protected override void toMakeTargets(SList <Unit> list, Unit from, Unit attacker, Unit mTarget, SkillTargetData tData, AttackConfig config, AttackLevelConfig levelConfig) { if (!_g13) { _m13 = instance.Type.GetMethod("toMakeTargets", 7); _g13 = true; } if (_m13 != null && !_b13) { _b13 = true; _p7[0] = list; _p7[1] = from; _p7[2] = attacker; _p7[3] = mTarget; _p7[4] = tData; _p7[5] = config; _p7[6] = levelConfig; appdomain.Invoke(_m13, instance, _p7); _p7[0] = null; _p7[1] = null; _p7[2] = null; _p7[3] = null; _p7[4] = null; _p7[5] = null; _p7[6] = null; _b13 = false; } else { base.toMakeTargets(list, from, attacker, mTarget, tData, config, levelConfig); } }
/** 计算自身攻击值 */ public void calculateSelfAttackValue(UnitFightDataLogic attackerLogic) { isRecorded = true; AttackLevelConfig levelConfig = AttackLevelConfig.get(key, value); int aLen = levelConfig.varNumT; if (selfAttackValues == null || selfAttackValues.Length < aLen) { selfAttackValues = new int[aLen]; } int i = 0; int[] values = selfAttackValues; foreach (SkillVarConfig v in levelConfig.varConfigT) { foreach (int[] v2 in v.args) { values[i++] = BaseGameUtils.calculateOneSkillVarValue(v2, attackerLogic, null); } } }
/** 清空 */ public override void clear() { config = null; levelConfig = null; targetData = null; fromInstanceID = -1; isBulletFirstHit = false; isRecorded = false; }
public override SRect getAttackBox(AttackLevelConfig config) { if (!_g12) { _m12 = instance.Type.GetMethod("getAttackBox", 1); _g12 = true; } if (_m12 != null && !_b12) { _b12 = true; _p1[0] = config; SRect re = (SRect)appdomain.Invoke(_m12, instance, _p1); _p1[0] = null; _b12 = false; return(re); } else { return(base.getAttackBox(config)); } }
/** 执行攻击数据 */ private void toExecuteAttack(AttackData data) { Unit from = _scene.getFightUnit(data.fromInstanceID); if (from == null) { return; } Unit attacker = from.fight.getAttackerUnit(); if (attacker == null) { return; } int attackerInstanceID = attacker.instanceID; SkillTargetData tData = data.targetData; AttackConfig config = data.config; AttackLevelConfig levelConfig = data.levelConfig; //主目标 Unit mTarget = _scene.getFightUnit(tData.targetInstanceID); SList <Unit> tempTargets = new SList <Unit>(); //构造目标组 toMakeTargets(tempTargets, from, attacker, mTarget, tData, config, levelConfig); Unit target; //TODO:攻击前动作组 //如果跳过伤害阶段 if (config.passDamage) { for (int i = 0, len = tempTargets.size(); i < len; ++i) { target = tempTargets[i]; //不可被攻击 if (target.fight.getStatusLogic().cantBeAttackTarget()) { continue; } //添加buff if (levelConfig.addBuffProbID > 0) { if (attacker.fight.randomProb(levelConfig.addBuffProbID)) { int adderInstanceID = attackerInstanceID == target.instanceID ? -1 :attackerInstanceID; foreach (DIntData v in levelConfig.addBuffs) { target.fight.getBuffLogic().addBuff(v.key, v.value, adderInstanceID); } } } //有子弹 if (levelConfig.bullet.key > 0) { from.fight.createAndExecuteBullet(levelConfig.bullet.key, levelConfig.bullet.value, tData); } } } else { doAttackMoment(AttackMomentType.AttackBeforeHit, @from, attacker, null, data, null); if (!tempTargets.isEmpty()) { SList <Unit> tempKilledUnits = null; SList <DamageOneData> damageDataList = new SList <DamageOneData>(); StatusDataLogic attackerStatus = attacker.fight.getStatusLogic(); AttributeDataLogic attackerAttribute = attacker.fight.getAttributeLogic(); BuffDataLogic attackerBuffLogic = attacker.fight.getBuffLogic(); StatusDataLogic targetStatus; AttributeDataLogic targetAttribute; bool momentHitted = false; for (int i = 0, len = tempTargets.size(); i < len; ++i) { target = tempTargets[i]; targetStatus = target.fight.getStatusLogic(); targetAttribute = target.fight.getAttributeLogic(); //不可被攻击 if (targetStatus.cantBeAttackTarget()) { continue; } //上次血量 int lastHp = targetAttribute.getHp(); DamageOneData damageOneData = new