chenxin
2020-11-11 515d6439e79793dc903b249cfeb8fc2f217f2e4e
Assets/Scripts/Data/EndlessPortData.cs
@@ -17,9 +17,14 @@
        public endless_port Config;
        /// <summary>
        /// 预先随机好的敌人数据,spawnAgent时直接取这个数据,不再动态随机
        /// 预先随机好的敌人数据,spawnAgent时直接取这个数据,不再动态随机,
        /// id > 0:获取指定id的小怪,
        /// id = -1:从类型为1(小怪)随机,
        /// id = -2:从类型为2(精英怪)随机
        /// id = -3:从所有小怪中随机
        /// 当前 id = -1, id = -2, id = -3时,EnemyDataList列表的数量就是敌人数量, id > 0 时因为是指定id所以敌人是重复的,EnemyDataList长度为1
        /// </summary>
        public endless_enemy EnemyData;
        public List<endless_enemy> EnemyDataList;
        /// <summary>
        /// 掉落概率总权重,即:表中掉落概率那一项全部加起来
@@ -46,6 +51,11 @@
        /// </summary>
        private static Dictionary<int, List<EndlessPortConfig>> portDic;
        /// <summary>
        /// 关卡每波次敌人总血量字典
        /// </summary>
        private static Dictionary<int, List<float>> portEnemiesTotalHPDic;
        private static System.Random random;
        /// <summary>
@@ -53,6 +63,7 @@
        /// </summary>
        /// <value></value>
        private static int maxLevel { get; set; }
        public static int MaxLevel
        {
            get { return maxLevel; }
@@ -68,10 +79,12 @@
            portConfigList = new List<EndlessPortConfig>();
            portDic = new Dictionary<int, List<EndlessPortConfig>>();
            InitPortList();
            InitPortEnemiesTotalHP();
            int score = GetLevelScore(1);
        }
        /// <summary>
        /// 更新关卡数据的时候也重新初始化一次
        /// 初始化关卡数据
        /// </summary>
        public static void InitPortList()
        {
@@ -92,7 +105,18 @@
                EndlessPortConfig param = new EndlessPortConfig();
                param.Config = data;
                param.EnemyData = EndlessEnemyData.GetDataById(data.enemy_id);
                param.EnemyDataList = new List<endless_enemy>();
                if (param.Config.id > 0)
                    param.EnemyDataList.Add(EndlessEnemyData.GetDataById(data.enemy_id));
                else
                {
                    for (int i = 0; i < data.amount; ++i)
                    {
                        param.EnemyDataList.Add(EndlessEnemyData.GetDataById(data.enemy_id));
                    }
                }
                param.PortLevel = maxLevel;
                int totalWeight = 0;
@@ -112,6 +136,69 @@
        }
        /// <summary>
        /// 初始化关卡每波次敌人总血量
        /// </summary>
        private static void InitPortEnemiesTotalHP()
        {
            portEnemiesTotalHPDic = new Dictionary<int, List<float>>();
            for (int i = 1; i <= MaxLevel; ++i)
            {
                List<List<EndlessPortConfig>> levelData = GetLevelWaveData(i);
                if (levelData.Count == 0) continue;
                portEnemiesTotalHPDic.Add(i, new List<float>());
                // levelData.Count 就是 i关卡的总波次数
                for (int j = 0; j < levelData.Count; ++j)
                {
                    float total = 0;
                    // levelData[j].Count 是这一波的所有可出怪的赛道数量
                    for (int k = 0; k < levelData[j].Count; ++k)
                    {
                        // > 0,生成的敌人是重复的,直接 × 数量就行
                        if (levelData[j][k].Config.enemy_id > 0)
                        {
                            float add = levelData[j][k].Config.amount * levelData[j][k].Config.b_hp * levelData[j][k].EnemyDataList[0].hp_rate;
                            // 木属性小怪一次性生成两个
                            if (levelData[j][k].EnemyDataList[0].resource == 103)
                                total += 2 * add;
                            else
                                total += add;
                        }
                        else
                        {
                            for (int n = 0; n < levelData[j][k].EnemyDataList.Count; ++n)
                            {
                                float add = levelData[j][k].Config.b_hp * levelData[j][k].EnemyDataList[n].hp_rate;
                                if (levelData[j][k].EnemyDataList[n].resource == 103)
                                    total += 2 * add;
                                else
                                    total += add;
                            }
                        }
                    }
                    portEnemiesTotalHPDic[i].Add(total);
                }
            }
        }
        /// <summary>
        /// 根据关卡,波次获得该波次敌人总血量
        /// </summary>
        /// <param name="level"></param>
        /// <param name="wave"></param>
        public static float GetWaveEnemiesTotalHP(int level, int wave)
        {
            return portEnemiesTotalHPDic[level][wave];
        }
        /// <summary>
        /// 根据关卡等级获取关卡的所有波数据,如果本波次敌人数量为0,直接忽略掉
        /// </summary>
        /// <param name="level">关卡等级</param>
@@ -119,17 +206,18 @@
        public static List<List<EndlessPortConfig>> GetLevelWaveData(int level)
        {
            List<List<EndlessPortConfig>> ret = new List<List<EndlessPortConfig>>();
            for (int i = 0; i < 5; ++i)
            {
                ret.Add(new List<EndlessPortConfig>());
            }
            List<EndlessPortConfig> allLevelData = portDic[level];
            int wave = 0;
            foreach (EndlessPortConfig data in allLevelData)
            {
                if (data.Config.amount == 0) continue;
                if (data.Config.wave != wave)
                {
                    ret.Add(new List<EndlessPortConfig>());
                    wave = data.Config.wave;
                }
                ret[data.Config.wave - 1].Add(data);
            }
@@ -239,5 +327,18 @@
            return ret;
        }
        /// <summary>
        /// 根据关卡获得关卡奖励分数
        /// </summary>
        /// <param name="level"></param>
        public static int GetLevelScore(int level)
        {
            List<List<EndlessPortConfig>> list = GetLevelWaveData(level);
            if (list.Count == 0) return 0;
            return list[0][0].Config.bonus;
        }
    }
}