public override List <Avatar> GetTargetList(DRSkillData pSkillData, Avatar pCaster, GTargetInfo sTarInfo, HashSet <int> vExcludeList) { List <Avatar> vTargetList = new List <Avatar>(); if (pSkillData == null || !pCaster) { return(vTargetList); } Avatar pTarget = GameEntry.Entity.GetGameEntity(sTarInfo.m_nTargetID) as Avatar; if (!pTarget) { return(vTargetList); } if (!GCollider.SingletonCollideCheck()) { return(vTargetList); } TryAddTarget(pSkillData, pCaster, pTarget, vExcludeList); vTargetList.Add(pTarget); return(vTargetList); }
public override bool UseSkill() { GTargetInfo sTarInfo = SetDefaultTargetInfo(); if (m_pSkillData == null || sTarInfo == null) { return(false); } if (m_pSkillData.IsTargetSelfOnly()) { sTarInfo.m_nTargetID = Owner.Id; sTarInfo.m_vSrcPos = Owner.GetPos(); sTarInfo.m_vAimDir = Owner.GetDir(); sTarInfo.m_vTarPos = Owner.GetPos(); } else if (m_pSkillData.IsTargetAvatar() || m_pSkillData.IsTargetPos()) { Avatar pTarget = Owner.AimCom.GetTarget(); if (pTarget == null) { return(false); } sTarInfo.m_nTargetID = pTarget.Id; sTarInfo.m_vSrcPos = Owner.GetPos(); sTarInfo.m_vTarPos = pTarget.GetPos(); sTarInfo.m_vAimDir = (pTarget.GetPos() - Owner.GetPos()).normalized2d(); } else if (m_pSkillData.IsTargetDir()) { return(false); } return(Owner.SkillCom.SpellSkill(m_pSkillData.Id, sTarInfo)); }
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); }
public bool SpellSkill() { if (Owner == null || Owner.SkillCom == null) { return(false); } if (!CanSpellSkill()) { return(false); } int nTarget = pMonster.ThreatCom.GetTarget(); Avatar pTarget = GameEntry.Entity.GetGameEntity(nTarget) as Avatar; if (pTarget == null) { return(false); } GTargetInfo sTarInfo = new GTargetInfo { m_nTargetID = pTarget.Id, m_vSrcPos = Owner.GetPos(), m_vTarPos = pTarget.GetPos(), m_vAimDir = (pTarget.GetPos() - Owner.GetPos()).normalized2d() }; bool bResult = Owner.SkillCom.SpellSkill(m_nNextSkill, sTarInfo); GetNextSkill(); return(bResult); }
//检查目标 public bool CheckTarget(DRSkillData pSkillData, Avatar pCaster, GTargetInfo sTarInfo) { if (pSkillData == null || !pCaster) { return(false); } //检查目标条件 if (pSkillData.IsTargetAvatar()) { if (!CheckTarget(pSkillData, pCaster, sTarInfo.m_nTargetID)) { return(false); } } else if (pSkillData.IsTargetPos()) { float fRange = pSkillData.MSV_Range; if (fRange > 0) { float fDistance = pCaster.GetPos().Distance2D(sTarInfo.m_vTarPos); if (fDistance > fRange + 0.5f) { return(false); } } } return(true); }
protected GTargetInfo SetDefaultTargetInfo() { GTargetInfo sTarInfo = new GTargetInfo(); sTarInfo.m_nTargetID = Owner.Id; sTarInfo.m_vSrcPos = Owner.GetPos(); sTarInfo.m_vAimDir = Owner.GetDir(); sTarInfo.m_vTarPos = Owner.GetPos(); return(sTarInfo); }
