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- using System.Collections.Generic;
- using System.Linq;
- using Excel2Json;
- using Fort23.UTool;
- using GameLogic.Bag;
- using UnityEngine;
- using UnityEngine.UIElements;
- using Utility;
- namespace GameLogic.Player
- {
- public class SummonManager
- {
- public Map<int, AccountFileInfo.SummonData> summonDataMap = new Map<int, AccountFileInfo.SummonData>();
- //积分规则
- public Map<int, List<OpenBoxScoreRule>> openBoxScoreRuleMap = new Map<int, List<OpenBoxScoreRule>>();
- public void CustomInit()
- {
- OpenBoxConfig[] openBoxConfigs = ConfigComponent.Instance.GetAll<OpenBoxConfig>();
- //每次进游戏检查是否有新的抽卡
- foreach (var openBoxConfig in openBoxConfigs)
- {
- if (AccountFileInfo.Instance.playerData.SummonDatas.FirstOrDefault(s => s.id == openBoxConfig.ID) == null)
- {
- AccountFileInfo.SummonData summonData = new AccountFileInfo.SummonData();
- summonData.id = openBoxConfig.ID;
- AccountFileInfo.Instance.playerData.SummonDatas.Add(summonData);
- }
- }
- OpenBoxScoreRule[] openBoxScoreRules = ConfigComponent.Instance.GetAll<OpenBoxScoreRule>();
- foreach (var openBoxScoreRule in openBoxScoreRules)
- {
- List<OpenBoxScoreRule> openBoxScoreRuleList;
- if (!openBoxScoreRuleMap.ContainsKey(openBoxScoreRule.openBoxID))
- {
- openBoxScoreRuleList = new List<OpenBoxScoreRule>();
- openBoxScoreRuleMap[openBoxScoreRule.openBoxID] = openBoxScoreRuleList;
- }
- openBoxScoreRuleList = openBoxScoreRuleMap[openBoxScoreRule.openBoxID];
- openBoxScoreRuleList.Add(openBoxScoreRule);
- }
- foreach (var playerDataSummonData in AccountFileInfo.Instance.playerData.SummonDatas)
- {
- if (!summonDataMap.ContainsKey(playerDataSummonData.id))
- {
- summonDataMap.Add(playerDataSummonData.id, playerDataSummonData);
- }
- }
- AccountFileInfo.Instance.SavePlayerData();
- }
- public List<ItemInfo> Summon(int id, int count)
- {
- AccountFileInfo.SummonData summonData = summonDataMap[id];
- OpenBoxConfig openBoxConfig = ConfigComponent.Instance.Get<OpenBoxConfig>(summonData.id);
- List<ItemInfo> allIitem = new List<ItemInfo>();
- //单抽
- if (count == 1)
- {
- //有免费次数,并且让到时间了就免费抽
- if (summonData.oneFreeCount < openBoxConfig.oneConsumeFreePara[1] && PlayerManager.Instance.serverTime >= summonData.nextOneFreeTime)
- {
- allIitem = Summon(summonData, 1);
- summonData.oneFreeCount++;
- summonData.onePayCount++;
- summonData.nextOneFreeTime = PlayerManager.Instance.serverTime + openBoxConfig.oneConsumeFreePara[0] * 1000;
- }
- else
- {
- //验证道具是否足够
- if (PlayerManager.Instance.BagController.IsEnough(openBoxConfig.CostItemID, openBoxConfig.oneConsume))
- {
- PlayerManager.Instance.BagController.DeductCoin(openBoxConfig.oneConsume);
- allIitem = Summon(summonData, 1);
- summonData.onePayCount++;
- summonData.nextOneFreeTime = PlayerManager.Instance.serverTime + openBoxConfig.oneConsumeFreePara[0] * 1000;
- }
- else
- {
- return null;
- }
- }
- }
- //十连抽
- else if (count == 10)
- {
- //有免费次数,并且让到时间了就免费抽
- if (summonData.tenFreeCount < openBoxConfig.oneConsumeFreePara_1[1] && PlayerManager.Instance.serverTime >= summonData.nextTenFreeTime)
- {
- allIitem = Summon(summonData, 10);
- //记录抽卡道具 用于成就检测
- List<int> drawHistory = new List<int>();
- foreach (var itemInfo in allIitem)
- {
- drawHistory.Add(itemInfo.itemID);
- }
- summonData.drawHistory.Add(drawHistory);
- summonData.tenFreeCount++;
- summonData.tenPayCount++;
- summonData.nextTenFreeTime = PlayerManager.Instance.serverTime + openBoxConfig.oneConsumeChargePara[0] * 1000;
- }
- else
- {
- //验证道具是否足够
- if (PlayerManager.Instance.BagController.IsEnough(openBoxConfig.CostItemID, openBoxConfig.tenConsume))
- {
- PlayerManager.Instance.BagController.DeductCoin(openBoxConfig.tenConsume);
- allIitem = Summon(summonData, 10);
- //记录抽卡道具 用于成就检测
- List<int> drawHistory = new List<int>();
- foreach (var itemInfo in allIitem)
- {
- drawHistory.Add(itemInfo.itemID);
- }
- summonData.drawHistory.Add(drawHistory);
- summonData.tenPayCount++;
- summonData.nextTenFreeTime = PlayerManager.Instance.serverTime + openBoxConfig.oneConsumeChargePara[0] * 1000;
- CheckAchievements(summonData);
- }
- else
- {
- return null;
- }
- }
- }
- AccountFileInfo.Instance.SavePlayerData();
- return allIitem;
- }
