Esempio n. 1
0
        /// <summary>
        /// 释放技能效果
        /// </summary>
        /// <param name="src">效果发起者</param>
        /// <param name="skTarget">技能选择的目标</param>
        /// <param name="target">技能先选择目标后,再次Effect选择后的目标</param>
        /// <param name="skDirectHurt">是否是技能的直接伤害</param>
        /// <param name="container">所有数据展现的容器,本次Effect施法的效果会依次加入</param>
        public void Cast(ServerNPC src, IEnumerable <ServerNPC> skTarget, IEnumerable <ServerNPC> target, bool skDirectHurt, List <MsgParam> container)
        {
                        #if DEBUG
            Utils.Assert(cfg == null, "Effect Configure is null in SwitchNpcEffect.");
                        #endif

            int       SwitchToId = cfg.Param1;
            UVec3     Locale     = src.transform.position;
            NPCAIType AI         = (NPCAIType)Enum.ToObject(typeof(NPCAIType), cfg.Param2);

            //数据源
            CtorNpcSource datasrc  = (CtorNpcSource)Enum.ToObject(typeof(CtorNpcSource), cfg.Param3);
            int           chargeOf = cfg.Param4;
            float         duration = cfg.Param5 * Consts.OneThousand;

            //参数10,是否继承普通攻击
            bool inheritNorAtk = cfg.Param10 == 0;

            NPCConfigData  npcCfg = null;
            NPCRuntimeData npcRt  = null;

            //获取参数配置
            NPCModel model = Core.Data.getIModelConfig <NPCModel>();
            switch (datasrc)
            {
            case CtorNpcSource.NPC_Castor_Init:
                npcCfg = src.data.configData.ShallowCopy();
                break;

            case CtorNpcSource.NPC_Castro_Cur:
                npcCfg = src.data.configData.ShallowCopy();
                npcRt  = src.data.rtData.ShallowCopy();
                break;

            case CtorNpcSource.NPC_Table:
                npcCfg = model.get(SwitchToId);
                Utils.Assert(npcCfg == null, "Can't find NPC configure. NPC ID = " + SwitchToId);
                break;
            }

            if (inheritNorAtk == false)
            {
                NPCConfigData swtNpcCfg = model.get(SwitchToId);
                Utils.Assert(swtNpcCfg == null, "Can't find NPC configure. NPC ID = " + SwitchToId);
                npcCfg.ID        = SwitchToId;
                npcCfg.normalHit = swtNpcCfg.normalHit;
            }

            npcRt = npcRt ?? new NPCRuntimeData(npcCfg);

            //额外的属性修改
            NPCAttributeModel AttModel = Core.Data.getIModelConfig <NPCAttributeModel>();
            AttrbuteConfig    att1     = AttModel.get(cfg.Param6);
            AttrbuteConfig    att2     = AttModel.get(cfg.Param8);

            //参数
            float param1 = cfg.Param7 * Consts.OneThousand;
            float param2 = cfg.Param9 * Consts.OneThousand;

            //修正属性的值
            if (att1 != null)
            {
                if (att1.type == "int")
                {
                    npcRt.addIntegerValue(att1.note, param1);
                }
                else if (att1.type == "float")
                {
                    npcRt.addFloatValue(att1.note, param1);
                }
            }

            if (att2 != null)
            {
                if (att2.type == "int")
                {
                    npcRt.addIntegerValue(att2.note, param2);
                }
                else if (att2.type == "float")
                {
                    npcRt.addFloatValue(att2.note, param2);
                }
            }

            //Buff的列表
            int[] BuffIds = cfg.Param11;

