Clear();
  65. Targets.Clear();
  66. RankDatasDic.Clear();
  67. HistoryDatas.Clear();
  68. TextureDic.Clear();
  69. myScore.Clear();
  70. targetScore.Clear();
  71. myFightScore.Clear();
  72. targetFightScore.Clear();
  73. roundTime.Clear();
  74. targetRoundTime.Clear();
  75. // LastTargetInfo = null;
  76. SelfData = null;
  77. SelfLastData = null;
  78. }
  79. /// <summary>
  80. /// 是否结算中
  81. /// </summary>
  82. /// <returns></returns>
  83. public bool IsArenaClearing
  84. {
  85. get
  86. {
  87. long curTime = TimeHelper.ServerNow();
  88. long startTime = TimeUtil.GetCurWeekTime(GlobalCfgArray.globalCfg.clearingStartWeekDay, GlobalCfgArray.globalCfg.clearingStartTime);
  89. long endTime = TimeUtil.GetCurWeekTime(GlobalCfgArray.globalCfg.clearingEndWeekDay, GlobalCfgArray.globalCfg.clearingEndTime);
  90. if (GlobalCfgArray.globalCfg.clearingEndWeekDay >= GlobalCfgArray.globalCfg.clearingStartWeekDay)
  91. {
  92. //结算时间开始到结束未跨周(例:本周六开始,本周日结束)
  93. return curTime >= startTime && curTime <= endTime;
  94. }
  95. else
  96. {
  97. //结算时间开始到结束跨周(例:本周六开始,下周一结束)
  98. return curTime <= endTime || curTime >= startTime;
  99. }
  100. }
  101. }
  102. /// <summary>
  103. /// 赛季是否开启
  104. /// </summary>
  105. /// <value></value>
  106. public bool IsSeasonOpen
  107. {
  108. get
  109. {
  110. ArenaOpenCfg cfg = ArenaOpenCfgArray.Instance.GetCfg(SeasonId);
  111. if (TimeUtil.IsBeforeCurTime(cfg.openTime) && TimeUtil.IsLaterCurTime(cfg.endTime))
  112. {
  113. return true;
  114. }
  115. return false;
  116. }
  117. }
  118. /// <summary>
  119. /// 试图更新最高段位、排行数据
  120. /// </summary>
  121. public void TryUpdateHighest()
  122. {
  123. HighestGrade = HighestGrade >= Grade ? HighestGrade : Grade;
  124. HighestRank = HighestRank >= Rank ? HighestRank : Rank;
  125. }
  126. //获取竞技场对手角色战斗数据
  127. public FightData GetArenaFightData(int index, ArenaTargetData arenaTarget)
  128. {
  129. return arenaTarget.FightDatas[index];
  130. }
  131. /// <summary>
  132. /// 获取推荐卡牌
  133. /// </summary>
  134. public int GetRecommentCardId(int scoreType, List<int> itemList)
  135. {
  136. List<CardData> cardDatas = FightDataManager.Instance.SortCardList(CardDataManager.GetCardListByRarity(0), itemList, scoreType);
  137. int cardId = 0;
  138. for (int j = 0; j < cardDatas.Count; j++)
  139. {
  140. bool isSame = false;
  141. for (int k = 0; k < ArenaDataManager.Instance.ThemeList.Count; k++)
  142. {
  143. FightData roleData = ArenaDataManager.Instance.DressupList[k];
  144. if (cardDatas[j].id == roleData.cardId)
  145. {
  146. isSame = true;
  147. break;
  148. }
  149. }
  150. if (isSame == false)
  151. {
  152. cardId = cardDatas[j].id;
  153. break;
  154. }
  155. }
  156. return cardId;
  157. }
  158. /// <summary>
  159. /// 获取推荐列表
  160. /// </summary>
  161. /// <param name="scoreType"></param>
  162. /// <param name="tags"></param>
  163. /// <returns></returns>
  164. public List<int> GetRecommentItemList(int scoreType, string[] tags)
  165. {
  166. Dictionary<int, List<int>> itemListDic = new Dictionary<int, List<int>>();
  167. Dictionary<int, List<int>> itemDatasDic = DressUpMenuItemDataManager.ItemDatasBySubTypeDic;
  168. foreach (int subType in itemDatasDic.Keys)
