Esempio n. 1
0
        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);
            }
        }
Esempio n. 2
0
    /** 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);
            }
        }
    }
Esempio n. 3
0
 /** 清空 */
 public override void clear()
 {
     config           = null;
     levelConfig      = null;
     targetData       = null;
     fromInstanceID   = -1;
     isBulletFirstHit = false;
     isRecorded       = false;
 }
Esempio n. 4
0
        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));
            }
        }
Esempio n. 5
0
    /** 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);
        }
    }
Esempio n. 6
0
    /** 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;
        }
    }