BattleAssessmentManager.cs 12 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using GameWorld;
  4. using LitJson;
  5. using UnityEngine;
  6. public class BattleAssessmentManager : SingletonMono<BattleAssessmentManager>
  7. {
  8. private BattleAssessmentManager()
  9. {
  10. }
  11. private static float DeltaTime
  12. {
  13. get
  14. {
  15. return Time.time - BattleAssessmentManager._lastComboTime;
  16. }
  17. }
  18. private void OnEnable()
  19. {
  20. this._bloodData = JsonMapper.ToObject(this._text.text);
  21. EventManager.RegisterEvent<EventArgs>("PlayerHurt", new EventManager.FBEventHandler<EventArgs>(this.PlayerHurtEventReceiver), EventManager.ListenerQueue.Game);
  22. EventManager.RegisterEvent<EnemyHurtAtkEventArgs>("EnemyHurtAtk", new EventManager.FBEventHandler<EnemyHurtAtkEventArgs>(this.EnemyHurtEventReceiver), EventManager.ListenerQueue.Game);
  23. EventManager.RegisterEvent<AssessmentEventArgs>("Assessment", new EventManager.FBEventHandler<AssessmentEventArgs>(this.AssessmentEventReceiver), EventManager.ListenerQueue.Game);
  24. }
  25. private void OnDisable()
  26. {
  27. EventManager.UnregisterEvent<EventArgs>("PlayerHurt", new EventManager.FBEventHandler<EventArgs>(this.PlayerHurtEventReceiver), EventManager.ListenerQueue.Game);
  28. EventManager.UnregisterEvent<EnemyHurtAtkEventArgs>("EnemyHurtAtk", new EventManager.FBEventHandler<EnemyHurtAtkEventArgs>(this.EnemyHurtEventReceiver), EventManager.ListenerQueue.Game);
  29. EventManager.UnregisterEvent<AssessmentEventArgs>("Assessment", new EventManager.FBEventHandler<AssessmentEventArgs>(this.AssessmentEventReceiver), EventManager.ListenerQueue.Game);
  30. }
  31. private void Update()
  32. {
  33. if (BattleAssessmentManager.DeltaTime >= this.AllowComboTime)
  34. {
  35. this.ClearCurrentComboNum();
  36. }
  37. else
  38. {
  39. R.Ui.HitsGrade.Hitbar = (this.AllowComboTime - BattleAssessmentManager.DeltaTime) / this.AllowComboTime;
  40. }
  41. }
  42. private float AllowComboTime
  43. {
  44. get
  45. {
  46. int currentComboNum = R.SceneData.assessmentData.CurrentComboNum;
  47. if (currentComboNum >= 30)
  48. {
  49. return 2f;
  50. }
  51. if (currentComboNum >= 20)
  52. {
  53. return 3f;
  54. }
  55. return (float)((currentComboNum < 10) ? 5 : 4);
  56. }
  57. }
  58. public static void Reset()
  59. {
  60. BattleAssessmentManager._lastComboTime = 0f;
  61. }
  62. private void AddCurrentComboNum()
  63. {
  64. BattleAssessmentManager._lastComboTime = Time.time;
  65. R.Ui.HitsGrade.BeHited();
  66. R.SceneData.assessmentData.CurrentComboNum++;
  67. }
  68. private void ClearCurrentComboNum()
  69. {
  70. BattleAssessmentManager._lastComboTime = this.AllowComboTime;
  71. if (R.SceneData.assessmentData.CurrentComboNum == 0)
  72. {
  73. return;
  74. }
  75. if (R.SceneData.BloodPalaceMode)
  76. {
  77. this.CalculateBattleScore();
  78. }
  79. R.SceneData.assessmentData.CurrentComboNum = 0;
  80. if (R.Ui != null)
  81. {
  82. R.Ui.HitsGrade.HideHitNumAndBar();
  83. }
  84. }
  85. private bool PlayerHurtEventReceiver(string eventName, object sender, EventArgs msg)
  86. {
  87. this.ClearCurrentComboNum();
  88. if (!R.SceneData.BloodPalaceMode)
  89. {
  90. return true;
  91. }
  92. R.SceneData.assessmentData.NotHurt = false;
  93. this.StartBattleWave();
  94. return true;
  95. }
