Example #1
0
    private void Update()
    {
        //回复 护盾值
        attributes.SheildPoint += attributes.SPRegenerationRate.Value * Time.deltaTime;

        if (attributes.data.IsCaster)
        {
            //回复 魔法值 和 当前技能冷却(应当是全体技能冷却,同时技能初始精确度未设置)
            attributes.ManaPoint.Value += attributes.MPRegenerationRate.Value * Time.deltaTime;
            skillTable.CurrentSkill.AccuracyCooldown(Time.deltaTime);
        }

        //触发buff效果
        BuffEvent?.Invoke();

        if (GameCtrl.IsOnlineGame && IsLocal)
        {
            if (Gamef.SystemTimeInMillisecond - lastSyncUnitStateInstant >= GameDB.SYNC_TRANSFORM_INTERVAL)
            {
                Debug.Log("Send Hp = " + attributes.SheildPoint + ", Mp = " + attributes.ManaPoint.Value);
                lastSyncUnitStateInstant = Gamef.SystemTimeInMillisecond;
                DataSync.SyncHP(this, lastSyncUnitStateInstant, attributes.SheildPoint);
                DataSync.SyncMP(this, lastSyncUnitStateInstant, attributes.ManaPoint.Value);
            }
        }

        ////单位画布面对摄像机
        //if (unitCanvas != null)
        //    unitCanvas.transform.forward = unitCamera.position - unitCanvas.transform.position;
    }
Example #2
0
 void BuffEventHandler(BuffEvent e)
 {
     if (round == 1 && first_buff[e.playerIndex])
     {
         EventBus.Publish <PlayerProgressEvent>(new PlayerProgressEvent("first buff", e.playerIndex));
         first_buff[e.playerIndex] = false;
     }
 }
Example #3
0
 public void OnEvent(object obj)
 {
     Console.WriteLine("======OnEvent======{0}", obj);
     if (obj is Player)
     {
         Player p = obj as Player;
         DB.Insert("insert into * from test");
     }
     else if (obj is BuffEvent)
     {
         BuffEvent buff = obj as BuffEvent;
         DB.Query("select * from test");
     }
 }
Example #4
0
    // void Move() {
    //     //Temporary, will move to controllers
    //     Vector2 velocity = Vector2.zero;
    //     velocity.x = Input.GetAxis("Horizontal" + PlayerID.ToString());
    //     velocity.y = Input.GetAxis("Vertical" + PlayerID.ToString());
    //     rb.velocity = MoveSpeed * velocity.normalized;
    // }

    // void Prune() {
    //     if (InputController.PrunePressed(PlayerID)){
    //         List<BranchController> deletion_list = new List<BranchController>();
    //         foreach (var branch in selected_branches) {
    //             if (!branch) {
    //                 deletion_list.Add(branch);
    //                 continue;
    //             }
    //             resource += branch.Damage(1000);
    //             EventBus.Publish<ResourceChangeEvent>(new ResourceChangeEvent(PlayerID, resource));
    //         }
    //         foreach (var branch in deletion_list) {
    //             selected_branches.Remove(branch);
    //         }
    //     }
    // }

    // void Grow() {
    //     if (InputController.GrowPressed(PlayerID)){
    //         List<BranchController> deletion_list = new List<BranchController>();
    //         foreach (var branch in selected_branches) {
    //             if (!branch) {
    //                 deletion_list.Add(branch);
    //                 continue;
    //             }
    //             resource -= branch.Grow(resource);
    //             EventBus.Publish<ResourceChangeEvent>(new ResourceChangeEvent(PlayerID, resource));
    //         }
    //         foreach (var branch in deletion_list) {
    //             selected_branches.Remove(branch);
    //         }
    //     }
    // }

    // void Bomb() {
    //     if (InputController.BombPressed(PlayerID)) {
    //         GameObject bombIns = Instantiate(bomb, transform.position, Quaternion.identity);
    //         bombIns.GetComponent<BombController>().PlayerID = PlayerID;
    //     }
    // }

    void _OnBuffUpdated(BuffEvent e)
    {
        if (e.playerIndex == PlayerID)
        {
            switch (e.type)
            {
            // make sure only one speeding buff is exist at one time
            case BuffController.buffType.speedDown:
                if (isSpeedingUp)
                {
                    isSpeedingUp = false;
                    curBuffTime  = 0f;
                }
                if (isSpeedingDown)
                {
                    curBuffTime = e.effectiveTime;
                    duration    = e.duration;
                }
                else
                {
                    isSpeedingDown = true;
                    curBuffTime    = e.effectiveTime;
                    duration       = e.duration;
                }
                break;

            case BuffController.buffType.speedUp:
                if (isSpeedingDown)
                {
                    isSpeedingDown = false;
                    curBuffTime    = 0f;
                }
                if (isSpeedingUp)
                {
                    curBuffTime = e.effectiveTime;
                    duration    = e.duration;
                }
                else
                {
                    isSpeedingUp = true;
                    curBuffTime  = e.effectiveTime;
                    duration     = e.duration;
                }
                break;
            }
        }
    }
Example #5
0
    void _OnBuffUpdated(BuffEvent e)
    {
        if (e.playerIndex == PlayerID)
        {
            switch (e.type)
            {
            case BuffController.buffType.resourceUp:
                resource += e.resourceNum;
                EventBus.Publish <ResourceChangeEvent>(new ResourceChangeEvent(PlayerID, resource));
                break;

            case BuffController.buffType.speedUp:
                NaturalGrowth += e.SpeedUP;
                EventBus.Publish <SpeedChangeEvent>(new SpeedChangeEvent(PlayerID, NaturalGrowth));
                break;
            }
        }
    }
Example #6
0
    private void Update()
    {
        //回复 护盾值
        attributes.SheildPoint += attributes.SPRegenerationRate.Value * Time.deltaTime;

        if (attributes.data.IsCaster)
        {
            //回复 魔法值 和 当前技能冷却(应当是全体技能冷却,同时技能初始精确度未设置)
            attributes.ManaPoint.Value += attributes.MPRegenerationRate.Value * Time.deltaTime;
            skillTable.CurrentSkill.AccuracyCooldown(Time.deltaTime);
        }

        //触发buff效果
        BuffEvent?.Invoke();

        ////单位画布面对摄像机
        //if (unitCanvas != null)
        //    unitCanvas.transform.forward = unitCamera.position - unitCanvas.transform.position;
    }
 public void SubscribeToBuffEquippedEvent(BuffEvent e)
 {
     BuffEquippedEvent += e;
 }