//查找一定范围内的敌人
        public List <BattleUnit> SearchBattleUnits(GridUnit centerGridUnit, int range)
        {
            List <BattleUnit> battleUnits = new List <BattleUnit>();
            BattleMap         battleMap   = centerGridUnit.battleMap;

            bool[,] flag = new bool[battleMap.mapWidth, battleMap.mapHeight];
            flag[centerGridUnit.column, centerGridUnit.row] = true;
            Queue <GridUnit> checkList   = new Queue <GridUnit>();
            GridUnit         currentUnit = centerGridUnit;

            checkList.Enqueue(currentUnit);
            while (checkList.Count > 0)
            {
                currentUnit = checkList.Dequeue();
                List <GridUnit> gridUnitList = battleMap.GetNearbyGrid(currentUnit);
                foreach (GridUnit gridUnit in gridUnitList)
                {
                    if (range < centerGridUnit.Distance(gridUnit))
                    {
                        continue;
                    }
                    if (!flag[gridUnit.column, gridUnit.row])
                    {
                        flag[gridUnit.column, gridUnit.row] = true;
                        if (gridUnit.battleUnit != null)
                        {
                            battleUnits.Add(gridUnit.battleUnit);
                        }
                        checkList.Enqueue(gridUnit);
                    }
                }
            }
            return(battleUnits);
        }
Exemple #2
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        //使用技能
        public void UseSkill(SO_BattleSkill battleSkill, BattleUnit targetBattleUnit = null, GridUnit targetGridUnit = null)
        {
            if (battleSkill == null)
            {
                UtilityHelper.LogError("Use skill error. Battle skill is none.");
                return;
            }

            GridUnit temp = targetGridUnit;

            if (temp == null && targetBattleUnit != null)
            {
                temp = targetBattleUnit.mapGrid;
            }
            if (temp != null && mapGrid.Distance(temp) > battleSkill.GetReleaseRadius(mapGrid))
            {
                return;
            }

            BattleSkillEffectAnalysis analysis = BattleCalculator.Instance.AnalyseBattleSkillEffect(battleSkill, this, targetBattleUnit, targetGridUnit);

            if (analysis == null)
            {
                UtilityHelper.LogError("Use skill error. Analysis failed:" + battleSkill.skillName);
                return;
            }

            skillResults.Clear();

            //主要影响
            for (int i = 0; i < analysis.mainReceiver.Count; ++i)
            {
                skillResults.Add(BattleCalculator.Instance.CalcSingle(this, analysis.mainReceiver[i], battleSkill, true));
            }
            //次要影响
            for (int i = 0; i < analysis.minorReceiver.Count; ++i)
            {
                skillResults.Add(BattleCalculator.Instance.CalcSingle(this, analysis.minorReceiver[i], battleSkill, false));
            }

            //连招combo统计
            if (battleUnitAttribute.manualOperation)
            {
                UtilityHelper.Log("Check combo now");

                //返回真表示连招成立,则调用连招效果
                int comboID = battleUnitAttribute.comboJudge((int)battleSkill.damageType);
                if (comboID != -1)
                {
                    //对于即时生效的技能需要直接改变skillResult
                    ComboEffect(comboID, battleUnitAttribute);
                }
            }

            //产生使用技能的动作
            BattleUnitSkillAction skillAction = BattleUnitActionEvent.CreateEvent <BattleUnitSkillAction>(BattleUnitActionType.UseSkill, this);

            skillAction.battleSkill      = battleSkill;
            skillAction.skillResult      = skillResults.ToArray();
            skillAction.targetBattleUnit = targetBattleUnit;
            skillAction.targetGrid       = targetGridUnit;
            skillAction.selfAttribute    = BattleSkillCostEnergy(battleSkill);
            battleField.AppendBattleAction(skillAction);

            //伤害产生效果,计算仇恨
            for (int i = 0; i < skillResults.Count; ++i)
            {
                //接收伤害,属性变更
                skillResults[i].battleUnit.AcceptSkillResult(skillResults[i].syncAttribute);

                //产生仇恨
                if (battleSkill.damageType != BattleSkillDamageType.Heal && !skillResults[i].battleUnit.Equals(this))
                {
                    //新仇记录
                    for (int j = 0; j < enemyTeam.battleUnits.Count; ++j)
                    {
                        if (!enemyTeam.battleUnits[j].CanAction)
                        {
                            continue;
                        }