  169. {
  170. int key = subType;
  171. if (itemDatasDic.Count == 0) continue;
  172. if (DressUpMenuItemCfg1Array.Instance.CheckIsSceneTypeBySubType(subType)) continue;
  173. List<int> dressList = SortDressList(itemDatasDic[subType], scoreType, tags);
  174. int max = subType == (int)ConstDressUpItemType.TE_SHU ? 3 : 1;
  175. max = Math.Min(max, dressList.Count);
  176. if (DressUpMenuItemCfg1Array.Instance.CheckIsOrnamentsTypeBySubType(subType))
  177. {
  178. key = ConstDressUpItemType.TE_SHU;//饰品全放在一个列表里
  179. }
  180. if (!itemListDic.ContainsKey(key))
  181. {
  182. itemListDic[key] = new List<int>();
  183. }
  184. itemListDic[key].AddRange(dressList.GetRange(0, max));
  185. }
  186. if (itemListDic.ContainsKey(ConstDressUpItemType.LIAN_YI_QUN) &&
  187. (!itemListDic.ContainsKey(ConstDressUpItemType.SHANG_YI) ||
  188. !itemListDic.ContainsKey(ConstDressUpItemType.XIA_ZHUANG) ||
  189. !itemListDic.ContainsKey(ConstDressUpItemType.NEI_DA)))
  190. {
  191. itemListDic.Remove(ConstDressUpItemType.SHANG_YI);
  192. itemListDic.Remove(ConstDressUpItemType.XIA_ZHUANG);
  193. itemListDic.Remove(ConstDressUpItemType.NEI_DA);
  194. }
  195. else if (!itemListDic.ContainsKey(ConstDressUpItemType.LIAN_YI_QUN) &&
  196. (itemListDic.ContainsKey(ConstDressUpItemType.SHANG_YI) &&
  197. itemListDic.ContainsKey(ConstDressUpItemType.XIA_ZHUANG) &&
  198. itemListDic.ContainsKey(ConstDressUpItemType.NEI_DA)))
  199. {
  200. itemListDic.Remove(ConstDressUpItemType.LIAN_YI_QUN);
  201. }
  202. if (itemListDic.ContainsKey(ConstDressUpItemType.LIAN_YI_QUN) && itemListDic.ContainsKey(ConstDressUpItemType.SHANG_YI) && itemListDic.ContainsKey(ConstDressUpItemType.XIA_ZHUANG) && itemListDic.ContainsKey(ConstDressUpItemType.NEI_DA))
  203. {
  204. bool hasTagLYQ = ItemDataManager.CheckItemTagsRight(itemListDic[ConstDressUpItemType.LIAN_YI_QUN][0], tags);
  205. bool hasTagSY = ItemDataManager.CheckItemTagsRight(itemListDic[ConstDressUpItemType.SHANG_YI][0], tags);
  206. bool hasTagXZ = ItemDataManager.CheckItemTagsRight(itemListDic[ConstDressUpItemType.XIA_ZHUANG][0], tags);
  207. bool hasTagND = ItemDataManager.CheckItemTagsRight(itemListDic[ConstDressUpItemType.NEI_DA][0], tags);
  208. if (hasTagLYQ && !hasTagSY && !hasTagXZ)
  209. {
  210. itemListDic.Remove(ConstDressUpItemType.SHANG_YI);
  211. itemListDic.Remove(ConstDressUpItemType.XIA_ZHUANG);
  212. itemListDic.Remove(ConstDressUpItemType.NEI_DA);
  213. }
  214. else if (!hasTagLYQ && (hasTagSY || hasTagXZ))
  215. {
  216. itemListDic.Remove(ConstDressUpItemType.LIAN_YI_QUN);
  217. }
  218. else
  219. {
  220. int scoreLYQ = ItemDataManager.GetItemAdditionScore(itemListDic[ConstDressUpItemType.LIAN_YI_QUN][0], scoreType, tags);
  221. int scoreSY = ItemDataManager.GetItemAdditionScore(itemListDic[ConstDressUpItemType.SHANG_YI][0], scoreType, tags);
  222. int scoreXZ = ItemDataManager.GetItemAdditionScore(itemListDic[ConstDressUpItemType.XIA_ZHUANG][0], scoreType, tags);
  223. int scoreND = ItemDataManager.GetItemAdditionScore(itemListDic[ConstDressUpItemType.NEI_DA][0], scoreType, tags);
  224. if (scoreLYQ > scoreSY + scoreXZ + scoreND)
  225. {
  226. itemListDic.Remove(ConstDressUpItemType.SHANG_YI);
