yyl
3 天以前 c124d98bdf9659cf764bebb799bee42c30eb152f
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using System;
using System.Collections;
using System.Collections.Generic;
 
using UnityEngine;
 
public partial class HeroUIManager : GameSystemManager<HeroUIManager>
{
 
 
    #region 布阵界面
    public List<string> heroOnTeamSortList { get; private set; } = new List<string>();    //不同上阵的列表排序
 
    private TeamType m_SelectTeamType = TeamType.Story; //当前选中的是哪个阵容, 布阵相关逻辑使用
    public TeamType selectTeamType
    {
        get { return m_SelectTeamType; }
        set
        {
            if (m_SelectTeamType == value)
                return;
            //上一个阵容需要恢复到原状态
            if (m_SelectTeamType != TeamType.None)
            {
                TeamManager.Instance.GetTeam(m_SelectTeamType).RestoreTeam();
            }
 
            m_SelectTeamType = value;
        }
    }
 
    public int selectTeamPosJob = 0;    //布阵界面 筛选职业
    public int selectTeamPosCountry = 0;    //布阵界面 筛选国家
 
    public const float clickFlyPosTime = 0.5f;  //点击列表中的武将图标时, 飞入布阵的时间
 
    public event Action<List<int>, int, Vector3> OnTeamPosChangeEvent; //布阵变化 位置,列表的起飞索引,起飞坐标
 
 
    // 【阵容属性】 - 该阵容所有武将有效
    // 初始加成    lineupInitAddPer
    // 升级加成    lineupLVAddPer
    // 突破加成    lineupBreakLVAddPer
    // 吞噬加成    lineupStarAddPer
    // 阵容光环    lineupHaloValue 、 lineupHaloPer
 
    /// <summary>
    /// 按队伍汇总上阵属性
    /// </summary>
    /// <param name="type"></param>
    /// <param name="isPreview">true 客户端预览阵容,默认false 服务器阵容</param>
    /// <returns></returns>
    public Dictionary<string, int> GetLineupPer(TeamType type, bool isPreview = false)
    {
        Dictionary<string, int> lineUPPer = new Dictionary<string, int>()
        {
            {"lineupInitAddPer", 0},
            {"lineupLVAddPer", 0},
            {"lineupBreakLVAddPer", 0},
            {"lineupStarAddPer", 0},
        };
 
        var team = TeamManager.Instance.GetTeam(type);
        if (team == null)
        {
            return lineUPPer;
        }
        TeamHero[] teamHeroes = isPreview ? team.tempHeroes : team.serverHeroes;
 
        foreach (var teamHero in teamHeroes)
        {
            if (teamHero == null)
            {
                continue;
            }
            var config = HeroQualityConfig.Get(HeroConfig.Get(teamHero.heroId).Quality);
            lineUPPer["lineupInitAddPer"] += config.InitAddPer;
 
            HeroInfo hero = HeroManager.Instance.GetHero(teamHero.guid);
            if (hero == null) continue;
            lineUPPer["lineupLVAddPer"] += hero.GetLineupLVAddPer();
            lineUPPer["lineupBreakLVAddPer"] += hero.GetLineupBreakLVAddPer();
            lineUPPer["lineupStarAddPer"] += hero.GetLineupStarAddPer();
 
        }
        return lineUPPer;
    }
 
    /// <summary>
    /// 按队伍获得阵型(国家光环)属性
    /// </summary>
    /// <param name="teamType"></param>
    /// <param name="isPreview">true 客户端预览阵容,默认false 服务器阵容</param>
    /// <returns></returns>
    public Dictionary<int, int> GetCountryAttrs(TeamType teamType, bool isPreview = false)
    {
        Dictionary<int, int> countryAttrs = new Dictionary<int, int>();
        Int2 result = GetMaxCountHeroCountry(teamType, isPreview);
        var lineupconfig = HeroLineupHaloConfig.GetConfig(result.x, result.y);
        if (lineupconfig != null)
        {
            for (int i = 0; i < lineupconfig.AttrIDList.Length; i++)
            {
                countryAttrs[lineupconfig.AttrIDList[i]] = lineupconfig.AttrValueList[i];
            }
        }
 
