Example #1
0
        /// <summary>
        /// 弹射模式下的搜索
        /// </summary>
        /// <param name="context"></param>
        /// <param name="data"></param>
        /// <param name="param"></param>
        private void BounceSearch(ISkillContext context,
                                  SkillActionData data, CommonParam param)
        {
            if (data.Id != param.BounceParam.SearchTargetActionId)
            {
                return;
            }

            param.ResetTarget();
            var bounceData = SkillUtil.GetSkillActionData(param.BounceParam.BounceActionId);

            //弹射检查范围
            SkillUtil.TryParseWithDebug(bounceData.Para4, out int range, "弹射范围");
            bool isIgnoreRepeat = string.Equals("1", data.Para5);

            //todo  fake data,need real check
            var targetArray = GameObject.FindObjectsOfType <DemoActor>();

            param.AddTargets(targetArray);
            FilterTarget(context, data, param);
            var targets = param.Targets;

            //1.排除自己
            //2.排除已经弹射过的
            //3.找距离最近的
            //4.已经死亡的排除
            float       minDistance  = float.MaxValue;
            ISkillActor nearestActor = null;

            for (int i = 0; i < targets.Count; i++)
            {
                var target = targets[i];
                if (target.IsDead())
                {
                    continue;
                }
                //todo TestSkillActor remove
                if ((DemoActor)target == (DemoActor)context.GetSelfActor())
                {
                    continue;
                }
                if (!isIgnoreRepeat && param.BounceParam.HasBounced(target))
                {
                    continue;
                }

                var distance = Vector3.Distance(target.GetTransform().position,
                                                param.BounceParam.LastBouncedActor.GetTransform().position);
                if (!(distance < minDistance) || !(distance <= range))
                {
                    continue;
                }
                minDistance  = distance;
                nearestActor = target;
            }

            param.ResetTarget();
            if (nearestActor != null)
            {
                param.AddTarget(nearestActor);
            }
        }
Example #2
0
        private void NormalGetTargets(ISkillContext context,
                                      SkillActionData data, CommonParam param)
        {
            var rangeType  = (ESkillTargetRangeType)data.Radius.Key;
            var centerType = (ESkillTargetCenter)data.Center;

            //线性投射会把Hit的目标动态AddTarget进来
            //跟踪投射 策划会配置Center为2
            if (centerType != ESkillTargetCenter.ProjectileHitPoint)
            {
                param.ResetTarget();
            }

            if (rangeType == ESkillTargetRangeType.None) //不需要检测距离
            {
                switch (centerType)
                {
                case ESkillTargetCenter.Caster:
                    //添加技能施放者
                    param.AddTarget(context.GetSelfActor());
                    break;

                case ESkillTargetCenter.Target:
                    //添加被施法目标
                    param.AddTarget(param.ActorClicked);
                    break;

                default:     //todo delete this later
                    param.AddTarget(param.ActorClicked);
                    break;
                }
            }
            else
            {
                Vector3 center = Vector3.zero;
                center = GetCenterTarget(context, data, param);
                var range = data.Radius.Value;

                switch (rangeType)
                {
                //todo
                case ESkillTargetRangeType.Circle:
                case ESkillTargetRangeType.Rect:
                case ESkillTargetRangeType.Sector:
                    //todo fake 暂时都按照 Radius处理
                    var actors = GameObject.FindObjectsOfType <DemoActor>();
                    foreach (var demoActor in actors)
                    {
                        var actor = (ISkillActor)demoActor;
                        if (actor.IsDead())
                        {
                            continue;
                        }
                        var distance = Vector3.Distance(actor.GetTransform().position, center);
                        if (distance <= range)
                        {
                            param.AddTarget(actor);
                        }
                    }
                    break;
                }
            }
        }