private void SetTeamToTeamData(TeamAttackingData teamData) { TeamSummaryData team_dic = teamData.Team_dic; TeamSummaryData toteam_dic = teamData.ToTeam_dic; List <UnitAttackingData> unitDatas = teamData.UnitAttackingDatas; //buff1 例如调整特定单位对特定单位的伤害 调整伤害的BUFF Time_1 foreach (var item in unitDatas) { BattleTools.DoUnitBuff(item, EffectTimeType.Time_1); } int all_damger = BattleTools.GetDameger(unitDatas); //造成总伤害 int all_t_damger = BattleTools.GetByDameger(unitDatas); //对方的造成总伤害 // 此处调整受伤率 // 根据各种因素调整伤害 SetDamager(all_damger, all_t_damger, team_dic, toteam_dic, unitDatas); //buff3 例如调整特定单位对特定单位的保护效果 真实伤害 调整受到伤害的BUFF Time_2 foreach (var item in unitDatas) { BattleTools.DoUnitBuff(item, EffectTimeType.Time_2); } teamData.DoDamger = BattleTools.GetDameger(unitDatas); //总实际伤害 teamData.ByDamger = BattleTools.GetByDameger(unitDatas); }
public static void DoingUnitAttackData(TeamAttackingData data) { int c_inj = 0, c_death = 0; int t_inj = 0, t_death = 0; foreach (var item in data.UnitAttackingDatas) { if (item == null) { continue; } BattleTools.DoDameger(item); //BUFF Time_3 BattleTools.DoUnitBuff(item, EffectTimeType.Time_3); c_inj += item.data.Injury; c_death += item.data.Death; t_inj += item.toData.Injury; t_death += item.toData.Death; } UiIndex.AddEventText(string.Format("对敌人造成{0}点伤害,击伤{1}人,击杀{2}人", data.DoDamger, t_inj, t_death)); UiIndex.AddEventText(string.Format("己方受到{0}点伤害,受伤{1}人,死亡{2}人\n", data.ByDamger, c_inj, c_death)); }
public void DoMainHeroBuff(King toKing, TeamAttackingData data, EffectTimeType time) { if (MainHero == null) { return; } MainHero.DoBuff(toKing, data, time); }
public void SetDistentDamger(TeamAttackingData[,] team_attack_datas) { //玩家对敌人调整距离伤害 for (int i = 0; i < 3; i++) { for (int j = 0; j < 3; j++) { if (team_attack_datas[i, j] == null) { continue; } int locIndex = i; //当前队伍编号 int locToIndex = j; //当前敌方队伍编号 bool isToteam = false; Army army = Player.army; TeamAttackingData[] toTeamAttackingData = new TeamAttackingData[3]; for (int ic = 0; ic < 3; ic++) { toTeamAttackingData[ic] = team_attack_datas[locIndex, ic]; } foreach (var item in team_attack_datas[locIndex, locToIndex].UnitAttackingDatas) { BattleUnitData unitData = item.data; BattleTools.DealWithDistent(unitData, locIndex, locToIndex, toTeamAttackingData, army, isToteam); } } } //敌人对玩家调整距离伤害 for (int i = 0; i < 3; i++) { for (int j = 0; j < 3; j++) { if (team_attack_datas[j, i] == null) { continue; } int locIndex = i; //当前队伍编号 int locToIndex = j; //当前敌方队伍编号 bool isToteam = true; Army army = Enemy.army; TeamAttackingData[] toTeamAttackingData = new TeamAttackingData[3]; for (int ic = 0; ic < 3; ic++) { toTeamAttackingData[ic] = team_attack_datas[ic, locIndex]; } foreach (var item in team_attack_datas[locToIndex, locIndex].UnitAttackingDatas) { BattleUnitData unitData = item.toData; BattleTools.DealWithDistent(unitData, locIndex, locToIndex, toTeamAttackingData, army, isToteam); } } } }
public override void DoEffect(Team team, King toking, TeamAttackingData data) { foreach (var item in team.units) { if (item == null) { continue; } item.Setting.HP = UnityEngine.Mathf.RoundToInt(Game.StaticDataManager.GetGameData <UnitSetting>(item.Setting.Name).HP *(1 + float.Parse(Values[0]))); } }
public void DoBuff(King toKing, TeamAttackingData data, EffectTimeType time) { foreach (var item in buff) { if (item == null) { continue; } item.DoBuff(team, toKing, data, time); } }
public void DoBuff(Team team, King king, TeamAttackingData data, EffectTimeType time) { foreach (var item in effects) { if (item == null) { continue; } if (item.TimeType != time) { continue; } item.DoEffect(team, king, data); } }
public void DoMinorHeroBuff(King toKing, TeamAttackingData data, EffectTimeType time) { if (MinorHero == null) { return; } //此处效果减半 foreach (var item in MinorHero.buff) { if (item != null) { item.HalveEffect(); } } MinorHero.DoBuff(toKing, data, time); }
