Example #1
0
    public override void Release()
    {
        ResetValue();

        BattleGeneralCmd.DestroyAllBattleGeneralCmd();

        // Destroy all fleets and warships
        foreach (FleetL fleet in _currentFleets.Values)
        {
            Globals.Instance.MPlayerManager.RemoveFleet(fleet);
        }
        _currentFleets.Clear();

        this.SetFingerEventActive(false);
        Globals.Instance.MFingerEvent.Remove3DEventListener(this);

        // Clean up some module, if we don't use the change scene
        Globals.Instance.MSkillManager.Cleanup();
        Globals.Instance.MCamTrackController.StopTrack(FightCameraTrack);

        // tzz added for hide the battle ship selected prefab special effect
        if (m_battleSelectedPrefab != null)
        {
            GameObject.Destroy(m_battleSelectedPrefab);
            m_battleSelectedPrefab = null;
        }
    }
Example #2
0
 /// <summary>
 /// Shows the general cmd.
 /// </summary>
 /// <param name='avatar'>
 /// Avatar.
 /// </param>
 /// <param name='cmd'>
 /// Cmd.
 /// </param>
 public static void ShowGeneralCmd(string avatar, string cmd)
 {
     if (Application.isPlaying && Globals.Instance.M3DItemManager != null)
     {
         BattleGeneralCmd tGeneralCmd = (BattleGeneralCmd)GameObject.Instantiate(Globals.Instance.M3DItemManager.BattleGeneralCmdPrefab);
         tGeneralCmd.Popup(avatar, cmd);
     }
 }
Example #3
0
    /// <summary>
    /// Popup the specified avatar and cmd.
    /// </summary>
    /// <param name='avatar'>
    /// Avatar.
    /// </param>
    /// <param name='cmd'>
    /// Cmd.
    /// </param>
    private void Popup(string avatar, string cmd)
    {
        mAvatar.PlayAnim(avatar);
        GeneralCommandText.Text = cmd;

        mStartPosX = -(Screen.width + mSelfPackedSprite.width) / 2;
        mEndPosX   = -(Screen.width - mSelfPackedSprite.width) / 2;

        // process former BattleGeneralCmd
        //
        for (int i = 0; i < smCurrCmdList.Count; i++)
        {
            BattleGeneralCmd c = smCurrCmdList[i];

            c.transform.localPosition = new Vector3(c.transform.localPosition.x,
                                                    ((i + 1) * (mSelfPackedSprite.height + 20)) + GeneralCmdPosY,
                                                    c.transform.localPosition.z);
        }

        smCurrCmdList.Add(this);
    }
Example #4
0
    public virtual bool OneBattleStep(int step, GameData.BattleGameData.BattleStep stepData)
    {
        UnityEngine.Profiling.Profiler.BeginSample("BattleStatus.OneBattleStep");

        // Has 3 parts

        /**Part1:
         * 1).Trim the basic data of all warships in this step
         * 2).Calculate the count of a warship is attacked
         * */

        /**Part2:
         * 1).Simulate the all warships running logic
         * 2).Display its
         * */

        /**Part3: Implement in OnOneBattleStepEnd()
         * 1).Trim all warships InitialLife for the next step simulate
         * */
        // Debug.Log("The current stepID is : " + stepData.StepID.ToString());

        foreach (GameData.BattleGameData.BattleShip battleShip in stepData.BattleShips)
        {
            // // Search the Warship
            // WarshipL warship = Globals.Instance.MPlayerManager.GetWarship(battleShip.ShipID);
            //
            // // Assign the base value
            // warship.Property.WarshipCurrentLife = battleShip.CurrentLife;
            // warship.Property.WarshipCurrentPower = (short)battleShip.CurrentPower;

            // Attack is the separate logic
            GameData.BattleGameData.AttackState attackState = battleShip.AttackState;
            if (attackState == GameData.BattleGameData.AttackState.IDLE)
            {
                continue;
            }

            // Construct a skill or a attackEvent? Include multiple be attacked target
            foreach (GameData.BattleGameData.AttackedTarget attackedTarget in battleShip.AttackedTargets)
            {
                // Stat. the num of be attacked
                WarshipL targetWarship = Globals.Instance.MPlayerManager.GetWarship(attackedTarget.ShipID);
                if (null == targetWarship)
                {
                    Debug.Log("[BattleStatus]: Why the target ship " + attackedTarget.ShipID + " is null?");
                    continue;
                }

                targetWarship._numBeAttacked += 1;
            }
        }

        // Part2
        foreach (GameData.BattleGameData.BattleShip battleShip in stepData.BattleShips)
        {
            // Search the Warship
            WarshipL warship = Globals.Instance.MPlayerManager.GetWarship(battleShip.ShipID);
            if (null == warship)
            {
                Debug.Log("[BattleStatus]: Why the ship " + battleShip.ShipID + " is null?");
                continue;
            }