  96. private bool EnemyHurtEventReceiver(string eventName, object sender, EnemyHurtAtkEventArgs msg)
  97. {
  98. this.AddCurrentComboNum();
  99. if (R.SceneData.BloodPalaceMode)
  100. {
  101. this.BloodPalaceEnemyHurt(msg);
  102. }
  103. return true;
  104. }
  105. private bool AssessmentEventReceiver(string eventName, object sender, AssessmentEventArgs msg)
  106. {
  107. if (msg.Type == AssessmentEventArgs.EventType.ContinueGame)
  108. {
  109. this.ClearCurrentComboNum();
  110. }
  111. if (R.SceneData.BloodPalaceMode)
  112. {
  113. this.BloodPalaceAssessment(msg.Type);
  114. }
  115. return true;
  116. }
  117. private bool BattleRushEventReceiver(string eventdefine, object sender, BattleRushEventArgs msg)
  118. {
  119. this._battleWave = msg.Wave;
  120. if (this._battleWave == 0)
  121. {
  122. return true;
  123. }
  124. R.SceneData.LevelScore.WaveScore += this._battleWave * 300;
  125. this.FinishBattleWave(this._battleWave - 1);
  126. return true;
  127. }
  128. private bool BattleEventReceiver(string eventdefine, object sender, BattleEventArgs msg)
  129. {
  130. if (msg.Status == BattleEventArgs.BattleStatus.Begin)
  131. {
  132. this._battleScore.Clear();
  133. this._timeScore.Clear();
  134. this._currentCombo.Clear();
  135. this._combo.Clear();
  136. this._battleWave = 0;
  137. R.SceneData.assessmentData.NotHurt = true;
  138. R.SceneData.LevelScore.Clear();
  139. }
  140. if (msg.Status == BattleEventArgs.BattleStatus.End)
  141. {
  142. R.SceneData.LevelScore.WaveScore += this._battleWave * 300;
  143. this.FinishBattleWave(this._battleWave);
  144. this.ClearCurrentComboNum();
  145. this.CalculateFinalScore();
  146. }
  147. return true;
  148. }
  149. public Coroutine SaveTotalScore()
  150. {
  151. List<BloodPalaceTotalScore> records = R.GameData.BloodPalaceRecords;
  152. BloodPalaceTotalScore totalScore = R.SceneData.TotalScore;
  153. if (!records.Contains(R.SceneData.TotalScore))
  154. {
  155. records.Add(totalScore);
  156. }
  157. records.Sort();
  158. if (records.Count > 10)
  159. {
  160. records.RemoveAt(10);
  161. }
  162. return SaveManager.ModifySaveData(delegate(GameData gameData)
  163. {
  164. gameData.BloodPalaceRecords.Clear();
  165. for (int i = 0; i < records.Count; i++)
  166. {
  167. gameData.BloodPalaceRecords.Add(records[i]);
  168. }
  169. });
  170. }
  171. public void EnterBloodPalace()
  172. {
  173. R.SceneData.BloodPalaceMode = true;
  174. EventManager.RegisterEvent<BattleEventArgs>("Battle", new EventManager.FBEventHandler<BattleEventArgs>(this.BattleEventReceiver), EventManager.ListenerQueue.Game);
  175. EventManager.RegisterEvent<BattleRushEventArgs>("BattleRush", new EventManager.FBEventHandler<BattleRushEventArgs>(this.BattleRushEventReceiver), EventManager.ListenerQueue.Game);
  176. this._listener = R.Player.GetComponent<PlayerAnimEventListener>();
  177. this._listener.OnPlayerDead += this.OnPlayerDead;
  178. R.SceneData.TotalScore = new BloodPalaceTotalScore();
  179. }
  180. public void ExitBloodPalace()
  181. {
  182. EventManager.UnregisterEvent<BattleEventArgs>("Battle", new EventManager.FBEventHandler<BattleEventArgs>(this.BattleEventReceiver), EventManager.ListenerQueue.Game);
  183. EventManager.UnregisterEvent<BattleRushEventArgs>("BattleRush", new EventManager.FBEventHandler<BattleRushEventArgs>(this.BattleRushEventReceiver), EventManager.ListenerQueue.Game);
