From f0838fb72de9f31aeda9e9da869b389618a4fa24 Mon Sep 17 00:00:00 2001 From: chenxin <chenxin6991@163.com> Date: Fri, 20 Nov 2020 10:08:01 +0800 Subject: [PATCH] 防止子弹飞到小怪出生点身后 --- Assets/Scripts/Data/EndlessPortData.cs | 201 ++++++++++++++++++++++++++++++++++++++++++++------ 1 files changed, 177 insertions(+), 24 deletions(-) diff --git a/Assets/Scripts/Data/EndlessPortData.cs b/Assets/Scripts/Data/EndlessPortData.cs index e117da0..6d45576 100644 --- a/Assets/Scripts/Data/EndlessPortData.cs +++ b/Assets/Scripts/Data/EndlessPortData.cs @@ -1,5 +1,6 @@ using System.Collections.Generic; using System; +using UnityEngine; /** * endless_port 无尽模式关卡配置表数据处理类 @@ -16,14 +17,24 @@ 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 /// </summary> public int DropTotalWeight; + + /// <summary> + /// 关卡等级 + /// </summary> + public int PortLevel; } public class EndlessPortData @@ -35,13 +46,24 @@ private static List<EndlessPortConfig> portConfigList; - private static Random random; + /// <summary> + /// 关卡配置字典 + /// </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> /// 最大关卡 /// </summary> /// <value></value> private static int maxLevel { get; set; } + public static int MaxLevel { get { return maxLevel; } @@ -52,18 +74,50 @@ /// </summary> public static void Init() { + random = new System.Random(); endlessPortList = JsonDataCenter.GetList<endless_port>(); portConfigList = new List<EndlessPortConfig>(); - random = new Random(); + portDic = new Dictionary<int, List<EndlessPortConfig>>(); + InitPortList(); + InitPortEnemiesTotalHP(); + int score = GetLevelScore(1); + } + + /// <summary> + /// 初始化关卡数据 + /// </summary> + public static void InitPortList() + { + maxLevel = 0; + int? preLevel = null; + portConfigList.Clear(); + portDic.Clear(); foreach (endless_port data in endlessPortList) { - if (data.level > maxLevel) - maxLevel = data.level; + if (!GameConfig.IsNewbie && data.level < 0) continue; + + if (preLevel == null || preLevel != data.level) + { + preLevel = data.level; + ++maxLevel; + } 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; for (int i = 0; i < data.drop_rate.Count; ++i) @@ -73,23 +127,75 @@ param.DropTotalWeight = totalWeight; portConfigList.Add(param); + + if (!portDic.ContainsKey(param.PortLevel)) + portDic.Add(param.PortLevel, new List<EndlessPortConfig>()); + + portDic[param.PortLevel].Add(param); } } /// <summary> - /// 根据关卡等级获取boss资源id + /// 初始化关卡每波次敌人总血量 /// </summary> - /// <param name="level">关卡等级</param> - /// <returns>如果返回-1查找失败</returns> - public static int GetResIdByLevel(int level) + private static void InitPortEnemiesTotalHP() { - foreach (endless_port data in endlessPortList) - { - if (data.level == level) - return data.resource; - } + portEnemiesTotalHPDic = new Dictionary<int, List<float>>(); - return -1; + 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> @@ -100,15 +206,18 @@ public static List<List<EndlessPortConfig>> GetLevelWaveData(int level) { List<List<EndlessPortConfig>> ret = new List<List<EndlessPortConfig>>(); + List<EndlessPortConfig> allLevelData = portDic[level]; + int wave = 0; - for (int i = 0; i < 5; ++i) + foreach (EndlessPortConfig data in allLevelData) { - ret.Add(new List<EndlessPortConfig>()); - } + if (data.Config.amount == 0) continue; - foreach (EndlessPortConfig data in portConfigList) - { - if (data.Config.level != level || 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); } @@ -142,10 +251,41 @@ for (int i = 0; i < waveData.Count; ++i) { - ret += waveData[i].Config.amount; + int count = waveData[i].Config.amount; + endless_enemy enemyData = EndlessEnemyData.GetDataById(waveData[i].Config.enemy_id); + + // WTF... + if (enemyData.resource == 103) + count *= 2; + + ret += count; } return ret; + } + + /// <summary> + /// 根据关卡等级和波次获得该波次敌人的血量 + /// </summary> + /// <param name="level"></param> + /// <param name="wave"></param> + /// <param name="tunel">赛道</param> + public static float GetWaveEnemiesHP(int level, int wave, int tunel) + { + List<List<EndlessPortConfig>> list = GetLevelWaveData(level); + List<EndlessPortConfig> waveData = list[wave]; + float hp = 0; + + for (int i = 0; i < waveData.Count; ++i) + { + if (waveData[i].Config.tunel == tunel) + { + hp = waveData[i].Config.b_hp; + break; + } + } + + return hp; } /// <summary> @@ -187,5 +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; + } } } \ No newline at end of file -- Gitblit v1.9.1