SummonManager.cs 12 KB

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  1. using System.Collections.Generic;
  2. using System.Linq;
  3. using Excel2Json;
  4. using Fort23.UTool;
  5. using GameLogic.Bag;
  6. using UnityEngine;
  7. using UnityEngine.UIElements;
  8. using Utility;
  9. namespace GameLogic.Player
  10. {
  11. public class SummonManager
  12. {
  13. public Map<int, AccountFileInfo.SummonData> summonDataMap = new Map<int, AccountFileInfo.SummonData>();
  14. //积分规则
  15. public Map<int, List<OpenBoxScoreRule>> openBoxScoreRuleMap = new Map<int, List<OpenBoxScoreRule>>();
  16. public void CustomInit()
  17. {
  18. OpenBoxConfig[] openBoxConfigs = ConfigComponent.Instance.GetAll<OpenBoxConfig>();
  19. //每次进游戏检查是否有新的抽卡
  20. foreach (var openBoxConfig in openBoxConfigs)
  21. {
  22. if (AccountFileInfo.Instance.playerData.SummonDatas.FirstOrDefault(s => s.id == openBoxConfig.ID) == null)
  23. {
  24. AccountFileInfo.SummonData summonData = new AccountFileInfo.SummonData();
  25. summonData.id = openBoxConfig.ID;
  26. AccountFileInfo.Instance.playerData.SummonDatas.Add(summonData);
  27. }
  28. }
  29. OpenBoxScoreRule[] openBoxScoreRules = ConfigComponent.Instance.GetAll<OpenBoxScoreRule>();
  30. foreach (var openBoxScoreRule in openBoxScoreRules)
  31. {
  32. List<OpenBoxScoreRule> openBoxScoreRuleList;
  33. if (!openBoxScoreRuleMap.ContainsKey(openBoxScoreRule.openBoxID))
  34. {
  35. openBoxScoreRuleList = new List<OpenBoxScoreRule>();
  36. openBoxScoreRuleMap[openBoxScoreRule.openBoxID] = openBoxScoreRuleList;
  37. }
  38. openBoxScoreRuleList = openBoxScoreRuleMap[openBoxScoreRule.openBoxID];
  39. openBoxScoreRuleList.Add(openBoxScoreRule);
  40. }
  41. foreach (var playerDataSummonData in AccountFileInfo.Instance.playerData.SummonDatas)
  42. {
  43. if (!summonDataMap.ContainsKey(playerDataSummonData.id))
  44. {
  45. summonDataMap.Add(playerDataSummonData.id, playerDataSummonData);
  46. }
  47. }
  48. AccountFileInfo.Instance.SavePlayerData();
  49. }
  50. public List<ItemInfo> Summon(int id, int count)
  51. {
  52. AccountFileInfo.SummonData summonData = summonDataMap[id];
  53. OpenBoxConfig openBoxConfig = ConfigComponent.Instance.Get<OpenBoxConfig>(summonData.id);
  54. List<ItemInfo> allIitem = new List<ItemInfo>();
  55. //单抽
  56. if (count == 1)
  57. {
  58. //有免费次数,并且让到时间了就免费抽
  59. if (summonData.oneFreeCount < openBoxConfig.oneConsumeFreePara[1] && PlayerManager.Instance.serverTime >= summonData.nextOneFreeTime)
  60. {
  61. allIitem = Summon(summonData, 1);
  62. summonData.oneFreeCount++;
  63. summonData.onePayCount++;
  64. summonData.nextOneFreeTime = PlayerManager.Instance.serverTime + openBoxConfig.oneConsumeFreePara[0] * 1000;
  65. }
  66. else
  67. {
  68. //验证道具是否足够
  69. if (PlayerManager.Instance.BagController.IsEnough(openBoxConfig.CostItemID, openBoxConfig.oneConsume))
  70. {
  71. PlayerManager.Instance.BagController.DeductCoin(openBoxConfig.oneConsume);
  72. allIitem = Summon(summonData, 1);
  73. summonData.onePayCount++;
  74. summonData.nextOneFreeTime = PlayerManager.Instance.serverTime + openBoxConfig.oneConsumeFreePara[0] * 1000;
  75. }