        return countryAttrs;
    }
 
    public void SortHeroOnTeamList()
    {
        heroOnTeamSortList = HeroManager.Instance.GetHeroGuidList(selectTeamPosJob, selectTeamPosCountry);
        heroOnTeamSortList.Sort(CmpHeroByTeamType);
    }
 
 
    int CmpHeroByTeamType(string guidA, string guidB)
    {
        HeroInfo heroA = HeroManager.Instance.GetHero(guidA);
        HeroInfo heroB = HeroManager.Instance.GetHero(guidB);
        if (heroA == null || heroB == null)
        {
            return 0;
        }
 
        var team = TeamManager.Instance.GetTeam(selectTeamType);
        // 排序规则:上阵>武将等级>突破等级>武将觉醒阶级>武将品质>武将吞噬星级>武将ID
        bool isInTeamA = team.HasHeroInServer(guidA);
        bool isInTeamB = team.HasHeroInServer(guidB);
        if (isInTeamA != isInTeamB)
        {
            return isInTeamA ? -1 : 1;
        }
        if (heroA.heroLevel != heroB.heroLevel)
        {
            return heroA.heroLevel > heroB.heroLevel ? -1 : 1;
        }
        if (heroA.breakLevel != heroB.breakLevel)
        {
            return heroA.breakLevel > heroB.breakLevel ? -1 : 1;
        }
        if (heroA.awakeLevel != heroB.awakeLevel)
        {
            return heroA.awakeLevel > heroB.awakeLevel ? -1 : 1;
        }
        if (heroA.Quality != heroB.Quality)
        {
            return heroA.Quality > heroB.Quality ? -1 : 1;
        }
        if (heroA.heroStar != heroB.heroStar)
        {
            return heroA.heroStar > heroB.heroStar ? -1 : 1;
        }
 
        return heroA.heroId.CompareTo(heroB.heroId);
    }
 
 
 
 
    /// <summary>
    /// 上阵队伍中各个国家的武将数量
    /// </summary>
    /// <param name="teamType"></param>
    /// <param name="isPreview">true 客户端预览阵容,默认false 服务器阵容</param>
    /// <returns></returns>
    public Dictionary<HeroCountry, int> GetCountryHeroCountByTeamType(TeamType teamType, bool isPreview = false)
    {
        Dictionary<HeroCountry, int> heroCountryCount = new Dictionary<HeroCountry, int>();
 
        var team = TeamManager.Instance.GetTeam(teamType);
        if (team == null)
        {
            return heroCountryCount;
        }
        TeamHero[] teamHeroes = isPreview ? team.tempHeroes : team.serverHeroes;
 
        for (int i = 0; i < teamHeroes.Length; i++)
        {
            if (teamHeroes[i] == null)
                continue;
            var country = teamHeroes[i].Country;
 
            if (!heroCountryCount.ContainsKey(country))
            {
                heroCountryCount.Add(country, 1);
            }
            else
            {
                heroCountryCount[country] += 1;
            }
 
        }
 
 
        return heroCountryCount;
    }
 
    /// <summary>
    /// 获得上阵中武将数量最大的国家和数量
    /// </summary>
    /// <param name="teamType"></param>
    /// <param name="isPreview">true 客户端预览阵容,默认false 服务器阵容</param>
    /// <returns></returns>
    public Int2 GetMaxCountHeroCountry(TeamType teamType, bool isPreview = false)
    {
        var countryCountDict = GetCountryHeroCountByTeamType(teamType, isPreview);
        //找到最大的国家和数量
        HeroCountry country = HeroCountry.None;
        int maxValue = 0;
        foreach (var data in countryCountDict)
        {
            if (data.Value > maxValue)
            {
                country = data.Key;
                maxValue = data.Value;
            }
        }
        return new Int2((int)country, maxValue);
    }
 
