Example #1
0
        protected override void _Load()
        {
            m_dicData.Clear();
            for (int i = 0; i < m_csv.GetRows(); i++)
            {
                SkillBuffCsvData data = new SkillBuffCsvData();
                data.id          = m_csv.GetIntData(i, (int)eSkillBuffCsv.id);
                data.name        = m_csv.GetData(i, (int)eSkillBuffCsv.name);
                data.logicId     = m_csv.GetIntData(i, (int)eSkillBuffCsv.logicId);
                data.logicIdDesc = m_csv.GetData(i, (int)eSkillBuffCsv.logicIdDesc);
                data.targetType  = m_csv.GetIntData(i, (int)eSkillBuffCsv.targetType);

                data.IsCont     = m_csv.GetBoolData(i, (int)eSkillBuffCsv.IsCont);
                data.IsInterval = m_csv.GetBoolData(i, (int)eSkillBuffCsv.IsInterval);

                data.ContinuanceTime = m_csv.GetIntData(i, (int)eSkillBuffCsv.ContinuanceTime);
                data.IntervalTime    = m_csv.GetIntData(i, (int)eSkillBuffCsv.IntervalTime);
                data.ParamDesc1      = m_csv.GetData(i, (int)eSkillBuffCsv.ParamDesc1);
                string strParam = m_csv.GetData(i, (int)eSkillBuffCsv.ParamValue1);
                data.listParam = StringHelper.GetIntList(strParam);


                data.icon        = m_csv.GetIntData(i, (int)eSkillBuffCsv.icon);
                data.effectId    = m_csv.GetIntData(i, (int)eSkillBuffCsv.effectId);
                data.effectPoint = m_csv.GetIntData(i, (int)eSkillBuffCsv.effectPoint);
                data.animaId     = m_csv.GetIntData(i, (int)eSkillBuffCsv.animaId);
                string color = m_csv.GetData(i, (int)eSkillBuffCsv.hitColor);
                if (!string.IsNullOrEmpty(color))
                {
                    data.hasColor = true;
                    data.hitColor = StringHelper.GetColor(color);
                }
                data.des = m_csv.GetData(i, (int)eSkillBuffCsv.des);
                if (m_dicData.ContainsKey(data.id))
                {
                    Debug.LogError("buff id 重复:" + data.id);
                    continue;
                }
                m_dicData.Add(data.id, data);
            }
        }
Example #2
0
 public BuffBase(int uid, SkillBuffCsvData data)
 {
     m_uid      = uid;
     m_buffData = data;
 }
Example #3
0
        public static BuffBase AddBuff(CCreature caster, CCreature receiver, int buffId, Vector2d startPos, Vector2d skillPos, Vector2d dir, int skillIndex = 0, object obj = null)
        {
            // 接受者无敌时
            if (receiver != null)
            {
                if (receiver.IsDie() || receiver.CheckState(eBuffState.WindBlowsUp))
                {
                    return(null);
                }
                if (caster != receiver && receiver.CheckState(eBuffState.God))
                {
                    return(null);
                }
            }

            // 非瞬间伤害的其他所有BUFF,如果是持续的,并且buffid相同时,重置生命时间
            SkillBuffCsvData buffData = CsvManager.Inst.GetCsv <SkillBuffCsv>((int)eAllCSV.eAC_SkillBuff).GetData(buffId);

            if (buffData == null)
            {
                Debug.LogError("无buffid,策划检测检查配置表:" + buffId);
                return(null);
            }

            // 状态BUFF的处理
            // 接受者霸体时,不再添加其他状态BUFF
            if (receiver != null && receiver.CheckState(eBuffState.SuperArmor))
            {
                if (buffData.logicId == (int)eBuffType.state ||
                    buffData.logicId == (int)eBuffType.repel ||
                    buffData.logicId == (int)eBuffType.pullPos
                    )
                {
                    return(null);
                }
            }

