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));
    }
Beispiel #3
0
 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);
                }
            }
        }
    }
Beispiel #5
0
 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])));
     }
 }
Beispiel #6
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);
     }
 }
Beispiel #7
0
 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);
     }
 }
Beispiel #8
0
 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++;
    }