Exemple #1
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);
                    }
                }
            }
        }