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@ -37,35 +37,74 @@ public class DataGameModelManager : GameBase.Singleton<DataGameModelManager>
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var us = datas.GetUnitPlayerDatas();
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//// 分配
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//for (int i = 0; i < us.Count; i++)
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//{
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// var d = us[i];
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// int scale = EventConts.allScoreScale[i >= EventConts.allScoreScale.Length ? EventConts.allScoreScale.Length - 1 : i];
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// long scoreScale = (long)(DataGameSceneManager.Instance.ScoreAllValue * (scale / 100.0f));
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// //Log.Debug("玩家{0},分配所得积分:{1}", d.protCustMessageData.nickName, scoreScale);
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// // 增加玩家当局积分
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// d.m_Score += scoreScale;
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// // 分配胜点
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// //if (i < 3)
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// //{
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// // // Use Math.Ceiling to round up the winScale
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// // long winScale = (long)Math.Ceiling(DataGameSceneManager.Instance.WinAllValue * (EventConts.allWinScale[i] / 100.0f));
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// // Log.Debug("玩家{0},分配所得胜点:{1}", d.protCustMessageData.nickName, winScale);
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// // d.m_AllWinCount = (int)winScale;
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// //}
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// if (i == 0)
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// {
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// // Use Math.Ceiling to round up the winScale
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// long winScale = DataGameSceneManager.Instance.WinAllValue;
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// Log.Debug("玩家{0},分配所得胜点:{1}", d.protCustMessageData.nickName, winScale);
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// d.m_AllWinCount = (int)winScale;
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// }
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//}
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// 总积分
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long totalScore = DataGameSceneManager.Instance.ScoreAllValue;
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// 计算前三名分配
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long firstScore = (long)(totalScore * 0.3f);
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long secondScore = (long)(totalScore * 0.2f);
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long thirdScore = (long)(totalScore * 0.1f);
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// 计算剩余40%平分
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long leftScore = totalScore - firstScore - secondScore - thirdScore;
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int playerCount = us.Count;
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long avgScore = playerCount > 0 ? leftScore / playerCount : 0;
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// 分配
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for (int i = 0; i < us.Count; i++)
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{
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var d = us[i];
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int scale = EventConts.allScoreScale[i >= EventConts.allScoreScale.Length ? EventConts.allScoreScale.Length - 1 : i];
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long scoreScale = (long)(DataGameSceneManager.Instance.ScoreAllValue * (scale / 100.0f));
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long addScore = avgScore;
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if (i == 0)
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addScore += firstScore;
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else if (i == 1)
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addScore += secondScore;
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else if (i == 2)
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addScore += thirdScore;
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//Log.Debug("玩家{0},分配所得积分:{1}", d.protCustMessageData.nickName, scoreScale);
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d.m_Score += addScore;
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// 增加玩家当局积分
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d.m_Score += scoreScale;
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// 分配胜点
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//if (i < 3)
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//{
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// // Use Math.Ceiling to round up the winScale
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// long winScale = (long)Math.Ceiling(DataGameSceneManager.Instance.WinAllValue * (EventConts.allWinScale[i] / 100.0f));
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// Log.Debug("玩家{0},分配所得胜点:{1}", d.protCustMessageData.nickName, winScale);
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// d.m_AllWinCount = (int)winScale;
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//}
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// 分配胜点(如有特殊规则可在此处理)
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if (i == 0)
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{
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// Use Math.Ceiling to round up the winScale
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long winScale = DataGameSceneManager.Instance.WinAllValue;
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Log.Debug("玩家{0},分配所得胜点:{1}", d.protCustMessageData.nickName, winScale);
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d.m_AllWinCount = (int)winScale;
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}
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}
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List<PostPlayRankData> rankInfos = new List<PostPlayRankData>();
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// 上报排行榜数据
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var allDatas = DataGameSceneManager.Instance.GetUnitPlayerDatas();
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@ -76,7 +115,7 @@ public class DataGameModelManager : GameBase.Singleton<DataGameModelManager>
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postPlayRankData.name = item.Value.protCustMessageData.nickName;
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postPlayRankData.score = item.Value.m_Score;
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postPlayRankData.pay = 0;
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postPlayRankData.winCount = item.Value.m_AllWinCount;
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postPlayRankData.winCount = item.Value.m_GongXian;
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//postPlayRankData.useClientData = "1";
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postPlayRankData.avatar = item.Value.protCustMessageData.imgURL;
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postPlayRankData.exp = item.Value.protCustMessageData.rankRo.exp;
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@ -40,7 +40,7 @@ namespace GameLogic
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// 积分
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m_Score.text = UITool.ConvertToString(playRankData.score);
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m_GongXian.text = "0";
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m_GongXian.text = UITool.ConvertToString(playRankData.winCount);
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//m_LoaclScore.text = "(+" + UITool.ConvertToString(unitPlayer.m_Score) + "本局)";
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// 设置头像
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