Example #1
0
        override public void initDieItemData(BeingEntity dieBeing, stRetRemoveBattleCardUserCmd msg)
        {
            base.initDieItemData(dieBeing, msg);

            m_being       = dieBeing;
            m_dieEffectId = 14;         // 普通死亡
        }
Example #2
0
        override public void initDieItemData(BeingEntity dieBeing, stRetRemoveBattleCardUserCmd msg)
        {
            base.initDieItemData(dieBeing, msg);

            m_being = dieBeing;
            m_dieEffectId = 14;         // 普通死亡
        }
        override public void initItemData(BeingEntity att, BeingEntity def, stNotifyBattleCardPropertyUserCmd msg)
        {
            base.initItemData(att, def, msg);

            m_being = att;

            Ctx.m_instance.m_logSys.fightLog(string.Format("[Fight] 攻击者攻击前属性值 {0}", msg.m_origAttObject.log()));
            Ctx.m_instance.m_logSys.fightLog(string.Format("[Fight] 攻击者攻击后属性值 {0}", 0));
        }
Example #4
0
        override public void initItemData(BeingEntity att, BeingEntity def, stNotifyBattleCardPropertyUserCmd msg)
        {
            base.initItemData(att, def, msg);

            m_being = att;

            Ctx.m_instance.m_logSys.fightLog(string.Format("[Fight] 攻击者攻击前属性值 {0}", msg.m_origAttObject.log()));
            Ctx.m_instance.m_logSys.fightLog(string.Format("[Fight] 攻击者攻击后属性值 {0}", 0));
        }
Example #5
0
        // 技能攻击攻击者不会伤血 m_damage = 0
        override public void initItemData(BeingEntity att, BeingEntity def, stNotifyBattleCardPropertyUserCmd msg)
        {
            base.initItemData(att, def, msg);

            skillId = msg.dwMagicType;
            foreach (var item in msg.defList)
            {
                m_hurtIdList.Add(item.qwThisID);
            }
        }
        // 技能攻击攻击者不会伤血 m_damage = 0
        override public void initItemData(BeingEntity att, BeingEntity def, stNotifyBattleCardPropertyUserCmd msg)
        {
            base.initItemData(att, def, msg);

            skillId = msg.dwMagicType;
            foreach(var item in msg.defList)
            {
                m_hurtIdList.Add(item.qwThisID);
            }
        }
Example #7
0
        protected MList<LinkEffect> m_linkEffectList;   // 保存所有添加的连接特效

        public EffectControl(BeingEntity rhv) :
            base(rhv)
        {
            m_frameEffectId = 4;        // 默认是手牌特效 4 
            m_linkEffectList = new MList<LinkEffect>();

            m_stateEffectList = new MList<LinkEffect>((int)StateID.CARD_STATE_MAX);
            int idx = 0;
            for(idx = 0; idx < (int)StateID.CARD_STATE_MAX; ++idx)
            {
                m_stateEffectList.Add(null);
            }
        }
Example #8
0
        protected MList <LinkEffect> m_linkEffectList; // 保存所有添加的连接特效

        public EffectControl(BeingEntity rhv) :
            base(rhv)
        {
            m_frameEffectId  = 4;       // 默认是手牌特效 4
            m_linkEffectList = new MList <LinkEffect>();

            m_stateEffectList = new MList <LinkEffect>((int)StateID.CARD_STATE_MAX);
            int idx = 0;

            for (idx = 0; idx < (int)StateID.CARD_STATE_MAX; ++idx)
            {
                m_stateEffectList.Add(null);
            }
        }
Example #9
0
        override public void initItemData(BeingEntity att, BeingEntity def, stNotifyBattleCardPropertyUserCmd msg)
        {
            base.initItemData(att, def, msg);

            // 普通被击伤血是对方的伤血值,不是血量的减少
            m_bDamage = true;
            if (m_bDamage)
            {
                m_damage = 10;
            }

            Ctx.m_instance.m_logSys.fightLog(string.Format("[Fight] 被击者掉血 {0}", m_damage));

            m_hurtEffectId = 7;         // 普通被击,根据攻击力播放不同的特效,并且播放掉血特效
        }
Example #10
0
        override public void initItemData(BeingEntity att, BeingEntity def, stNotifyBattleCardPropertyUserCmd msg)
        {
            base.initItemData(att, def, msg);

            // 普通被击伤血是对方的伤血值,不是血量的减少
            m_bDamage = true;
            if (m_bDamage)
            {
                m_damage = 10;
            }

            Ctx.m_instance.m_logSys.fightLog(string.Format("[Fight] 被击者掉血 {0}", m_damage));

            m_hurtEffectId = 7;         // 普通被击,根据攻击力播放不同的特效,并且播放掉血特效
        }
Example #11
0
        override public void initItemData(BeingEntity att, BeingEntity def, stNotifyBattleCardPropertyUserCmd msg)
        {
            base.initItemData(att, def, msg);

            skillId        = msg.dwMagicType;
            this.delayTime = m_skillTableItem.m_effectMoveTime;

            // 技能被击伤血是血量值差
            m_bDamage = true;
            if (m_bDamage)
            {
                m_damage = 10;
            }

            Ctx.m_instance.m_logSys.fightLog(string.Format("[Fight] 被击者掉血 {0}", m_damage));
        }
Example #12
0
        override public void initItemData(BeingEntity att, BeingEntity def, stNotifyBattleCardPropertyUserCmd msg)
        {
            base.initItemData(att, def, msg);

            skillId = msg.dwMagicType;
            this.delayTime = m_skillTableItem.m_effectMoveTime;

