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- using System;
- using System.Collections.Generic;
- using GameWorld;
- using LitJson;
- using UnityEngine;
- public class BattleAssessmentManager : SingletonMono<BattleAssessmentManager>
- {
- private BattleAssessmentManager()
- {
- }
- private static float DeltaTime
- {
- get
- {
- return Time.time - BattleAssessmentManager._lastComboTime;
- }
- }
- private void OnEnable()
- {
- this._bloodData = JsonMapper.ToObject(this._text.text);
- EventManager.RegisterEvent<EventArgs>("PlayerHurt", new EventManager.FBEventHandler<EventArgs>(this.PlayerHurtEventReceiver), EventManager.ListenerQueue.Game);
- EventManager.RegisterEvent<EnemyHurtAtkEventArgs>("EnemyHurtAtk", new EventManager.FBEventHandler<EnemyHurtAtkEventArgs>(this.EnemyHurtEventReceiver), EventManager.ListenerQueue.Game);
- EventManager.RegisterEvent<AssessmentEventArgs>("Assessment", new EventManager.FBEventHandler<AssessmentEventArgs>(this.AssessmentEventReceiver), EventManager.ListenerQueue.Game);
- }
- private void OnDisable()
- {
- EventManager.UnregisterEvent<EventArgs>("PlayerHurt", new EventManager.FBEventHandler<EventArgs>(this.PlayerHurtEventReceiver), EventManager.ListenerQueue.Game);
- EventManager.UnregisterEvent<EnemyHurtAtkEventArgs>("EnemyHurtAtk", new EventManager.FBEventHandler<EnemyHurtAtkEventArgs>(this.EnemyHurtEventReceiver), EventManager.ListenerQueue.Game);
- EventManager.UnregisterEvent<AssessmentEventArgs>("Assessment", new EventManager.FBEventHandler<AssessmentEventArgs>(this.AssessmentEventReceiver), EventManager.ListenerQueue.Game);
- }
- private void Update()
- {
- if (BattleAssessmentManager.DeltaTime >= this.AllowComboTime)
- {
- this.ClearCurrentComboNum();
- }
- else
- {
- R.Ui.HitsGrade.Hitbar = (this.AllowComboTime - BattleAssessmentManager.DeltaTime) / this.AllowComboTime;
- }
- }
- private float AllowComboTime
- {
- get
- {
- int currentComboNum = R.SceneData.assessmentData.CurrentComboNum;
- if (currentComboNum >= 30)
- {
- return 2f;
- }
- if (currentComboNum >= 20)
- {
- return 3f;
- }
- return (float)((currentComboNum < 10) ? 5 : 4);
- }
- }
- public static void Reset()
- {
- BattleAssessmentManager._lastComboTime = 0f;
- }
- private void AddCurrentComboNum()
- {
- BattleAssessmentManager._lastComboTime = Time.time;
- R.Ui.HitsGrade.BeHited();
- R.SceneData.assessmentData.CurrentComboNum++;
- }
- private void ClearCurrentComboNum()
- {
- BattleAssessmentManager._lastComboTime = this.AllowComboTime;
- if (R.SceneData.assessmentData.CurrentComboNum == 0)
- {
- return;
- }
- if (R.SceneData.BloodPalaceMode)
- {
- this.CalculateBattleScore();
- }
- R.SceneData.assessmentData.CurrentComboNum = 0;
- if (R.Ui != null)
- {
- R.Ui.HitsGrade.HideHitNumAndBar();
- }
- }
- private bool PlayerHurtEventReceiver(string eventName, object sender, EventArgs msg)
- {
- this.ClearCurrentComboNum();
- if (!R.SceneData.BloodPalaceMode)
- {
- return true;
- }
- R.SceneData.assessmentData.NotHurt = false;
- this.StartBattleWave();
- return true;
- }
- private bool EnemyHurtEventReceiver(string eventName, object sender, EnemyHurtAtkEventArgs msg)
- {
- this.AddCurrentComboNum();
- if (R.SceneData.BloodPalaceMode)
- {
- this.BloodPalaceEnemyHurt(msg);
- }
- return true;
- }
- private bool AssessmentEventReceiver(string eventName, object sender, AssessmentEventArgs msg)
- {
- if (msg.Type == AssessmentEventArgs.EventType.ContinueGame)
- {
- this.ClearCurrentComboNum();
- }
- if (R.SceneData.BloodPalaceMode)
- {
- this.BloodPalaceAssessment(msg.Type);
- }
- return true;
- }
- private bool BattleRushEventReceiver(string eventdefine, object sender, BattleRushEventArgs msg)
- {
- this._battleWave = msg.Wave;
- if (this._battleWave == 0)
- {
- return true;
- }
- R.SceneData.LevelScore.WaveScore += this._battleWave * 300;
- this.FinishBattleWave(this._battleWave - 1);
- return true;
- }
- private bool BattleEventReceiver(string eventdefine, object sender, BattleEventArgs msg)
- {
