Beispiel #1
0
        public static void AutoAddBuff(this VTD_BuffInfo self, NP_DataSupportor npDataSupportor, long buffNodeId, Unit theUnitFrom,
                                       Unit theUnitBelongTo,
                                       NP_RuntimeTree theSkillCanvasBelongTo)
        {
            int Layers = 0;

            if (self.LayersDetermindByBBValue)
            {
                Layers = theSkillCanvasBelongTo.GetBlackboard().Get <int>(self.LayersThatDetermindByBBValue.BBKey);
            }
            else
            {
                Layers = self.Layers;
            }

            if (self.LayersIsAbs)
            {
                ABuffSystemBase nextBuffSystemBase = BuffFactory.AcquireBuff(npDataSupportor, buffNodeId, theUnitFrom, theUnitBelongTo,
                                                                             theSkillCanvasBelongTo);
                if (nextBuffSystemBase.CurrentOverlay < nextBuffSystemBase.BuffData.MaxOverlay && nextBuffSystemBase.CurrentOverlay < Layers)
                {
                    Layers -= nextBuffSystemBase.CurrentOverlay;
                }
                else
                {
                    return;
                }
            }

            for (int i = 0; i < Layers; i++)
            {
                BuffFactory.AcquireBuff(npDataSupportor, buffNodeId, theUnitFrom, theUnitBelongTo,
                                        theSkillCanvasBelongTo);
            }
        }
Beispiel #2
0
 public void Update()
 {
     this.m_Current = m_Buffs.First;
     //轮询链表
     while (this.m_Current != null)
     {
         ABuffSystemBase aBuff = this.m_Current.Value;
         if (aBuff.BuffState == BuffState.Waiting)
         {
             aBuff.OnExecute();
         }
         else if (aBuff.BuffState == BuffState.Running)
         {
             aBuff.OnUpdate();
             this.m_Current = this.m_Current.Next;
         }
         else
         {
             aBuff.OnFinished();
             this.m_Next = this.m_Current.Next;
             m_Buffs.Remove(this.m_Current);
             m_BuffsForFind_BuffWorkType.Remove(this.m_Current.Value.BuffData.BuffWorkType);
             this.m_BuffsForFind_BuffId.Remove(this.m_Current.Value.BuffData.BuffId);
             // Log.Info(
             //     $"移除一个Buff,Id为{this.m_Current.Value.BuffData.BuffId},BuffManager是否还有?:{this.FindBuffById(this.m_Current.Value.BuffData.BuffId)}");
             this.m_Current = this.m_Next;
         }
     }
 }
        public static void AutoAddBuff(this VTD_BuffInfo self, long dataId, long buffNodeId, Unit theUnitFrom, Unit theUnitBelongTo,
                                       NP_RuntimeTree theSkillCanvasBelongTo)
        {
            BuffPoolComponent buffPoolComponent = Game.Scene.GetComponent <BuffPoolComponent>();
            int Layers = 0;

            if (self.LayersDetermindByBBValue)
            {
                Layers = theSkillCanvasBelongTo.GetBlackboard().Get <int>(self.LayersThatDetermindByBBValue.BBKey);
            }
            else
            {
                Layers = self.Layers;
            }

            if (self.LayersIsAbs)
            {
                ABuffSystemBase nextBuffSystemBase = buffPoolComponent.AcquireBuff(dataId, buffNodeId, theUnitFrom, theUnitBelongTo,
                                                                                   theSkillCanvasBelongTo);
                if (nextBuffSystemBase.CurrentOverlay < nextBuffSystemBase.BuffData.MaxOverlay && nextBuffSystemBase.CurrentOverlay < Layers)
                {
                    Layers -= nextBuffSystemBase.CurrentOverlay;
                }
                else
                {
                    return;
                }
            }

