Ejemplo n.º 1
0
        /// <summary>
        /// 处理主动打击其他NPC的时候,触发的事情
        /// </summary>
        /// <param name="CasterId">施法者ID</param>
        /// <param name="SufferId">撞击者ID</param>
        /// <param name="idx">几个被撞击者</param>
        /// <param name="finalTar">是否最终目标</param>
        /// <param name="maxDis">是否最大距离</param>
        /// <param name="returnback">返回原处</param>
        /// <param name="EffectId">效果ID</param>
        /// <param name="npcMgr">Npc mgr.</param>
        void HandleOnAttack(int CasterId, int SufferId, int idx, bool finalTar, bool maxDis, bool returnback, int EffectId, WarServerNpcMgr npcMgr)
        {
            ServerNPC caster = npcMgr.GetNPCByUniqueID(CasterId);
            ServerNPC suffer = npcMgr.GetNPCByUniqueID(SufferId);

            ///
            /// -------- 获取Effect的配置 -------
            ///
            EffectModel      efModel = Core.Data.getIModelConfig <EffectModel>();
            EffectConfigData efCfg   = efModel.get(EffectId);

            Utils.Assert(efCfg == null, "Can't find Effect Configure. effect ID = " + EffectId);

            if (efSelector == null)
            {
                efSelector = EffectSufferShared.get(npcMgr);
            }

            ///
            /// 先做技能
            ///
            IEnumerable <ServerNPC> filter = efSelector.Select(caster, new List <ServerNPC> {
                suffer
            }, efCfg);

            if (filter.Any())
            {
                //消失的时候,触发可能的位移
                HookNpcDisappearType disappearType = (HookNpcDisappearType)Enum.ToObject(typeof(HookNpcDisappearType), efCfg.Param2);
                //HookNpcDmgType hookDmgType = (HookNpcDmgType) Enum.ToObject(typeof(HookNpcDmgType), efCfg.Param8);
                HookNpcMoveType moveType = (HookNpcMoveType)Enum.ToObject(typeof(HookNpcMoveType), efCfg.Param5);

                ///
                /// 一定会有伤害,之后,先判定是否消失,如果消失,则再次判定是否移动
                ///

                ///
                /// ------- 开始运算BulletOp --------
                ///
                OperatorMgr OpMgr = OperatorMgr.instance;
                BulletNpcOp op    = OpMgr.getImplement <BulletNpcOp>(EffectOp.Bullet_NPC);

                Dmg  dmg           = op.toTargetDmg(caster.data, suffer.data, efCfg);
                int  moveDirection = 0;
                bool dis           = Disappear(disappearType, idx, finalTar, maxDis, returnback);
                if (dis)
                {
                    moveDirection = (int)moveType;
                }

                SelfDescribed   des   = record(CasterId, SufferId, dmg, dis, moveDirection);
                WarTarAnimParam param = new WarTarAnimParam()
                {
                    OP        = EffectOp.Injury,
                    OringinOP = EffectOp.HookNpc,
                    described = des,
                };
                ///发送消息
                npcMgr.SendMessageAsync(CasterId, SufferId, param);
            }
        }
Ejemplo n.º 2
0
        /// <summary>
        /// 处理主动打击其他NPC的时候,触发的事情
        /// </summary>
        void HandleOnAttack(MsgParam msg, WarServerNpcMgr npcMgr)
        {
            WarMsgParam warMsg = msg as WarMsgParam;

            if (warMsg != null)
            {
                if (efSelector == null)
                {
                    efSelector = EffectSufferShared.get(npcMgr);
                }

                int CasterId = warMsg.Sender;
                int SufferId = warMsg.Receiver;
                int EffectId = warMsg.arg1;
                int FinalId  = warMsg.arg2;
                //是否是最终目标
                bool IsfinalTarget = SufferId == FinalId;
                ///
                /// -------- 获取Effect的配置 -------
                ///
                EffectModel      efModel = Core.Data.getIModelConfig <EffectModel>();
                EffectConfigData efCfg   = efModel.get(EffectId);
                Utils.Assert(efCfg == null, "Can't find Effect Configure. effect ID = " + EffectId);
                //半径
                float radius = efCfg.Param9 * Consts.oneHundred;

                ServerNPC caster = npcMgr.GetNPCByUniqueID(CasterId);
                ServerNPC suffer = npcMgr.GetNPCByUniqueID(SufferId);

                ///
                /// ----------- 先坐第一步的选择和解析 ------------
                ///
                IEnumerable <ServerNPC> filter = efSelector.Select(caster, new List <ServerNPC> {
                    suffer
                }, efCfg);
                if (filter.Count() > 0)
                {
                    BulletHurtType   HurtType = (BulletHurtType)Enum.ToObject(typeof(BulletHurtType), efCfg.Param8);
                    List <ServerNPC> targets  = selectTarget(HurtType, suffer, IsfinalTarget, npcMgr, radius);

                    int tarCnt = targets.Count;
                    if (tarCnt > 0)
                    {
                        ///
                        /// ------- 开始运算BulletOp --------
                        ///
                        OperatorMgr OpMgr = OperatorMgr.instance;
                        BulletNpcOp op    = OpMgr.getImplement <BulletNpcOp>(EffectOp.Bullet_NPC);

                        for (int i = 0; i < tarCnt; ++i)
                        {
                            ServerNPC target = targets[i];
                            //alive ?
                            if (target.data.rtData.curHp > 0)
                            {
                                Dmg           damage = op.toTargetDmg(caster.data, target.data, efCfg);
                                SelfDescribed des    = record(CasterId, SufferId, damage, i);

                                WarTarAnimParam param = new WarTarAnimParam()
                                {
                                    OP        = EffectOp.Injury,
                                    OringinOP = EffectOp.Bullet_NPC,
                                    described = des,
                                };
                                ///发送消息
                                npcMgr.SendMessageAsync(CasterId, SufferId, param);
                            }
                        }
                    }
                }
            }
        }