                        //每个战斗单位都需要知道发生了什么
                        if (!enemyTeam.battleUnits[j].battleUnitAttribute.manualOperation)
                        {
                            enemyTeam.battleUnits[j].battleBehaviourSystem.RecordSkillResult(this, skillResults[i]);
                        }
                    }
                }
            }
        }
Exemple #3
0
        //点击了地块、战斗单位 -- 在当前是选择移动目标的情况下
        private void OnBattleUnitAndGridTouched_StateMove(GridUnit gridTouched, BattleUnit battleUnitTouched)
        {
            //点中了战斗单位
            if (battleUnitTouched != null)
            {
                //显示战斗单位的详情
                UIViewManager.Instance.ShowView(UIViewName.BattleFieldUnitInfo, gridTouched, battleUnitTouched);
            }
            //点中了地图
            else
            {
                //障碍物不能作为移动目标(暂时)
                if (gridTouched.GridType == GridType.Obstacle)
                {
                    UIViewManager.Instance.ShowView(UIViewName.BattleFieldUnitInfo, gridTouched, battleUnitTouched);
                }
                else
                {
                    //点击是否超出了范围
                    GridUnit fromGrid = manualOperatingBattleUnitRenderer.battleUnit.mapGrid;
                    if (fromGrid.Distance(gridTouched) > manualOperatingBattleUnitRenderer.battleUnit.battleUnitAttribute.mobility)
                    {
                        UtilityHelper.Log("超出了移动半径!");
                        UIViewManager.Instance.ShowView(UIViewName.BattleFieldUnitInfo, gridTouched, battleUnitTouched);
                    }
                    else
                    {
                        MapNavigator.Instance.NewNavigate(
                            manualOperatingBattleUnitRenderer.battleUnit,
                            fieldRenderer.battleField.battleMap,
                            fromGrid,
                            gridTouched,
                            UtilityObjs.gridUnits);
                        //判断移动是否可以到达
                        //bool result = MapNavigator.Instance.Navigate(
                        //    fieldRenderer.battleField.battleMap,
                        //    fromGrid,
                        //    gridTouched,
                        //    UtilityObjs.gridUnits,
                        //    null,
                        //    manualOperatingBattleUnitRenderer.battleUnit.battleUnitAttribute.mobility
                        //    );

                        bool result = MapNavigator.Instance.NewNavigate(
                            manualOperatingBattleUnitRenderer.battleUnit,
                            fieldRenderer.battleField.battleMap,
                            fromGrid,
                            gridTouched,
                            UtilityObjs.gridUnits);

                        //判断是否可以到达(导航成功且可以可以到达)
                        if (result && UtilityObjs.gridUnits[UtilityObjs.gridUnits.Count - 1].Equals(gridTouched))
                        {
                            //可以到达
                            ManualMoveTo(gridTouched, UtilityObjs.gridUnits.ToArray());
                            UtilityObjs.gridUnits.Clear();
                        }
                        else
                        {
                            //不可以到达
                            UtilityHelper.Log("点击位置不可到达!");
                            UIViewManager.Instance.ShowView(UIViewName.BattleFieldUnitInfo, gridTouched, battleUnitTouched);
                        }
                    }
                }
            }
        }
        /// <summary>
        /// 导航至某个位置
        /// </summary>
        /// <returns>The navigate.</returns>
        /// <param name="battleMap">地图</param>
        /// <param name="from">起始格子</param>
        /// <param name="to">目标格子</param>
        /// <param name="path">保存导航路径</param>
        /// <param name="searched">搜索过的路径</param>
        /// <param name="mobility">步数限制(移动区域半径)</param>
        /// <param name="stopDistance">距离目标的停止距离</param>
        /// <param name="containsTargetGrid">路径是否包含目标</param>
        public bool Navigate(
            BattleMap battleMap,
            GridUnit from,
            GridUnit to,
            List <GridUnit> path,
            List <GridUnit> searched = null,
            int mobility             = -1,
            int stopDistance         = 0)
        {
            //没有设置地图
            if (battleMap == null)
            {
                return(false);
            }

            if (path != null)
            {
                path.Clear();
            }

            if (searched != null)
            {
                searched.Clear();
            }

            //这种情况基本上也就不用寻路了吧...
            if (to.runtimePasses == 0 &&
                stopDistance <= 1 &&
                from.Distance(to) > 1)
            {
                return(false);
            }

            //本来就在停止距离内
            if (from.Distance(to) <= stopDistance)
            {
                return(true);
            }

            int tryTimes = battleMap.GridCount;

            List <NavigationData> opening = new List <NavigationData>();

            opening.Add(GetEmptyNavigationData(from, null, 0, from.Distance(to)));

            int  retry   = 0;
            bool catched = false;

            //当前探索方向
            int curDir = 0;
            //上次探索方向
            int lastDir = 0;
            //每次检测方向的次数
            int checkTimes = 0;

            //判断是否需要遍历open列表
            NavigationData gift = null;

            //距离最近的格子(接下来要移动的)
            NavigationData next_0 = null;
            //距离次近的格子
            NavigationData next_1 = null;

            int minStep = EGameConstL.Infinity;

            while (retry <= tryTimes && !catched)
            {
                ++retry;
                //从open中查找最近的节点
                if (gift != null)
                {
                    next_0 = gift;
                    gift   = null;
                }
                else if (next_1 != null)
                {
                    next_0 = next_1;
                    next_1 = null;
                }
                else
                {
                    minStep = EGameConstL.Infinity;
                    if (opening.Count == 0)
                    {
                        break;
                    }

                    for (int i = opening.Count - 1; i >= 0; --i)
                    {
                        if (!opening[i].open)
                        {
                            opening.RemoveAt(i);
                        }
                        else if (opening[i].F < minStep)
                        {
                            next_0  = opening[i];
                            minStep = next_0.F;
                        }
                        else if (next_1 == null && next_0 != null && opening[i].F == next_0.F)
                        {
                            next_1 = opening[i];
                        }
                    }
                }

