Example #1
0
        public override IEnumerator Excute()
        {
            yield return(null);

            BattleEquipData removedEquip   = null;
            PlayerInfoView  playerInfoView = BattleForm.GetPlayerInfoViewByPlayer(EquipData.Owner);

            if (playerInfoView.PlayerInfo.Equips.Count > 0 && playerInfoView.PlayerInfo.Equips.Count >= BattleMgr.MAX_EQUIP_COUNT)
            {
                removedEquip = playerInfoView.PlayerInfo.Equips[0];
                playerInfoView.PlayerInfo.Equips.RemoveAt(0);
            }
            playerInfoView.PlayerInfo.Equips.Add(EquipData);
            GameObject goEquip = null;

            if (playerInfoView.EquipIcons.ContainsKey(EquipData.EquipId))
            {
                goEquip = playerInfoView.EquipIcons[EquipData.EquipId];
            }
            if (goEquip == null)
            {
                goEquip = GameObject.Instantiate(playerInfoView.goEquipTemplete);
                playerInfoView.EquipIcons.Add(EquipData.EquipId, goEquip);
                goEquip.transform.parent     = playerInfoView.gridEquipGrid.transform;
                goEquip.transform.localScale = Vector3.one;
            }
            goEquip.SetActive(true);
            goEquip.name = EquipData.EquipId.ToString();
            UIUtility.SetEquipTips(goEquip, EquipData.EquipId);
            goEquip.transform.Find("Icon").GetComponent <UITexture>().Load(EquipData.Data.IconID);
            yield return(null);

            playerInfoView.gridEquipGrid.Reposition();
        }
Example #2
0
        public override void Excute()
        {
            if (owner.Data.EquipList.Count > 0 && owner.Data.EquipList.Count >= BattleMgr.MAX_EQUIP_COUNT)
            {
                owner.Data.EquipList.RemoveAt(0);
            }
            BattleEquipData battleEquipData = new BattleEquipData(actionArg, sourceData, owner);

            owner.Data.EquipList.Add(battleEquipData);
            battleMgr.AddUIAction(new UIAction.UIAddEquip(battleEquipData));
        }
Example #3
0
        public override void Excute()
        {
            for (int i = 0; i < target.Data.BuffList.Count; i++)
            {
                BattleBuffData buff = target.Data.BuffList[i];
                for (int j = 0; j < buff.Data.ActionTypes.Count; j++)
                {
                    switch ((BattleActionType)buff.Data.ActionTypes[j])
                    {
                    case BattleActionType.DodgeDamage:
                        //播放闪避动画
                        buff.Layer--;
                        if (buff.Layer == 0)
                        {
                            target.Data.BuffList.RemoveAt(i);
                        }
                        battleMgr.AddUIAction(new UIAction.UIDodgeDamage());
                        return;

                    default:
                        break;
                    }
                }
            }
            for (int i = 0; i < target.Data.EquipList.Count; i++)
            {
                BattleEquipData equip = target.Data.EquipList[i];
                for (int j = 0; j < equip.Data.ActionTypes.Count; j++)
                {
                    switch ((BattleActionType)equip.Data.ActionTypes[j])
                    {
                    case BattleActionType.DodgeDamage:
                        //播放闪避动画
                        battleMgr.AddUIAction(new UIAction.UIDodgeDamage());
                        return;

                    default:
                        break;
                    }
                }
            }
            target.Data.HP -= actionArg;
            Debug.LogError((owner.IsMe ? "[我]" : "[怪]") + "无视防御伤害" + (target.IsMe ? "[我]" : "[怪]") + "了 " + actionArg + "[" + target.Data.HP + "/" + target.Data.MaxHP + "]");
            battleMgr.AddUIAction(new UIAction.UIHpDamage(target, actionArg));
        }
Example #4
0
 public UIAddEquip(BattleEquipData battleCardData) : base()
 {
     EquipData = battleCardData;
 }
Example #5
0
        public override void Excute()
        {
            int  finalDamage = actionArg;
            bool skipDamage  = false;

            //先计算加伤
            for (int i = 0; i < owner.Data.BuffList.Count; i++)
            {
                BattleBuffData buff = owner.Data.BuffList[i];
                for (int j = 0; j < buff.Data.ActionTypes.Count; j++)
                {
                    switch ((BattleActionType)buff.Data.ActionTypes[j])
                    {
                    case BattleActionType.BuffLayerDamage:
                        finalDamage = finalDamage + buff.Layer * buff.Data.ActionParams[j];
                        buff.Layer--;
                        if (buff.Layer == 0)
                        {
                            target.Data.BuffList.RemoveAt(i);
                        }
                        break;