  76. else
  77. {
  78. return null;
  79. }
  80. }
  81. }
  82. //十连抽
  83. else if (count == 10)
  84. {
  85. //有免费次数,并且让到时间了就免费抽
  86. if (summonData.tenFreeCount < openBoxConfig.oneConsumeFreePara_1[1] && PlayerManager.Instance.serverTime >= summonData.nextTenFreeTime)
  87. {
  88. allIitem = Summon(summonData, 10);
  89. //记录抽卡道具 用于成就检测
  90. List<int> drawHistory = new List<int>();
  91. foreach (var itemInfo in allIitem)
  92. {
  93. drawHistory.Add(itemInfo.itemID);
  94. }
  95. summonData.drawHistory.Add(drawHistory);
  96. summonData.tenFreeCount++;
  97. summonData.tenPayCount++;
  98. summonData.nextTenFreeTime = PlayerManager.Instance.serverTime + openBoxConfig.oneConsumeChargePara[0] * 1000;
  99. }
  100. else
  101. {
  102. //验证道具是否足够
  103. if (PlayerManager.Instance.BagController.IsEnough(openBoxConfig.CostItemID, openBoxConfig.tenConsume))
  104. {
  105. PlayerManager.Instance.BagController.DeductCoin(openBoxConfig.tenConsume);
  106. allIitem = Summon(summonData, 10);
  107. //记录抽卡道具 用于成就检测
  108. List<int> drawHistory = new List<int>();
  109. foreach (var itemInfo in allIitem)
  110. {
  111. drawHistory.Add(itemInfo.itemID);
  112. }
  113. summonData.drawHistory.Add(drawHistory);
  114. summonData.tenPayCount++;
  115. summonData.nextTenFreeTime = PlayerManager.Instance.serverTime + openBoxConfig.oneConsumeChargePara[0] * 1000;
  116. CheckAchievements(summonData);
  117. }
  118. else
  119. {
  120. return null;
  121. }
  122. }
  123. }
  124. AccountFileInfo.Instance.SavePlayerData();
  125. return allIitem;
  126. }
  127. public List<ItemInfo> Summon(AccountFileInfo.SummonData summonData, int count)
  128. {
  129. List<ItemInfo> allIitem = new List<ItemInfo>();
  130. OpenBoxConfig openBoxConfig = ConfigComponent.Instance.Get<OpenBoxConfig>(summonData.id);
  131. bool isBoadi2 = false;
  132. //找到保底池子所有道具
  133. List<int> baodiItems = new List<int>();
  134. DropConfig dropConfig = ConfigComponent.Instance.Get<DropConfig>(openBoxConfig.reward2);
  135. for (var i = 0; i < dropConfig.dropGroupID.Length; i++)
  136. {
  137. DropGroupConfig dropGroupConfig = ConfigComponent.Instance.Get<DropGroupConfig>(dropConfig.dropGroupID[i]);
  138. for (var i1 = 0; i1 < dropGroupConfig.dropItemID.Length; i1++)
  139. {
  140. DropItemConfig dropItemConfig = ConfigComponent.Instance.Get<DropItemConfig>(dropGroupConfig.dropItemID[i1]);
  141. for (var i2 = 0; i2 < dropItemConfig.itemID.Length; i2++)
  142. {
  143. baodiItems.Add(dropItemConfig.itemID[i2]);
  144. }
  145. }
  146. }
  147. for (int i = 0; i < count; i++)
  148. {
  149. isBoadi2 = false;
  150. //十连保底1 每10次十连必出这个池子
  151. if (summonData.baodiCount1 >= 10)
  152. {
  153. List<ItemInfo> addItem = DropManager.Instance.DropItem(openBoxConfig.reward1);
  154. PlayerManager.Instance.BagController.AddItem(addItem);
  155. allIitem.AddRange(addItem);
  156. summonData.baodiCount1 = 0;
  157. foreach (var baodiItem in baodiItems)
  158. {
  159. //除了保底2池子里的道具直接重置保底2
  160. if (addItem.FirstOrDefault(i => i.itemID == baodiItem) != null)
  161. {
  162. summonData.baodiCount2 = 0;
  163. break;
  164. }
  165. }
  166. continue;
  167. }