  227. itemListDic.Remove(ConstDressUpItemType.XIA_ZHUANG);
  228. itemListDic.Remove(ConstDressUpItemType.NEI_DA);
  229. }
  230. else
  231. {
  232. itemListDic.Remove(ConstDressUpItemType.LIAN_YI_QUN);
  233. }
  234. }
  235. }
  236. List<int> itemList = new List<int>();
  237. foreach (int subType in itemListDic.Keys)
  238. {
  239. DressUpMenuItemDataManager.SortItemListByHighScore(itemListDic[subType]);
  240. if (subType == ConstDressUpItemType.TE_SHU)
  241. {
  242. int max = Math.Min(itemListDic[subType].Count, 5);
  243. itemList.AddRange(itemListDic[subType].GetRange(0, max));
  244. }
  245. else
  246. {
  247. itemList.AddRange(itemListDic[subType]);
  248. }
  249. }
  250. return itemList;
  251. }
  252. private List<int> SortDressList(List<int> dressList, int scoreType, string[] tags)
  253. {
  254. dressList.Sort((int a, int b) =>
  255. {
  256. ItemCfg cfgA = ItemCfgArray.Instance.GetCfg(a);
  257. ItemCfg cfgB = ItemCfgArray.Instance.GetCfg(b);
  258. bool isTagA = ItemDataManager.CheckItemTagsRight(a, tags);
  259. bool isTagB = ItemDataManager.CheckItemTagsRight(b, tags);
  260. if (isTagA && !isTagB) return -1;
  261. if (isTagB && !isTagA) return 1;
  262. int scoreA = ItemDataManager.GetItemAdditionScore(a, scoreType, tags);
  263. int scoreB = ItemDataManager.GetItemAdditionScore(b, scoreType, tags);
  264. if (scoreA > scoreB) return -1;
  265. if (scoreA < scoreB) return 1;
  266. return cfgA.id - cfgB.id;
  267. });
  268. return dressList;
  269. }
  270. /// <summary>
  271. /// 获取符合标签的服装总个数
  272. /// </summary>
  273. /// <param name="itemList">服装列表</param>
  274. /// <param name="tags">标签</param>
  275. /// <returns></returns>
  276. public int GetTagsCount(List<int> itemList, string[] tags)
  277. {
  278. int count = 0;
  279. for (int i = 0; i < itemList.Count; i++)
  280. {
  281. if (ItemDataManager.CheckItemTagsRight(itemList[i], tags))
  282. {
  283. if (ItemUtilCS.GetItemSubType(itemList[i]) == ConstDressUpItemType.LIAN_YI_QUN)
  284. {
  285. count += 3;
  286. }
  287. {
  288. count++;
  289. }
  290. }
  291. }
  292. return count;
  293. }
  294. /*********************************************************************************************************************/
  295. public void SetMineFightAttr()
  296. {
  297. for (int i = 0; i < DressupList.Count; i++)
  298. {
  299. FightData fightData = DressupList[i];
  300. fightData.cardScore = ItemDataManager.GetItemAdditionScore(fightData.cardId, ThemeList[i], fightData.tags);
  301. fightData.skillLvs = SkillDataManager.Instance.GetSkillLvs(fightData.cardId);
  302. FightDataManager.Instance.SetItemScoreList(fightData);
  303. }
  304. }
  305. /// <summary>
  306. /// 获取三套服装总战力
  307. /// </summary>
  308. /// <param name="roleType"></param>
  309. /// <param name="roleDatas"></param>
  310. /// <param name="robotDatas"></param>
  311. /// <returns></returns>
  312. public long GetAllFightScore(List<long> fightScores)
  313. {
  314. long fightScore = 0;
  315. for (int i = 0; i < fightScores.Count; i++)
  316. {
  317. fightScore += fightScores[i];
  318. }
  319. return fightScore;
  320. }
  321. public long GetAllFightScore(List<FightData> roleDatas)
  322. {
  323. long fightScore = 0;
