//百分比交换 void PercentExchange(List <AttrbuteConfig> used, NPCData self, NPCData tar, float Min, WarSrcAnimParam SrcParam, WarTarAnimParam TarParam) { int cnt = used.Count; if (cnt <= 0) { return; } for (int i = 0; i < cnt; ++i) { AttrbuteConfig att = used[i]; NPCRuntimeData selfRt = self.rtData; NPCRuntimeData tarRt = tar.rtData; NPCConfigData selfCfg = self.configData; NPCConfigData tarCfg = tar.configData; float selfCfgVal = selfCfg.getValue <float>(att.note); float tarCfgVal = tarCfg.getValue <float>(att.note); float selfRtVal = selfRt.getFloatValue(att.note); float tarRtVal = tarRt.getFloatValue(att.note); //自己的值 float self_att1_per = selfRtVal / selfCfgVal; //敌人的值 float tar_att1_per = tarRtVal / tarCfgVal; //敌人值的下限 float tar_att1_per_min = Min; float tarVal = 0f; //如果传递过去的百分比大于下限,则将自己的值和敌人直接替换 if (self_att1_per > tar_att1_per_min) { tarVal = tarCfgVal * self_att1_per; } else { tarVal = tarCfgVal * tar_att1_per_min; } if (att.type == "float") { tarRt.setValue(att.note, tarVal); } else { tarRt.setValue(att.note, (int)tarVal); } float selfVal = selfCfgVal * tar_att1_per; if (att.type == "float") { selfRt.setValue(att.note, selfVal); } else { selfRt.setValue(att.note, (int)selfVal); } /// /// 血量的信息需要特别的传递给UI /// if (att.note == "curHp") { SrcParam.described.srcEnd = new EndResult() { param1 = (int)(selfVal - selfRtVal), param2 = TarParam.described.target, }; TarParam.described.targetEnd = new EndResult() { param1 = (int)(tarVal - tarRtVal), param2 = TarParam.described.target, }; } } }
/// <summary> /// 释放技能效果 /// </summary> /// <param name="src">效果发起者</param> /// <param name="skTarget">技能选择的目标, 无意义</param> /// <param name="target">技能先选择目标后,再次Effect选择后的目标</param> /// <param name="skDirectHurt">是否是技能的直接伤害, 这个没有伤害</param> /// <param name="container">所有数据展现的容器,本次Effect施法的效果会依次加入</param> public void Cast(ServerNPC src, IEnumerable <ServerNPC> skTarget, IEnumerable <ServerNPC> target, bool skDirectHurt, List <MsgParam> container) { #if DEBUG Utils.Assert(skCfg == null, "Skill Configure is null in BulletNpcEffect routine."); #endif WarSrcAnimParam SrcParam = new WarSrcAnimParam() { OP = EffectOp.CtorNPC, ShootAction = skCfg.ShootAction, ShootTime = skCfg.ShootTime, ShootEventTime = skCfg.ShootEventTime, }; int CtorNpcId = cfg.Param1; float LifeTime = cfg.Param2 * Consts.OneThousand; CtorNpcPos pos = (CtorNpcPos)Enum.ToObject(typeof(CtorNpcPos), cfg.Param3); //碰撞 bool Collide = cfg.Param4 == 1; int AI_ID = cfg.Param5; int param_1 = cfg.Param8; int param_2 = cfg.Param10; //会有的Buff int[] BuffIDList = cfg.Param11; //数据源 CtorNpcSource datasrc = (CtorNpcSource)Enum.ToObject(typeof(CtorNpcSource), cfg.Param6); //数据源的修正 CtorNpcAttri attr_1 = (CtorNpcAttri)Enum.ToObject(typeof(CtorNpcAttri), cfg.Param7); CtorNpcAttri attr_2 = (CtorNpcAttri)Enum.ToObject(typeof(CtorNpcAttri), cfg.Param9); /// /// 获取数据源 /// NPCData data = new NPCData(); NPCConfigData