Exemple #1
0
        public System.Collections.IEnumerator OnBoutFixedDamage(MCharacter mCharacter, Model.Master.MSkill skill, List <VCharacterBase> characters)
        {
            TileMap mapSearch = Global.mapSearch;

            Manager.BattleCharactersManager charactersManager = Global.charactersManager;
            VTile targetTile = mapSearch.GetTile(mCharacter.coordinate);

            foreach (VCharacter child in characters)
            {
                VTile tile = mapSearch.GetTile(child.mCharacter.coordinate);
                if (mapSearch.GetDistance(targetTile, tile) <= skill.radius)
                {
                    int hert = skill.strength;
                    if (child.hp - hert <= 0)
                    {
                        hert = child.hp - 1;
                    }
                    Model.Battle.MDamageParam arg = new Model.Battle.MDamageParam(-hert);
                    child.SendMessage(CharacterEvent.OnDamage.ToString(), arg);
                }
            }
            while (charactersManager.HasDynamicCharacter())
            {
                yield return(new UnityEngine.WaitForEndOfFrame());
            }
        }
Exemple #2
0
        public void OnDamage(VCharacterBase vCharacter)
        {
            Manager.BattleCalculateManager  calculateManager  = Global.battleManager.calculateManager;
            Manager.BattleCharactersManager charactersManager = Global.charactersManager;
            MCharacter            mCharacter  = vCharacter.mCharacter;
            MCharacter            targetModel = mCharacter.target;
            VCharacterBase        target      = charactersManager.GetVCharacter(targetModel);
            List <VCharacterBase> characters  = charactersManager.GetTargetCharacters(vCharacter, target, mCharacter.currentSkill.master);
            VTile tile = Global.mapSearch.GetTile(mCharacter.coordinate);

            foreach (VCharacter child in characters)
            {
                MCharacter childModel = child.mCharacter;
                bool       hit        = calculateManager.AttackHitrate(mCharacter, childModel);
                if (!hit)
                {
                    child.SendMessage(CharacterEvent.OnBlock.ToString());
                    continue;
                }
                Model.Battle.MDamageParam arg = new App.Model.Battle.MDamageParam(-calculateManager.Hert(mCharacter, childModel, tile));
                child.SendMessage(CharacterEvent.OnDamage.ToString(), arg);
                if (child.mCharacter.characterId != targetModel.characterId)
                {
                    continue;
                }
                if (mCharacter.currentSkill.master.effect.enemy.time == SkillEffectBegin.enemy_hert)
                {
                    if (mCharacter.currentSkill.master.effect.special == SkillEffectSpecial.vampire)
                    {
                        Model.Master.MStrategy strategy = Cacher.StrategyCacher.Instance.Get(mCharacter.currentSkill.master.effect.enemy.strategys[0]);

                        int addHp = -UnityEngine.Mathf.FloorToInt(arg.value * strategy.hert * 0.01f);
                        Model.Battle.MDamageParam arg2 = new Model.Battle.MDamageParam(addHp);
                        vCharacter.SendMessage(CharacterEvent.OnHealWithoutAction.ToString(), arg2);
                    }
                }
                else if (mCharacter.currentSkill.master.effect.enemy.time == SkillEffectBegin.attack_end)
                {
                    if (mCharacter.currentSkill.master.effect.special == SkillEffectSpecial.status)
                    {
                        int specialValue = mCharacter.currentSkill.master.effect.special_value;
                        if (specialValue > 0 && UnityEngine.Random.Range(0, 50) > specialValue)
                        {
                            continue;
                        }
                        childModel.attackEndEffects.Add(mCharacter.currentSkill.master.effect.enemy);
                    }
                }
            }
        }
Exemple #3
0
        public System.Collections.IEnumerator OnBoutStart()
        {
            UnityEngine.Debug.LogError("OnBoutStart");
            Manager.BattleCharactersManager charactersManager = Global.charactersManager;
            Belong currentBelong = Global.battleManager.currentBelong;

            while (true)
            {
                MCharacter mCharacter = charactersManager.mCharacters.Find((c) => {
                    return(c.belong == currentBelong && c.hp > 0 && !c.isHide && !c.boutEventComplete);
                });
                if (mCharacter == null)
                {
                    break;
                }
                Model.Master.MSkill skill = mCharacter.boutFixedDamageSkill;
                if (skill != null)
                {
                    List <VCharacterBase> characters = charactersManager.vCharacters.FindAll((c) => {
                        return(c.hp > 0 && !c.isHide && !charactersManager.IsSameBelong(c.belong, currentBelong));
                    });
                    yield return(OnBoutFixedDamage(mCharacter, skill, characters));
                }
                mCharacter.boutEventComplete = true;
            }
            UnityEngine.Debug.LogError("OnBoutStart currentBelong=" + currentBelong);
            if (currentBelong != Belong.self)
            {
                Global.battleManager.aiManager.Execute(currentBelong);
            }
            else
            {
                Global.battleEvent.DispatchEventOperatingMenu(false);

                /*if (scriptWaitPaths != null)
                 * {
                 *  WaitScript(scriptWaitPaths);
                 * }*/
            }
        }