DamageOneData(); damageOneData.instanceID = target.instanceID; damageDataList.add(damageOneData); SList <DIntData> damageList = new SList <DIntData>(); damageOneData.damages = damageList; damageOneData.isHit = toCountIsHit(data, attacker, target); doAttackMoment(AttackMomentType.BeAttackBeforeHit, target, target, attacker, data, damageOneData); int realDamage = 0; if (damageOneData.isHit) { if (!momentHitted) { momentHitted = true; doAttackMoment(AttackMomentType.AttackOnHitAnyTarget, @from, attacker, target, data, damageOneData); } if (target == mTarget) { doAttackMoment(AttackMomentType.AttackBeforeDamageMainTarget, @from, attacker, target, data, damageOneData); } doAttackMoment(AttackMomentType.AttackBeforeDamageEachTarget, @from, attacker, target, data, damageOneData); doAttackMoment(AttackMomentType.BeAttackBeforeDamage, target, target, attacker, data, damageOneData); //添加buff if (levelConfig.addBuffProbID > 0) { if (attacker.fight.randomProb(levelConfig.addBuffProbID)) { int adderInstanceID = attackerInstanceID == target.instanceID ? -1 :attackerInstanceID; foreach (DIntData v in levelConfig.addBuffs) { target.fight.getBuffLogic().addBuff(v.key, v.value, adderInstanceID); } } } //有子弹 DIntData levelConfigBullet; if ((levelConfigBullet = levelConfig.bullet).key > 0) { from.fight.createAndExecuteBullet(levelConfigBullet.key, levelConfigBullet.value, tData); } bool isCrit = damageOneData.isCrit = toCountIsCrit(data, attacker, target); SkillVarConfig varConfig; int[] damages; int damageType; int damageValue; int attackValue; int damageVarIndex = 0; //伤害组 for (int j = 0, jLen = levelConfig.damages.Length; j < jLen; ++j) { varConfig = levelConfig.varConfigT[j]; damages = levelConfig.damages[j]; damageType = damages[0]; if (data.isRecorded) { attackValue = BaseGameUtils.calculateSkillVarValueForSelf(varConfig, data.selfAttackValues, damageVarIndex, target.fight.getDataLogic()); damageVarIndex += varConfig.args.Length; } else { attackValue = BaseGameUtils.calculateSkillVarValueFull(varConfig, attacker.fight.getDataLogic(), target.fight.getDataLogic()); } damageValue = toCalculateDamage(data, damageType, damages, attackValue, isCrit, attackerAttribute, targetAttribute, attacker, target); if (damageValue > 0) { if (needDamageHurt(damageType)) { int rd = 0; if (!targetStatus.isDamageImmun()) { rd = takeDamage(damageType, damageValue, targetAttribute, target); } if (Global.damageValueUseRealDamage) { damageValue = rd; } realDamage += rd; } //TODO:反伤类 damageList.add(DIntData.create(damageType, damageValue)); } } if (realDamage > 0) { _scene.method.onUnitTakeDamage(target, realDamage, attacker); } if (target == mTarget) { doAttackMoment(AttackMomentType.AttackAfterDamageMainTarget, @from, attacker, target, data, damageOneData); } doAttackMoment(AttackMomentType.AttackAfterDamageEachTarget, @from, attacker, target, data, damageOneData); doAttackMoment(AttackMomentType.BeAttackAfterDamage, target, target, attacker, data, damageOneData); //扣除buff次数 attackerBuffLogic.subBuffNumArr(BuffSubNumType.UseAttackFromGroup, config.groups); attackerBuffLogic.subBuffNumArr(BuffSubNumType.MakeDamage, levelConfig.damageTypesT); target.fight.getBuffLogic().subBuffNumArr(BuffSubNumType.BeDamage, levelConfig.damageTypesT); //血减到0 if (lastHp > 0 && targetAttribute.getAttribute(AttributeType.Hp) <= 0 && targetStatus.isAlive()) { if (tempKilledUnits == null) { tempKilledUnits = new SList <Unit>(); } tempKilledUnits.add(target); } } //受伤(客户端受伤即使realDamage为0也需要) target.fight.onDamage(from, attacker, config, damageOneData); } onAttackDamage(from, config, tData); //处理击杀 if (tempKilledUnits != null) { for (int i = 0, len = tempKilledUnits.size(); i < len; ++i) { //活着 if ((target = tempKilledUnits[i]).fight.isAlive()) { //被击杀时刻 doAttackMoment(AttackMomentType.BeforeBeKill, target, target, attacker, data, null); //可被伤害击杀 if (!target.fight.getStatusLogic().cantBeKillByDamage()) { target.fight.doDead(attacker, config.killType); } //击杀时刻 doAttackMoment(AttackMomentType.AfterKill, from, attacker, target, data, null); } } } } doAttackMoment(AttackMomentType.AttackAfterHit, from, attacker, null, data, null); } }