    //在不同页签下选AttackType 0 攻击阵容 1 防守阵容
    public int GetSelectTeamTypeByAttackType(int AttackType)
    {
        if (selectTeamType == TeamType.Arena || selectTeamType == TeamType.ArenaDefense)
        {
            return AttackType == 0 ? (int)TeamType.Arena : (int)TeamType.ArenaDefense;
        }
 
 
        return (int)TeamType.Story;
    }
 
 
    public void NotifyOnTeamPosChangeEvent(List<int> posList, int flyIndex, Vector3 startPos)
    {
        OnTeamPosChangeEvent?.Invoke(posList, flyIndex, startPos);
    }
 
    //推荐阵容
    public List<string> SelectRecommend()
    {
        //推荐阵容的算法逻辑
        //自动选择优先级:武将等级>突破等级>武将觉醒阶级>武将品质>武将吞噬星级>武将ID
        var tmpList = HeroManager.Instance.GetHeroGuidList();
        tmpList.Sort(CmpHeroRecommend);
 
 
        //推荐最多6个,存在相同heroid,则跳过
        List<string> selectHeroList = new List<string>();
        List<int> selectHeroIDList = new List<int>();
        for (int i = 0; i < tmpList.Count; i++)
        {
            if (selectHeroList.Count >= TeamConst.MaxTeamHeroCount)
                break;
 
            string guid = tmpList[i];
            HeroInfo heroInfo = HeroManager.Instance.GetHero(guid);
            if (selectHeroIDList.Contains(heroInfo.heroId))
                continue;
            //如果重复了,跳过
            if (selectHeroList.Contains(guid))
                continue;
            selectHeroList.Add(guid);
            selectHeroIDList.Add(heroInfo.heroId);
        }
        return selectHeroList;
    }
 
 
    int CmpHeroRecommend(string guidA, string guidB)
    {
        HeroInfo heroA = HeroManager.Instance.GetHero(guidA);
        HeroInfo heroB = HeroManager.Instance.GetHero(guidB);
        if (heroA == null || heroB == null)
        {
            return 0;
        }
 
        // 排序规则:武将等级>突破等级>武将觉醒阶级>武将品质>武将吞噬星级>武将ID
        if (heroA.heroLevel != heroB.heroLevel)
        {
            return heroA.heroLevel > heroB.heroLevel ? -1 : 1;
        }
        if (heroA.breakLevel != heroB.breakLevel)
        {
            return heroA.breakLevel > heroB.breakLevel ? -1 : 1;
        }
        if (heroA.awakeLevel != heroB.awakeLevel)
        {
            return heroA.awakeLevel > heroB.awakeLevel ? -1 : 1;
        }
        if (heroA.Quality != heroB.Quality)
        {
            return heroA.Quality > heroB.Quality ? -1 : 1;
        }
        if (heroA.heroStar != heroB.heroStar)
        {
            return heroA.heroStar > heroB.heroStar ? -1 : 1;
        }
 
        return heroA.heroId.CompareTo(heroB.heroId);
    }
 
 
    #endregion
 
    #region 主界面上的武将上阵解锁显示 和 解锁规则
 
    public int[][] lockHeroCountLimit;
    public List<int> lockIndexList = new List<int>();
 
    public Action OnUnLockHeroCountEvent;
    public int lockState
    {
        get
        {
            return QuickSetting.Instance.GetQuickSettingValue<int>(QuickSettingType.HeroCountLock, 0);
        }
        set
        {
            QuickSetting.Instance.SetQuickSetting(QuickSettingType.HeroCountLock, value, 0);
            QuickSetting.Instance.SendPackage();
            RefreshServerLockIndex();
        }
    }
 
