public int changeAttribute(SkillParameter skillParameter, EffectParameter effectParameter)
        {
            //SkillWarConf skillWarConf = War.model.GetSkillWarConf(skillParameter.skillId);
            Debug.Log("changeAttribute=========" + effectParameter.effect.animPathStart + "++++++: " + effectParameter.effect.animPathEnd);
            //播放技能特效
            if (effectParameter.effect.animPathStart != "temp")
            {
                GameObject effectPrefabSelf = WarRes.GetPrefab(effectParameter.effect.animPathStart);
                GameObject effectAnim       = GameObject.Instantiate <GameObject>(effectPrefabSelf);

                int     lengion = War.skillWarManager.getLegionByHeroUid(skillParameter.curHeroUid);
                Vector3 fromPos = War.scene.GetLegionPosition(lengion);
                effectAnim.transform.position = fromPos;
            }

            foreach (UnitCtl unit in effectParameter.unitCtlList)
            {
                if (unit == null)
                {
                    continue;
                }
                BuildSkillDots skillDots = unit.GetComponent <BuildSkillDots>();
                if (skillDots != null)
                {
                    skillDots.buildChangeAttri(effectParameter);
                }
            }

            Debug.Log(string.Format("<color=yellow> addAttribute all skill id={0} effid={1}</color>", skillParameter.skillId, effectParameter.effect.id));
            return(0);
        }
        public int effectBuildCantSendSoldierStart(SkillParameter skillParameter, EffectParameter effectParameter)
        {
            //播放技能特效
            if (effectParameter.effect.animPathStart != "temp")
            {
                GameObject effectPrefabSelf = WarRes.GetPrefab(effectParameter.effect.animPathStart.ToLower());
                GameObject effectAnim       = GameObject.Instantiate <GameObject>(effectPrefabSelf);

                int     lengion = War.skillWarManager.getLegionByHeroUid(skillParameter.curHeroUid);
                Vector3 fromPos = War.scene.GetLegionPosition(lengion);
                effectAnim.transform.position = fromPos;
                effectParameter.waitTime      = 0.5f;
            }

            foreach (UnitCtl unit in effectParameter.unitCtlList)
            {
                if (unit == null)
                {
                    continue;
                }
                BuildSkillDots skillDots = unit.GetComponent <BuildSkillDots>();
                if (skillDots != null)
                {
                    skillDots.buildStopSendsoldier(effectParameter);
                }
            }

            Debug.Log(string.Format("<color=yellow> effectBuildCantSendSoldierStart all effid={0} time={1} count={2}</color>",
                                    effectParameter.effect.id, effectParameter.effect.time, effectParameter.unitCtlList.Count));

            ////处理技能2
            // War.skillWarManager.StartCoroutine(useSkill2Effect(skillParameter, 1.0f));
            return(0);
        }
Exemple #3
0
        //伤害单个
        IEnumerator autoHurtBuildAllHurtSingle(SkillParameter skillParameter, EffectParameter effectInfo, UnitCtl unit, bool needDealSkill2)
        {
            yield return(new WaitForSeconds(0));

            int lengion = War.skillWarManager.getLegionByHeroUid(skillParameter.curHeroUid);

            if (lengion == unit.unitData.legionId)
            {
                yield break;
            }
            float hurtValue = effectInfo.value;

            if (effectInfo.effect.type == (int)eSKillWarEffectType.eEffectHurtBuidingMax)
            {
                hurtValue = unit.unitData.maxHp * effectInfo.value / 100;
            }
            else if (effectInfo.effect.type == (int)eSKillWarEffectType.eEffectHurtRate)
            {
                Debug.LogFormat("=================hp:{0} value:{1}", unit.unitData.hp, effectInfo.value);
                hurtValue = unit.unitData.hp * effectInfo.value / 100;
            }
            DamageVO damageVo = War.skillWarManager.GetDamageParameter(hurtValue, false, DamageType.ATTACK, unit, effectInfo.caster);

            unit.Damage(damageVo, 0f, 0.2f, effectInfo.effect.hurtCount);
            //War.skillWarManager.soldierDieSHow(unit);

