public void nextOneAttact() { if (m_curFightData == null) // 如果当前没有攻击进行 { if (m_cacheList.Count() > 0) // 如果有攻击数据 { while (m_cacheList.Count() > 0) // 死亡是可以并行执行的 { m_curFightData = m_cacheList[0]; Ctx.m_instance.m_logSys.fightLog(string.Format("\n[Fight] 开始进行第 {0} 回合中的第 {1} 次战斗", m_uniqueId, m_curFightData.uniqueId)); m_cacheList.Remove(m_curFightData); m_curFightData.processOneAttack(); if (m_cacheList.Count() > 0) { m_nextFightData = m_cacheList[0]; if (!canParallelExec(m_curFightData, m_nextFightData)) { break; } } } } else if (m_bSvrRoundEnd) // 服务器通知才算是结算 { m_roundEndDisp.dispatchEvent(this); } } }
public void onOneAttackAndHurtEndHandle(IDispatchObject dispObj) { if (UtilApi.isAddressEqual(dispObj, m_curFightData)) // 死亡是可以并行执行的,但是只保留并行执行的最后一个 Item ,只有最后一个回调才起作用 { m_curFightData = null; nextOneAttact(); } }
protected int m_uniqueId; // 战斗回合唯一 Id public FightRound(SceneDZData data) { m_sceneDZData = data; m_curFightData = null; m_cacheList = new MList <FightRoundItemBase>(); m_roundEndDisp = new AddOnceAndCallOnceEventDispatch(); m_bSvrRoundEnd = false; m_uniqueId = ID_ALLOC_IDX; ++ID_ALLOC_IDX; FightRoundItemBase.CLEAR_ID_ALLOC_IDX(); // 需要重置每一个战斗 ID }
protected int m_uniqueId; // 战斗回合唯一 Id public FightRound(SceneDZData data) { m_sceneDZData = data; m_curFightData = null; m_cacheList = new MList<FightRoundItemBase>(); m_roundEndDisp = new AddOnceAndCallOnceEventDispatch(); m_bSvrRoundEnd = false; m_uniqueId = ID_ALLOC_IDX; ++ID_ALLOC_IDX; FightRoundItemBase.CLEAR_ID_ALLOC_IDX(); // 需要重置每一个战斗 ID }
public void psstNotifyBattleCardPropertyUserCmd(stNotifyBattleCardPropertyUserCmd msg) { m_bHasFightData = true; FightRoundItemBase attItem = null; if (0 == msg.type) // 攻击 { attItem = new FightRoundAttItem(m_sceneDZData); } else if (1 == msg.type) // 召唤 { attItem = new FightRoundSummonItem(m_sceneDZData); } else if (2 == msg.type) // 抽牌 { attItem = new FightRoundGetItem(m_sceneDZData); } attItem.addOneAttackAndHurtEndHandle(onOneAttackAndHurtEndHandle); attItem.psstNotifyBattleCardPropertyUserCmd(msg); m_cacheList.Add(attItem); //nextOneAttact(); }
// 检查两个攻击、死亡是否可以同时进行,死亡可以,攻击被击不行 protected bool canParallelExec(FightRoundItemBase lhv, FightRoundItemBase rhv) { return(UtilMath.checkState((int)lhv.parallelFlag, rhv.parallelMask)); }
public void onOneAttackAndHurtEndHandle(IDispatchObject dispObj) { if (UtilApi.isAddressEqual(dispObj, m_curFightData)) // 死亡是可以并行执行的,但是只保留并行执行的最后一个 Item ,只有最后一个回调才起作用 { m_curFightData = null; nextOneAttact(); } }
// 检查两个攻击、死亡是否可以同时进行,死亡可以,攻击被击不行 protected bool canParallelExec(FightRoundItemBase lhv, FightRoundItemBase rhv) { return UtilMath.checkState((int)lhv.parallelFlag, rhv.parallelMask); }
public void nextOneAttact() { if (m_curFightData == null) // 如果当前没有攻击进行 { if (m_cacheList.Count() > 0) // 如果有攻击数据 { while (m_cacheList.Count() > 0) // 死亡是可以并行执行的 { m_curFightData = m_cacheList[0]; Ctx.m_instance.m_logSys.fightLog(string.Format("\n[Fight] 开始进行第 {0} 回合中的第 {1} 次战斗", m_uniqueId, m_curFightData.uniqueId)); m_cacheList.Remove(m_curFightData); m_curFightData.processOneAttack(); if(m_cacheList.Count() > 0) { m_nextFightData = m_cacheList[0]; if(!canParallelExec(m_curFightData, m_nextFightData)) { break; } } } } else if (m_bSvrRoundEnd) // 服务器通知才算是结算 { m_roundEndDisp.dispatchEvent(this); } } }