public bool CanSpellSkill(DRSkillData pSkillData, GTargetInfo sTarInfo) { Avatar pCaster = Owner; if (!pCaster || pSkillData == null) { return(false); } if (!pSkillData.IsActiveSkill()) { return(false); } //检查当前施放技能 if (m_pSpellLogic != null && m_pSpellLogic.IsLock()) { return(false); } //检查消耗 if (!CheckCost(pSkillData)) { return(false); } //检查CD if (!CheckCD(pSkillData)) { return(false); } //检查施法者位置 if (pCaster.GetPos().Distance2D(sTarInfo.m_vSrcPos) > 64.0f) { return(false); } //自身检查 int nSrvCheck = pSkillData.MSV_SrcCheck; if (nSrvCheck > 0) { //todo 添加条件检查组后修复 //if(!GSKillConditionCheckManager::Instance().Check(nSrvCheck, pCaster)) // return false; } //目标检查 if (!GSkillLogicManager.Instance.CheckTarget(pSkillData, pCaster, sTarInfo)) { return(false); } return(true); }
public override bool Process(GSkillCalculation sCalculation, GTargetInfo sTarInfo, SkillAValueData sSkillAValue) { Avatar pCaster = sCalculation.m_pCaster; Avatar pTarget = sCalculation.m_pTarget; DRSkillData pSkillData = sCalculation.m_pSkillData; if (pSkillData == null || !pCaster || !pTarget) { return(false); } if (pTarget.IsDead) { return(false); } SkillEffectEvent gameEvent = ReferencePool.Acquire <SkillEffectEvent>(); gameEvent.SkillID = pSkillData.Id; gameEvent.CasterID = pCaster.Id; gameEvent.TargetID = pTarget.Id; gameEvent.NotifyType = (int)eTriggerNotifyType.NotifyType_Damage; gameEvent.EffectType = pSkillData.MSV_EffectType; gameEvent.EffectValue = 0; sCalculation.CalculationDamage(ref gameEvent.EffectType, ref gameEvent.EffectValue); ////////////////////////////////////////////////////////////////////////// //产生效果事件 if (pCaster.SkillCom) { pCaster.SkillCom.PushTriggerNotify(pSkillData.Id, pTarget.Id, (int)eTriggerNotifyType.NotifyType_Damage, gameEvent.EffectType, (int)gameEvent.EffectValue, sTarInfo.m_vSrcPos, sTarInfo.m_vTarPos, sTarInfo.m_vAimDir); } if (pTarget.SkillCom) { pTarget.SkillCom.PushTriggerNotify(pSkillData.Id, pCaster.Id, (int)eTriggerNotifyType.NotifyType_OnDamage, gameEvent.EffectType, (int)gameEvent.EffectValue, sTarInfo.m_vSrcPos, sTarInfo.m_vTarPos, sTarInfo.m_vAimDir); } //产生效果事件 ////////////////////////////////////////////////////////////////////////// bool bHit = ((gameEvent.EffectType & (int)eTriggerNotify.TriggerNotify_Hit) > 0); //产生仇恨 ProcessHurtThreat(sCalculation.m_CasterAValue, pCaster, pTarget, gameEvent.EffectValue, bHit); GameEntry.Event.Fire(this, gameEvent); return(bHit); }
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); }
//创建技能子弹 todo技能子弹修复后添加 public void CreateSkillProjectile(DRSkillData pSkillData, GTargetInfo sTarInfo, SkillAValueData m_SkillValue) { //if(Owner == null) // return; //if(pSkillData == null) // return; //int nType = pSkillData.MSV_ProjectileLogic; //GSkillProjectile pProjectile = GSkillLogicManager::Instance().CreateProjectile(nType); //if(!pProjectile) // return; //if(!pProjectile->Init(pSkillData, sTarInfo, sRoleValue, (GNodeAvatar*)m_pOwner)) //{ // FACTORY_DELOBJ(pProjectile); // return; //} //if(m_pOwner->GetScene()) //{ // ((GNodeScene*)m_pOwner->GetScene())->ChangeProjsCount(+1); //} //pProjectile->SetID(++m_nProjectileID); ////子弹坐标使用当前角色坐标 //if(pSkillData->IsBulletBornTarPos()) //{ // pProjectile->m_TargetInfo.m_vSrcPos = pProjectile->m_TargetInfo.m_vTarPos; // pProjectile->m_TargetInfo.m_vSrcPos.z = m_pOwner->GetSceneHeight(pProjectile->m_TargetInfo.m_vTarPos); //} //pProjectile->Tick(0, Owner); //MSV_ProjectileFirstEffectTime 为0的情况 //if(m_ProjectileDict.ContainsKey(pSkillData.Id)) //{ // m_ProjectileDict[pSkillData.Id].Add(pProjectile); //} //else //{ // List<GSkillProjectile> list = new List<GSkillProjectile>(); // list.Add(pProjectile); // m_ProjectileDict[pSkillData.Id].Add(list); //} }
//增加技能 public bool AddSkill(int nSkillID /*, int nSlots = 0*/) { if (!Owner) { return(false); } DRSkillData pSkillData = GameEntry.DataTable.GetDataTable <DRSkillData>().GetDataRow(nSkillID); if (pSkillData == null) { return(false); } if (HasSkill(nSkillID)) { return(false); } GTargetInfo sTarInfo = new GTargetInfo(); sTarInfo.m_nTargetID = Owner.Id; sTarInfo.m_vSrcPos = Owner.GetPos(); sTarInfo.m_vAimDir = Owner.GetDir(); sTarInfo.m_vTarPos = Owner.GetPos(); GSkillInitParam param = new GSkillInitParam(Owner, sTarInfo, pSkillData); GSkillSpellLogic pSpellLogic = CreateSkill(param); if (pSpellLogic == null) { return(false); } m_SkillLogicDict.Add(nSkillID, pSpellLogic); if (pSkillData.IsPassiveSkill() && !pSkillData.IsBuffSkill()) { AddPassiveSkill(pSpellLogic); TryCalculateAttribute(pSpellLogic); } AddSubSkill(pSpellLogic); return(true); }
// todo 添加 技能属性集与玩家合并接口及数据类型 //protected XXX m_pXXXX; public virtual bool Init(GSkillInitParam param) { if (param.m_pOwner == null || param.m_pSkillData == null || param.m_TargetInfo == null) { return(false); } m_pOwner = param.m_pOwner; m_TargetInfo = param.m_TargetInfo; m_pSkillData = param.m_pSkillData; m_nCasterID = m_pOwner.Id; ////属性转换 //int nTransfromID = MSV_EffectTransform; //m_pXXXX = data.get(MSV_EffectTransform) return(true); }
//检查使用技能 public bool CanSpellSkill(int nSkillID, GTargetInfo sTarInfo) { return(CanSpellSkill(GetSkillData(nSkillID), sTarInfo)); }
//处理技能效果 public void ProcessSkillEffect(DRSkillData pSkillData, GTargetInfo sTarInfo, SkillAValueData AValue) { GSkillExcludeList vExcludeList = new GSkillExcludeList(); ProcessSkillEffect(pSkillData, sTarInfo, AValue, vExcludeList); }
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; } } }
public abstract bool Process(GSkillCalculation sCalculation, GTargetInfo sTarInfo, SkillAValueData sSkillAValue);
//public GBuff buff; //通过buff挂载的技能 //public int nSlots; //技能修正槽位 public GSkillInitParam(Avatar pOwner, GTargetInfo targetInfo, DRSkillData pSkillData) { m_pOwner = pOwner; m_TargetInfo = targetInfo; m_pSkillData = pSkillData; }
public abstract List <Avatar> GetTargetList(DRSkillData pSkillData, Avatar pCaster, GTargetInfo sTarInfo, HashSet <int> vExcludeList);