            //处理技能2
            if (needDealSkill2 == true && skillParameter.curDealSkillIdx == 1)
            {
                Debug.LogFormat("=====needDealSkill2 true=====");
                War.skillWarManager.dealSkill2Effect(skillParameter);
            }

            if (effectInfo.effect.time > 0)
            {
                //War.skillWarManager.StartCoroutine(autoHurtBuildAllTimer(skillParameter, unit));
                BuildSkillDots skillDots = unit.GetComponent <BuildSkillDots>();
                if (skillDots != null)
                {
                    skillDots.GetSkillHurt(effectInfo);
                }
            }
            Debug.Log(string.Format("<color=yellow> autoHurtBuildAllHurtSingle all=skill id:{0}, lvl:{1} v:{2}  effecttime:{3}</color>",
                                    skillParameter.skillId, skillParameter.skillLvl, effectInfo.value, effectInfo.effect.time));
        }
        public int effectBuildAutoHurt(SkillParameter skillParameter, EffectParameter effectParameter)
        {
            Debug.Log("effectBuildAutoHurt=========" + effectParameter.effect.animPathStart + "++++++: " + effectParameter.effect.animPathEnd);

            foreach (UnitCtl unit in effectParameter.unitCtlList)
            {
                if (unit == null)
                {
                    continue;
                }
                BuildSkillDots skillDots = unit.GetComponent <BuildSkillDots>();
                if (skillDots != null)
                {
                    skillDots.GetBuildHurtOther(effectParameter);
                }
            }

            Debug.Log(string.Format("<color=yellow> addAttribute all skill id={0} effid={1}</color>", skillParameter.skillId, effectParameter.effect.id));
            return(0);
        }
        public int burnTag(EffectParameter effectParameter)
        {
            Debug.Log("=========: " + effectParameter.effect.animPathStart + " ++++++: " + effectParameter.effect.animPathEnd + " buffAnimPath: " + effectParameter.effect.buffAnimPath);

            foreach (UnitCtl unit in effectParameter.unitCtlList)
            {
                if (unit == null)
                {
                    continue;
                }
                BuildSkillDots skillDots = unit.GetComponent <BuildSkillDots>();
                if (skillDots != null)
                {
                    skillDots.buildingBurnTag(effectParameter);
                }
            }

            Debug.Log(string.Format("<color=yellow> burnTag all effid={0} time={1} count={2}</color>",
                                    effectParameter.effect.id, effectParameter.effect.time, effectParameter.unitCtlList.Count));
            return(0);
        }
        IEnumerator stopSoldierEnd(SkillParameter skillParameter, EffectParameter effectParameter)
        {
            yield return(new WaitForSeconds(effectParameter.waitTime));

            //所有士兵显示被击效果
            //int unitType = 0;
            //unitType = unitType.USolider(true);
            //int relation = 0;
            //relation = relation.REnemy(true);
            //List<UnitCtl> unitSoldierList = War.scene.SearchUnit(unitType, effectParameter.caster.unitData.legionId, relation);
            foreach (UnitCtl unit in effectParameter.unitCtlList)
            {
                if (unit == null)
                {
                    continue;
                }
                if (unit.unitData == null)
                {
                    continue;
                }
                if (effectParameter.effect.animPathEnd != "temp")
                {
                    GameObject effectPrefab = WarRes.GetPrefab(effectParameter.effect.animPathEnd.ToLower());
                    GameObject effectAnim   = GameObject.Instantiate <GameObject>(effectPrefab);
                    effectAnim.transform.position = unit.transform.position;
                }
            }

            Prop[]         props          = new Prop[] { Prop.CreateInstance(PropId.StateFreezedMoveSpeed, 1) };
            AttachPropData attachPropData = new AttachPropData(props);

            Debug.LogFormat("=====stop soldier count:{0}", effectParameter.unitCtlList.Count);
            foreach (UnitCtl unit in effectParameter.unitCtlList)
            {
                if (unit == null)
                {
                    continue;
                }
                if (unit.unitData == null)
                {
                    continue;
                }


                if (unit.unitData.unitType == UnitType.Build)
                {
                    BuildSkillDots skillDots = unit.GetComponent <BuildSkillDots>();
                    if (skillDots != null)
                    {
                        skillDots.buildStopSendsoldier(effectParameter);
                    }
                }
                else
                {
                    if (effectParameter.effect.buffAnimPath != "temp")
                    {
                        GameObject effectPrefab = WarRes.GetPrefab(effectParameter.effect.buffAnimPath.ToLower());
                        GameObject effectAnim   = GameObject.Instantiate <GameObject>(effectPrefab);
                        effectAnim.transform.position = unit.transform.position;
                        DelayDestory destoryTimer = effectAnim.GetComponent <DelayDestory>();
                        if (destoryTimer != null)
                        {
                            destoryTimer.DelayTime = effectParameter.value;
                        }
                    }
                    unit.unitData.AppProps(attachPropData, true);
                }
            }

            if (effectParameter.value > 0)
            {
                War.skillWarManager.StartCoroutine(stopSoldierTimer(effectParameter, attachPropData));
            }

            Debug.Log(string.Format("<color=yellow> stopSoldier all skill id={0} effid={1} {2}</color>", skillParameter.skillId, effectParameter.effect.id, effectParameter.value));
        }