SummonManager.cs 15 KB

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  1. using System.Collections.Generic;
  2. using System.Linq;
  3. using Excel2Json;
  4. using Fort23.Core;
  5. using Fort23.UTool;
  6. using GameLogic.Bag;
  7. using UnityEngine;
  8. using UnityEngine.UIElements;
  9. using Utility;
  10. namespace GameLogic.Player
  11. {
  12. public class SummonManager
  13. {
  14. public Map<int, AccountFileInfo.SummonData> summonDataMap = new Map<int, AccountFileInfo.SummonData>();
  15. //积分规则
  16. public Map<int, List<OpenBoxScoreRule>> openBoxScoreRuleMap = new Map<int, List<OpenBoxScoreRule>>();
  17. public void CustomInit()
  18. {
  19. OpenBoxConfig[] openBoxConfigs = ConfigComponent.Instance.GetAll<OpenBoxConfig>();
  20. //每次进游戏检查是否有新的抽卡
  21. foreach (var openBoxConfig in openBoxConfigs)
  22. {
  23. if (AccountFileInfo.Instance.playerData.SummonDatas.FirstOrDefault(s => s.id == openBoxConfig.ID) ==
  24. null)
  25. {
  26. AccountFileInfo.SummonData summonData = new AccountFileInfo.SummonData();
  27. summonData.id = openBoxConfig.ID;
  28. AccountFileInfo.Instance.playerData.SummonDatas.Add(summonData);
  29. }
  30. }
  31. OpenBoxScoreRule[] openBoxScoreRules = ConfigComponent.Instance.GetAll<OpenBoxScoreRule>();
  32. foreach (var openBoxScoreRule in openBoxScoreRules)
  33. {
  34. List<OpenBoxScoreRule> openBoxScoreRuleList;
  35. if (!openBoxScoreRuleMap.ContainsKey(openBoxScoreRule.openBoxID))
  36. {
  37. openBoxScoreRuleList = new List<OpenBoxScoreRule>();
  38. openBoxScoreRuleMap[openBoxScoreRule.openBoxID] = openBoxScoreRuleList;
  39. }
  40. openBoxScoreRuleList = openBoxScoreRuleMap[openBoxScoreRule.openBoxID];
  41. openBoxScoreRuleList.Add(openBoxScoreRule);
  42. }
  43. foreach (var playerDataSummonData in AccountFileInfo.Instance.playerData.SummonDatas)
  44. {
  45. if (!summonDataMap.ContainsKey(playerDataSummonData.id))
  46. {
  47. summonDataMap.Add(playerDataSummonData.id, playerDataSummonData);
  48. }
  49. }
  50. AccountFileInfo.Instance.SavePlayerData();
  51. }
  52. public async CTask<List<ItemInfo>> Summon(int id, int count)
  53. {
  54. AccountFileInfo.SummonData summonData = summonDataMap[id];
  55. OpenBoxConfig openBoxConfig = ConfigComponent.Instance.Get<OpenBoxConfig>(summonData.id);
  56. List<ItemInfo> allIitem = new List<ItemInfo>();
  57. //单抽
  58. if (count == 1)
  59. {
  60. //有免费次数,并且让到时间了就免费抽
  61. if (summonData.oneFreeCount < openBoxConfig.oneConsumeFreePara[1] &&
  62. PlayerManager.Instance.serverTime >= summonData.nextOneFreeTime)
  63. {
  64. allIitem = Summon(summonData, 1);
  65. summonData.oneFreeCount++;
  66. summonData.nextOneFreeTime =
  67. PlayerManager.Instance.serverTime + openBoxConfig.oneConsumeFreePara[0] * 1000;
  68. }
  69. else
  70. {
  71. //验证道具是否足够
  72. if (openBoxConfig.CostItemID == 1007)
  73. {
  74. #if UNITY_ANDROID && !UNITY_EDITOR&& Taptap
  75. if (TakuSDKManager.Instance.IsReady())
  76. {
  77. bool isOK = await TakuSDKManager.Instance.ShowAutoAd();
  78. if (!isOK)
  79. {
  80. return null;
  81. }
  82. }
  83. else
  84. {
  85. return null;
  86. }
  87. #endif
  88. }
  89. else
  90. {
  91. //验证道具是否足够
  92. if (PlayerManager.Instance.BagController.IsEnough(openBoxConfig.CostItemID,
  93. openBoxConfig.oneConsume) || openBoxConfig.CostItemID == 1007)
  94. {
  95. PlayerManager.Instance.BagController.DeductCoin(openBoxConfig.oneConsume);
  96. }
  97. else
  98. {
  99. return null;
  100. }
  101. }
  102. allIitem = Summon(summonData, 1);
  103. summonData.onePayCount++;
  104. }
  105. }
  106. //十连抽
  107. else if (count == 10)
  108. {
  109. //有免费次数,并且让到时间了就免费抽
  110. if (summonData.tenFreeCount < openBoxConfig.oneConsumeFreePara_1[1] &&
  111. PlayerManager.Instance.serverTime >= summonData.nextTenFreeTime)
  112. {