            for (int i = 0; i < Layers; i++)
            {
                buffPoolComponent.AcquireBuff(dataId, buffNodeId, theUnitFrom, theUnitBelongTo,
                                              theSkillCanvasBelongTo);
            }
        }
        /// <summary>
        /// 计算刷新的持续时间和层数
        /// </summary>
        private static void CalculateTimerAndOverlayHelper(ABuffSystemBase targetBuffSystemBase, BuffDataBase targetBuffDataBase)
        {
            //可以叠加,并且当前层数加上要添加Buff的目标层数未达到最高层
            if (targetBuffSystemBase.BuffData.CanOverlay)
            {
                if (targetBuffSystemBase.CurrentOverlay + targetBuffSystemBase.BuffData.TargetOverlay <=
                    targetBuffSystemBase.BuffData.MaxOverlay)
                {
                    targetBuffSystemBase.CurrentOverlay += targetBuffSystemBase.BuffData.TargetOverlay;
                }
                else
                {
                    targetBuffSystemBase.CurrentOverlay = targetBuffSystemBase.BuffData.MaxOverlay;
                }
            }
            else
            {
                targetBuffSystemBase.CurrentOverlay = 1;
            }

            //如果是有限时长的 TODO:这里考虑处理持续时间和Buff层数挂钩的情况(比如磕了5瓶药,就是5*单瓶药的持续时间)
            if (targetBuffSystemBase.BuffData.SustainTime + 1 > 0)
            {
                //Log.Info($"原本结束时间:{temp.MaxLimitTime},续命之后的结束时间{TimeHelper.Now() + buffDataBase.SustainTime}");
                targetBuffSystemBase.MaxLimitTime = TimeHelper.Now() + targetBuffDataBase.SustainTime;
            }
        }
Beispiel #5
0
        /// <summary>
        /// 添加Buff到真实链表,禁止外部调用
        /// </summary>
        /// <param name="aBuff"></param>
        public void AddBuff(ABuffSystemBase aBuff)
        {
            m_Buffs.AddLast(aBuff);

            this.m_BuffsForFind_BuffWorkType[aBuff.BuffData.BuffWorkType] = aBuff;
            this.m_BuffsForFind_BuffId[aBuff.BuffData.BuffId]             = aBuff;
            // Log.Info($"把ID为{aBuff.BuffData.BuffId}的buff加入检索表");
        }
Beispiel #6
0
        /// <summary>
        /// 移除Buff(下一帧才真正移除)
        /// </summary>
        /// <param name="buffId">要移除的BuffId</param>
        public void RemoveBuff(long buffId)
        {
            ABuffSystemBase aBuffSystemBase = GetBuffById(buffId);

            if (aBuffSystemBase != null)
            {
                aBuffSystemBase.BuffState = BuffState.Finished;
            }
        }
Beispiel #7
0
        /// <summary>
        /// 取得Buff,Buff流程是Acquire->OnInit(CalculateTimerAndOverlay)->AddTemp->经过筛选->AddReal
        /// </summary>
        /// <param name="buffDataBase">Buff数据</param>
        /// <param name="theUnitFrom">Buff来源者</param>
        /// <param name="theUnitBelongTo">Buff寄生者</param>
        /// <returns></returns>
        public static ABuffSystemBase AcquireBuff(BuffDataBase buffDataBase, Unit theUnitFrom, Unit theUnitBelongTo,
                                                  NP_RuntimeTree theSkillCanvasBelongTo)
        {
            ABuffSystemBase resultBuff = ReferencePool.Acquire(AllBuffSystemTypes[buffDataBase.BelongBuffSystemType]) as ABuffSystemBase;