- public List<ItemInfo> Summon(AccountFileInfo.SummonData summonData, int count)
- {
- List<ItemInfo> allIitem = new List<ItemInfo>();
- OpenBoxConfig openBoxConfig = ConfigComponent.Instance.Get<OpenBoxConfig>(summonData.id);
- bool isBoadi2 = false;
- //找到保底池子所有道具
- List<int> baodiItems = new List<int>();
- DropConfig dropConfig = ConfigComponent.Instance.Get<DropConfig>(openBoxConfig.reward2);
- for (var i = 0; i < dropConfig.dropGroupID.Length; i++)
- {
- DropGroupConfig dropGroupConfig = ConfigComponent.Instance.Get<DropGroupConfig>(dropConfig.dropGroupID[i]);
- for (var i1 = 0; i1 < dropGroupConfig.dropItemID.Length; i1++)
- {
- DropItemConfig dropItemConfig = ConfigComponent.Instance.Get<DropItemConfig>(dropGroupConfig.dropItemID[i1]);
- for (var i2 = 0; i2 < dropItemConfig.itemID.Length; i2++)
- {
- baodiItems.Add(dropItemConfig.itemID[i2]);
- }
- }
- }
- for (int i = 0; i < count; i++)
- {
- isBoadi2 = false;
- //十连保底1 每10次十连必出这个池子
- if (summonData.baodiCount1 >= 10)
- {
- List<ItemInfo> addItem = DropManager.Instance.DropItem(openBoxConfig.reward1);
- PlayerManager.Instance.BagController.AddItem(addItem);
- allIitem.AddRange(addItem);
- summonData.baodiCount1 = 0;
- foreach (var baodiItem in baodiItems)
- {
- //除了保底2池子里的道具直接重置保底2
- if (addItem.FirstOrDefault(i => i.itemID == baodiItem) != null)
- {
- summonData.baodiCount2 = 0;
- break;
- }
- }
- continue;
- }
- //十连保底2 每reward2para1次十连必出这个池子
- if (summonData.baodiCount2 >= openBoxConfig.reward2para1)
- {
- List<ItemInfo> addItem1 = DropManager.Instance.DropItem(openBoxConfig.reward2);
- PlayerManager.Instance.BagController.AddItem(addItem1);
- summonData.baodiCount2 = 0;
- continue;
- }
- List<ItemInfo> addItem2 = DropManager.Instance.DropItem(openBoxConfig.reward);
- PlayerManager.Instance.BagController.AddItem(addItem2);
- allIitem.AddRange(addItem2);
- summonData.baodiCount1++;
- foreach (var baodiItem in baodiItems)
- {
- //除了保底2池子里的道具直接重置保底2
- if (addItem2.FirstOrDefault(i => i.itemID == baodiItem) != null)
- {
- summonData.baodiCount2 = 0;
- isBoadi2 = true;
- break;
- }
- }
- if (!isBoadi2)
- {
- summonData.baodiCount2++;
- }
- }
- AccountFileInfo.Instance.SavePlayerData();
- return allIitem;
- }
- // 检查成就匹配
- private void CheckAchievements(AccountFileInfo.SummonData summonData)
- {
- List<OpenBoxScoreRule> openBoxScoreRuleList = openBoxScoreRuleMap[summonData.id];
- List<OpenBoxScoreRule> daChengOpenBoxScoreRuleList = new List<OpenBoxScoreRule>();
- foreach (var openBoxScoreRule in openBoxScoreRuleList)
- {
- // 检查连续 Para0 次十连
- if (summonData.drawHistory.Count < openBoxScoreRule.para0) continue;
- bool allDrawsSatisfy = true;
- // 检查最近 Para0 次十连是否都满足条件
- for (int i = summonData.drawHistory.Count - openBoxScoreRule.para0; i < summonData.drawHistory.Count; i++)
- {
- if (!CheckSingleDraw(openBoxScoreRule, summonData.drawHistory[i]))
- {
- allDrawsSatisfy = false;
- break;
- }
- }
- if (allDrawsSatisfy)
- {
- daChengOpenBoxScoreRuleList.Add(openBoxScoreRule);
- }
- }
- if (daChengOpenBoxScoreRuleList.Count > 0)
- {
- int id = daChengOpenBoxScoreRuleList.Max(obsr => obsr.ID);
- OpenBoxScoreRule openBoxScoreRule = ConfigComponent.Instance.Get<OpenBoxScoreRule>(id);
- summonData.score += openBoxScoreRule.score;
- LogTool.Log($"达成成就 ID: {openBoxScoreRule.ID}, 分数: {openBoxScoreRule.score}, 描述: 连续{openBoxScoreRule.para0}次十连获得{openBoxScoreRule.para1}个品质{openBoxScoreRule.para3}的道具");
- }
- }
- // 检查单次十连是否满足成就条件
- private bool CheckSingleDraw(OpenBoxScoreRule openBoxScoreRule, List<int> drawResult)
- {
- // 统计符合条件的道具数量
- int validItemCount = 0;
- foreach (var item in drawResult)
- {
- ItemConfig itemConfig = ConfigComponent.Instance.Get<ItemConfig>(item);
- // 检查道具标签
- if (!openBoxScoreRule.para4.Contains(itemConfig.itemTag)) continue;
- // 检查品质是否符合
- bool qualityMatch = false;
- switch (openBoxScoreRule.para2)
- {
- case 1: // 等于
- qualityMatch = itemConfig.quality == openBoxScoreRule.para3;
- break;
- case 2: // 大于等于
- qualityMatch = itemConfig.quality >= openBoxScoreRule.para3;
- break;
- case 3: // 小于等于
- qualityMatch = itemConfig.quality <= openBoxScoreRule.para3;
- break;
- }
- if (qualityMatch) validItemCount++;
- }
- // 根据 Para1 判断是否满足数量要求
- return validItemCount >= openBoxScoreRule.para1;
- }
- }
- }
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