  113. allIitem = Summon(summonData, 10);
  114. if (summonData.isSummonSocre)
  115. {
  116. //记录抽卡道具 用于成就检测
  117. List<int> drawHistory = new List<int>();
  118. foreach (var itemInfo in allIitem)
  119. {
  120. drawHistory.Add(itemInfo.itemID);
  121. }
  122. AccountFileInfo.IntList intList = new AccountFileInfo.IntList();
  123. intList.list = drawHistory;
  124. summonData.drawHistory.Add(intList);
  125. CheckAchievements(summonData);
  126. }
  127. summonData.tenFreeCount++;
  128. summonData.nextTenFreeTime =
  129. PlayerManager.Instance.serverTime + openBoxConfig.oneConsumeFreePara_1[0] * 1000;
  130. }
  131. else
  132. {
  133. //验证道具是否足够
  134. if (openBoxConfig.CostItemID == 1007)
  135. {
  136. #if UNITY_ANDROID && !UNITY_EDITOR&& Taptap
  137. if (TakuSDKManager.Instance.IsReady())
  138. {
  139. bool isOK = await TakuSDKManager.Instance.ShowAutoAd();
  140. if (!isOK)
  141. {
  142. return null;
  143. }
  144. }
  145. else
  146. {
  147. return null;
  148. }
  149. #endif
  150. }
  151. else
  152. {
  153. if (PlayerManager.Instance.BagController.IsEnough(openBoxConfig.CostItemID,
  154. openBoxConfig.tenConsume) || openBoxConfig.CostItemID == 1007)
  155. {
  156. PlayerManager.Instance.BagController.DeductCoin(openBoxConfig.tenConsume);
  157. }
  158. else
  159. {
  160. return null;
  161. }
  162. }
  163. allIitem = Summon(summonData, 10);
  164. if (summonData.isSummonSocre)
  165. {
  166. //记录抽卡道具 用于成就检测
  167. List<int> drawHistory = new List<int>();
  168. foreach (var itemInfo in allIitem)
  169. {
  170. drawHistory.Add(itemInfo.itemID);
  171. }
  172. AccountFileInfo.IntList intList = new AccountFileInfo.IntList();
  173. intList.list = drawHistory;
  174. summonData.drawHistory.Add(intList);
  175. CheckAchievements(summonData);
  176. }
  177. summonData.tenPayCount++;
  178. }
  179. }
  180. AccountFileInfo.Instance.SavePlayerData();
  181. return allIitem;
  182. }
  183. public List<ItemInfo> Summon(AccountFileInfo.SummonData summonData, int count)
  184. {
  185. List<ItemInfo> allIitem = new List<ItemInfo>();
  186. OpenBoxConfig openBoxConfig = ConfigComponent.Instance.Get<OpenBoxConfig>(summonData.id);
  187. bool isBoadi2 = false;
  188. //找到保底池子所有道具
  189. List<int> baodiItems = new List<int>();
  190. DropConfig dropConfig = ConfigComponent.Instance.Get<DropConfig>(openBoxConfig.reward2);
  191. for (var i = 0; i < dropConfig.dropGroupID.Length; i++)
  192. {
  193. DropGroupConfig dropGroupConfig =
  194. ConfigComponent.Instance.Get<DropGroupConfig>(dropConfig.dropGroupID[i]);
  195. for (var i1 = 0; i1 < dropGroupConfig.dropItemID.Length; i1++)
  196. {
  197. DropItemConfig dropItemConfig =
  198. ConfigComponent.Instance.Get<DropItemConfig>(dropGroupConfig.dropItemID[i1]);
  199. for (var i2 = 0; i2 < dropItemConfig.itemID.Length; i2++)
  200. {
  201. baodiItems.Add(dropItemConfig.itemID[i2]);
  202. }
  203. }
  204. }
  205. int index = 0;
  206. for (int i = 0; i < count; i++)
  207. {
  208. isBoadi2 = false;
  209. //十连保底1 每10次十连必出这个池子
  210. if (summonData.baodiCount1 >= 9)
  211. {
  212. List<ItemInfo> addItem = DropManager.Instance.DropItem(openBoxConfig.reward1);
  213. PlayerManager.Instance.BagController.AddItem(addItem);
  214. allIitem.AddRange(addItem);
  215. summonData.baodiCount1 = 0;
  216. summonData.baodiCount2++;
  217. foreach (var baodiItem in baodiItems)
  218. {
  219. //除了保底2池子里的道具直接重置保底2
  220. if (addItem.FirstOrDefault(i => i.itemID == baodiItem) != null)
  221. {
  222. summonData.baodiCount2 = 0;
  223. break;
  224. }
  225. }
  226. continue;
  227. }
  228. //十连保底2 每reward2para1次十连必出这个池子
  229. if (summonData.baodiCount2 >= openBoxConfig.reward2para1)
  230. {
  231. List<ItemInfo> addItem1 = DropManager.Instance.DropItem(openBoxConfig.reward2);
