void ExcuteCounter(COM_ReportActionCounter counter) { BattleActor caster = Battle.Instance.GetActorByInstId(counter.casterId_); BattleActor[] aim = new BattleActor[] { Battle.Instance.GetActorByIdx((int)counter.targetPosition_) }; SkillInst skill = new SkillInst(); EffectAPI.Play((EFFECT_ID)GlobalValue.EFFECT_Fanji, caster.ControlEntity.ActorObj.transform.position + caster.ControlEntity.ActorObj.transform.forward, null, null, null, (EffectInst inst, ParamData pData) => { EffectAPI.Play((EFFECT_ID)GlobalValue.EFFECT_FanjiCast, caster.ControlEntity.ActorObj, null, null, (int iVal) => { skill.Cast(GlobalValue.GetAttackID(caster), 1, caster, aim, new COM_ReportTarget[] { counter.props_ }, null, DealCounterAction, true); }); }); }
void ContinueAction() { // make counter list for (int j = 0; j < reportAction_.counters_.Length; ++j) { counterLst_.Add(reportAction_.counters_[j]); } /// add state for (int i = 0; i < reportAction_.stateIds_.Length; ++i) { BattleActor actor = Battle.Instance.GetActorByInstId(reportAction_.stateIds_[i].ownerId_); //如果大于1 则延迟加buff if (reportAction_.stateIds_[i].addQueue_ > 0) { //如果目标是自己 加到行动后state列表,否则加到延迟state列表 if (reportAction_.stateIds_[i].ownerId_ == m_PlayerID) { afterActionBuff.Add(reportAction_.stateIds_[i]); } else { actor.ControlEntity.lagStateList.Add(reportAction_.stateIds_[i]); } continue; } if (reportAction_.stateIds_[i].add_) { actor.ControlEntity.AddState(reportAction_.stateIds_[i]); } else { actor.ControlEntity.RemoveState((int)reportAction_.stateIds_[i].stateId_); } } /// deal self state. ExcuteState(StateInst.ExcuteType.ET_Action, (COM_ReportActionCounter counter) => { /// do action BattleActor caster = Battle.Instance.GetActorByInstId(reportAction_.casterId_); if (caster == null) { //DealAfterActionState(); return; } SkillData data = null; data = SkillData.GetData((int)reportAction_.skill_, (int)reportAction_.skillLevel_); /// extra skill if (data == null) { if (reportAction_.status_ == OrderStatus.OS_Weapon) { COM_Item inst = new COM_Item(); inst.itemId_ = (uint)reportAction_.itemId_; inst.instId_ = (uint)reportAction_.weaponInstId_; if (inst.itemId_ != 0) { Battle.Instance.GetActorByInstId(reportAction_.casterId_).wearEquip(inst); } else { Battle.Instance.GetActorByInstId(reportAction_.casterId_).demontWeapon(); } } DealAfterActionState(); return; } else { if (data._SkillType == SkillType.SKT_DefaultSecPassive || data._SkillType == SkillType.SKT_Passive) { DealAfterActionState(); return; } switch (data._Passive_type) { case PassiveType.PAT_Runaway: RunAway ra = new RunAway(); ra.Run(caster, Battle.Instance.GetActorByInstId(reportAction_.babyId_), reportAction_.status_.Equals(OrderStatus.OS_RunawayOk), (ParamData pdata) => { DealAfterActionState(); }); return; case PassiveType.PAT_Change: ChangePosition cp = new ChangePosition(); cp.ChangePos((int)reportAction_.bp0_, (int)reportAction_.bp1_, (ParamData pdata) => { DealAfterActionState(); }); return; case PassiveType.PAT_BabyInnout: BabyInnOut bio = new BabyInnOut(); bio.Excute(caster, reportAction_.status_, reportAction_.babyId_, reportAction_.baby_, DealAfterActionState); ClearState(); return; case PassiveType.PAT_SecKill: Seckill sk = new Seckill(); SkillData sdata = SkillData.GetData((int)reportAction_.skill_, (int)reportAction_.skillLevel_); if (sdata._Cast_effectID != -1) { EffectAPI.Play((EFFECT_ID)sdata._Cast_effectID, caster.ControlEntity.ActorObj, null, null, (int iVal) => { if (reportAction_.targets_ == null || reportAction_.targets_.Length == 0) { ClientLog.Instance.Log("Sec Kill has no target!"); return; } sk.Do(caster, Battle.Instance.GetActorByIdx((int)reportAction_.targets_[0].position_), DealAfterActionState); }); } else { if (reportAction_.targets_ == null || reportAction_.targets_.Length == 0) { ClientLog.Instance.Log("Sec Kill has no target!"); return; } sk.Do(caster, Battle.Instance.GetActorByIdx((int)reportAction_.targets_[0].position_), DealAfterActionState); } return; default: if (reportAction_.status_ == OrderStatus.OS_None) { DealAfterActionState(); return; } else if (reportAction_.status_ == OrderStatus.OS_Zhuachong) { CatchBaby cb = new CatchBaby(); cb.Catch(reportAction_, DealAfterActionState); return; } else if (reportAction_.status_ == OrderStatus.OS_Summon) { // List<COM_Entity> entities = new List<COM_Entity>(reportAction_.dynamicEntities_); // Battle.Instance.AddNewActor(entities.ToArray());//, () => //// { //// DealAfterActionState(); //// }, reportAction_.dynamicEntities_.Length); // DealAfterActionState(); // return; break; } else { break; } } } if (reportAction_.targets_.Length == 0) { if (reportAction_.status_ == OrderStatus.OS_Summon) { mainSkillInst = new SkillInst(); mainSkillInst.Cast(reportAction_.skill_, reportAction_.skillLevel_, caster, null, reportAction_.targets_, FinishShow, DealCounterAction); } else { DealAfterActionState(); } return; } /// normal skill List <BattleActor> aims = new List <BattleActor>(); for (int i = 0; i < reportAction_.targets_.Length; ++i) { BattleActor item = Battle.Instance.GetActorByIdx((int)reportAction_.targets_[i].position_); // if( null == item || item.isDead ) continue; aims.Add(item); } //TODO for temp if (aims.Count == 0) { aims.Add(Battle.Instance.GetActorByInstId(reportAction_.casterId_)); } /////// for (int i = 0; i < aims.Count; ++i) { if (aims[i] == null) { continue; } aims[i].ForGuardPos = (int)reportAction_.huweiPosition_; } mainSkillInst = new SkillInst(); //ClientLog.Instance.Log("宠物 No! Cast: " + reportAction_.skill_ + " caster : " + caster.InstName + " aim: " + aims[0].InstName + " len:" + aims.Count + " target: " + reportAction_.targets_[0].position_ + " len:" + reportAction_.targets_.Length); mainSkillInst.Cast(reportAction_.skill_, reportAction_.skillLevel_, caster, aims.ToArray(), reportAction_.targets_, FinishShow, DealCounterAction); }); //// 处理需要除掉的actor //DealEraseActor(); }