            resultBuff.BelongtoRuntimeTree = theSkillCanvasBelongTo;
            resultBuff.OnInit(buffDataBase, theUnitFrom, theUnitBelongTo);
            return(resultBuff);
        }
 /// <summary>
 /// 回收一个Buff
 /// </summary>
 /// <param name="aBuffSystemBase"></param>
 public void RecycleBuff(ABuffSystemBase aBuffSystemBase)
 {
     if (this.BuffSystems.TryGetValue(aBuffSystemBase.GetType(), out Queue <ABuffSystemBase> temp))
     {
         temp.Enqueue(aBuffSystemBase);
     }
     else
     {
         this.BuffSystems.Add(aBuffSystemBase.GetType(), new Queue <ABuffSystemBase>());
         this.BuffSystems[aBuffSystemBase.GetType()].Enqueue(aBuffSystemBase);
     }
 }
 public override void Run(ABuffSystemBase a)
 {
     //Log.Info($"层数判定_通过监听机制添加Buff");
     if (a.CurrentOverlay == this.TargetOverlay)
     {
         //Log.Info($"直接添加_通过监听机制增加Buff");
         foreach (var buffInfo in this.BuffInfoWillBeAdded)
         {
             buffInfo.AutoAddBuff(a.BuffData.BelongToBuffDataSupportorId, buffInfo.BuffNodeId.Value, a.TheUnitFrom, a.TheUnitBelongto,
                                  a.BelongtoRuntimeTree);
         }
     }
 }
Beispiel #10
0
        /// <summary>
        /// 为Buff计算时间和层数
        /// </summary>
        /// <param name="buffSystemBase">Buff逻辑类</param>
        /// <param name="buffDataBase">Buff数据类</param>
        /// <typeparam name="A"></typeparam>
        /// <typeparam name="B"></typeparam>
        public static void CalculateTimerAndOverlay <A, B>(A buffSystemBase, B buffDataBase) where A : ABuffSystemBase where B : BuffDataBase
        {
            BuffManagerComponent buffManagerComponent;

            buffManagerComponent = buffDataBase.BuffTargetTypes == BuffTargetTypes.Self
                    ? buffSystemBase.TheUnitFrom.GetComponent <BuffManagerComponent>()
                    : buffSystemBase.TheUnitBelongto.GetComponent <BuffManagerComponent>();

            //先尝试从真正的Buff链表取得Buff
            ABuffSystemBase targetBuffSystemBase = buffManagerComponent.GetBuffById(buffDataBase.BuffId);

            if (targetBuffSystemBase != null)
            {
                CalculateTimerAndOverlayHelper(targetBuffSystemBase, buffDataBase);
                //Log.Info($"本次续命BuffID为{buffDataBase.FlagId},当前层数{temp.CurrentOverlay},最高层为{temp.MSkillBuffDataBase.MaxOverlay}");
                buffSystemBase.CurrentOverlay = targetBuffSystemBase.CurrentOverlay;
                //刷新当前已有的Buff
                targetBuffSystemBase.OnRefresh();
                //TODO 把这个临时的回收,因为已经用不到他了
            }
            else
            {
                //尝试从临时Buff字典取
                targetBuffSystemBase = buffManagerComponent.GetBuffById_FromTempDic(buffDataBase.BuffId);

                //如果有,那就计算层数与时间,并且替换临时字典中
                if (targetBuffSystemBase != null)
                {
                    CalculateTimerAndOverlayHelper(targetBuffSystemBase, buffDataBase);
                    //Log.Info($"本次续命BuffID为{buffDataBase.FlagId},当前层数{temp.CurrentOverlay},最高层为{temp.MSkillBuffDataBase.MaxOverlay}");
                    buffSystemBase.CurrentOverlay = targetBuffSystemBase.CurrentOverlay;
                    //刷新当前已有的Buff
                    targetBuffSystemBase.OnRefresh();

                    //TODO 把这个临时的回收,因为已经用不到他了
                }
                else//如果没有,那就说明确实没有这个Buff,需要重新加入
                {
                    CalculateTimerAndOverlayHelper(buffSystemBase, buffDataBase);

                    //Log.Info($"本次新加BuffID为{buffDataBase.FlagId}");
                    buffSystemBase.BuffState = BuffState.Waiting;
                    buffManagerComponent.TempBuffsToBeAdded.Add(buffDataBase.BuffId, buffSystemBase);
                }
            }
        }
        /// <summary>
        /// 添加Buff到真是链表,禁止外部调用
        /// </summary>
        /// <param name="aBuff"></param>
        private void AddBuff2Real(ABuffSystemBase aBuff)
        {
            m_Buffs.AddLast(aBuff);