  232. PlayerManager.Instance.BagController.AddItem(addItem1);
  233. summonData.baodiCount2 = 0;
  234. continue;
  235. }
  236. List<ItemInfo> addItem2;
  237. if (count == 1)
  238. {
  239. addItem2 = DropManager.Instance.DropItem(
  240. openBoxConfig.reward[Random.Range(0, openBoxConfig.reward.Length)]);
  241. PlayerManager.Instance.BagController.AddItem(addItem2);
  242. allIitem.AddRange(addItem2);
  243. summonData.baodiCount1++;
  244. }
  245. else
  246. {
  247. addItem2 = DropManager.Instance.DropItem(openBoxConfig.reward[index]);
  248. PlayerManager.Instance.BagController.AddItem(addItem2);
  249. allIitem.AddRange(addItem2);
  250. summonData.baodiCount1++;
  251. index++;
  252. }
  253. foreach (var baodiItem in baodiItems)
  254. {
  255. //除了保底2池子里的道具直接重置保底2
  256. if (addItem2.FirstOrDefault(i => i.itemID == baodiItem) != null)
  257. {
  258. summonData.baodiCount2 = 0;
  259. isBoadi2 = true;
  260. break;
  261. }
  262. }
  263. if (!isBoadi2)
  264. {
  265. summonData.baodiCount2++;
  266. }
  267. }
  268. AccountFileInfo.Instance.SavePlayerData();
  269. return allIitem;
  270. }
  271. // 检查成就匹配
  272. private void CheckAchievements(AccountFileInfo.SummonData summonData)
  273. {
  274. List<OpenBoxScoreRule> openBoxScoreRuleList = openBoxScoreRuleMap[summonData.id];
  275. List<OpenBoxScoreRule> daChengOpenBoxScoreRuleList = new List<OpenBoxScoreRule>();
  276. foreach (var openBoxScoreRule in openBoxScoreRuleList)
  277. {
  278. // 检查连续 Para0 次十连
  279. if (summonData.drawHistory.Count < openBoxScoreRule.para0) continue;
  280. bool allDrawsSatisfy = true;
  281. // 检查最近 Para0 次十连是否都满足条件
  282. for (int i = summonData.drawHistory.Count - openBoxScoreRule.para0;
  283. i < summonData.drawHistory.Count;
  284. i++)
  285. {
  286. if (!CheckSingleDraw(openBoxScoreRule, summonData.drawHistory[i].list))
  287. {
  288. allDrawsSatisfy = false;
  289. break;
  290. }
  291. }
  292. if (allDrawsSatisfy)
  293. {
  294. daChengOpenBoxScoreRuleList.Add(openBoxScoreRule);
  295. }
  296. }
  297. if (daChengOpenBoxScoreRuleList.Count > 0)
  298. {
  299. int id = daChengOpenBoxScoreRuleList.Max(obsr => obsr.ID);
  300. OpenBoxScoreRule openBoxScoreRule = ConfigComponent.Instance.Get<OpenBoxScoreRule>(id);
  301. summonData.score += openBoxScoreRule.score;
  302. AccountFileInfo.SummonSocreData summonSocreData =
  303. summonData.summonSocreData.FirstOrDefault(ss => ss.id == openBoxScoreRule.ID);
  304. if (summonSocreData == null)
  305. {
  306. summonSocreData = new AccountFileInfo.SummonSocreData();
  307. summonSocreData.id = id;
  308. summonData.summonSocreData.Add(summonSocreData);
  309. }
  310. summonSocreData.count++;
  311. summonSocreData.currentCount++;
  312. LogTool.Log(
  313. $"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");
  314. }
  315. }
  316. // 检查单次十连是否满足成就条件
  317. public bool CheckSingleDraw(OpenBoxScoreRule openBoxScoreRule, List<int> drawResult)
  318. {
  319. // 统计符合条件的道具数量
  320. int validItemCount = 0;
  321. foreach (var item in drawResult)
  322. {
  323. ItemConfig itemConfig = ConfigComponent.Instance.Get<ItemConfig>(item);
  324. // 检查道具标签
  325. if (!openBoxScoreRule.para4.Contains(itemConfig.itemTag)) continue;
  326. // 检查品质是否符合
  327. bool qualityMatch = false;
  328. switch (openBoxScoreRule.para2)
  329. {
  330. case 1: // 等于
  331. qualityMatch = itemConfig.quality == openBoxScoreRule.para3;
  332. break;
  333. case 2: // 大于等于
  334. qualityMatch = itemConfig.quality >= openBoxScoreRule.para3;
  335. break;
  336. case 3: // 小于等于
  337. qualityMatch = itemConfig.quality <= openBoxScoreRule.para3;
  338. break;
  339. }
  340. if (qualityMatch) validItemCount++;
  341. }
  342. // 根据 Para1 判断是否满足数量要求
  343. return validItemCount >= openBoxScoreRule.para1;
  344. }
  345. }
  346. }