Add total score and hits to dan dojo page
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059d053ea7
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@ -17,4 +17,6 @@ public class DanBestStageData
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public uint TotalHitCount { get; set; }
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public uint ComboCount { get; set; }
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public uint HighScore { get; set; }
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}
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@ -20,7 +20,7 @@
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<MudTabPanel Text="@GetDanTitle(danData.Title)" Icon="@GetDanResultIcon(danId)">
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<MudText Typo="Typo.h5" Class="mb-4">Details</MudText>
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<MudGrid Class="d-flex">
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<MudItem xs="12" sm="12" md="3" Class="pb-1">
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<MudItem xs="12" sm="12" md="4" Class="pb-1">
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<MudCard Outlined="true" Style="height:100%;">
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<MudCardHeader Class="pb-0">
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<CardHeaderContent>
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@ -34,83 +34,152 @@
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var danClearStateString = GetDanClearStateString(danResultState);
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}
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<img src=@($"/images/dani_{danResultState.ToString()}.png") style="max-width:150px; width:100%;" alt="danResultState.ToString()"/>
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<MudText Typo="Typo.body1">@danClearStateString</MudText>
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</MudStack>
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</MudCardContent>
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</MudCard>
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</MudItem>
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<MudItem xs="12" sm="12" md="9">
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<MudItem xs="12" sm="12" md="8" Class="pb-1">
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<MudStack>
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<MudCard Outlined="true">
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<MudCardHeader Class="pb-0">
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<CardHeaderContent>
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<MudText Typo="Typo.h6">High Score</MudText>
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</CardHeaderContent>
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</MudCardHeader>
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<MudCardContent Class="d-flex py-10" Style="justify-content:center">
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@{
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var totalScore = GetTotalScore(danId);
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}
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<MudStack Row="true" Spacing="4" Justify="Justify.SpaceEvenly" Style="width:100%">
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<MudText Typo="Typo.h4">@totalScore</MudText>
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</MudStack>
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</MudCardContent>
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</MudCard>
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<MudCard Outlined="true">
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<MudCardHeader Class="pb-0">
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<CardHeaderContent>
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<MudText Typo="Typo.h6">Totals</MudText>
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</CardHeaderContent>
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</MudCardHeader>
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<MudCardContent Class="d-flex py-10" Style="justify-content:center">
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@{
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var totalGoods = GetTotalGoodHits(danId);
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var totalOks = GetTotalOkHits(danId);
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var totalBads = GetTotalBadHits(danId);
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var totalDrumroll = GetTotalDrumrollHits(danId);
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var totalMaxCombo = GetTotalMaxCombo(danId);
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var totalHits = GetTotalHits(danId);
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}
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<MudStack Row="true" Spacing="4" Justify="Justify.SpaceEvenly" Style="width:100%">
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<MudCard Elevation="0">
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<MudText Typo="Typo.caption">Good</MudText>
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<MudText Typo="Typo.body1" Style="font-weight: bold;">@totalGoods</MudText>
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</MudCard>
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<MudCard Elevation="0">
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<MudText Typo="Typo.caption">OK</MudText>
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<MudText Typo="Typo.body1" Style="font-weight: bold;">@totalOks</MudText>
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</MudCard>
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<MudCard Elevation="0">
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<MudText Typo="Typo.caption">Bad</MudText>
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<MudText Typo="Typo.body1" Style="font-weight: bold;">@totalBads</MudText>
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</MudCard>
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<MudCard Elevation="0">
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<MudText Typo="Typo.caption">Drumroll</MudText>
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<MudText Typo="Typo.body1" Style="font-weight: bold;">@totalDrumroll</MudText>
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</MudCard>
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<MudCard Elevation="0">
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<MudText Typo="Typo.caption">MAX Combo</MudText>