            if (this.m_BuffsForFind_BuffWorkType.ContainsKey(aBuff.BuffData.BuffWorkType))
            {
                m_BuffsForFind_BuffWorkType[aBuff.BuffData.BuffWorkType] = aBuff;
            }
            else
            {
                m_BuffsForFind_BuffWorkType.Add(aBuff.BuffData.BuffWorkType, aBuff);
            }

            if (this.m_BuffsForFind_BuffId.ContainsKey(aBuff.BuffData.BuffId))
            {
                this.m_BuffsForFind_BuffId[aBuff.BuffData.BuffId] = aBuff;
            }
            else
            {
                this.m_BuffsForFind_BuffId.Add(aBuff.BuffData.BuffId, aBuff);
            }
            // Log.Info($"把ID为{aBuff.BuffData.BuffId}的buff加入检索表");
        }
Beispiel #12
0
        public void Update()
        {
            //把Buff从临时列表加入到正式列表
            foreach (var tempBuff in this.TempBuffsToBeAdded)
            {
                this.AddBuff2Real(tempBuff.Value);
            }

            this.TempBuffsToBeAdded.Clear();

            this.m_Current = m_Buffs.First;
            //轮询链表
            while (this.m_Current != null)
            {
                ABuffSystemBase aBuff = this.m_Current.Value;
                if (aBuff.BuffState == BuffState.Waiting)
                {
                    aBuff.OnExecute();
                }
                else if (aBuff.BuffState == BuffState.Running)
                {
                    aBuff.OnUpdate();
                    this.m_Current = this.m_Current.Next;
                }
                else
                {
                    aBuff.OnFinished();
                    this.m_Next = this.m_Current.Next;
                    m_Buffs.Remove(this.m_Current);
                    m_BuffsForFind_BuffWorkType.Remove(this.m_Current.Value.BuffData.BuffWorkType);
                    this.m_BuffsForFind_BuffId.Remove(this.m_Current.Value.BuffData.BuffId);
                    // Log.Info(
                    //     $"移除一个Buff,Id为{this.m_Current.Value.BuffData.BuffId},BuffManager是否还有?:{this.FindBuffById(this.m_Current.Value.BuffData.BuffId)}");
                    this.m_Current = this.m_Next;
                }
            }
        }
        /// <summary>
        /// 为Buff计算时间和层数
        /// </summary>
        /// <param name="buffSystemBase">Buff逻辑类</param>
        /// <param name="buffDataBase">Buff数据类</param>
        /// <typeparam name="A"></typeparam>
        /// <typeparam name="B"></typeparam>
        public static void CalculateTimerAndOverlay<A, B>(A buffSystemBase, B buffDataBase) where A : ABuffSystemBase where B : BuffDataBase
        {
            BuffManagerComponent buffManagerComponent = buffSystemBase.GetBuffTarget().GetComponent<BuffManagerComponent>();

            //先尝试从Buff链表取得Buff
            ABuffSystemBase targetBuffSystemBase = buffManagerComponent.GetBuffById(buffDataBase.BuffId);

            if (targetBuffSystemBase != null)
            {
                CalculateTimerAndOverlayHelper(targetBuffSystemBase, buffDataBase);
                //Log.Info($"本次续命BuffID为{buffDataBase.FlagId},当前层数{temp.CurrentOverlay},最高层为{temp.MSkillBuffDataBase.MaxOverlay}");
                buffSystemBase.CurrentOverlay = targetBuffSystemBase.CurrentOverlay;
                //刷新当前已有的Buff
                targetBuffSystemBase.OnRefresh();
            }
            else
            {
                CalculateTimerAndOverlayHelper(buffSystemBase, buffDataBase);

                //Log.Info($"本次新加BuffID为{buffDataBase.FlagId}");
                buffSystemBase.BuffState = BuffState.Waiting;
                buffManagerComponent.AddBuff(buffSystemBase);
            }
        }
Beispiel #14
0
 /// <summary>
 /// 回收一个Buff
 /// </summary>
 /// <param name="aBuffSystemBase"></param>
 public static void RecycleBuff(ABuffSystemBase aBuffSystemBase)
 {
     ReferencePool.Release(aBuffSystemBase);
 }