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.Mono;
  6. using Fort23.UTool;
  7. using GameLogic.Bag;
  8. using UnityEngine;
  9. using UnityEngine.UIElements;
  10. using Utility;
  11. namespace GameLogic.Player
  12. {
  13. public class SummonManager
  14. {
  15. public Map<int, AccountFileInfo.SummonData> summonDataMap = new Map<int, AccountFileInfo.SummonData>();
  16. //积分规则
  17. public Map<int, List<OpenBoxScoreRule>> openBoxScoreRuleMap = new Map<int, List<OpenBoxScoreRule>>();
  18. public void CustomInit()
  19. {
  20. OpenBoxConfig[] openBoxConfigs = ConfigComponent.Instance.GetAll<OpenBoxConfig>();
  21. //每次进游戏检查是否有新的抽卡
  22. foreach (var openBoxConfig in openBoxConfigs)
  23. {
  24. if (AccountFileInfo.Instance.playerData.SummonDatas.FirstOrDefault(s => s.id == openBoxConfig.ID) ==
  25. null)
  26. {
  27. AccountFileInfo.SummonData summonData = new AccountFileInfo.SummonData();
  28. summonData.id = openBoxConfig.ID;
  29. AccountFileInfo.Instance.playerData.SummonDatas.Add(summonData);
  30. }
  31. }
  32. OpenBoxScoreRule[] openBoxScoreRules = ConfigComponent.Instance.GetAll<OpenBoxScoreRule>();
  33. foreach (var openBoxScoreRule in openBoxScoreRules)
  34. {
  35. List<OpenBoxScoreRule> openBoxScoreRuleList;
  36. if (!openBoxScoreRuleMap.ContainsKey(openBoxScoreRule.openBoxID))
  37. {
  38. openBoxScoreRuleList = new List<OpenBoxScoreRule>();
  39. openBoxScoreRuleMap[openBoxScoreRule.openBoxID] = openBoxScoreRuleList;
  40. }
  41. openBoxScoreRuleList = openBoxScoreRuleMap[openBoxScoreRule.openBoxID];
  42. openBoxScoreRuleList.Add(openBoxScoreRule);
  43. }
  44. foreach (var playerDataSummonData in AccountFileInfo.Instance.playerData.SummonDatas)
  45. {
  46. if (!summonDataMap.ContainsKey(playerDataSummonData.id))
  47. {
  48. summonDataMap.Add(playerDataSummonData.id, playerDataSummonData);
  49. }
  50. }
  51. AccountFileInfo.Instance.SavePlayerData();
  52. }
  53. public async CTask<List<ItemInfo>> Summon(int id, int count)
  54. {
  55. AccountFileInfo.SummonData summonData = summonDataMap[id];
  56. OpenBoxConfig openBoxConfig = ConfigComponent.Instance.Get<OpenBoxConfig>(summonData.id);
  57. List<ItemInfo> allIitem = new List<ItemInfo>();
  58. //单抽
  59. if (count == 1)
  60. {
  61. //有免费次数,并且让到时间了就免费抽
  62. if (summonData.oneFreeCount < openBoxConfig.oneConsumeFreePara[1] &&
  63. PlayerManager.Instance.serverTime >= summonData.nextOneFreeTime)
  64. {
  65. allIitem = Summon(summonData, 1);
  66. summonData.oneFreeCount++;
  67. summonData.nextOneFreeTime =
  68. PlayerManager.Instance.serverTime + openBoxConfig.oneConsumeFreePara[0] * 1000;
  69. }
  70. else
  71. {
  72. //验证道具是否足够
  73. if (openBoxConfig.CostItemID == 1007)
  74. {
  75. #if UNITY_ANDROID && !UNITY_EDITOR&& Taptap
  76. if (TakuSDKManager.Instance.IsReady())
  77. {
  78. bool isOK = await TakuSDKManager.Instance.ShowAutoAd();
  79. if (!isOK)
  80. {
  81. return null;
  82. }
  83. }
  84. else
  85. {
  86. return null;
  87. }
  88. #endif
  89. }
  90. else
  91. {
  92. //验证道具是否足够
  93. if (PlayerManager.Instance.BagController.IsEnough(openBoxConfig.CostItemID,
  94. openBoxConfig.oneConsume) || openBoxConfig.CostItemID == 1007)
  95. {
  96. PlayerManager.Instance.BagController.DeductItem(openBoxConfig.CostItemID,openBoxConfig.oneConsume);
  97. }
  98. else
  99. {
  100. return null;
  101. }
  102. }
  103. allIitem = Summon(summonData, 1);
  104. summonData.onePayCount++;
  105. }
  106. }
  107. //十连抽
  108. else if (count == 10)
  109. {
  110. //有免费次数,并且让到时间了就免费抽
  111. if (summonData.tenFreeCount < openBoxConfig.oneConsumeFreePara_1[1] &&
  112. PlayerManager.Instance.serverTime >= summonData.nextTenFreeTime)
  113. {
  114. allIitem = Summon(summonData, 10);
  115. if (summonData.isSummonSocre)
