Exemple #1
0
        private void AllocIncome(PoolObjHandle <ActorRoot> target, PoolObjHandle <ActorRoot> attacker, ResSoulExpAllocRule allocIncomeRule, enIncomeType incomeType)
        {
            uint actorKilledIncome = this.GetActorKilledIncome(target, incomeType);

            this.m_actorIncomes.Clear();
            for (int i = 0; i < allocIncomeRule.astIncomeMemberArr.Length; i++)
            {
                this.m_allocIncomeRelatedHeros.Clear();
                RES_INCOME_MEMBER_CHOOSE_TYPE wMemberChooseType = (RES_INCOME_MEMBER_CHOOSE_TYPE)allocIncomeRule.astIncomeMemberArr[i].wMemberChooseType;
                this.GetAllocIncomeRelatedHeros(ref this.m_allocIncomeRelatedHeros, target, attacker, wMemberChooseType, allocIncomeRule, i);
                this.AllocIncomeToHeros(ref this.m_actorIncomes, this.m_allocIncomeRelatedHeros, target, attacker, incomeType, actorKilledIncome, allocIncomeRule, i);
                this.m_allocIncomeRelatedHeros.Clear();
            }
            for (int j = 0; j < this.m_actorIncomes.Count; j++)
            {
                stActorIncome income = this.m_actorIncomes[j];
                if (income.m_actorRoot != null)
                {
                    stActorIncome income2 = this.m_actorIncomes[j];
                    if (income2.m_actorRoot.TheActorMeta.ActorType == ActorTypeDef.Actor_Type_Hero)
                    {
                        stActorIncome income3     = this.m_actorIncomes[j];
                        uint          incomeValue = income3.m_incomeValue;
                        if ((incomeType == enIncomeType.Soul) && this.m_isExpCompensate)
                        {
                            stActorIncome income4 = this.m_actorIncomes[j];
                            stActorIncome income5 = this.m_actorIncomes[j];
                            incomeValue = this.GetCompensateExp(income4.m_actorRoot, income5.m_incomeValue);
                        }
                        if (incomeType == enIncomeType.Soul)
                        {
                            stActorIncome income6 = this.m_actorIncomes[j];
                            income6.m_actorRoot.ValueComponent.AddSoulExp((int)incomeValue, false, AddSoulType.Income);
                        }
                        else if (incomeType == enIncomeType.GoldCoinInBattle)
                        {
                            stActorIncome income7 = this.m_actorIncomes[j];
                            income7.m_actorRoot.ValueComponent.ChangeGoldCoinInBattle((int)incomeValue, true, true, target.handle.gameObject.transform.position);
                        }
                        if (incomeType == enIncomeType.Soul)
                        {
                            stActorIncome income8 = this.m_actorIncomes[j];
                            if (income8.m_actorRoot.IsHostCamp() && (incomeValue > 0))
                            {
                                stActorIncome income9 = this.m_actorIncomes[j];
                                Singleton <CBattleSystem> .GetInstance().CreateBattleFloatDigit((int)incomeValue, DIGIT_TYPE.ReceiveSpirit, income9.m_actorRoot.gameObject.transform.position);
                            }
                        }
                    }
                }
            }
            this.m_actorIncomes.Clear();
        }
Exemple #2
0
        private void AllocIncomeToHeros(ref List <stActorIncome> actorIncomes, ListView <ActorRoot> relatedHeros, PoolObjHandle <ActorRoot> target, PoolObjHandle <ActorRoot> attacker, enIncomeType incomeType, uint incomeValue, ResSoulExpAllocRule allocIncomeRule, int paramIndex)
        {
            int count = relatedHeros.Count;

            if (count > 0)
            {
                ResDT_AllocRuleParam param = allocIncomeRule.astIncomeMemberArr[paramIndex];
                int index = ((count <= 5) ? count : 5) - 1;
                int num3  = allocIncomeRule.IncomeChangeRate[index];
                incomeValue = (uint)((((uint)((incomeValue * num3) / ((ulong)0x2710L))) * param.iIncomeRate) / ((ulong)0x2710L));
                uint num4 = 0;
                if (param.wDivideType == 1)
                {
                    num4 = (uint)(((ulong)incomeValue) / ((long)count));
                }
                else if (param.wDivideType == 2)
                {
                    num4 = incomeValue;
                }
                for (int i = 0; i < count; i++)
                {
                    uint num6 = num4;
                    if (incomeType == enIncomeType.Soul)
                    {
                        if (relatedHeros[i] == attacker.handle)
                        {
                            num6 = (uint)((num4 * (0x2710 + relatedHeros[i].BuffHolderComp.GetSoulExpAddRate(target))) / ((ulong)0x2710L));
                        }
                        Player player = Singleton <GamePlayerCenter> .instance.GetPlayer(relatedHeros[i].TheActorMeta.PlayerId);

                        Player hostPlayer = Singleton <GamePlayerCenter> .instance.GetHostPlayer();