- if (msg.Status == BattleEventArgs.BattleStatus.Begin)
- {
- this._battleScore.Clear();
- this._timeScore.Clear();
- this._currentCombo.Clear();
- this._combo.Clear();
- this._battleWave = 0;
- R.SceneData.assessmentData.NotHurt = true;
- R.SceneData.LevelScore.Clear();
- }
- if (msg.Status == BattleEventArgs.BattleStatus.End)
- {
- R.SceneData.LevelScore.WaveScore += this._battleWave * 300;
- this.FinishBattleWave(this._battleWave);
- this.ClearCurrentComboNum();
- this.CalculateFinalScore();
- }
- return true;
- }
- public Coroutine SaveTotalScore()
- {
- List<BloodPalaceTotalScore> records = R.GameData.BloodPalaceRecords;
- BloodPalaceTotalScore totalScore = R.SceneData.TotalScore;
- if (!records.Contains(R.SceneData.TotalScore))
- {
- records.Add(totalScore);
- }
- records.Sort();
- if (records.Count > 10)
- {
- records.RemoveAt(10);
- }
- return SaveManager.ModifySaveData(delegate(GameData gameData)
- {
- gameData.BloodPalaceRecords.Clear();
- for (int i = 0; i < records.Count; i++)
- {
- gameData.BloodPalaceRecords.Add(records[i]);
- }
- });
- }
- public void EnterBloodPalace()
- {
- R.SceneData.BloodPalaceMode = true;
- EventManager.RegisterEvent<BattleEventArgs>("Battle", new EventManager.FBEventHandler<BattleEventArgs>(this.BattleEventReceiver), EventManager.ListenerQueue.Game);
- EventManager.RegisterEvent<BattleRushEventArgs>("BattleRush", new EventManager.FBEventHandler<BattleRushEventArgs>(this.BattleRushEventReceiver), EventManager.ListenerQueue.Game);
- this._listener = R.Player.GetComponent<PlayerAnimEventListener>();
- this._listener.OnPlayerDead += this.OnPlayerDead;
- R.SceneData.TotalScore = new BloodPalaceTotalScore();
- }
- public void ExitBloodPalace()
- {
- EventManager.UnregisterEvent<BattleEventArgs>("Battle", new EventManager.FBEventHandler<BattleEventArgs>(this.BattleEventReceiver), EventManager.ListenerQueue.Game);
- EventManager.UnregisterEvent<BattleRushEventArgs>("BattleRush", new EventManager.FBEventHandler<BattleRushEventArgs>(this.BattleRushEventReceiver), EventManager.ListenerQueue.Game);
- this._listener.OnPlayerDead -= this.OnPlayerDead;
- R.SceneData.BloodPalaceMode = false;
- }
- private void BloodPalaceEnemyHurt(EnemyHurtAtkEventArgs msg)
- {
- this.StartBattleWave();
- switch (msg.hurtType)
- {
- case EnemyHurtAtkEventArgs.HurtTypeEnum.Normal:
- this.AddAirComboNum();
- this.AddToCurrentCombo(msg.attackData.atkName);
- R.SceneData.assessmentData.ComboData.AllDamagePercent += msg.attackData.damagePercent;
- break;
- case EnemyHurtAtkEventArgs.HurtTypeEnum.Execute:
- case EnemyHurtAtkEventArgs.HurtTypeEnum.QTEHurt:
- R.SceneData.assessmentData.ComboData.CoreBreakNum++;
- break;
- case EnemyHurtAtkEventArgs.HurtTypeEnum.Flash:
- R.SceneData.assessmentData.FlashAttackSuccessNum++;
- R.SceneData.assessmentData.ComboData.FlashAttackSuccessNum++;
- break;
- }
- }
- private void BloodPalaceAssessment(AssessmentEventArgs.EventType type)
- {
- if (type != AssessmentEventArgs.EventType.AddFlashTime)
- {
- if (type == AssessmentEventArgs.EventType.CurrentComboFinish)
- {
- this.AddToCombo();
- }
- }
- else
- {
- R.SceneData.assessmentData.FlashAttackNum++;
- }
- }
- private void OnPlayerDead(object sender, EventArgs e)
- {
- this.FinishBattleWave(this._battleWave);
- this.ClearCurrentComboNum();
- this.CalculateFinalScore();
- }
- private void StartBattleWave()
- {
- if (!this._battleStart)
- {
- this._battleStart = true;
- this._battleStartTime = Time.time;
- }
- }
- private void FinishBattleWave(int waveNum)
- {
- this._battleStart = false;
- this._timeScore.Add(this.CalculateTimeScore(Time.time - this._battleStartTime, waveNum));
- }
- private void CalculateBattleScore()
- {
- this.AddToCombo();
- this.CalculateSameCombo();
- BattleAssessmentData.BattleComboData comboData = R.SceneData.assessmentData.ComboData;
- float item = ((float)(R.SceneData.assessmentData.CurrentComboNum - comboData.SameComboNum) + (float)comboData.AirComboNum * 0.5f + (float)(comboData.FlashAttackSuccessNum * 5) + (float)(comboData.CoreBreakNum * 2)) * (comboData.AllDamagePercent / (float)R.SceneData.assessmentData.CurrentComboNum) * 20f;