  116. {
  117. //记录抽卡道具 用于成就检测
  118. List<int> drawHistory = new List<int>();
  119. foreach (var itemInfo in allIitem)
  120. {
  121. drawHistory.Add(itemInfo.itemID);
  122. }
  123. AccountFileInfo.IntList intList = new AccountFileInfo.IntList();
  124. intList.list = drawHistory;
  125. summonData.drawHistory.Add(intList);
  126. CheckAchievements(summonData);
  127. }
  128. summonData.tenFreeCount++;
  129. summonData.nextTenFreeTime =
  130. PlayerManager.Instance.serverTime + openBoxConfig.oneConsumeFreePara_1[0] * 1000;
  131. }
  132. else
  133. {
  134. //验证道具是否足够
  135. if (openBoxConfig.CostItemID == 1007)
  136. {
  137. #if UNITY_ANDROID && !UNITY_EDITOR&& Taptap
  138. if (TakuSDKManager.Instance.IsReady())
  139. {
  140. bool isOK = await TakuSDKManager.Instance.ShowAutoAd();
  141. if (!isOK)
  142. {
  143. return null;
  144. }
  145. }
  146. else
  147. {
  148. return null;
  149. }
  150. #endif
  151. }
  152. else
  153. {
  154. if (PlayerManager.Instance.BagController.IsEnough(openBoxConfig.CostItemID,
  155. openBoxConfig.tenConsume) || openBoxConfig.CostItemID == 1007)
  156. {
  157. PlayerManager.Instance.BagController.DeductItem(openBoxConfig.CostItemID,openBoxConfig.tenConsume);
  158. }
  159. else
  160. {
  161. return null;
  162. }
  163. }
  164. allIitem = Summon(summonData, 10);
  165. if (summonData.isSummonSocre)
  166. {
  167. //记录抽卡道具 用于成就检测
  168. List<int> drawHistory = new List<int>();
  169. foreach (var itemInfo in allIitem)
  170. {
  171. drawHistory.Add(itemInfo.itemID);
  172. }
  173. AccountFileInfo.IntList intList = new AccountFileInfo.IntList();
  174. intList.list = drawHistory;
  175. summonData.drawHistory.Add(intList);
  176. CheckAchievements(summonData);
  177. }
  178. summonData.tenPayCount++;
  179. }
  180. }
  181. AccountFileInfo.Instance.SavePlayerData();
  182. return allIitem;
  183. }
  184. public List<ItemInfo> Summon(AccountFileInfo.SummonData summonData, int count)
  185. {
  186. List<ItemInfo> allIitem = new List<ItemInfo>();
  187. OpenBoxConfig openBoxConfig = ConfigComponent.Instance.Get<OpenBoxConfig>(summonData.id);
  188. bool isBoadi2 = false;
  189. //找到保底池子所有道具
  190. List<int> baodiItems = new List<int>();
  191. DropConfig dropConfig = ConfigComponent.Instance.Get<DropConfig>(openBoxConfig.reward2);
  192. for (var i = 0; i < dropConfig.dropGroupID.Length; i++)
  193. {
  194. DropGroupConfig dropGroupConfig =
  195. ConfigComponent.Instance.Get<DropGroupConfig>(dropConfig.dropGroupID[i]);
  196. for (var i1 = 0; i1 < dropGroupConfig.dropItemID.Length; i1++)
  197. {
  198. DropItemConfig dropItemConfig =
  199. ConfigComponent.Instance.Get<DropItemConfig>(dropGroupConfig.dropItemID[i1]);
  200. for (var i2 = 0; i2 < dropItemConfig.itemID.Length; i2++)
  201. {
  202. baodiItems.Add(dropItemConfig.itemID[i2]);
  203. }
  204. }
  205. }
  206. int index = 0;
  207. for (int i = 0; i < count; i++)
  208. {
  209. isBoadi2 = false;
  210. //十连保底1 每10次十连必出这个池子
  211. if (summonData.baodiCount1 >= 9)
  212. {
  213. List<ItemInfo> addItem = DropManager.Instance.DropItem(openBoxConfig.reward1);
  214. PlayerManager.Instance.BagController.AddItem(addItem);
  215. allIitem.AddRange(addItem);
  216. summonData.baodiCount1 = 0;
  217. summonData.baodiCount2++;
  218. foreach (var baodiItem in baodiItems)
  219. {
  220. //除了保底2池子里的道具直接重置保底2
  221. if (addItem.FirstOrDefault(i => i.itemID == baodiItem) != null)
  222. {
  223. summonData.baodiCount2 = 0;
  224. break;
  225. }
  226. }
  227. continue;
  228. }
  229. //十连保底2 每reward2para1次十连必出这个池子
  230. if (summonData.baodiCount2 >= openBoxConfig.reward2para1)
  231. {
  232. List<ItemInfo> addItem1 = DropManager.Instance.DropItem(openBoxConfig.reward2);
  233. PlayerManager.Instance.BagController.AddItem(addItem1);