            ///
            /// 统计信息
            ///
            WarSrcAnimParam SrcParam = new WarSrcAnimParam()
            {
                OP             = EffectOp.SwitchNpc,
                ShootAction    = skCfg.ShootAction,
                ShootEventTime = skCfg.ShootEventTime,
                ShootTime      = skCfg.ShootTime,
                described      = new SelfDescribed()
                {
                    src    = src.UniqueID,
                    target = src.UniqueID,
                    act    = Verb.Creature,
                    srcEnd = new EndResult {
                        param1 = SwitchToId,
                        param2 = (int)AI,
                        param3 = chargeOf,
                        param8 = duration,
                    },
                    targetEnd = null,
                },

                SkillId   = skCfg.ID,
                OringinOP = EffectOp.SwitchNpc,
            };

            SrcParam.described.srcEnd.obj = ctorToShowcase(npcRt, npcCfg, BuffIds, Locale);

            container.Add(SrcParam);
        }
Esempio n. 2
0
        //百分比交换
        void PercentExchange(List <AttrbuteConfig> used, NPCData self, NPCData tar, float Min, WarSrcAnimParam SrcParam, WarTarAnimParam TarParam)
        {
            int cnt = used.Count;

            if (cnt <= 0)
            {
                return;
            }

            for (int i = 0; i < cnt; ++i)
            {
                AttrbuteConfig att = used[i];

                NPCRuntimeData selfRt = self.rtData;
                NPCRuntimeData tarRt  = tar.rtData;

                NPCConfigData selfCfg = self.configData;
                NPCConfigData tarCfg  = tar.configData;

                float selfCfgVal = selfCfg.getValue <float>(att.note);
                float tarCfgVal  = tarCfg.getValue <float>(att.note);

                float selfRtVal = selfRt.getFloatValue(att.note);
                float tarRtVal  = tarRt.getFloatValue(att.note);
                //自己的值
                float self_att1_per = selfRtVal / selfCfgVal;
                //敌人的值
                float tar_att1_per = tarRtVal / tarCfgVal;
                //敌人值的下限
                float tar_att1_per_min = Min;


                float tarVal = 0f;
                //如果传递过去的百分比大于下限,则将自己的值和敌人直接替换
                if (self_att1_per > tar_att1_per_min)
                {
                    tarVal = tarCfgVal * self_att1_per;
                }
                else
                {
                    tarVal = tarCfgVal * tar_att1_per_min;
                }

                if (att.type == "float")
                {
                    tarRt.setValue(att.note, tarVal);
                }
                else
                {
                    tarRt.setValue(att.note, (int)tarVal);
                }

                float selfVal = selfCfgVal * tar_att1_per;
                if (att.type == "float")
                {
                    selfRt.setValue(att.note, selfVal);
                }
                else
                {
                    selfRt.setValue(att.note, (int)selfVal);
                }

                ///
                /// 血量的信息需要特别的传递给UI
                ///
                if (att.note == "curHp")
                {
                    SrcParam.described.srcEnd = new EndResult()
                    {
                        param1 = (int)(selfVal - selfRtVal),
                        param2 = TarParam.described.target,
                    };

                    TarParam.described.targetEnd = new EndResult()
                    {
                        param1 = (int)(tarVal - tarRtVal),
                        param2 = TarParam.described.target,
                    };
                }
            }
        }
Esempio n. 3
0
        public void Cast(ServerNPC src, IEnumerable <ServerNPC> skTarget, IEnumerable <ServerNPC> target, bool skDirectHurt, List <MsgParam> container)
        {
                        #if DEBUG
            Utils.Assert(cfg == null, "Effect Configure Data is null in ExchangeNpcAttrEffect.");
                        #endif

            bool any = target.Any();
            if (any)
            {
                NPCAttributeModel model = Core.Data.getIModelConfig <NPCAttributeModel>();
                AttrbuteConfig    att1  = model.get(cfg.Param1);
                AttrbuteConfig    att2  = model.get(cfg.Param2);
                AttrbuteConfig    att3  = model.get(cfg.Param3);

                List <AttrbuteConfig> used = new List <AttrbuteConfig>();
                if (att1 != null)
                {
                    used.Add(att1);
                }
                if (att2 != null)
                {
                    used.Add(att2);
                }
                if (att3 != null)
                {
                    used.Add(att3);
                }