                    default:
                        break;
                    }
                }
            }
            for (int i = 0; i < target.Data.EquipList.Count; i++)
            {
                BattleEquipData equip = target.Data.EquipList[i];
                for (int j = 0; j < equip.Data.ActionTypes.Count; j++)
                {
                    switch ((BattleActionType)equip.Data.ActionTypes[j])
                    {
                    default:
                        break;
                    }
                }
            }
            //没有伤害,不消耗特效
            if (finalDamage == 0)
            {
                return;
            }
            //计算减伤
            for (int i = 0; i < target.Data.BuffList.Count; i++)
            {
                BattleBuffData buff = target.Data.BuffList[i];
                for (int j = 0; j < buff.Data.ActionTypes.Count; j++)
                {
                    if (skipDamage)
                    {
                        break;
                    }
                    switch ((BattleActionType)buff.Data.ActionTypes[j])
                    {
                    case BattleActionType.DefenseDamage:
                        finalDamage = finalDamage - buff.Data.ActionParams[j];
                        buff.Layer--;
                        if (buff.Layer == 0)
                        {
                            target.Data.BuffList.RemoveAt(i);
                        }
                        break;

                    case BattleActionType.WithstandOneAttack:
                        buff.Layer--;
                        if (buff.Layer == 0)
                        {
                            target.Data.BuffList.RemoveAt(i);
                        }
                        skipDamage = true;
                        break;

                    case BattleActionType.DodgeDamage:
                        //播放闪避动画
                        buff.Layer--;
                        if (buff.Layer == 0)
                        {
                            target.Data.BuffList.RemoveAt(i);
                        }
                        battleMgr.AddUIAction(new UIAction.UIDodgeDamage());
                        skipDamage = true;
                        break;

                    default:
                        break;
                    }
                }
            }
            for (int i = 0; i < target.Data.EquipList.Count; i++)
            {
                BattleEquipData equip = target.Data.EquipList[i];
                for (int j = 0; j < equip.Data.ActionTypes.Count; j++)
                {
                    if (skipDamage)
                    {
                        break;
                    }
                    switch ((BattleActionType)equip.Data.ActionTypes[j])
                    {
                    case BattleActionType.DefenseDamage:
                        finalDamage = finalDamage - equip.Data.ActionPrarms[j];
                        break;

                    case BattleActionType.WithstandOneAttack:
                        skipDamage = true;
                        break;

                    case BattleActionType.DodgeDamage:
                        //播放闪避动画
                        skipDamage = true;
                        battleMgr.AddUIAction(new UIAction.UIDodgeDamage());
                        break;

                    default:
                        break;
                    }
                }
            }
            //应用伤害
            if (!skipDamage)
            {
                target.Data.HP -= finalDamage;
                Debug.LogError((owner.IsMe ? "[我]" : "[怪]") + "伤害" + (target.IsMe ? "[我]" : "[怪]") + "了 " + finalDamage + "[" + target.Data.HP + "/" + target.Data.MaxHP + "]");
                battleMgr.AddUIAction(new UIAction.UIHpDamage(target, finalDamage));
                for (int i = 0; i < target.Data.BuffList.Count; i++)
                {
                    BattleBuffData buff = target.Data.BuffList[i];
                    for (int j = 0; j < buff.Data.ActionTypes.Count; j++)
                    {
                        switch ((BattleActionType)buff.Data.ActionTypes[j])
                        {
                        case BattleActionType.ReflectionDamage:
                            if (depth > 1)
                            {
                                break;
                            }
                            buff.Layer--;
                            if (buff.Layer == 0)
                            {
                                target.Data.BuffList.RemoveAt(i);
                            }
                            if (actionArg > UnityEngine.Random.Range(0, 100))
                            {
                                Create(BattleActionType.Attack, finalDamage, 0, buff.CardData, target, owner, buff).Excute();
                            }
                            break;

                        case BattleActionType.GetOppHandCardByAttack:
                            buff.Layer--;
                            if (buff.Layer == 0)
                            {
                                target.Data.BuffList.RemoveAt(i);
                            }
                            Create(BattleActionType.GetOppHandCardByAttack, buff.Data.ActionParams[j], buff.Data.ActionParams2[j], buff.CardData, owner, target, buff).Excute();
                            break;

                        default:
                            break;
                        }
                    }
                }
                for (int i = 0; i < target.Data.EquipList.Count; i++)
                {
                    BattleEquipData equip = target.Data.EquipList[i];
                    for (int j = 0; j < equip.Data.ActionTypes.Count; j++)
                    {
                        switch ((BattleActionType)equip.Data.ActionTypes[j])
                        {
                        case BattleActionType.ReflectionDamage:
                            if (depth > 1)
                            {
                                break;
                            }
                            if (actionArg > UnityEngine.Random.Range(0, 100))
                            {
                                Create(BattleActionType.Attack, finalDamage, 0, equip.CardData, target, owner, equip).Excute();
                            }
                            break;

                        default:
                            break;
                        }
                    }
                }
            }