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<MudText Typo="Typo.body1" Style="font-weight: bold;">@totalMaxCombo</MudText>
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</MudCard>
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<MudCard Elevation="0">
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<MudText Typo="Typo.caption">Total Hits</MudText>
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<MudText Typo="Typo.body1" Style="font-weight: bold;">@totalHits</MudText>
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</MudCard>
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</MudStack>
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</MudCardContent>
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</MudCard>
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</MudStack>
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</MudItem>
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</MudGrid>
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<MudText Typo="Typo.h5" Class="mt-10 mb-4">Songs</MudText>
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<MudGrid>
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<MudItem xs="12">
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<MudGrid Class="d-block">
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@for (uint j = 0; j <= 2; j++)
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{
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var index = (int)j;
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var danDataOdaiSong = danData.OdaiSongList[index];
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var stageNumber = j + 1;
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var difficulty = (Difficulty)danDataOdaiSong.Level;
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@for (uint j = 0; j <= 2; j++)
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{
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var index = (int)j;
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var danDataOdaiSong = danData.OdaiSongList[index];
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var stageNumber = j + 1;
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var difficulty = (Difficulty)danDataOdaiSong.Level;
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<MudItem xs="12" Class="pb-1">
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<MudCard Outlined="true" Class="pa-4">
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<MudGrid Style="display:flex; align-items: center; justify-content: flex-start;">
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<MudItem xs="1" md="1" Style="display:flex;flex-direction:column;align-items:center;">
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<h3>@stageNumber</h3>
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</MudItem>
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<MudItem xs="12" Class="pb-1">
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<MudCard Outlined="true" Class="pa-4">
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<MudGrid Style="display:flex; align-items: center; justify-content: flex-start;">
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<MudItem xs="1" md="1" Style="display:flex;flex-direction:column;align-items:center;">
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<h3>@stageNumber</h3>
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</MudItem>
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<MudItem xs="2" md="1" Style="display:flex;flex-direction:column;align-items:center;">
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<MudTooltip Text="@difficulty.ToString()" Placement="Placement.Top" Arrow="true">
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<img src=@($"/images/difficulty_{difficulty}.png") style="width:40px;height:40px;margin-bottom:2px;" alt="@difficulty" />
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</MudTooltip>
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<MudStack Row="true" Spacing="1" Justify="Justify.Center" AlignItems="AlignItems.Center">
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<MudIcon Icon="@Icons.Filled.Star" Size="Size.Small" />
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<MudText Typo="Typo.caption" Style="line-height:1;margin-top:2px;margin-right:2px;">@GameDataService.GetMusicStarLevel(danDataOdaiSong.SongNo, difficulty)</MudText>
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</MudStack>
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</MudItem>
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<MudItem xs="2" md="1" Style="display:flex;flex-direction:column;align-items:center;">
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<MudTooltip Text="@difficulty.ToString()" Placement="Placement.Top" Arrow="true">
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<img src=@($"/images/difficulty_{difficulty}.png") style="width:40px;height:40px;margin-bottom:2px;" alt="@difficulty" />
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</MudTooltip>
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<MudStack Row="true" Spacing="1" Justify="Justify.Center" AlignItems="AlignItems.Center">
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<MudIcon Icon="@Icons.Filled.Star" Size="Size.Small" />
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<MudText Typo="Typo.caption" Style="line-height:1;margin-top:2px;margin-right:2px;">@GameDataService.GetMusicStarLevel(danDataOdaiSong.SongNo, difficulty)</MudText>
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</MudStack>
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</MudItem>
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<MudItem xs="9" md="4" Style="display:flex;flex-direction:column;" Class="pl-4">
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<MudText Typo="Typo.body1" Style="font-weight: bold;">@GameDataService.GetMusicNameBySongId(danDataOdaiSong.SongNo)</MudText>
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<MudText Typo="Typo.caption">@GameDataService.GetMusicArtistBySongId(danDataOdaiSong.SongNo)</MudText>
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</MudItem>
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<MudItem xs="9" md="4" Style="display:flex;flex-direction:column;" Class="pl-4">
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<MudText Typo="Typo.body1" Style="font-weight: bold;">@GameDataService.GetMusicNameBySongId(danDataOdaiSong.SongNo)</MudText>
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<MudText Typo="Typo.caption">@GameDataService.GetMusicArtistBySongId(danDataOdaiSong.SongNo)</MudText>
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</MudItem>