  184. this._listener.OnPlayerDead -= this.OnPlayerDead;
  185. R.SceneData.BloodPalaceMode = false;
  186. }
  187. private void BloodPalaceEnemyHurt(EnemyHurtAtkEventArgs msg)
  188. {
  189. this.StartBattleWave();
  190. switch (msg.hurtType)
  191. {
  192. case EnemyHurtAtkEventArgs.HurtTypeEnum.Normal:
  193. this.AddAirComboNum();
  194. this.AddToCurrentCombo(msg.attackData.atkName);
  195. R.SceneData.assessmentData.ComboData.AllDamagePercent += msg.attackData.damagePercent;
  196. break;
  197. case EnemyHurtAtkEventArgs.HurtTypeEnum.Execute:
  198. case EnemyHurtAtkEventArgs.HurtTypeEnum.QTEHurt:
  199. R.SceneData.assessmentData.ComboData.CoreBreakNum++;
  200. break;
  201. case EnemyHurtAtkEventArgs.HurtTypeEnum.Flash:
  202. R.SceneData.assessmentData.FlashAttackSuccessNum++;
  203. R.SceneData.assessmentData.ComboData.FlashAttackSuccessNum++;
  204. break;
  205. }
  206. }
  207. private void BloodPalaceAssessment(AssessmentEventArgs.EventType type)
  208. {
  209. if (type != AssessmentEventArgs.EventType.AddFlashTime)
  210. {
  211. if (type == AssessmentEventArgs.EventType.CurrentComboFinish)
  212. {
  213. this.AddToCombo();
  214. }
  215. }
  216. else
  217. {
  218. R.SceneData.assessmentData.FlashAttackNum++;
  219. }
  220. }
  221. private void OnPlayerDead(object sender, EventArgs e)
  222. {
  223. this.FinishBattleWave(this._battleWave);
  224. this.ClearCurrentComboNum();
  225. this.CalculateFinalScore();
  226. }
  227. private void StartBattleWave()
  228. {
  229. if (!this._battleStart)
  230. {
  231. this._battleStart = true;
  232. this._battleStartTime = Time.time;
  233. }
  234. }
  235. private void FinishBattleWave(int waveNum)
  236. {
  237. this._battleStart = false;
  238. this._timeScore.Add(this.CalculateTimeScore(Time.time - this._battleStartTime, waveNum));
  239. }
  240. private void CalculateBattleScore()
  241. {
  242. this.AddToCombo();
  243. this.CalculateSameCombo();
  244. BattleAssessmentData.BattleComboData comboData = R.SceneData.assessmentData.ComboData;
  245. 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;
  246. this._battleScore.Add(item);
  247. R.SceneData.assessmentData.ComboClear();
  248. }
  249. private void CalculateFinalScore()
  250. {
  251. BloodPalaceLevelScore levelScore = R.SceneData.LevelScore;
  252. levelScore.BeautyScore = (int)this.AverageBattleScore();
  253. levelScore.NotHurt = R.SceneData.assessmentData.NotHurt;
  254. float num = ((float)levelScore.WaveScore + this.AverageBattleScore()) * this.AverageBattleTime() * this.FlashAttackScore();
  255. levelScore.OriginalScore = (int)num;
  256. R.SceneData.TotalScore.AddLevelScore(levelScore);
  257. this.SaveTotalScore();
  258. this._battleScore.Clear();
  259. this._timeScore.Clear();
  260. R.SceneData.assessmentData.BattleClear();
  261. }
  262. private void AddToCombo()
  263. {
  264. if (this._currentCombo.Count <= 0)
  265. {
  266. return;
  267. }
  268. this._combo.Add(this._currentCombo);
  269. this._currentCombo.Clear();
  270. }
  271. private void AddToCurrentCombo(string comboName)
  272. {
  273. if (comboName == "AirAtk7")
  274. {
  275. return;
  276. }
  277. if (this._currentCombo.Count <= 0 || this._currentCombo[this._currentCombo.Count - 1] != comboName)
  278. {
  279. this._currentCombo.Add(comboName);
