//每帧都会调用对应的实体 public override void Execute(List <BasicEntity> entities) { foreach (BasicEntity e in entities) { AttackComponent attack = e.GetComponent <AttackComponent> (); VoxelBlocks map = GameObject.Find("Voxel Map").transform.GetComponent <VoxelBlocks> (); AbilityComponent ab = e.GetComponent <AbilityComponent> (); InputComponent input = e.GetComponent <InputComponent> (); StateComponent ap = e.GetComponent <StateComponent> (); int i = AiToInput.GetAbilityCount(e, M_LinkedType); //检测是否按下攻击键 if (i >= ab.m_temporaryAbility.Count || i != input.currentKey) { continue; } //若无攻击对象则获取周围可攻击对象 if (attack.enemy == null) { attack.enemy = GetEnemyAround(e); if (attack.enemy == null) { return; } } List <Vector3> el = new List <Vector3> (); foreach (var enemy in attack.enemy) { el.Add(enemy.GetComponent <BlockInfoComponent> ().m_logicPosition); } UISimple ui = GameObject.Find("UI").GetComponent <UISimple> (); ui.ShowUI(el, 2); //左键攻击 if (input.leftButtonDown) { BasicEntity enemy = map.GetBlockByLogicPos(input.currentPos).entity; //检测当前选中敌人是否处于攻击范围内 List <BasicEntity> list = GetEnemyAround(e); if (list != null && !list.Contains(enemy)) { attack.enemy = list; return; } //扣除敌人HP值 DeadComponent dead = enemy.GetComponent <DeadComponent> (); StateComponent state = e.GetComponent <StateComponent> (); dead.hp -= attack.STR; state.m_actionPoint -= 1; state.Invoke("AnimationEnd", 1); state.AnimationStart(); //播放攻击动画 //播放敌人受击动画 //减少AP } } }
public override void Execute(List <BasicEntity> entities) { foreach (var entity in entities) { KnockComponent knock = entity.gameObject.GetComponent <KnockComponent>(); AbilityComponent ab = entity.GetComponent <AbilityComponent>(); InputComponent input = entity.GetComponent <InputComponent>(); StateComponent ap = entity.GetComponent <StateComponent>(); int i = AiToInput.GetAbilityCount(entity, M_LinkedType); if (i >= ab.m_temporaryAbility.Count || i != input.currentKey) { knock.m_area = null; continue; } //获取影响范围 if (knock.m_area == null) { knock.m_area = FindPath.GetArea(knock.GetComponent <BlockInfoComponent>().m_logicPosition, knock.m_ridus); } UISimple ui = GameObject.Find("UI").GetComponent <UISimple>(); ui.ShowUI(knock.m_area, 3); VoxelBlocks map = GameObject.Find("Voxel Map").GetComponent <VoxelBlocks>(); List <BasicEntity> enemy = new List <BasicEntity>(); //获取影响范围内的敌人 foreach (var pos in knock.m_area) { var e = map.GetBlockByLogicPos(pos).entity; if (e != null) { if (e.GetComponent <BlockInfoComponent>().m_blockType == BlockType.Enemy) { enemy.Add(e); } } } //UI显示范围与敌人 if (input.leftButtonDown) { foreach (var e in enemy) { Debug.Log(e.name); e.GetComponent <MonitorComponent>().m_voice.Add(entity.GetComponent <BlockInfoComponent>().m_logicPosition); } ui.ShowUI(null, 3); StateComponent state = entity.GetComponent <StateComponent>(); state.m_actionPoint -= 1; state.AnimationStart(); state.Invoke("AnimationEnd", 1); } } }
public override void Execute(List <BasicEntity> entities) { foreach (BasicEntity entity in entities) { AbilityComponent ab = entity.GetComponent <AbilityComponent>(); InputComponent input = entity.GetComponent <InputComponent>(); StateComponent ap = entity.GetComponent <StateComponent>(); CheerUpComponent cu = entity.GetComponent <CheerUpComponent>(); int i = AiToInput.GetAbilityCount(entity, M_LinkedType); if (i >= ab.m_temporaryAbility.Count || i != input.currentKey) { continue; } ap.AnimationStart(); ap.m_actionPoint += cu.m_addAp; if (!ab.m_coldDown.ContainsKey(M_LinkedType)) { ab.m_coldDown.Add(M_LinkedType, cu.m_coldDown); } ap.Invoke("AnimationEnd", 1); } }
public override void Execute(List <BasicEntity> entities) { foreach (var entity in entities) { MoveComponent move = entity.gameObject.GetComponent <MoveComponent> (); AbilityComponent ab = entity.GetComponent <AbilityComponent> (); InputComponent input = entity.GetComponent <InputComponent> (); StateComponent ap = entity.GetComponent <StateComponent> (); BlockType blockType = entity.GetComponent <BlockInfoComponent>().m_blockType; int i = AiToInput.GetAbilityCount(entity, M_LinkedType); if (i >= ab.m_temporaryAbility.Count || i != input.currentKey) { continue; } UISimple ui = GameObject.Find("UI").GetComponent <UISimple>(); VoxelBlocks map = GameObject.Find("Voxel Map").transform.GetComponent <VoxelBlocks> (); if (move.pathList == null) { move.pathList = new List <Vector3> (); move.pathList.Add(entity.GetComponent <BlockInfoComponent> ().m_logicPosition); } if (move.path == null) { move.path = FindPath.FindPathInStep(move.pathList [move.pathList.Count - 1], ap.m_actionPoint * move.SPD - move.pathList.Count + 1); } List <Vector3> a = move.path; if (blockType != BlockType.Enemy) { ui.ShowUI(a, 3); } if (input.currentPos != null) { if (a.Count == 0 && input.leftButtonDown) { SetPath(move); move.pathList = null; move.path = null; input.leftButtonDown = false; return; } foreach (var bi in a) { //判断鼠标停靠位置是否位于可移动范围之内 if (bi == input.currentPos) { List <Vector3> path = new List <Vector3> (); path.AddRange(move.pathList); List <Vector3> newPath = FindPath.GetPath(move.pathList [move.pathList.Count - 1], input.currentPos); if (newPath != null) { path.AddRange(newPath); } //调用UI显示路径 if (blockType != BlockType.Enemy) { ui.ShowUI(path, 2); } if (input.midButtonDown) { move.pathList = path; move.path = null; } if (input.rightButtonDown) { move.pathList.Clear(); move.path = null; } if (input.leftButtonDown && ap.m_actionPoint != 0) { move.pathList = path; SetPath(move); move.GetComponent <StateComponent>().AnimationStart(); move.pathList = null; move.path = null; input.leftButtonDown = false; return; } } } } } }