    //解锁上阵英雄的数量限制, 解锁条件在界面上是按顺序排序的,但是锁定的位置是动态变化的
    //比如 第4,5,6格子锁住了,但第6个的锁先完成了解锁条件,解锁后锁住的位置往后顺推
    //则 第4的位置显示为解锁状态,5和6是锁住状态,5的解锁条件按配置列表的顺序解锁(即为原4的解锁条件)
 
    // 模拟服务端 这里的index 对应的是配表的
    public bool IsUnLock(int configIndex)
    {
        //按lockState的位判断
        return (lockState & (1 << configIndex)) != 0;
    }
 
    public bool SetUnLock(int configIndex)
    {
        if (!CanUnLock(configIndex, true))
        {
            return false;
        }
        lockState |= 1 << configIndex;
        return true;
    }
 
    // 解锁类型
    // 1.主公等级达X级开启;
    // 2.通关主线X-X开启;同任务配法
    // 3.开服时间达到X天开启;
    public bool CanUnLock(int configIndex, bool notify = false)
    {
        int type = lockHeroCountLimit[configIndex][0];
        int value = lockHeroCountLimit[configIndex][1];
        if (type == 1)
        {
            if (PlayerDatas.Instance.baseData.LV < value)
            {
                if (notify)
                    SysNotifyMgr.Instance.ShowTip("HeroCountUnLock1", value);
                return false;
            }
        }
        else if (type == 2)
        {
            //如ExAttr1值为20103代表当前已经过了第2章第1关第3波; value为201
            if (PlayerDatas.Instance.baseData.ExAttr1 / 100 <= value)
            {
                if (notify)
                    SysNotifyMgr.Instance.ShowTip("HeroCountUnLock2", value / 100, value % 100);
                return false;
            }
        }
        else if (type == 3)
        {
            if (TimeUtility.OpenDay < value - 1)
            {
                if (notify)
                    SysNotifyMgr.Instance.ShowTip("HeroCountUnLock3", value);
                return false;
            }
        }
 
        return true;
    }
 
 
    public void ShowUnLockTip(int configIndex)
    {
        int type = lockHeroCountLimit[configIndex][0];
        int value = lockHeroCountLimit[configIndex][1];
        if (type == 1)
        {
            if (PlayerDatas.Instance.baseData.LV < value)
            {
                SysNotifyMgr.Instance.ShowTip("HeroCountUnLock1", value);
                return;
            }
        }
        else if (type == 2)
        {
            //如ExAttr1值为20103代表当前已经过了第2章第1关第3波; value为201
            if (PlayerDatas.Instance.baseData.ExAttr1 / 100 <= value)
            {
                SysNotifyMgr.Instance.ShowTip("HeroCountUnLock2", value / 100, value % 100);
                return;
            }
        }
        else if (type == 3)
        {
            if (TimeUtility.OpenDay < value - 1)
            {
                SysNotifyMgr.Instance.ShowTip("HeroCountUnLock3", value);
                return;
            }
        }
 
        //可以解锁,但未解锁
        if (!IsUnLock(configIndex))
        {
            SysNotifyMgr.Instance.ShowTip("HeroCountUnLock4");
        }
    }
 
 
    // 刷新未解锁武将上限的配置索引列表
    public void RefreshServerLockIndex()
    {
        lockIndexList.Clear();
        for (int i = 0; i < lockHeroCountLimit.Length; i++)
        {
            if (!IsUnLock(i))
            {
                lockIndexList.Add(i);
            }
        }
    }
 
    public bool UnLockHeroCnt(int lockIndex)
    {
        if (lockIndex < 0 || lockIndex >= lockIndexList.Count)
        {
            return false;
        }
 
        return SetUnLock(lockIndexList[lockIndex]);
 
    }
 
    void OnQuickSettingUpdate()
    {
        RefreshServerLockIndex();
    }
    #endregion
 
}