/** 选择出目标 */ protected virtual void toMakeTargets(SList <Unit> list, Unit from, Unit attacker, Unit mTarget, SkillTargetData tData, AttackConfig config, AttackLevelConfig levelConfig) { float[] scopeArgs = levelConfig.scopeArgs; switch (levelConfig.scope) { case AttackScopeType.None: { } break; case AttackScopeType.Self: { if (attacker.fight.checkTargetInfluence(attacker, config.influenceTypeT)) { list.add(attacker); } } break; case AttackScopeType.Single: { if (mTarget == null) { return; } if (attacker.fight.checkTargetInfluence(mTarget, config.influenceTypeT)) { list.add(mTarget); } } break; case AttackScopeType.SelfCircle: { getCircleFightUnits(list, from.pos.getPos(), scopeArgs[0], scopeArgs.Length > 1?scopeArgs[1]:0, attacker, config.influenceTypeT); } break; case AttackScopeType.TargetCircle: { PosData posData; if ((posData = tData.pos) != null) { getCircleFightUnits(list, posData, scopeArgs[0], scopeArgs.Length > 1?scopeArgs[1]:0, attacker, config.influenceTypeT); } else if (mTarget != null) { getCircleFightUnits(list, mTarget.pos.getPos(), scopeArgs[0], scopeArgs.Length > 1?scopeArgs[1]:0, attacker, config.influenceTypeT); } } break; case AttackScopeType.SelfRect: { PosData fromPos = from.pos.getPos(); DirData dir; PosData posData; if ((posData = tData.pos) != null) { _scene.pos.calculateDirByPos(dir = _tempDir, fromPos, posData); } else if ((dir = tData.dir) != null) { } else if (mTarget != null) { if (from == mTarget) { dir = from.pos.getDir(); } else { _scene.pos.calculateDirByPos(dir = _tempDir, fromPos, mTarget.pos.getPos()); } } else { dir = from.pos.getDir(); } getRectFightUnits(list, fromPos, dir, scopeArgs[0], scopeArgs[1], scopeArgs.Length > 2?scopeArgs[2]:0, attacker, config.influenceTypeT); } break; case AttackScopeType.SelfSector: { PosData fromPos = from.pos.getPos(); DirData dir; PosData posData; if ((posData = tData.pos) != null) { _scene.pos.calculateDirByPos(dir = _tempDir, fromPos, posData); } else if ((dir = tData.dir) != null) { } else if (mTarget != null) { if (from == mTarget) { dir = from.pos.getDir(); } else { _scene.pos.calculateDirByPos(dir = _tempDir, fromPos, mTarget.pos.getPos()); } } else { dir = from.pos.getDir(); } getSectorFightUnits(list, fromPos, dir, scopeArgs[0], scopeArgs[1], scopeArgs.Length > 2?scopeArgs[2]:0, attacker, config.influenceTypeT); } break; case AttackScopeType.SelfCircleNear: { getCircleNearFightUnits(list, from.pos.getPos(), scopeArgs[0], (int)scopeArgs[1], scopeArgs.Length > 2?scopeArgs[2]:0, attacker, config.influenceTypeT); } break; case AttackScopeType.SelfCircleRandom: { getCircleRandomFightUnits(list, from.pos.getPos(), scopeArgs[0], (int)scopeArgs[1], scopeArgs.Length > 2?scopeArgs[2]:0, attacker, config.influenceTypeT); } break; case AttackScopeType.SelfNearest: { Unit reUnit = getNearestFightUnits(from.pos.getPos(), scopeArgs[0], scopeArgs.Length > 1 ? scopeArgs[1] : 0, attacker, config.influenceTypeT); if (reUnit != null) { list.add(reUnit); } } break; case AttackScopeType.AttackRect: case AttackScopeType.Around2D: { SRect rect; if (levelConfig.scope == AttackScopeType.AttackRect) { rect = from.fight.getAttackBox(levelConfig); } else { rect = from.fight.getAttackAround2DBox(scopeArgs[0], scopeArgs[1]); } Unit[] values = _scene.getFightUnitDic().getValues(); Unit unit; for (int i = values.Length - 1; i >= 0; --i) { if ((unit = values[i]) != null) { if (attacker.fight.checkTargetInfluence(unit, config.influenceTypeT)) { if (rect.overlap(unit.fight.getSelfBox())) { list.add(unit); } } } } } break; } }