  324. List<long> fightScoreDatas = GetFightScoreList(roleDatas);
  325. for (int i = 0; i < fightScoreDatas.Count; i++)
  326. {
  327. fightScore += fightScoreDatas[i];
  328. }
  329. return fightScore;
  330. }
  331. /// <summary>
  332. /// index=0:搭配战力
  333. /// index=1:卓越点击战力
  334. /// index=2:卡牌战力/技能战力
  335. /// </summary>
  336. /// <param name="roleType"></param>
  337. /// <param name="fightDatas"></param>
  338. /// <param name="robotDatas"></param>
  339. /// <returns></returns>
  340. public List<long> GetFightScoreList(List<FightData> fightDatas)
  341. {
  342. List<long> fightScoreDatas = new List<long>();
  343. long itemSum = 0;
  344. long clickScore = 0;
  345. long skillScore = 0;
  346. for (int i = 0; i < ThemeList.Count; i++)
  347. {
  348. if (fightDatas[i].type == FightTargetType.PLAYER)
  349. {
  350. itemSum += GetItemScoreSum(fightDatas[i].itemScoreList);
  351. clickScore += GetPerfectClickScore(fightDatas[i]) / (long)ConstScoreSystem.PART_SCORE;
  352. skillScore += FightDataManager.Instance.GetSkillFightScore(itemSum, fightDatas[i].baseScore, fightDatas[i].cardId, fightDatas[i].cardScore, fightDatas[i].skillLvs);
  353. }
  354. else
  355. {
  356. itemSum += GetItemScoreSum(fightDatas[i].itemScoreList);
  357. clickScore += GetRobotPerfectClickScore(fightDatas[i]) / (long)ConstScoreSystem.PART_SCORE;
  358. skillScore += FightDataManager.Instance.GetSkillFightScore(itemSum, fightDatas[i].baseScore, fightDatas[i].cardId, fightDatas[i].cardScore, fightDatas[i].skillLvs);
  359. }
  360. }
  361. fightScoreDatas.Add(itemSum);
  362. fightScoreDatas.Add(clickScore);
  363. fightScoreDatas.Add(skillScore);
  364. return fightScoreDatas;
  365. }
  366. /// <summary>
  367. /// 所有部件主属性和
  368. /// </summary>
  369. /// <returns></returns>
  370. public long GetItemScoreSum(List<int> itemScoreList)
  371. {
  372. long scoreSum = 0;
  373. for (int i = 0; i < itemScoreList.Count; i++)
  374. {
  375. scoreSum += (long)itemScoreList[i];
  376. }
  377. return scoreSum;
  378. }
  379. //玩家卓越点击战力
  380. private long GetPerfectClickScore(FightData roleData)
  381. {
  382. long clickScore = 0;
  383. foreach (int key in roleData.pardScoreListDic.Keys)
  384. {
  385. clickScore += (long)ScoreSystemData.Instance.GetPartScore(roleData, key, ClickType.PREFACT_CLICK, 0);
  386. }
  387. return clickScore;
  388. }
  389. //机器人卓越点击战力
  390. private long GetRobotPerfectClickScore(FightData robotData)
  391. {
  392. long clickScore = 0;
  393. FightScoreCfg[] scoreCfg = FightScoreCfgArray.Instance.dataArray;
  394. for (int i = 0; i < scoreCfg.Length; i++)
  395. {
  396. clickScore += (long)ScoreSystemData.Instance.GetRobotPartScore(robotData, i + 1, ClickType.PREFACT_CLICK, 0);
  397. }
  398. return clickScore;
  399. }
  400. /************************************************************************************************************/
  401. public void AddCheckSeasonOpenTimer()
  402. {
  403. Timers.inst.Add(1, 0, OnTimeUpdate);
  404. }
  405. private void OnTimeUpdate(object param)
  406. {
  407. if (!IsSeasonOpen) return;
  408. RemoveCheckSeasonOpenTimer();
  409. }
  410. private void RemoveCheckSeasonOpenTimer()
  411. {
  412. Timers.inst.Remove(OnTimeUpdate);
  413. }
  414. }
  415. }