  280. }
  281. }
  282. private void AddAirComboNum()
  283. {
  284. if (!R.Player.Attribute.isOnGround)
  285. {
  286. R.SceneData.assessmentData.ComboData.AirComboNum++;
  287. }
  288. }
  289. private void CalculateSameCombo()
  290. {
  291. BattleAssessmentData.BattleComboData comboData = R.SceneData.assessmentData.ComboData;
  292. if (this._combo.Count <= 1)
  293. {
  294. comboData.SameComboNum = 0;
  295. this._combo.Clear();
  296. return;
  297. }
  298. for (int i = 1; i < this._combo.Count; i++)
  299. {
  300. List<string> oldCombo = this._combo[i - 1];
  301. List<string> newCombo = this._combo[i];
  302. this.AddSameComboNum(oldCombo, newCombo);
  303. }
  304. this._combo.Clear();
  305. }
  306. private void AddSameComboNum(List<string> oldCombo, List<string> newCombo)
  307. {
  308. for (int i = 0; i < newCombo.Count; i++)
  309. {
  310. if (oldCombo.Contains(newCombo[i]))
  311. {
  312. R.SceneData.assessmentData.ComboData.SameComboNum++;
  313. }
  314. }
  315. }
  316. private float CalculateTimeScore(float time, int waveNum)
  317. {
  318. R.SceneData.LevelScore.Time += time;
  319. float num = this._bloodData[LevelManager.SceneName].Get<float>(waveNum, 0f);
  320. if (time <= num)
  321. {
  322. return 2.5f;
  323. }
  324. if (time <= num * 1.2f)
  325. {
  326. return 2f;
  327. }
  328. if (time <= num * 1.6f)
  329. {
  330. return 1.5f;
  331. }
  332. return (time > num * 1.8f) ? 1f : 1.2f;
  333. }
  334. private float AverageBattleTime()
  335. {
  336. float num = 0f;
  337. for (int i = 0; i < this._timeScore.Count; i++)
  338. {
  339. num += this._timeScore[i];
  340. }
  341. return num / (float)this._timeScore.Count;
  342. }
  343. private float AverageBattleScore()
  344. {
  345. float num = 0f;
  346. if (this._battleScore.Count == 0)
  347. {
  348. return 0f;
  349. }
  350. for (int i = 0; i < this._battleScore.Count; i++)
  351. {
  352. num += this._battleScore[i];
  353. }
  354. return num / (float)this._battleScore.Count;
  355. }
  356. private float FlashAttackScore()
  357. {
  358. BattleAssessmentData assessmentData = R.SceneData.assessmentData;
  359. BloodPalaceLevelScore levelScore = R.SceneData.LevelScore;
  360. if (assessmentData.FlashAttackNum <= 0)
  361. {
  362. levelScore.FlashPercent = 0f;
  363. return 0.7f;
  364. }
  365. float num = (float)assessmentData.FlashAttackSuccessNum * 1f / (float)assessmentData.FlashAttackNum;
  366. levelScore.FlashPercent = num;
  367. if (num >= 0.95f)
  368. {
  369. return 2f;
  370. }
  371. if (num >= 0.8f)
  372. {
  373. return 1.8f;
  374. }
  375. if (num >= 0.7f)
  376. {
  377. return 1.5f;
  378. }
  379. if (num >= 0.5f)
  380. {
  381. return 1.3f;
  382. }
  383. return (num < 0.2f) ? 0.7f : 1f;
  384. }
  385. [SerializeField]
  386. private TextAsset _text;
  387. private JsonData _bloodData;
  388. private static float _lastComboTime;
  389. private bool _battleStart;
  390. private float _battleStartTime;
  391. private int _battleWave;
  392. private readonly List<float> _battleScore = new List<float>();
  393. private readonly List<float> _timeScore = new List<float>();
  394. private readonly List<string> _currentCombo = new List<string>();
  395. private readonly List<List<string>> _combo = new List<List<string>>();
  396. private PlayerAnimEventListener _listener;
  397. }