                        if (((!Singleton <LobbyLogic> .instance.inMultiGame && Singleton <BattleLogic> .instance.GetCurLvelContext().isPVPLevel) && ((player != null) && player.Computer)) && ((hostPlayer != null) && (player.PlayerCamp != hostPlayer.PlayerCamp)))
                        {
                            num6 = (uint)((num4 * allocIncomeRule.iComputerChangeRate) / ((ulong)0x2710L));
                        }
                    }
                    this.PutActorToIncomeList(ref actorIncomes, relatedHeros[i], incomeType, num6);
                    if (incomeType == enIncomeType.Soul)
                    {
                        AddSoulExpEventParam prm = new AddSoulExpEventParam(target, attacker, (int)num6);
                        Singleton <GameEventSys> .instance.SendEvent <AddSoulExpEventParam>(GameEventDef.Event_AddExpValue, ref prm);
                    }
                    else if (incomeType == enIncomeType.GoldCoinInBattle)
                    {
                    }
                }
            }
        }
Exemple #3
0
        private void GetAllocIncomeRelatedHeros(ref ListView <ActorRoot> relatedHeros, PoolObjHandle <ActorRoot> target, PoolObjHandle <ActorRoot> attacker, RES_INCOME_MEMBER_CHOOSE_TYPE chooseType, ResSoulExpAllocRule allocIncomeRule, int paramIndex)
        {
            switch (chooseType)
            {
            case RES_INCOME_MEMBER_CHOOSE_TYPE.RES_INCOME_MEMBER_CAMP:
            {
                List <PoolObjHandle <ActorRoot> > heroActors = Singleton <GameObjMgr> .instance.HeroActors;
                int count = heroActors.Count;
                for (int i = 0; i < count; i++)
                {
                    PoolObjHandle <ActorRoot> handle3 = heroActors[i];
                    if (handle3.handle.TheActorMeta.ActorCamp == attacker.handle.TheActorMeta.ActorCamp)
                    {
                        PoolObjHandle <ActorRoot> handle4 = heroActors[i];
                        if (handle4.handle.TheActorMeta.ActorType == ActorTypeDef.Actor_Type_Hero)
                        {
                            PoolObjHandle <ActorRoot> handle5 = heroActors[i];
                            if (!handle5.handle.ActorControl.IsDeadState || (allocIncomeRule.astIncomeMemberArr[paramIndex].bDeadAddIncome > 0))
                            {
                                PoolObjHandle <ActorRoot> handle6 = heroActors[i];
                                relatedHeros.Add(handle6.handle);
                            }
                        }
                    }
                }
                break;
            }

            case RES_INCOME_MEMBER_CHOOSE_TYPE.RES_INCOME_MEMBER_RANGE:
            {
                List <PoolObjHandle <ActorRoot> > list2 = Singleton <GameObjMgr> .instance.HeroActors;
                int num3 = list2.Count;
                for (int j = 0; j < num3; j++)
                {
                    PoolObjHandle <ActorRoot> handle7 = list2[j];
                    if (handle7.handle.TheActorMeta.ActorCamp == attacker.handle.TheActorMeta.ActorCamp)
                    {
                        PoolObjHandle <ActorRoot> handle8 = list2[j];
                        if ((handle8.handle.TheActorMeta.ActorType == ActorTypeDef.Actor_Type_Hero) && this.IsActorInRange(list2[j], target, allocIncomeRule.astIncomeMemberArr[paramIndex].iRangeRadius))
                        {
                            PoolObjHandle <ActorRoot> handle9 = list2[j];
                            if (!handle9.handle.ActorControl.IsDeadState || (allocIncomeRule.astIncomeMemberArr[paramIndex].bDeadAddIncome > 0))
                            {
                                PoolObjHandle <ActorRoot> handle10 = list2[j];
                                relatedHeros.Add(handle10.handle);
                            }
                        }
                    }
                }
                break;
            }

            case RES_INCOME_MEMBER_CHOOSE_TYPE.RES_INCOME_MEMBER_LAST_KILL:
                if ((attacker.handle.TheActorMeta.ActorType == ActorTypeDef.Actor_Type_Hero) && (!attacker.handle.ActorControl.IsDeadState || (allocIncomeRule.astIncomeMemberArr[paramIndex].bDeadAddIncome > 0)))
                {
                    relatedHeros.Add(attacker.handle);
                }
                break;

            case RES_INCOME_MEMBER_CHOOSE_TYPE.RES_INCOME_MEMBER_ASSIST:
            {
                int num5 = target.handle.ActorControl.hurtSelfActorList.Count;
                for (int k = 0; k < num5; k++)
                {
                    KeyValuePair <uint, ulong> pair  = target.handle.ActorControl.hurtSelfActorList[k];
                    PoolObjHandle <ActorRoot>  actor = Singleton <GameObjMgr> .GetInstance().GetActor(pair.Key);

                    if ((actor != attacker) && ((actor.handle.TheActorMeta.ActorType == ActorTypeDef.Actor_Type_Hero) && (!actor.handle.ActorControl.IsDeadState || (allocIncomeRule.astIncomeMemberArr[paramIndex].bDeadAddIncome > 0))))
                    {
                        relatedHeros.Add(actor.handle);
                    }
                }
                break;
            }

            case RES_INCOME_MEMBER_CHOOSE_TYPE.RES_INCOME_MEMBER_ALL_KILL:
            {
                if ((attacker.handle.TheActorMeta.ActorType == ActorTypeDef.Actor_Type_Hero) && (!attacker.handle.ActorControl.IsDeadState || (allocIncomeRule.astIncomeMemberArr[paramIndex].bDeadAddIncome > 0)))
                {
                    relatedHeros.Add(attacker.handle);
                }
                int num7 = target.handle.ActorControl.hurtSelfActorList.Count;
                for (int m = 0; m < num7; m++)
                {
                    KeyValuePair <uint, ulong> pair2   = target.handle.ActorControl.hurtSelfActorList[m];
                    PoolObjHandle <ActorRoot>  handle2 = Singleton <GameObjMgr> .GetInstance().GetActor(pair2.Key);

                    if (((handle2.handle.TheActorMeta.ActorType == ActorTypeDef.Actor_Type_Hero) && !relatedHeros.Contains(handle2.handle)) && (!handle2.handle.ActorControl.IsDeadState || (allocIncomeRule.astIncomeMemberArr[paramIndex].bDeadAddIncome > 0)))
                    {
                        relatedHeros.Add(handle2.handle);
                    }
                }
                break;
            }
            }
        }