                //标志为已关闭
                next_0.open = false;

                //放入已搜索中
                if (searched != null)
                {
                    searched.Add(next_0.thisGrid);
                }

                checkTimes = 6;
                curDir     = lastDir;
                //遍历最近节点的周围6个节点,依次放入close中
                int roads = next_0.thisGrid.NavigationPassable ? 63 : next_0.thisGrid.roadPasses;
                while (checkTimes > 0)
                {
                    //沿着当前探索方向继续探索
                    if ((roads & (1 << curDir)) != 0)
                    {
                        //获取该路通向的下一个item
                        GridUnit sibling = battleMap.GetGridByDir(next_0.thisGrid.row, next_0.thisGrid.column, curDir);
                        if (sibling == null)
                        {
                            //没路
                            ++curDir;
                            curDir = (curDir > 5) ? 0 : curDir;
                            --checkTimes;
                            continue;
                        }
                        //如果这个不能移动
                        else if (sibling.GridType == GridType.Obstacle && !sibling.NavigationPassable)
                        {
                            //没路
                            ++curDir;
                            curDir = (curDir > 5) ? 0 : curDir;
                            --checkTimes;
                            continue;
                        }
                        //如果这个格子有战斗单位且可以战斗
                        else if (sibling.battleUnit != null && sibling.battleUnit.CanAction && !sibling.NavigationPassable)
                        {
                            //无法通过
                            ++curDir;
                            curDir = (curDir > 5) ? 0 : curDir;
                            --checkTimes;
                            continue;
                        }
                        //如果这个item就是目标或者已经进入了停止距离
                        else if ((stopDistance > 0 && sibling.Distance(to) <= stopDistance) || sibling.Equals(to))
                        {
                            catched = true;
                            if (path != null)
                            {
                                path.Add(sibling);

                                NavigationData current = next_0;
                                while (current != null)
                                {
                                    if (current.thisGrid != from)
                                    {
                                        path.Add(current.thisGrid);
                                    }
                                    current = current.preGrid;
                                }
                                //翻转一下
                                path.Reverse();
                            }
                            break;
                        }
                        else
                        {
                            //尝试判断这个是否为closed
                            NavigationData nd = sibling.tempRef == null ? null : (NavigationData)(sibling.tempRef);
                            if (nd == null)
                            {
                                //这个格子没有探索过,新建并添加
                                nd = GetEmptyNavigationData(sibling, next_0, next_0.G + 1, sibling.Distance(to));
                                //这个格子不错哦
                                if (nd.F <= next_0.F && gift == null)
                                {
                                    //保存礼物
                                    gift = nd;
                                    //记录下次起始的更新方向
                                    lastDir = curDir;
                                }
                                //比第二目标好
                                else if (next_1 != null && nd.F < next_1.F)
                                {
                                    //替换第二目标
                                    next_1 = nd;
                                    opening.Add(nd);
                                }
                                else
                                {
                                    //已经设置了礼物,因此只能放入opening列表中,以后再更新了呢
                                    opening.Add(nd);
                                }
                            }
                            else
                            {
                                //只处理没有被探索过的格子
                                if (nd.open)
                                {
                                    //已经在Open列表中了
                                    if ((next_0.G + 1) < nd.G)
                                    {
                                        //比原来的近,应该不可能
                                        nd.G        = next_0.G + 1;
                                        nd.H        = sibling.Distance(to);
                                        nd.F        = nd.G + nd.H;
                                        nd.preGrid  = next_0;
                                        nd.thisGrid = sibling;
                                    }
                                    //这个格子不错哦
                                    if (nd.F <= next_0.F && gift == null)
                                    {
                                        gift = nd;
                                        //保存当前探索方向
                                        lastDir = curDir;
                                    }
                                    else if (next_1 != null && nd.F < next_1.F)
                                    {
                                        //替换第二目标
                                        next_1 = nd;
                                    }
                                }
                            }
                        }
                    }
                    ++curDir;
                    curDir = (curDir > 5) ? 0 : curDir;
                    --checkTimes;
                }
            }

            opening.Clear();

            //重置池子
            ResetPool();

            //有步数限制
            if (catched &&
                path != null &&
                mobility > 0)
            {
                for (int i = 0; i < path.Count; ++i)
                {
                    if (path[i].Distance(from) > mobility)
                    {
                        path.RemoveRange(i, path.Count - i);
                        break;
                    }
                }
            }

            return(catched);
        }