Exemple #1
0
        public void CheckUnitAction(BaseSam unit)
        {
            var adapter   = new TileAdapter();
            var savedPath = adapter.GetPathMove(unit.X, unit.Y, unit.Mov, unit.Camp);
            Dictionary <int, int> tileDangerDict = new Dictionary <int, int>(); //x+1000*y

            mostDangerId = 0;
            int        mostDangerMark     = 0;
            List <int> mostDangerPathList = new List <int>();

            foreach (var pathResult in savedPath)
            {
                var tileId     = pathResult.NowCell.X + pathResult.NowCell.Y * 1000;
                var enemyUnits = battleManager.GetAllUnits(ConfigDatas.CampConfig.Indexer.Reborn);
                foreach (var enemy in enemyUnits)
                {
                    var dis = enemy.GetDistanceFrom(pathResult.NowCell.X, pathResult.NowCell.Y);
                    if (dis <= unit.Range) //射程内
                    {
                        var nowDanger = 10000 / (enemy.Level * enemy.LeftHp);
                        if (enemy.Id == mostDangerId)
                        {
                            mostDangerPathList.Add(tileId);
                        }
                        else if (enemy.Id != mostDangerId && nowDanger > mostDangerMark)
                        {
                            mostDangerMark = nowDanger;
                            mostDangerId   = enemy.Id;
                            mostDangerPathList.Clear();
                            mostDangerPathList.Add(tileId);
                        }
                    }

                    if (!tileDangerDict.ContainsKey(tileId))
                    {
                        tileDangerDict[tileId] = 0;
                    }
                    tileDangerDict[tileId] += 10000 / (enemy.Level * enemy.LeftHp + dis * dis * 3);
                }
            }

            if (mostDangerId > 0) //有目标
            {
                mostDangerPathList.Sort((a, b) => tileDangerDict[b] - tileDangerDict[a]);

                var x = mostDangerPathList[0] % 1000;
                var y = mostDangerPathList[0] / 1000;
                actMove(unit.Id, x, y, savedPath, OnUnitMovedAndAttack);
            }
            else
            {
                List <int> tileList = new List <int>(tileDangerDict.Keys); //所有格子排序
                tileList.Sort((a, b) => tileDangerDict[b] - tileDangerDict[a]);

                var x = tileList[0] % 1000;
                var y = tileList[0] / 1000;
                actMove(unit.Id, x, y, savedPath, OnUnitMoved);
            }
        }
Exemple #2
0
        private void EnterSelectMove(BaseSam movingUnit)
        {
            var adapter = new TileAdapter();

            savedPath = adapter.GetPathMove(movingUnit.X, movingUnit.Y, movingUnit.Mov, (byte)ConfigDatas.CampConfig.Indexer.Reborn);
            stage     = ControlStage.SelectMove;
            refreshAll.Fire();
        }
Exemple #3
0
 public void AddUnit(BaseSam bu)
 {
     bu.Id = unitIdOffset++;
     bu.BM = this;
     bu.Init();
     unitList.Add(bu);
     TileManager.Instance.Enter(bu.X, bu.Y, bu.Id, bu.Camp);
 }
Exemple #4
0
        private IEnumerator DelayAttack(BaseSam atkUnit, BaseSam targetUnit)
        {
            yield return(new NLWaitForSeconds(0.2f));

            var unitPos  = new Point(targetUnit.X * TileManager.CellSize - baseX, targetUnit.Y * TileManager.CellSize - baseY);
            var unitSize = new Size(TileManager.CellSize, TileManager.CellSize);

            if (targetUnit.OnAttack(atkUnit))
            {
                var effectDie = new StaticUIImageEffect(EffectBook.GetEffect("shrink"), HSIcons.GetImage("Samurai", targetUnit.Cid), unitPos, unitSize);
                effectRun.AddEffect(effectDie);
            }

            if (atkUnit.Camp == (byte)ConfigDatas.CampConfig.Indexer.Reborn) //todo 略ws
            {
                stage = ControlStage.None;
            }

            atkUnit.IsFinished = true;//攻击并结束回合
            OnUnitFinish();
        }
Exemple #5
0
 public void RemoveUnit(BaseSam bu)
 {
     bu.OnRemove();
     TileManager.Instance.Leave(bu.X, bu.Y, bu.Id);
     unitList.Remove(bu);
 }