  234. summonData.baodiCount2 = 0;
  235. continue;
  236. }
  237. List<ItemInfo> addItem2;
  238. if (count == 1)
  239. {
  240. addItem2 = DropManager.Instance.DropItem(
  241. openBoxConfig.reward[Random.Range(0, openBoxConfig.reward.Length)]);
  242. PlayerManager.Instance.BagController.AddItem(addItem2);
  243. allIitem.AddRange(addItem2);
  244. summonData.baodiCount1++;
  245. }
  246. else
  247. {
  248. addItem2 = DropManager.Instance.DropItem(openBoxConfig.reward[index]);
  249. PlayerManager.Instance.BagController.AddItem(addItem2);
  250. allIitem.AddRange(addItem2);
  251. summonData.baodiCount1++;
  252. index++;
  253. }
  254. foreach (var baodiItem in baodiItems)
  255. {
  256. //除了保底2池子里的道具直接重置保底2
  257. if (addItem2.FirstOrDefault(i => i.itemID == baodiItem) != null)
  258. {
  259. summonData.baodiCount2 = 0;
  260. isBoadi2 = true;
  261. break;
  262. }
  263. }
  264. if (!isBoadi2)
  265. {
  266. summonData.baodiCount2++;
  267. }
  268. }
  269. AccountFileInfo.Instance.SavePlayerData();
  270. return allIitem;
  271. }
  272. // 检查成就匹配
  273. private void CheckAchievements(AccountFileInfo.SummonData summonData)
  274. {
  275. List<OpenBoxScoreRule> openBoxScoreRuleList = openBoxScoreRuleMap[summonData.id];
  276. List<OpenBoxScoreRule> daChengOpenBoxScoreRuleList = new List<OpenBoxScoreRule>();
  277. foreach (var openBoxScoreRule in openBoxScoreRuleList)
  278. {
  279. // 检查连续 Para0 次十连
  280. if (summonData.drawHistory.Count < openBoxScoreRule.para0) continue;
  281. bool allDrawsSatisfy = true;
  282. // 检查最近 Para0 次十连是否都满足条件
  283. for (int i = summonData.drawHistory.Count - openBoxScoreRule.para0;
  284. i < summonData.drawHistory.Count;
  285. i++)
  286. {
  287. if (!CheckSingleDraw(openBoxScoreRule, summonData.drawHistory[i].list))
  288. {
  289. allDrawsSatisfy = false;
  290. break;
  291. }
  292. }
  293. if (allDrawsSatisfy)
  294. {
  295. daChengOpenBoxScoreRuleList.Add(openBoxScoreRule);
  296. }
  297. }
  298. if (daChengOpenBoxScoreRuleList.Count > 0)
  299. {
  300. int id = daChengOpenBoxScoreRuleList.Max(obsr => obsr.ID);
  301. OpenBoxScoreRule openBoxScoreRule = ConfigComponent.Instance.Get<OpenBoxScoreRule>(id);
  302. summonData.score += openBoxScoreRule.score;
  303. AccountFileInfo.SummonSocreData summonSocreData =
  304. summonData.summonSocreData.FirstOrDefault(ss => ss.id == openBoxScoreRule.ID);
  305. if (summonSocreData == null)
  306. {
  307. summonSocreData = new AccountFileInfo.SummonSocreData();
  308. summonSocreData.id = id;
  309. summonData.summonSocreData.Add(summonSocreData);
  310. }
  311. summonSocreData.count++;
  312. summonSocreData.currentCount++;
  313. LogTool.Log(
  314. $"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");
  315. }
  316. }
  317. // 检查单次十连是否满足成就条件
  318. public bool CheckSingleDraw(OpenBoxScoreRule openBoxScoreRule, List<int> drawResult)
  319. {
  320. // 统计符合条件的道具数量
  321. int validItemCount = 0;
  322. foreach (var item in drawResult)
  323. {
  324. ItemConfig itemConfig = ConfigComponent.Instance.Get<ItemConfig>(item);
  325. // 检查道具标签
  326. if (!openBoxScoreRule.para4.Contains(itemConfig.itemTag)) continue;
  327. // 检查品质是否符合
  328. bool qualityMatch = false;
  329. switch (openBoxScoreRule.para2)
  330. {
  331. case 1: // 等于
  332. qualityMatch = itemConfig.quality == openBoxScoreRule.para3;
  333. break;
  334. case 2: // 大于等于
  335. qualityMatch = itemConfig.quality >= openBoxScoreRule.para3;
  336. break;
  337. case 3: // 小于等于
  338. qualityMatch = itemConfig.quality <= openBoxScoreRule.para3;
  339. break;
  340. }
  341. if (qualityMatch) validItemCount++;
  342. }
  343. // 根据 Para1 判断是否满足数量要求
  344. return validItemCount >= openBoxScoreRule.para1;
  345. }
  346. }
  347. }