            // 相同BUFF的叠加处理
            if (buffData.IsCont &&
                receiver != null &&
                buffData.logicId != (int)eBuffType.damage)
            {
                BuffBase stateBuff = receiver.GetBuffByCsvId(buffId);
                // 1.相同BUFFID
                // 2.相同施法者
                // 3.相同施法者,相同触发器(暂无)
                if (stateBuff != null && stateBuff.m_caster == caster)
                {
                    //Debug.Log("有相同buff。。。" + buffId);
                    // 相同施法者的持续性BUFF,内部可以计算叠加次数和伤害
                    stateBuff.ResetTime();
                    return(stateBuff);
                }
            }

            BuffBase buff = CBuffMgr.Create(buffId);

            //Debug.Log("技能流程:创建BUFF:" + buffId + " " + buff.m_buffData.name + " 类型:" + (eBuffType)buff.m_buffData.logicId);
            if (buff == null)
            {
                Debug.LogError("添加BUFF为空:" + buffId);
                return(null);
            }

            // 最终的接收者,由配表决定
            if (buff.m_buffData.targetType == 0)
            {
            }
            else if (buff.m_buffData.targetType == 1)
            {
                receiver = caster;
            }

            buff.m_caster = caster;
            buff.m_rec    = receiver;

            buff.m_startPos    = startPos;
            buff.m_skillIndex  = skillIndex;
            buff.m_skillPos    = skillPos;
            buff.m_skillDir    = dir;
            buff.m_extendParam = obj;
            // 持续性的才加到人物身上,当角色挂掉时,要清除身上的BUFF
            if (buff.IsCont() && receiver != null)
            {
                // 因为BUFF改变的速度,攻击力等都是在初始化时,遍历BUFF增减数值,所以要先add
                receiver.AddBuff(buff);
                buff.Init();
            }
            else
            {
                buff.Init();
                buff.Destroy();
            }
            return(buff);
        }
Example #4
0
 public Buff04(int uid, SkillBuffCsvData data)
     : base(uid, data)
 {
 }
Example #5
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="buffId"></param>
        /// <returns></returns>
        public static BuffBase Create(int buffId)
        {
            SkillBuffCsvData buffData = CsvManager.Inst.GetCsv <SkillBuffCsv>((int)eAllCSV.eAC_SkillBuff).GetData(buffId);

            if (buffData == null)
            {
                Debug.LogError("BUFF为空 id:" + buffId);
                return(null);
            }
            if (buffData.logicId == 0)
            {
                Debug.LogError("BUFF配置错误 id:" + buffId + "  类型:" + buffData.logicId);
                return(null);
            }
            BuffBase obj = null;

            switch (buffData.logicId)
            {
            case (int)eBuffType.damage:
                obj = new Buff01(m_uid, buffData);
                break;

            case (int)eBuffType.contDamage:
                obj = new Buff02(m_uid, buffData);
                break;

            case (int)eBuffType.pullPos:
                obj = new Buff03(m_uid, buffData);
                break;

            case (int)eBuffType.atk:
                obj = new Buff04(m_uid, buffData);
                break;

            case (int)eBuffType.speed:
                obj = new Buff05(m_uid, buffData);
                break;

            case (int)eBuffType.repel:
                obj = new Buff06(m_uid, buffData);
                break;

            case (int)eBuffType.addHp:
                obj = new Buff07(m_uid, buffData);
                break;

            case (int)eBuffType.dp:
                obj = new Buff08(m_uid, buffData);
                break;

            case (int)eBuffType.modelScale:
                obj = new Buff09(m_uid, buffData);
                break;

            case (int)eBuffType.state:
                obj = new Buff10(m_uid, buffData);
                break;

            case (int)eBuffType.atkCreate:
                obj = new Buff11(m_uid, buffData);
                break;

            case (int)eBuffType.hitCreate:
                obj = new Buff12(m_uid, buffData);
                break;

            case (int)eBuffType.createTrigger:
                obj = new Buff20(m_uid, buffData);
                break;

            case (int)eBuffType.createSkill:
                obj = new Buff21(m_uid, buffData);
                break;

            case (int)eBuffType.createCreature:
                obj = new Buff22(m_uid, buffData);
                break;

            case (int)eBuffType.flash:
                obj = new Buff101(m_uid, buffData);
                break;
            }
            m_uid++;
            //Add(m_uid++, obj);
            m_listAdd.Add(obj);
            return(obj);
        }