  168. //十连保底2 每reward2para1次十连必出这个池子
  169. if (summonData.baodiCount2 >= openBoxConfig.reward2para1)
  170. {
  171. List<ItemInfo> addItem1 = DropManager.Instance.DropItem(openBoxConfig.reward2);
  172. PlayerManager.Instance.BagController.AddItem(addItem1);
  173. summonData.baodiCount2 = 0;
  174. continue;
  175. }
  176. List<ItemInfo> addItem2 = DropManager.Instance.DropItem(openBoxConfig.reward);
  177. PlayerManager.Instance.BagController.AddItem(addItem2);
  178. allIitem.AddRange(addItem2);
  179. summonData.baodiCount1++;
  180. foreach (var baodiItem in baodiItems)
  181. {
  182. //除了保底2池子里的道具直接重置保底2
  183. if (addItem2.FirstOrDefault(i => i.itemID == baodiItem) != null)
  184. {
  185. summonData.baodiCount2 = 0;
  186. isBoadi2 = true;
  187. break;
  188. }
  189. }
  190. if (!isBoadi2)
  191. {
  192. summonData.baodiCount2++;
  193. }
  194. }
  195. AccountFileInfo.Instance.SavePlayerData();
  196. return allIitem;
  197. }
  198. // 检查成就匹配
  199. private void CheckAchievements(AccountFileInfo.SummonData summonData)
  200. {
  201. List<OpenBoxScoreRule> openBoxScoreRuleList = openBoxScoreRuleMap[summonData.id];
  202. List<OpenBoxScoreRule> daChengOpenBoxScoreRuleList = new List<OpenBoxScoreRule>();
  203. foreach (var openBoxScoreRule in openBoxScoreRuleList)
  204. {
  205. // 检查连续 Para0 次十连
  206. if (summonData.drawHistory.Count < openBoxScoreRule.para0) continue;
  207. bool allDrawsSatisfy = true;
  208. // 检查最近 Para0 次十连是否都满足条件
  209. for (int i = summonData.drawHistory.Count - openBoxScoreRule.para0; i < summonData.drawHistory.Count; i++)
  210. {
  211. if (!CheckSingleDraw(openBoxScoreRule, summonData.drawHistory[i]))
  212. {
  213. allDrawsSatisfy = false;
  214. break;
  215. }
  216. }
  217. if (allDrawsSatisfy)
  218. {
  219. daChengOpenBoxScoreRuleList.Add(openBoxScoreRule);
  220. }
  221. }
  222. if (daChengOpenBoxScoreRuleList.Count > 0)
  223. {
  224. int id = daChengOpenBoxScoreRuleList.Max(obsr => obsr.ID);
  225. OpenBoxScoreRule openBoxScoreRule = ConfigComponent.Instance.Get<OpenBoxScoreRule>(id);
  226. summonData.score += openBoxScoreRule.score;
  227. 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");
  228. }
  229. }
  230. // 检查单次十连是否满足成就条件
  231. private bool CheckSingleDraw(OpenBoxScoreRule openBoxScoreRule, List<int> drawResult)
  232. {
  233. // 统计符合条件的道具数量
  234. int validItemCount = 0;
  235. foreach (var item in drawResult)
  236. {
  237. ItemConfig itemConfig = ConfigComponent.Instance.Get<ItemConfig>(item);
  238. // 检查道具标签
  239. if (!openBoxScoreRule.para4.Contains(itemConfig.itemTag)) continue;
  240. // 检查品质是否符合
  241. bool qualityMatch = false;
  242. switch (openBoxScoreRule.para2)
  243. {
  244. case 1: // 等于
  245. qualityMatch = itemConfig.quality == openBoxScoreRule.para3;
  246. break;
  247. case 2: // 大于等于
  248. qualityMatch = itemConfig.quality >= openBoxScoreRule.para3;
  249. break;
  250. case 3: // 小于等于
  251. qualityMatch = itemConfig.quality <= openBoxScoreRule.para3;
  252. break;
  253. }
  254. if (qualityMatch) validItemCount++;
  255. }
  256. // 根据 Para1 判断是否满足数量要求
  257. return validItemCount >= openBoxScoreRule.para1;
  258. }
  259. }
  260. }