public override void DoEffect(string skillName, King king, King toking, BattleData battleData) { int damager = int.Parse(Values[0]); List <TeamAttackingData> team_attack_datas = new List <TeamAttackingData>(); foreach (var team in toking.army.team) { if (team == null) { continue; } if (team.GetBattleCount() == 0) { continue; } TeamAttackingData teamData = new TeamAttackingData(); List <UnitAttackingData> list = new List <UnitAttackingData>(); TeamSummaryData data = team.GetSummary(); list = BattleContorl.CreateSkillToUnitData(skillName, damager, team, data, battleData); //调整伤亡率 BattleContorl.SetDamager(damager, 0, null, data, list); //buff3 例如调整特定单位对特定单位的保护效果 真实伤害 调整受到伤害的BUFF Time_2 foreach (var unitdata in list) { BattleTools.DoUnitBuff(unitdata, EffectTimeType.Time_2); } teamData.DoDamger = BattleTools.GetDameger(list); team_attack_datas.Add(teamData); teamData.UnitAttackingDatas = list; } foreach (var item in team_attack_datas) { BattleContorl.DoingUnitAttackData(item); } //BUFF 战后BUFF Time_4 foreach (var item in team_attack_datas) { BattleTools.DoTeamBuff(king, toking, item, EffectTimeType.Time_4); } }
TeamAttackingData CeateAttackingData(Team team, Team toTeam, int disdent, int round, BattleContorl battle) { if (team == null || toTeam == null) { return(null); } TeamAttackingData teamData = new TeamAttackingData(); TeamSummaryData team_dic = team.GetSummary(); teamData.Team_dic = team_dic; TeamSummaryData toteam_dic = toTeam.GetSummary(); teamData.ToTeam_dic = toteam_dic; if (team_dic.UnitCount == 0 || toteam_dic.UnitCount == 0) { return(null); } if (team_dic.Count == 0 || toteam_dic.Count == 0) { return(null); } BattleData battleData = new BattleData(); battleData.Disdent = disdent; battleData.Round = round; battleData.Battle = battle; teamData.Team = team; teamData.ToTeam = toTeam; teamData.battleData = battleData; List <UnitAttackingData> unitDatas = CreateUnitToUnitDatas(team, toTeam, team_dic, toteam_dic, battleData); teamData.UnitAttackingDatas = unitDatas; foreach (var item in unitDatas) { item.teamData = teamData; } //SetTeamToTeamData(teamData); return(teamData); }
public static void DoTeamBuff(King Player, King Enemy, TeamAttackingData data, EffectTimeType time) { //throw new NotImplementedException(); //((TeamBuff)(Player.army.team[0].MainHero.buff[0])).DoBuff(Player.army.team[0], Enemy); foreach (var item in Player.army.team) { if (item == null) { continue; } item.DoMainHeroBuff(Enemy, data, time); item.DoMinorHeroBuff(Enemy, data, time); foreach (var unit in item.units) { if (unit == null) { continue; } unit.DoBuff(time); } } foreach (var item in Enemy.army.team) { if (item == null) { continue; } item.DoMainHeroBuff(Player, data, time); item.DoMinorHeroBuff(Player, data, time); foreach (var unit in item.units) { if (unit == null) { continue; } unit.DoBuff(time); } } }
public abstract void DoEffect(Team team, King toking, TeamAttackingData data);
public void Attack() { TeamAttackingData[,] team_attack_datas = new TeamAttackingData[3, 3]; for (int i = 0; i < 3; i++) { for (int j = 0; j < 3; j++) { team_attack_datas[i, j] = CeateAttackingData(Player.army.team[i], Enemy.army.team[j], (j + i + 1), Round, this); } } foreach (var item in team_attack_datas) { if (item != null) { foreach (var iitem in item.UnitAttackingDatas) { iitem.battleData.AllTeamAttackDatas = team_attack_datas; } } } //此处根据攻击距离调整伤害 SetDistentDamger(team_attack_datas); foreach (var item in team_attack_datas) { if (item != null) { SetTeamToTeamData(item); } } UiIndex.AddEventText("--{ 回合-" + Round + " }--"); for (int i = 0; i < 3; i++) { for (int j = 0; j < 3; j++) { if (team_attack_datas[i, j] == null) { continue; } if (team_attack_datas[i, j].DoDamger <= 0 && team_attack_datas[i, j].ByDamger <= 0) { continue; } UiIndex.AddEventText("[己方队伍" + (i + 1) + "] - [敌方队伍" + (j + 1) + "]"); DoingUnitAttackData(team_attack_datas[i, j]); } } UpdataBattleRanksText(); //BUFF 战后BUFF Time_4 foreach (var item in team_attack_datas) { BattleTools.DoTeamBuff(Player, Enemy, item, EffectTimeType.Time_4); } DorV(); Round++; }