            // 技能被击伤血是血量值差
            m_bDamage = true;
            if (m_bDamage)
            {
                m_damage = 10;
            }

            Ctx.m_instance.m_logSys.fightLog(string.Format("[Fight] 被击者掉血 {0}", m_damage));
        }
Example #13
0
        override public void initItemData(BeingEntity att, BeingEntity def, stNotifyBattleCardPropertyUserCmd msg)
        {
            base.initItemData(att, def, msg);

            // 播放 Fly 数字,攻击者和被击者都有可能伤血,播放掉血数字
            // 普通攻击者掉血是被击者的伤血量
            m_bDamage = true;
            if (m_bDamage)        // 攻击力可能为 0
            {
                m_damage = 11;
            }

            Ctx.m_instance.m_logSys.fightLog(string.Format("[Fight] 攻击者掉血 {0}", m_damage));

            m_hurterId       = 11;
            m_attackEffectId = 0; // 普通攻击没有攻击特效
        }
Example #14
0
        override public void initItemData(BeingEntity att, BeingEntity def, stNotifyBattleCardPropertyUserCmd msg)
        {
            base.initItemData(att, def, msg);

            // 播放 Fly 数字,攻击者和被击者都有可能伤血,播放掉血数字
            // 普通攻击者掉血是被击者的伤血量
            m_bDamage = true;
            if (m_bDamage)        // 攻击力可能为 0 
            {
                m_damage = 11;
            }

            Ctx.m_instance.m_logSys.fightLog(string.Format("[Fight] 攻击者掉血 {0}", m_damage));

            m_hurterId = 11;
            m_attackEffectId = 0; // 普通攻击没有攻击特效
        }
Example #15
0
        virtual public void execAttack(BeingEntity being)
        {

        }
Example #16
0
        override public void initItemData(BeingEntity att, BeingEntity def, stNotifyBattleCardPropertyUserCmd msg)
        {
            base.initItemData(att, def, msg);

            m_being = def;
        }
Example #17
0
 virtual public void initDieItemData(BeingEntity dieBeing, stRetRemoveBattleCardUserCmd msg)
 {
 }
Example #18
0
        // 初始化数据
        virtual public void initItemData(BeingEntity att, BeingEntity def, stNotifyBattleCardPropertyUserCmd msg)
        {

        }
Example #19
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 // 执行当前的受伤操作
 override public void execHurt(BeingEntity being)
 {
     Ctx.m_instance.m_logSys.fightLog(string.Format("[Fight] 开始执行死亡 {0}", m_being.getDesc()));
     base.execHurt(being);
     being.behaviorControl.execHurt(this);
 }
Example #20
0
 // 执行当前的受伤操作
 override public void execHurt(BeingEntity being)
 {
     Ctx.m_instance.m_logSys.fightLog(string.Format("[Fight] 开始执行普通被击 {0}", m_being.getDesc()));
     base.execHurt(being);
     being.behaviorControl.execHurt(this);
 }
Example #21
0
 // 执行当前的受伤操作
 override public void execHurt(BeingEntity being)
 {
     Ctx.m_instance.m_logSys.fightLog("[Fight] 开始执行技能被击");
     base.execHurt(being);
     being.behaviorControl.execHurt(this);
 }
Example #22
0
 // 执行当前的受伤操作
 override public void execHurt(BeingEntity being)
 {
     Ctx.m_instance.m_logSys.fightLog("[Fight] 开始执行技能被击");
     base.execHurt(being);
     being.behaviorControl.execHurt(this);
 }
Example #23
0
        protected FightSeqData m_fightSeqData;      // 战斗数据

        public BeingBehaviorControl(BeingEntity rhv) :
            base(rhv)
        {
        }
Example #24
0
 virtual public void execHurt(BeingEntity being)
 {
     m_execState = EImmeHurtExecState.eExecing;
 }
Example #25
0
 override public void execAttack(BeingEntity being)
 {
     Ctx.m_instance.m_logSys.fightLog(string.Format("[Fight] 开始执行普通攻击 {0}", m_being.getDesc()));
     being.behaviorControl.execAttack(this);
 }
Example #26
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 public void execCurItem(BeingEntity being)
 {
     m_curHurtItem.execHurt(being);
 }
Example #27
0
        virtual public void initDieItemData(BeingEntity dieBeing, stRetRemoveBattleCardUserCmd msg)
        {

        }
Example #28
0
        override public void initItemData(BeingEntity att, BeingEntity def, stNotifyBattleCardPropertyUserCmd msg)
        {
            base.initItemData(att, def, msg);

            m_being = def;
        }
 override public void execAttack(BeingEntity being)
 {
     Ctx.m_instance.m_logSys.fightLog(string.Format("[Fight] 开始执行技能攻击 {0}", m_being.getDesc()));
     being.behaviorControl.execAttack(this);
 }
        protected FightSeqData m_fightSeqData;      // 战斗数据

        public BeingBehaviorControl(BeingEntity rhv) : 
            base(rhv)
        {

        }
Example #31
0
 // 初始化数据
 virtual public void initItemData(BeingEntity att, BeingEntity def, stNotifyBattleCardPropertyUserCmd msg)
 {
 }
Example #32
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 virtual public void execHurt(BeingEntity being)
 {
     m_execState = EImmeHurtExecState.eExecing;
 }
Example #33
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 public void execCurItem(BeingEntity being)
 {
     m_curHurtItem.execHurt(being);
 }
Example #34
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 virtual public void execAttack(BeingEntity being)
 {
 }