            //计算附加伤害
            int extraDamage = 0;

            skipDamage = false;
            for (int i = 0; i < owner.Data.BuffList.Count; i++)
            {
                BattleBuffData buff = owner.Data.BuffList[i];
                for (int j = 0; j < buff.Data.ActionTypes.Count; j++)
                {
                    switch ((BattleActionType)buff.Data.ActionTypes[j])
                    {
                    case BattleActionType.ExtraPercentDamage:
                        extraDamage += Mathf.RoundToInt((float)finalDamage * ((float)buff.Data.ActionParams[j] / 100f));
                        buff.Layer--;
                        if (buff.Layer == 0)
                        {
                            target.Data.BuffList.RemoveAt(i);
                        }
                        break;

                    default:
                        break;
                    }
                }
            }
            for (int i = 0; i < target.Data.EquipList.Count; i++)
            {
                BattleEquipData equip = target.Data.EquipList[i];
                for (int j = 0; j < equip.Data.ActionTypes.Count; j++)
                {
                    switch ((BattleActionType)equip.Data.ActionTypes[j])
                    {
                    case BattleActionType.ExtraPercentDamage:
                        extraDamage += Mathf.RoundToInt((float)finalDamage * ((float)equip.Data.ActionPrarms[j] / 100f));
                        break;

                    default:
                        break;
                    }
                }
            }
            //没有伤害,不消耗特效
            if (extraDamage == 0)
            {
                return;
            }
            //附加伤害的减伤
            for (int i = 0; i < target.Data.BuffList.Count; i++)
            {
                BattleBuffData buff = target.Data.BuffList[i];
                for (int j = 0; j < buff.Data.ActionTypes.Count; j++)
                {
                    if (skipDamage)
                    {
                        break;
                    }
                    switch ((BattleActionType)buff.Data.ActionTypes[j])
                    {
                    case BattleActionType.DefenseDamage:
                        extraDamage = extraDamage - buff.Data.ActionParams[j];
                        buff.Layer--;
                        if (buff.Layer == 0)
                        {
                            target.Data.BuffList.RemoveAt(i);
                        }
                        break;

                    case BattleActionType.WithstandOneAttack:
                        buff.Layer--;
                        if (buff.Layer == 0)
                        {
                            target.Data.BuffList.RemoveAt(i);
                        }
                        skipDamage = true;
                        break;

                    case BattleActionType.DodgeDamage:
                        //播放闪避动画
                        buff.Layer--;
                        if (buff.Layer == 0)
                        {
                            target.Data.BuffList.RemoveAt(i);
                        }
                        battleMgr.AddUIAction(new UIAction.UIDodgeDamage());
                        skipDamage = true;
                        break;

                    default:
                        break;
                    }
                }
            }
            for (int i = 0; i < target.Data.EquipList.Count; i++)
            {
                BattleEquipData equip = target.Data.EquipList[i];
                for (int j = 0; j < equip.Data.ActionTypes.Count; j++)
                {
                    if (skipDamage)
                    {
                        break;
                    }
                    switch ((BattleActionType)equip.Data.ActionTypes[j])
                    {
                    case BattleActionType.DefenseDamage:
                        extraDamage = extraDamage - equip.Data.ActionPrarms[j];
                        break;

                    case BattleActionType.WithstandOneAttack:
                        skipDamage = true;
                        break;

                    case BattleActionType.DodgeDamage:
                        //播放闪避动画
                        skipDamage = true;
                        battleMgr.AddUIAction(new UIAction.UIDodgeDamage());
                        break;

                    default:
                        break;
                    }
                }
            }
            //应用附加伤害
            if (!skipDamage)
            {
                target.Data.HP -= extraDamage;
                Debug.LogError((owner.IsMe ? "[我]" : "[怪]") + "额外伤害" + (target.IsMe ? "[我]" : "[怪]") + "了 " + extraDamage + "[" + target.Data.HP + "/" + target.Data.MaxHP + "]");
                battleMgr.AddUIAction(new UIAction.UIHpDamage(target, extraDamage));
                for (int i = 0; i < target.Data.BuffList.Count; i++)
                {
                    BattleBuffData buff = target.Data.BuffList[i];
                    for (int j = 0; j < buff.Data.ActionTypes.Count; j++)
                    {
                        switch ((BattleActionType)buff.Data.ActionTypes[j])
                        {
                        case BattleActionType.ReflectionDamage:
                            if (depth > 1)
                            {
                                break;
                            }
                            buff.Layer--;
                            if (buff.Layer == 0)
                            {
                                target.Data.BuffList.RemoveAt(i);
                            }
                            if (actionArg > UnityEngine.Random.Range(0, 100))
                            {
                                Create(BattleActionType.Attack, extraDamage, 0, buff.CardData, target, owner, buff).Excute();
                            }
                            break;

                        default:
                            break;
                        }
                    }
                }
                for (int i = 0; i < target.Data.EquipList.Count; i++)
                {
                    BattleEquipData equip = target.Data.EquipList[i];
                    for (int j = 0; j < equip.Data.ActionTypes.Count; j++)
                    {
                        switch ((BattleActionType)equip.Data.ActionTypes[j])
                        {
                        case BattleActionType.ReflectionDamage:
                            if (depth > 1)
                            {
                                break;
                            }
                            if (actionArg > UnityEngine.Random.Range(0, 100))
                            {
                                Create(BattleActionType.Attack, extraDamage, 0, equip.CardData, target, owner, equip).Excute();
                            }
                            break;

                        default:
                            break;
                        }
                    }
                }
            }
        }