- this._battleScore.Add(item);
- R.SceneData.assessmentData.ComboClear();
- }
- private void CalculateFinalScore()
- {
- BloodPalaceLevelScore levelScore = R.SceneData.LevelScore;
- levelScore.BeautyScore = (int)this.AverageBattleScore();
- levelScore.NotHurt = R.SceneData.assessmentData.NotHurt;
- float num = ((float)levelScore.WaveScore + this.AverageBattleScore()) * this.AverageBattleTime() * this.FlashAttackScore();
- levelScore.OriginalScore = (int)num;
- R.SceneData.TotalScore.AddLevelScore(levelScore);
- this.SaveTotalScore();
- this._battleScore.Clear();
- this._timeScore.Clear();
- R.SceneData.assessmentData.BattleClear();
- }
- private void AddToCombo()
- {
- if (this._currentCombo.Count <= 0)
- {
- return;
- }
- this._combo.Add(this._currentCombo);
- this._currentCombo.Clear();
- }
- private void AddToCurrentCombo(string comboName)
- {
- if (comboName == "AirAtk7")
- {
- return;
- }
- if (this._currentCombo.Count <= 0 || this._currentCombo[this._currentCombo.Count - 1] != comboName)
- {
- this._currentCombo.Add(comboName);
- }
- }
- private void AddAirComboNum()
- {
- if (!R.Player.Attribute.isOnGround)
- {
- R.SceneData.assessmentData.ComboData.AirComboNum++;
- }
- }
- private void CalculateSameCombo()
- {
- BattleAssessmentData.BattleComboData comboData = R.SceneData.assessmentData.ComboData;
- if (this._combo.Count <= 1)
- {
- comboData.SameComboNum = 0;
- this._combo.Clear();
- return;
- }
- for (int i = 1; i < this._combo.Count; i++)
- {
- List<string> oldCombo = this._combo[i - 1];
- List<string> newCombo = this._combo[i];
- this.AddSameComboNum(oldCombo, newCombo);
- }
- this._combo.Clear();
- }
- private void AddSameComboNum(List<string> oldCombo, List<string> newCombo)
- {
- for (int i = 0; i < newCombo.Count; i++)
- {
- if (oldCombo.Contains(newCombo[i]))
- {
- R.SceneData.assessmentData.ComboData.SameComboNum++;
- }
- }
- }
- private float CalculateTimeScore(float time, int waveNum)
- {
- R.SceneData.LevelScore.Time += time;
- float num = this._bloodData[LevelManager.SceneName].Get<float>(waveNum, 0f);
- if (time <= num)
- {
- return 2.5f;
- }
- if (time <= num * 1.2f)
- {
- return 2f;
- }
- if (time <= num * 1.6f)
- {
- return 1.5f;
- }
- return (time > num * 1.8f) ? 1f : 1.2f;
- }
- private float AverageBattleTime()
- {
- float num = 0f;
- for (int i = 0; i < this._timeScore.Count; i++)
- {
- num += this._timeScore[i];
- }
- return num / (float)this._timeScore.Count;
- }
- private float AverageBattleScore()
- {
- float num = 0f;
- if (this._battleScore.Count == 0)
- {
- return 0f;
- }
- for (int i = 0; i < this._battleScore.Count; i++)
- {
- num += this._battleScore[i];
- }
- return num / (float)this._battleScore.Count;
- }
- private float FlashAttackScore()
- {
- BattleAssessmentData assessmentData = R.SceneData.assessmentData;
- BloodPalaceLevelScore levelScore = R.SceneData.LevelScore;
- if (assessmentData.FlashAttackNum <= 0)
- {
- levelScore.FlashPercent = 0f;
- return 0.7f;
- }
- float num = (float)assessmentData.FlashAttackSuccessNum * 1f / (float)assessmentData.FlashAttackNum;
- levelScore.FlashPercent = num;
- if (num >= 0.95f)
- {
- return 2f;
- }
- if (num >= 0.8f)
- {
- return 1.8f;
- }
- if (num >= 0.7f)
- {
- return 1.5f;
- }
- if (num >= 0.5f)
- {
- return 1.3f;
- }
- return (num < 0.2f) ? 0.7f : 1f;
- }
- [SerializeField]
- private TextAsset _text;
- private JsonData _bloodData;
- private static float _lastComboTime;
- private bool _battleStart;
- private float _battleStartTime;
- private int _battleWave;
- private readonly List<float> _battleScore = new List<float>();
- private readonly List<float> _timeScore = new List<float>();
- private readonly List<string> _currentCombo = new List<string>();
- private readonly List<List<string>> _combo = new List<List<string>>();
- private PlayerAnimEventListener _listener;
- }
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