Example #1
0
        public virtual bool Init(DRSkillData pSkillData, GTargetInfo sTarInfo, SkillAValueData sSkillAValue, Avatar pCaster)
        {
            if (pSkillData == null)
            {
                return(false);
            }

            m_fCurTime              = 0;
            m_pSkillData            = pSkillData;
            m_TargetInfo            = sTarInfo;
            m_fSpeed                = m_pSkillData.MSV_ProjectileSpeed;
            m_fLifeTime             = m_pSkillData.MSV_ProjectileTime;
            m_fFirstEffectTime      = m_pSkillData.MSV_ProjectileFirstEffectTime;
            m_fEffectTime           = m_pSkillData.MSV_EffectTime;
            m_fCurEffectTime        = m_fFirstEffectTime;
            m_vExcludeList          = new GSkillExcludeList();
            m_vExcludeList.m_nCount = m_pSkillData.MSV_ProjectileEffectCount;
            m_vExcludeList.m_bCount = (m_vExcludeList.m_nCount > 0);

            //int nProjectileOffset = m_pSkillData.MSV_ProjectileOffset;
            //Vector3 vOffset = GSkillProjectileOffsetManager.Instance.GetProjectileOffset(nProjectileOffset);
            //m_TargetInfo.m_vSrcPos += vOffset;
            m_TargetInfo.m_vSrcPos += new Vector3(0, 1, 0);

            m_SkillAValue = sSkillAValue.CloneData();

            m_vPreCheckPos = m_TargetInfo.m_vSrcPos;
            return(true);
        }
Example #2
0
        public void Clear()
        {
            m_fCurTime              = 0;
            m_pSkillData            = null;
            m_TargetInfo            = null;
            m_fSpeed                = 0;
            m_fLifeTime             = 0;
            m_fFirstEffectTime      = 0;
            m_fEffectTime           = 0;
            m_fCurEffectTime        = 0;
            m_vExcludeList          = null;
            m_vExcludeList.m_nCount = 0;
            m_vExcludeList.m_bCount = false;

            m_SkillAValue  = null;
            m_vPreCheckPos = default(Vector3);
        }
Example #3
0
        public void ProcessSkillEffect(DRSkillData pSkillData, GTargetInfo sTarInfo, SkillAValueData AValue, GSkillExcludeList vExcludeList)
        {
            if (pSkillData == null)
            {
                return;
            }

            Avatar pCaster = Owner;

            if (!pCaster)
            {
                return;
            }

            int             nAreaLogic = pSkillData.MSV_AreaLogic;
            GSkillAreaLogic pAreaLogic = GSkillLogicManager.Instance.GetAreaLogic(nAreaLogic);

            if (pAreaLogic == null)
            {
                return;
            }

            if (nAreaLogic != (int)eSkillAreaLogic.SkillArea_Singleton && !pSkillData.IsAreaIncludeSelf())
            {
                vExcludeList.Add(pCaster.Id);
            }

            List <Avatar> vTargetList = pAreaLogic.GetTargetList(pSkillData, pCaster, sTarInfo, vExcludeList);

            if (vTargetList == null || vTargetList.Count == 0)
            {
                return;
            }

            ////合并攻击方属性 todo合并技能属性集和模板属性集
            //RoleAValue sSkillAValue;
            //sSkillAValue.Copy(sRoleValue);
            //sSkillAValue.Combine(pSkillData->m_RoleValue);

            //RoleAValue sCasterRoleValue;
            //sCasterRoleValue.Copy(sSkillAValue);
            //sCasterRoleValue.Combine(pCaster->GetRoleAValue());

            //属性合并节点 todo 等技能数据包裹修复后
            //if(pSkillData->IsCombineEffectNotify())
            //{
            //	PushTriggerNotifyAValue(pSkillData->m_nDataID, 0, NotifyType_CombineEffect, pSkillData->GetIntValue(MSV_EffectType), &sCasterRoleValue);
            //}

            int          nEffectLogic = pSkillData.MSV_EffectLogic;
            GSkillEffect pEffectLogic = GSkillLogicManager.Instance.GetEffectLogic(nEffectLogic);

            if (pEffectLogic == null)
            {
                return;
            }

            GTargetInfo tempTarInfo;

            foreach (var pTarget in vTargetList)
            {
                if (pTarget == null)
                {
                    continue;
                }

                if (vExcludeList.Contains(pTarget.Id))
                {
                    continue;
                }

                PlayerAValueData sCasterRoleValue = pCaster.GetRoleAValue();
                PlayerAValueData sTargetRoleValue = pTarget.GetRoleAValue();
                if (sCasterRoleValue == null || sCasterRoleValue == null)
                {
                    continue;
                }

                GSkillCalculation sCaluation = new GSkillCalculation();

                sCaluation.m_pSkillData   = pSkillData;
                sCaluation.m_pCaster      = pCaster;
                sCaluation.m_pTarget      = pTarget;
                sCaluation.m_CasterAValue = sCasterRoleValue.CloneData();
                sCaluation.m_TargetAValue = sTargetRoleValue.CloneData();
                sCaluation.m_SkillAValue  = AValue;
                sCaluation.TransfromEffectTarget();

                tempTarInfo             = sTarInfo;
                tempTarInfo.m_nTargetID = pTarget.Id;
                tempTarInfo.m_vTarPos   = pTarget.GetPos();

                if (pEffectLogic.Process(sCaluation, tempTarInfo, AValue))
                {
                    //todo 添加log范围
                    //pAreaLogic.Draw(pSkillData, pCaster, pTarget, sTarInfo);
                }
                //填充重复列表
                if (pSkillData.IsAreaAddExclude())
                {
                    vExcludeList.Add(pTarget.Id);
                }
                //减少效果次数
                if (vExcludeList.m_nCount > 0)
                {
                    --vExcludeList.m_nCount;
                }
            }
        }
Example #4
0
        //处理技能效果
        public void ProcessSkillEffect(DRSkillData pSkillData, GTargetInfo sTarInfo, SkillAValueData AValue)
        {
            GSkillExcludeList vExcludeList = new GSkillExcludeList();

            ProcessSkillEffect(pSkillData, sTarInfo, AValue, vExcludeList);
        }