//点击了技能按钮 private void OnClickedSkillItem() { //获取当前点击对象 string btnName = EventSystem.current.currentSelectedGameObject.name; int skillIdx = -1; if (int.TryParse(btnName.Replace(EGameConstL.STR_SkillBtn, string.Empty), out skillIdx)) { SO_BattleSkill skill = battleUnit.battleUnitAttribute.battleSkills[skillIdx]; if (skill != null) { if (battleUnit.battleUnitAttribute.energy >= skill.energyCost && BattleFieldRenderer.Instance != null) { BattleFieldRenderer.Instance.BattleUnitUseSkill(battleUnit, skill); UpdateComboNotes(battleUnit.battleUnitAttribute.ComboStatus); } else { UtilityHelper.LogWarning(string.Format("能量不足:{0}/{1}", battleUnit.battleUnitAttribute.energy, skill.energyCost)); } } else { UtilityHelper.LogError("Skill item error ->" + btnName); } } else { UtilityHelper.LogError("Skill item name error ->" + btnName); } }
public List <BattleUnit> minorReceiver = new List <BattleUnit>(5); //次要影响 public void Reset() { battleSkill = null; mainReceiver.Clear(); minorReceiver.Clear(); //UtilityHelper.Log("Battle Skill Effect Analysis Reset.", LogColor.BLUE); }
//重置 public void Reset() { releaser = null; battleSkill = null; suitableUnits.Clear(); teamLimit.Clear(); distanceLimit.Clear(); battleUnitInvalid.Clear(); //UtilityHelper.Log("Battle Skill Manual Release Analysisor Reset.", LogColor.BLUE); }
private BattleUnitSyncAttribute BattleSkillCostEnergy(SO_BattleSkill skill) { battleUnitAttribute.energy -= skill.energyCost; battleUnitAttribute.energy = battleUnitAttribute.energy < 0 ? 0 : battleUnitAttribute.energy; BattleUnitSyncAttribute attribute = new BattleUnitSyncAttribute(); attribute.hpChanged = 0; attribute.currentHP = battleUnitAttribute.hp; attribute.energyChanged = -skill.energyCost; attribute.currentEnergy = battleUnitAttribute.energy; attribute.currentBP = battleUnitAttribute.BP; return(attribute); }
//初始化技能 private void InitSkills() { Object[] skills = GetAssetsFromBundle("scriptableobjects/battleskill.unity3d", typeof(SO_BattleSkill)); if (skills != null) { for (int i = 0; i < skills.Length; ++i) { SO_BattleSkill skill = skills[i] as SO_BattleSkill; if (skill == null) { continue; } dicBattleSkills.Add(skill.skillID, skill); } } }
public List <BattleUnit> battleUnitInvalid = new List <BattleUnit>(10); //战斗单位状态异常(无法战斗) //分析 public void Analysis(BattleUnit battleUnit, SO_BattleSkill skill) { Reset(); if (battleUnit == null || skill == null) { return; } releaser = battleUnit; battleSkill = skill; //队伍不符的 BattleTeam team = battleUnit.battleField.GetBattleTeam(battleUnit, !(skill.damageType == BattleSkillDamageType.Heal)); teamLimit.AddRange(team.battleUnits); //队伍相符的 team = battleUnit.battleField.GetBattleTeam(battleUnit, skill.damageType == BattleSkillDamageType.Heal); for (int i = 0; i < team.battleUnits.Count; ++i) { //无法行动的 if (!team.battleUnits[i].CanAction) { battleUnitInvalid.Add(team.battleUnits[i]); } //超出范围的 else if (team.battleUnits[i].mapGrid.Distance(battleUnit.mapGrid) > skill.GetMaxReleaseRadiusForCalculate(releaser.mapGrid)) { distanceLimit.Add(team.battleUnits[i]); } //范围内的 else { suitableUnits.Add(team.battleUnits[i]); } } }
//某个战斗单位点击了使用技能 public void BattleUnitUseSkill(BattleUnit battleUnit, SO_BattleSkill skill) { manualOperationHelper.BattleUnitUseSkill(battleUnit, skill); }
/// <summary> /// 计算单个效果 /// </summary> /// <param name="releaser">释放者</param> /// <param name="target">目标</param> /// <param name="battleSkill">技能</param> /// <param name="mainEffect">是否主要伤害</param> /// <returns>技能结果</returns> public BattleUnitSkillResult CalcSingle(BattleUnit releaser, BattleUnit target, SO_BattleSkill battleSkill, bool mainEffect) { BattleUnitSkillResult result = new BattleUnitSkillResult(); result.battleUnit = target; result.battleSkill = battleSkill; result.syncAttribute = new BattleUnitSyncAttribute(); //简单计算生命值 switch (battleSkill.damageType) { case BattleSkillDamageType.Physical: case BattleSkillDamageType.Move: case BattleSkillDamageType.Skill: float critRatio = releaser.battleUnitAttribute.GetTargetCritRatio(target); //判断是否暴击 float critNum = Random.Range(0.0f, 1.0f); if (critNum < critRatio) { result.crit = true; } else { result.crit = false; } float hpChanged = releaser.battleUnitAttribute.power * battleSkill.powerModulus; //力量补正 hpChanged += releaser.battleUnitAttribute.speed * battleSkill.speedModulus; //速度补正 hpChanged += releaser.battleUnitAttribute.technic * battleSkill.technicModulus; //技巧补正 hpChanged += releaser.battleUnitAttribute.power * EGameConstL.PowerCommonModulus; //力量值附加补正 hpChanged *= releaser.battleUnitAttribute.AtkUpRatio; //通用攻击力提升 hpChanged *= releaser.battleUnitAttribute.GetDamageTypeModulus(target); //属性克制补正 hpChanged = Mathf.Max(0, hpChanged - target.battleUnitAttribute.Def); //直接减去目标防御值 if (result.crit) { hpChanged *= 2; //判断是否暴击 } result.syncAttribute.hpChanged = (int)-hpChanged; //(Mathf.Max(0, releaser.battleUnitAttribute.Atk - target.battleUnitAttribute.Def + battleSkill.mainValue)); //能量不变 result.syncAttribute.energyChanged = 0; result.syncAttribute.currentEnergy = target.battleUnitAttribute.energy; float avoidRatio = releaser.battleUnitAttribute.GetTargetAvoidRatio(target); //判断是否闪避 float avoidNum = Random.Range(0.0f, 1.0f); if (!result.crit && avoidNum < avoidRatio) { result.syncAttribute.hpChanged = 0; result.avoid = true; } else { result.avoid = false; } UtilityHelper.LogFormat("Is critical: {0}, Is avoid: {1}", result.crit, result.avoid); break; case BattleSkillDamageType.Heal: result.syncAttribute.hpChanged = Mathf.Min(battleSkill.mainValue, target.battleUnitAttribute.maxHp - target.battleUnitAttribute.hp); //能量不变 result.syncAttribute.energyChanged = 0; result.syncAttribute.currentEnergy = target.battleUnitAttribute.energy; break; default: break; } //hp变化 target.battleUnitAttribute.hp += result.syncAttribute.hpChanged; target.battleUnitAttribute.hp = Mathf.Clamp(target.battleUnitAttribute.hp, 0, target.battleUnitAttribute.maxHp); //记录变化 result.syncAttribute.currentHP = target.battleUnitAttribute.hp; return(result); }
public BattleSkillEffectAnalysis AnalyseBattleSkillEffect(SO_BattleSkill battleSkill, BattleUnit releaser = null, BattleUnit targetBattleUnit = null, GridUnit targetGridUnit = null) { battleSkillEffectAnalysis.Reset(); if (releaser == null) { UtilityHelper.LogError("Analyse Battle Skill Effect error.Releaser is none."); return(null); } switch (battleSkill.targetType) { //对战斗单位 case BattleSkillTargetType.BattleUnit: if (targetBattleUnit == null) { return(null); } else { battleSkillEffectAnalysis.battleSkill = battleSkill; //记录主要影响 battleSkillEffectAnalysis.mainReceiver.Add(targetBattleUnit); if (battleSkill.effectRadius > 0) { //暂时定为次要目标与主要目标同类 BattleTeam battleTeam = targetBattleUnit.battleField.GetBattleTeam(targetBattleUnit, true); if (battleTeam != null) { for (int i = 0; i < battleTeam.battleUnits.Count; ++i) { if (!battleTeam.battleUnits[i].CanAction || battleTeam.battleUnits[i].Equals(targetBattleUnit)) { continue; } //有次要影响 if (battleTeam.battleUnits[i].mapGrid.Distance(targetBattleUnit.mapGrid) <= battleSkill.effectRadius) { battleSkillEffectAnalysis.minorReceiver.Add(battleTeam.battleUnits[i]); } } } } } break; //对自己 case BattleSkillTargetType.Self: battleSkillEffectAnalysis.battleSkill = battleSkill; //记录主要影响 battleSkillEffectAnalysis.mainReceiver.Add(releaser); if (battleSkill.effectRadius > 0) { //暂时定为次要目标与主要目标同类 BattleTeam battleTeam = releaser.battleField.GetBattleTeam(releaser, true); if (battleTeam != null) { for (int i = 0; i < battleTeam.battleUnits.Count; ++i) { if (!battleTeam.battleUnits[i].CanAction || battleTeam.battleUnits[i].Equals(releaser)) { continue; } //有次要影响 if (battleTeam.battleUnits[i].mapGrid.Distance(releaser.mapGrid) <= battleSkill.effectRadius) { battleSkillEffectAnalysis.minorReceiver.Add(battleTeam.battleUnits[i]); } } } } break; //对某个地点 case BattleSkillTargetType.GridUnit: if (targetGridUnit == null) { return(null); } else { battleSkillEffectAnalysis.battleSkill = battleSkill; if (battleSkill.effectRadius > 0) { BattleTeam battleTeam = releaser.battleField.GetBattleTeam(releaser, battleSkill.damageType == BattleSkillDamageType.Heal); if (battleTeam != null) { for (int i = 0; i < battleTeam.battleUnits.Count; ++i) { if (!battleTeam.battleUnits[i].CanAction || battleTeam.battleUnits[i].Equals(releaser)) { continue; } //记录主要影响 if (battleTeam.battleUnits[i].mapGrid.Distance(targetGridUnit) <= battleSkill.effectRadius) { battleSkillEffectAnalysis.mainReceiver.Add(battleTeam.battleUnits[i]); } } } } } break; default: break; } return(battleSkillEffectAnalysis); }
