Example #1
0
    //普通攻击
    public void attack(HeroBaseModel model)
    {
        bool isCrit = false;

        if (!BaseConfig.isHit(get(Constants.HERO_ATTR_HIT), get(Constants.HERO_ATTR_DODGE)))
        {
            Debug.Log("attack error! is not hit!!");
            return;
        }
        else
        {
            if (BaseConfig.isCrit(get(Constants.HERO_ATTR_CRIT), get(Constants.HERO_ATTR_DECRIT)))//暴击
            {
                Debug.Log("attack status is crit!!");
                GlobalObject.EventDispatcher.dispatchEvent(Events.EVT_HERO_CRIT);
                isCrit = true;
            }
            else if (BaseConfig.isFreeze(get(Constants.HERO_ATTR_FREEZE), get(Constants.HERO_ATTR_IMMUNITY)))//冰冻
            {
                Debug.Log("attack status is freeze!!");
                model.enableStatus(Constants.HERO_STATUS_FREEZE, new HeroStatus()
                {
                    startTime = Time.time, isActive = true, time = 3
                });
            }
            else if (BaseConfig.isVertigo(get(Constants.HERO_ATTR_VERTIGO), get(Constants.HERO_ATTR_IMMUNITY)))//眩晕
            {
                Debug.Log("attack status is vertigo!!");
                model.enableStatus(Constants.HERO_STATUS_FREEZE, new HeroStatus()
                {
                    startTime = Time.time, isActive = true, time = 3
                });
            }
            else if (BaseConfig.isPoison(get(Constants.HERO_ATTR_POISON), get(Constants.HERO_ATTR_IMMUNITY)))//中毒
            {
                Debug.Log("attack status is poison!!");
                model.enableStatus(Constants.HERO_STATUS_FREEZE, new HeroStatus()
                {
                    startTime = Time.time, isActive = true, time = 3, value = 300
                });
            }
        }

        float attackValue   = get(Constants.HERO_ATTR_ATTACK);
        float mattackValue  = get(Constants.HERO_ATTR_MATTACK);
        float defenseValue  = model.get(Constants.HERO_ATTR_DEFENSE);
        float mdefenseValue = model.get(Constants.HERO_ATTR_MDEFENSE);
        float damage        = 0;

        if (attackValue < mattackValue)
        {
            damage = BaseConfig.damage(attackValue, mattackValue, defenseValue, mdefenseValue);
        }
        else
        {
            damage = BaseConfig.mdamage(attackValue, mattackValue, defenseValue, mdefenseValue);
        }

        if (isCrit)
        {
            damage *= 2;
        }

        //掉血
        model.add(Constants.HERO_ATTR_HEALTH, -damage);
    }