Beispiel #1
0
        //自动
        private HeroActionState AutoAction()
        {
            BattleBehaviourSystem.BattleDecision decision = battleBehaviourSystem.Think();

            if (decision == null)
            {
                BattleUnitAttributeUpdate action = BattleUnitActionEvent.CreateEvent <BattleUnitAttributeUpdate>(BattleUnitActionType.AttributeUpdate, this);
                action.attribute               = new BattleUnitSyncAttribute();
                action.attribute.hpChanged     = 0;
                action.attribute.currentHP     = battleUnitAttribute.hp;
                action.attribute.energyChanged = 0;
                action.attribute.currentEnergy = battleUnitAttribute.energy;
                action.attribute.currentBP     = battleUnitAttribute.BP;
                battleField.AppendBattleAction(action);
                return(HeroActionState.Normal);
            }

            //判断是否切换目标
            if (decision.targetBattleUnit != null && !decision.targetBattleUnit.Equals(targetBattleUnit))
            {
                BattleUnitChangeTargetAction action = BattleUnitActionEvent.CreateEvent <BattleUnitChangeTargetAction>(BattleUnitActionType.ChangeTarget, this);
                action.lastTargetUnit = targetBattleUnit;
                action.newTargetUnit  = decision.targetBattleUnit;
                battleField.AppendBattleAction(action);

                targetBattleUnit = decision.targetBattleUnit;
            }

            //需要移动
            if (decision.movePath != null && decision.movePath.Length > 0)
            {
                MoveToTargetGrid(targetBattleUnit, decision.movePath[decision.movePath.Length - 1], decision.movePath);
            }

            //自动搓招儿
            AutoUseSkill(decision);

            return(HeroActionState.Normal);
        }