//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]); } } } } }
//某个战斗单位点击了使用技能 public void BattleUnitUseSkill(BattleUnit battleUnit, SO_BattleSkill skill) { if (battleUnit == null || battleUnit.battleUnitRenderer == null || !battleUnit.battleUnitRenderer.Equals(manualOperatingBattleUnitRenderer)) { UtilityHelper.LogError("Battle unit use skill failed."); HideManualActionList(); return; } //获取推算的技能释放结果 usedManualReleaseAnalysisor = BattleCalculator.Instance.ManualReleaseAnalysisor; //分析结果 usedManualReleaseAnalysisor.Analysis(manualOperatingBattleUnitRenderer.battleUnit, skill); //显示技能释放范围 if (skill.GetReleaseRadius(battleUnit.mapGrid) > 0) { SetCircularRangeRenderStateActive( true, GridRenderType.SkillReleaseRange, battleUnit.mapGrid.row, battleUnit.mapGrid.column, skill.GetReleaseRadius(battleUnit.mapGrid)); } //根据类型判断技能显示状态 switch (skill.targetType) { //对单个目标 case BattleSkillTargetType.BattleUnit: //可以被选中的 for (int i = 0; i < usedManualReleaseAnalysisor.suitableUnits.Count; ++i) { usedManualReleaseAnalysisor.suitableUnits[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.Selectable); } //不可以被选中的 for (int i = 0; i < usedManualReleaseAnalysisor.distanceLimit.Count; ++i) { usedManualReleaseAnalysisor.distanceLimit[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.NotSelectable); } //队伍不合适的 for (int i = 0; i < usedManualReleaseAnalysisor.teamLimit.Count; ++i) { usedManualReleaseAnalysisor.teamLimit[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.Normal); } //设定技能操作类型 skillOperationType = skill.effectRadius > 0 ? SkillOperationType.SurroundBattleUnit : SkillOperationType.SingleBattleUnitTarget; break; //对范围(某一个位置)目标 case BattleSkillTargetType.GridUnit: skillOperationType = SkillOperationType.GridUnitTarget; //如果没有位置可选,则直接打开范围 if (skill.GetReleaseRadius(battleUnit.mapGrid) <= 0) { //可以被选中,标记为已被选中 for (int i = 0; i < usedManualReleaseAnalysisor.suitableUnits.Count; ++i) { usedManualReleaseAnalysisor.suitableUnits[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.Selected); } //不可以被选中的 for (int i = 0; i < usedManualReleaseAnalysisor.distanceLimit.Count; ++i) { usedManualReleaseAnalysisor.distanceLimit[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.NotSelectable); } //队伍不合适的 for (int i = 0; i < usedManualReleaseAnalysisor.teamLimit.Count; ++i) { usedManualReleaseAnalysisor.teamLimit[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.Normal); } OnBattleUnitAndGridTouched_StateSkill_GridUnitTarget(battleUnit.mapGrid, null); } else { //需要指定范围,需要点击目标地块 } break; //以自身为中心的 case BattleSkillTargetType.Self: //可以被选中,标记为已被选中 for (int i = 0; i < usedManualReleaseAnalysisor.suitableUnits.Count; ++i) { usedManualReleaseAnalysisor.suitableUnits[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.Selected); } //不可以被选中的 for (int i = 0; i < usedManualReleaseAnalysisor.distanceLimit.Count; ++i) { usedManualReleaseAnalysisor.distanceLimit[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.NotSelectable); } //队伍不合适的 for (int i = 0; i < usedManualReleaseAnalysisor.teamLimit.Count; ++i) { usedManualReleaseAnalysisor.teamLimit[i].battleUnitRenderer.UpdateRenderState(BattleUnitRenderState.Normal); } skillOperationType = SkillOperationType.SurroundSelf; //省去一步点击操作,直接展示区域 OnBattleUnitAndGridTouched_StateSkill_SurroundSelf(battleUnit.mapGrid, battleUnit); break; default: break; } //切换操作状态 manualOperationState = ManualOperationState.Skill; HideManualActionList(); }