Example #1
0
    /// <summary>
    /// 当triggerType指定的事件发生时, 检查randEventContainer列表, 触发随机事件.
    /// </summary>
    /// <param name="theOther">触发事件的单位.</param>
    /// <param name="eventOwner">为随机事件的拥有者.</param>
    /// <remarks>randevent的技能效果不由任何技能发起(只可以得知该随机事件是如何被注册的)</remarks>
    public static void ApplyRandEvent(
        BattleUnit theOther,
        BattleUnit eventOwner,
        BattleUnitRandEventContainer randEventContainer,
        RandEventTriggerType triggerType,
        RandEventArg triggerArg
        )
    {
        List <uint> buffNeed2Remove = new List <uint>();
        List <BattleUnitRandEvent> typedContainer = randEventContainer[triggerType];

        //LinkedListNode<BattleUnitRandEvent> currentNode = typedContainer.First;

        // SkillScript可能产生新的randevent加入容器中, 导致容器改变, 因此不能通过foreach遍历.
        // 获取当前指定类型的容器中的元素个数, 只遍历当前的元素(新的randevent通过AddLast加入到容器中, 因此不会被遍历到).

        for (int i = typedContainer.Count - 1; i >= 0; --i)
        {
            BattleUnitRandEvent randEvent = typedContainer[i];

            SkillRandEventTableItem randEventRes = randEvent.randEventResource;

            // 检查CD.
            if (randEvent.cdMilliseconds != 0)
            {
                continue;
            }

            // 检查概率.
            if (!SkillUtilities.Random100(randEventRes.probability))
            {
                continue;
            }

            SkillClientBehaviour.AddEffect2Object(eventOwner, randEventRes._3DEffectID, randEventRes._3DEffectBindpoint);

            if (randEvent.mScript != null && !randEvent.mScript.RunScript(triggerArg))
            {
                buffNeed2Remove.Add((uint)randEvent.fromBuffRes.resID);
            }

            randEvent.cdMilliseconds = randEventRes.cdMilliseconds;
        }

//             for (int count = typedContainer.Count; count != 0; --count, currentNode = currentNode.Next)
//             {
//
//             }

        for (int i = 0; i < buffNeed2Remove.Count; ++i)
        {
            eventOwner.RemoveSkillBuffByResID(buffNeed2Remove[i]);
        }
/*            foreach (uint id in buffNeed2Remove)*/
    }
Example #2
0
 /// <summary>
 /// 检测并在当前角色应用随机事件.
 /// </summary>
 /// <param name="attackerAttr">触发该事件的角色的属性</param>
 /// <param name="skillCommonResID">触发该事件的技能ID</param>
 /// <param name="type">事件触发类型</param>
 public void ApplyRandEvent(BattleUnit theOther, RandEventTriggerType type, RandEventArg argument)
 {
     SkillDetails.ApplyRandEvent(theOther, this, mRandEventContainer, type, argument);
 }
 /// <summary>
 ///获取指定类型的随机事件的容器.
 /// </summary>
 public List <BattleUnitRandEvent> this[RandEventTriggerType type]
 {
     get { return(mContainer[(int)type]); }
 }