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@if (bestDataMap.ContainsKey(danId))
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@if (bestDataMap.ContainsKey(danId))
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{
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var danBestData = bestDataMap[danId];
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if (danBestData.DanBestStageDataList.Count > index)
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{
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var bestStage = danBestData.DanBestStageDataList[index];
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<MudItem xs="12" md="6" Style="display:flex;flex-direction:column;">
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<MudStack Row="true" Spacing="4" Justify="Justify.SpaceEvenly">
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<MudCard Elevation="0">
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<MudText Typo="Typo.caption">Good</MudText>
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<MudText Typo="Typo.body1" Style="font-weight: bold;">@bestStage.GoodCount</MudText>
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</MudCard>
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<MudCard Elevation="0">
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<MudText Typo="Typo.caption">OK</MudText>
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<MudText Typo="Typo.body1" Style="font-weight: bold;">@bestStage.OkCount</MudText>
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</MudCard>
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<MudCard Elevation="0">
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<MudText Typo="Typo.caption">Bad</MudText>
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<MudText Typo="Typo.body1" Style="font-weight: bold;">@bestStage.BadCount</MudText>
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</MudCard>
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<MudCard Elevation="0">
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<MudText Typo="Typo.caption">Drumroll</MudText>
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<MudText Typo="Typo.body1" Style="font-weight: bold;">@bestStage.DrumrollCount</MudText>
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</MudCard>
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<MudCard Elevation="0">
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<MudText Typo="Typo.caption">MAX Combo</MudText>
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<MudText Typo="Typo.body1" Style="font-weight: bold;">@bestStage.ComboCount</MudText>
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</MudCard>
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<MudCard Elevation="0">
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<MudText Typo="Typo.caption">Total Hits</MudText>
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<MudText Typo="Typo.body1" Style="font-weight: bold;">@bestStage.TotalHitCount</MudText>
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</MudCard>
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</MudStack>
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</MudItem>
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<MudItem xs="12" md="6" Style="display:flex;flex-direction:column;">
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<MudStack Row="true" Spacing="4" Justify="Justify.SpaceEvenly">
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<MudCard Elevation="0">
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<MudText Typo="Typo.caption">Good</MudText>
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<MudText Typo="Typo.body1" Style="font-weight: bold;">@bestStage.GoodCount</MudText>
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</MudCard>
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<MudCard Elevation="0">
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<MudText Typo="Typo.caption">OK</MudText>
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<MudText Typo="Typo.body1" Style="font-weight: bold;">@bestStage.OkCount</MudText>
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</MudCard>
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<MudCard Elevation="0">
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<MudText Typo="Typo.caption">Bad</MudText>
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<MudText Typo="Typo.body1" Style="font-weight: bold;">@bestStage.BadCount</MudText>
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</MudCard>
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<MudCard Elevation="0">
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<MudText Typo="Typo.caption">Drumroll</MudText>
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<MudText Typo="Typo.body1" Style="font-weight: bold;">@bestStage.DrumrollCount</MudText>
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</MudCard>
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<MudCard Elevation="0">
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<MudText Typo="Typo.caption">MAX Combo</MudText>
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<MudText Typo="Typo.body1" Style="font-weight: bold;">@bestStage.ComboCount</MudText>
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</MudCard>
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<MudCard Elevation="0">
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<MudText Typo="Typo.caption">Total Hits</MudText>
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<MudText Typo="Typo.body1" Style="font-weight: bold;">@bestStage.TotalHitCount</MudText>
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</MudCard>
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</MudStack>
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</MudItem>
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}
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}
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</MudGrid>
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</MudCard>
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</MudItem>
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}
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</MudGrid>
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</MudCard>
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</MudItem>
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}
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</MudGrid>
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</MudItem>
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</MudGrid>
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@ -7,7 +7,7 @@ public partial class DaniDojo