            // Assign the base value
            warship.Property.WarshipCurrentLife  = battleShip.CurrentLife;
            warship.Property.WarshipCurrentPower = (short)battleShip.CurrentPower;

            // tzz added for modify some bug
            //
            warship.GirlData.PropertyData.Life  = battleShip.CurrentLife;
            warship.GirlData.PropertyData.Power = battleShip.CurrentPower;

            Vector3 currentPosition = warship.U3DGameObject.transform.position;

            Vector3 targetPosition = HelpUtil.GetWarFiledGridPosition(battleShip.CurrentPosition);
            targetPosition += SceneOffset;

            // Perform the step logci
            GameData.BattleGameData.MoveState moveState = battleShip.MoveState;
            switch (moveState)
            {
            case GameData.BattleGameData.MoveState.MOVE:
            {
                // move speed
                warship.MoveTo(targetPosition);

                // tzz added
                // for teach first move in Teach first enter scene
                // check TeachFirstEnterGame.cs for detail
                //if(m_teachStartMovingEvent != null){
                //	m_teachStartMovingEvent(TeachBattleEvent.e_startMoving);
                //	m_teachStartMovingEvent = null;
                //
                //	battleStepDuration = 0.0f;
                //	_mDelayTime = DELAY_TIME;
                //}
                break;
            }

            case GameData.BattleGameData.MoveState.STOP:
            {
                warship.ForceMoveTo(targetPosition);
                break;
            }

            case GameData.BattleGameData.MoveState.SINK:
            {
                //warship.ForceSink();
                break;
            }
            }

            // Attack is the separate logic
            GameData.BattleGameData.AttackState attackState = battleShip.AttackState;
            if (attackState == GameData.BattleGameData.AttackState.IDLE)
            {
                continue;
            }

            // tzz added for setting buffer of fire
            if (warship.WarshipHeader != null && battleShip.BattleBuffersList != null)
            {
                warship.WarshipHeader.SetBufferStepInterval(battleShip.BattleBuffersList, step);
            }

            // Only perform the skill effect, construct the skill data now
            SkillDataSlot skillData = new SkillDataSlot(battleShip.SkillLogicID, warship._warshipID, (int)attackState);

            // Construct a skill or a attackEvent? Include multiple be attacked target
            int targetIndex = 0;
            foreach (GameData.BattleGameData.AttackedTarget attackedTarget in battleShip.AttackedTargets)
            {
                WarshipL targetWarship = Globals.Instance.MPlayerManager.GetWarship(attackedTarget.ShipID);
                if (null == targetWarship)
                {
                    Debug.Log("[BattleStatus]: Why the target ship " + attackedTarget.ShipID + " is null?");
                    continue;
                }

                int targetMoveState;
                GetWarshipMoveStateInStep(attackedTarget.ShipID, stepData, out targetMoveState);

                SkillDataSlot.AttackTargetData attackTargetData = new SkillDataSlot.AttackTargetData();

                attackTargetData._targetID         = attackedTarget.ShipID;
                attackTargetData._moveState        = targetMoveState;
                attackTargetData._beAttackedState  = (int)attackedTarget.AttackedState;
                attackTargetData._beAttackedDamage = attackedTarget.Damage;

                if (targetIndex == 0)
                {
                    skillData._primaryTargetID        = attackTargetData._targetID;
                    attackTargetData._isPrimaryTarget = true;
                }
                else
                {
                    attackTargetData._isPrimaryTarget = false;
                }

                skillData._attackTargetDataList.Add(attackedTarget.ShipID, attackTargetData);

                // tzz added for general command show
                if (warship.WarshipHeader != null && warship.WarshipHeader.Avatar != null &&
                    !skillData.MSkillData.BasicData.SkillIsNormalAttack &&             // is NOT normal skill
                    targetIndex == 0)                   // is first target
                {
                    BattleGeneralCmd.ShowGeneralCmd(warship.WarshipHeader.Avatar,
                                                    Globals.Instance.MDataTableManager.GetWordText(skillData.MSkillData.BasicData.SkillWord));
                }

                targetIndex++;
            }

            warship.Attack(skillData);
        }

        UnityEngine.Profiling.Profiler.EndSample();
        return(true);
    }