public override List <Avatar> GetTargetList(DRSkillData pSkillData, Avatar pCaster, GTargetInfo sTarInfo, HashSet <int> vExcludeList) { List <Avatar> vTargetList = new List <Avatar>(); if (pSkillData == null || !pCaster) { return(vTargetList); } Avatar pTarget = GameEntry.Entity.GetGameEntity(sTarInfo.m_nTargetID) as Avatar; if (!pTarget) { pTarget = pCaster; } int cnt = GetTargetCount(pSkillData /*, vExcludeList*/); int filter = pSkillData.MSV_AreaFilter; float minDis = pSkillData.MSV_AreaParam1; float maxDis = pSkillData.MSV_AreaParam2; float w = pSkillData.MSV_AreaParam3; List <UnityGameFramework.Runtime.Entity> pList = new List <UnityGameFramework.Runtime.Entity>(); GameEntry.Entity.GetAllLoadedEntities(pList); if (pList == null || pList.Count == 0) { return(vTargetList); } Vector3 pos = /*pSkillData.IsAreaUseTarPos() ? sTarInfo.m_vTarPos :*/ sTarInfo.m_vSrcPos; Vector3 dir = sTarInfo.m_vAimDir; Vector3 center = pos + dir * ((minDis + maxDis) / 2); SRect sRect = new SRect(center, maxDis - minDis, w); foreach (var item in pList) { Avatar actor = item.Logic as Avatar; if (actor == null || actor == pCaster) { continue; } SSphere sTarSphere = new SSphere(actor.GetPos(), actor.ModelRadius); if (GCollider.RectCollideCheck(sRect, sTarSphere, dir)) { TryAddTarget(pSkillData, pCaster, actor, vExcludeList); if (vTargetList.Count >= cnt) { if (filter > 0) { UpdateAreaFilter(filter, cnt, vTargetList); } else { return(vTargetList); } } break; } } return(vTargetList); }
//使用技能 public bool SpellSkill(int nSkillID, GTargetInfo sTarInfo) { if (Owner == null) { return(false); } GSkillSpellLogic pSpellLogic = GetSkill(nSkillID); if (pSpellLogic == null) { DRSkillData skillData = GameEntry.DataTable.GetDataTable <DRSkillData>().GetDataRow(nSkillID); if (skillData != null && skillData.IsTemplateSkill()) { if (AddSkill(nSkillID)) { pSpellLogic = GetSkill(nSkillID); } } } if (pSpellLogic == null) { return(false); } DRSkillData pSkillData = pSpellLogic.m_pSkillData; if (pSkillData == null) { return(false); } if (!CanSpellSkill(pSkillData, sTarInfo)) { return(false); } if (m_pSpellLogic != null) { FinishSkill(); } if (!pSpellLogic.SetFSMState()) { return(false); } //初始化施法逻辑 m_pSpellLogic = pSpellLogic; m_pSpellLogic.Reset(); if (sTarInfo.m_vAimDir == default(Vector3)) { sTarInfo.m_vAimDir = Owner.GetDir(); } m_pSpellLogic.m_TargetInfo = sTarInfo; m_pSpellLogic.ResetSkillAValue(); if (!pSkillData.IsEffectStateCost()) { DoCost(pSkillData); StartCD(pSkillData, true); //todo 允许部分技能在生效时产生消耗 //m_pSpellLogic.SetCosted(); } m_pSpellLogic.ReInit(); sTarInfo = m_pSpellLogic.m_TargetInfo; Log.Debug("Avatar'{0}' Skill'{1}' Spell", Owner.Id, nSkillID); //产生技能事件 if (pSkillData.IsTriggerSkillNotify()) { PushTriggerNotify(nSkillID, sTarInfo.m_nTargetID, (int)eTriggerNotifyType.NotifyType_Skill, (int)eTriggerNotify.TriggerNotify_SkillStart, 0, sTarInfo.m_vSrcPos, sTarInfo.m_vTarPos, sTarInfo.m_vAimDir); } //执行瞬发效果 m_pSpellLogic.Tick(0); return(true); }