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private DanBestDataResponse? response;
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private Dictionary<uint, DanBestData> bestDataMap = new();
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private static Dictionary<uint, DanBestData> bestDataMap = new();
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private readonly List<BreadcrumbItem> breadcrumbs = new()
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{
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@ -64,7 +64,7 @@ public partial class DaniDojo
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return GetDanRequirementString(danConditionType);
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}
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private static long GetAllBestFromData(DanConditionType type, DanBestData data)
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{
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return type switch
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@ -129,15 +129,15 @@ public partial class DaniDojo
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"3kyuu" => "Third Kyuu",
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"2kyuu" => "Second Kyuu",
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"1kyuu" => "First Kyuu",
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"1dan" => "First Dan",
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"2dan" => "Second Dan",
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"3dan" => "Third Dan",
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"4dan" => "Fourth Dan",
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"5dan" => "Fifth Dan",
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"6dan" => "Sixth Dan",
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"7dan" => "Seventh Dan",
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"8dan" => "Eighth Dan",
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"9dan" => "Ninth Dan",
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"1dan" => "First Dan",
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"2dan" => "Second Dan",
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"3dan" => "Third Dan",
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"4dan" => "Fourth Dan",
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"5dan" => "Fifth Dan",
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"6dan" => "Sixth Dan",
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"7dan" => "Seventh Dan",
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"8dan" => "Eighth Dan",
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"9dan" => "Ninth Dan",
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"10dan" => "Tenth Dan",
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"11dan" => "Kuroto",
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"12dan" => "Meijin",
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@ -155,11 +155,11 @@ public partial class DaniDojo
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if (!bestDataMap.ContainsKey(danId))
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{
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return notClearIcon;
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return notClearIcon;
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}
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var state = bestDataMap[danId].ClearState;
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icon = state is DanClearState.NotClear ? notClearIcon : $"<image href='/images/dani_{state}.png' width='24' height='24' />";
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return icon;
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@ -191,4 +191,39 @@ public partial class DaniDojo
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return conditionOperator;
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}
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private static long GetTotalScore(uint danId)
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{
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return bestDataMap.ContainsKey(danId) ? bestDataMap[danId].DanBestStageDataList.Sum(stageData => stageData.HighScore) : 0;
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}
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private static long GetTotalGoodHits(uint danId)
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{
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return bestDataMap.ContainsKey(danId) ? bestDataMap[danId].DanBestStageDataList.Sum(stageData => stageData.GoodCount) : 0;
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}
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private static long GetTotalOkHits(uint danId)
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{
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return bestDataMap.ContainsKey(danId) ? bestDataMap[danId].DanBestStageDataList.Sum(stageData => stageData.OkCount) : 0;
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}
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private static long GetTotalBadHits(uint danId)
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{
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return bestDataMap.ContainsKey(danId) ? bestDataMap[danId].DanBestStageDataList.Sum(stageData => stageData.BadCount) : 0;
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}
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private static long GetTotalDrumrollHits(uint danId)
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{
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return bestDataMap.ContainsKey(danId) ? bestDataMap[danId].DanBestStageDataList.Sum(stageData => stageData.DrumrollCount) : 0;
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}
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private static long GetTotalMaxCombo(uint danId)
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{
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return bestDataMap.ContainsKey(danId) ? bestDataMap[danId].DanBestStageDataList.Sum(stageData => stageData.ComboCount) : 0;
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}
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private static long GetTotalHits(uint danId)
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{
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return bestDataMap.ContainsKey(danId) ? bestDataMap[danId].DanBestStageDataList.Sum(stageData => stageData.TotalHitCount) : 0;
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}
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}
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