cfgD = null; NPCRuntimeData rtD = null; if (datasrc == CtorNpcSource.NPC_Table) { NPCModel model = Core.Data.getIModelConfig <NPCModel>(); cfgD = model.get(CtorNpcId); Utils.Assert(cfgD == null, "Can't find NPC configure. NPC ID = " + CtorNpcId); } else if (datasrc == CtorNpcSource.NPC_Castro_Cur) { cfgD = src.data.configData; rtD = src.data.rtData.ShallowCopy(); } else if (datasrc == CtorNpcSource.NPC_Castor_Init) { cfgD = src.data.configData; } rtD = rtD ?? new NPCRuntimeData(cfgD); List <String> changed_1 = attr_1.SwitchTo(); List <String> changed_2 = attr_2.SwitchTo(); int cnt = changed_1.Count; if (cnt > 0) { for (int i = 0; i < cnt; ++i) { rtD.setValue(changed_1[i], (Int32Fog)param_1); } } cnt = changed_2.Count; if (cnt > 0) { for (int i = 0; i < cnt; ++i) { rtD.setValue(changed_2[i], (Int32Fog)param_2); } } data.configData = cfgD; data.rtData = rtD; /// /// 获取目标位置 /// List <UVec3> TargetVec3 = new List <UVec3>(); if (pos == CtorNpcPos.Castor_Forward) { TargetVec3.Add(src.transform.forward); } else if (pos == CtorNpcPos.Target) { foreach (ServerNPC t in target) { TargetVec3.Add(t.transform.position); } } else if (pos == CtorNpcPos.Castor_Surround) { TargetVec3.Add(src.transform.position); } /// /// ------ 获取统计信息 ------ /// SelfDescribed des = new SelfDescribed() { src = src.UniqueID, target = src.UniqueID, act = Verb.Creature, srcEnd = new EndResult { param1 = CtorNpcId, param2 = AI_ID, param8 = LifeTime, }, targetEnd = null, }; des.srcEnd.obj = ctorToShowcase(Collide, data, BuffIDList, TargetVec3, src); SrcParam.SkillId = skCfg.ID; SrcParam.described = des; container.Add(SrcParam); }
//固定比例交换 void FixtureExchange(List <AttrbuteConfig> used, NPCRuntimeData selfRt, NPCRuntimeData tarRt, int Min, WarSrcAnimParam SrcParam, WarTarAnimParam TarParam) { int cnt = used.Count; if (cnt <= 0) { return; } for (int i = 0; i < cnt; ++i) { AttrbuteConfig att = used[i]; //自己的值 float self_att1_val = selfRt.getFloatValue(att.note); //敌人的值 float tar_att1_val = tarRt.getFloatValue(att.note); //敌人值的下限 float tar_att1_val_min = (float)Min; float final_tar_val = 0F; //如果传递过去的值大于下限,则将自己的值和敌人直接替换 if (self_att1_val > tar_att1_val_min) { final_tar_val = self_att1_val; } else { //如果传递过去的值小于下限,则将敌人的值给自己,敌人的为最低下限 final_tar_val = tar_att1_val_min; } //敌人 if (att.type == "float") { tarRt.setValue(att.note, (FloatFog)final_tar_val); } else { tarRt.setValue(att.note, (Int32Fog)final_tar_val); } //自己 if (att.type == "float") { selfRt.setValue(att.note, (FloatFog)tar_att1_val); } else { selfRt.setValue(att.note, (Int32Fog)tar_att1_val); } /// /// 血量的信息需要特别的传递给UI /// if (att.note == "curHp") { SrcParam.described.srcEnd = new EndResult() { param1 = (int)(tar_att1_val - self_att1_val), param2 = TarParam.described.target, }; TarParam.described.targetEnd = new EndResult() { param1 = (int)(final_tar_val - tar_att1_val), param2 = TarParam.described.target, }; } } }