                //是否为固定值还是比例值
                bool Fixture = cfg.Param6 == 0;
                //设置可改变下限-- 只有当cfg.Param6 = 1时才有意义
                float factor = cfg.Param5 * Consts.OneThousand;
                //设置可改变下限-- 只有当cfg.Param6 = 0时才有意义
                int Min = cfg.Param5;

                //运行时的数据,
                ServerNPC tar = target.FirstOrDefault();

                if (tar != null)
                {
                    //统计信息
                    WarSrcAnimParam SrcParam = new WarSrcAnimParam()
                    {
                        OP        = EffectOp.ExchangeNpcAttri,
                        OringinOP = EffectOp.ExchangeNpcAttri,
                        SkillId   = skCfg.ID,
                        described = new SelfDescribed()
                        {
                            src    = src.UniqueID,
                            target = src.UniqueID,
                        },
                        ShootAction    = skCfg.ShootAction,
                        ShootTime      = skCfg.ShootTime,
                        ShootEventTime = skCfg.ShootEventTime,
                    };

                    WarTarAnimParam TarParam = new WarTarAnimParam()
                    {
                        OP        = EffectOp.ExchangeNpcAttri,
                        OringinOP = EffectOp.ExchangeNpcAttri,
                        SkillId   = skCfg.ID,
                        described = new SelfDescribed()
                        {
                            src    = src.UniqueID,
                            target = tar.UniqueID,
                        },
                        HitAction = cfg.HitAction,
                    };


                    if (Fixture)
                    {
                        FixtureExchange(used, src.data.rtData, tar.data.rtData, Min, SrcParam, TarParam);
                    }
                    else
                    {
                        PercentExchange(used, src.data, tar.data, factor, SrcParam, TarParam);
                    }


                    container.Add(SrcParam);
                    container.Add(TarParam);
                }
            }
        }
Esempio n. 4
0
        //固定比例交换
        void FixtureExchange(List <AttrbuteConfig> used, NPCRuntimeData selfRt, NPCRuntimeData tarRt, int Min, WarSrcAnimParam SrcParam, WarTarAnimParam TarParam)
        {
            int cnt = used.Count;

            if (cnt <= 0)
            {
                return;
            }

            for (int i = 0; i < cnt; ++i)
            {
                AttrbuteConfig att = used[i];
                //自己的值
                float self_att1_val = selfRt.getFloatValue(att.note);
                //敌人的值
                float tar_att1_val = tarRt.getFloatValue(att.note);
                //敌人值的下限
                float tar_att1_val_min = (float)Min;

                float final_tar_val = 0F;

                //如果传递过去的值大于下限,则将自己的值和敌人直接替换
                if (self_att1_val > tar_att1_val_min)
                {
                    final_tar_val = self_att1_val;
                }
                else
                {
                    //如果传递过去的值小于下限,则将敌人的值给自己,敌人的为最低下限
                    final_tar_val = tar_att1_val_min;
                }

                //敌人
                if (att.type == "float")
                {
                    tarRt.setValue(att.note, (FloatFog)final_tar_val);
                }
                else
                {
                    tarRt.setValue(att.note, (Int32Fog)final_tar_val);
                }

                //自己
                if (att.type == "float")
                {
                    selfRt.setValue(att.note, (FloatFog)tar_att1_val);
                }
                else
                {
                    selfRt.setValue(att.note, (Int32Fog)tar_att1_val);
                }

                ///
                /// 血量的信息需要特别的传递给UI
                ///
                if (att.note == "curHp")
                {
                    SrcParam.described.srcEnd = new EndResult()
                    {
                        param1 = (int)(tar_att1_val - self_att1_val),
                        param2 = TarParam.described.target,
                    };

                    TarParam.described.targetEnd = new EndResult()
                    {
                        param1 = (int)(final_tar_val - tar_att1_val),
                        param2 = TarParam.described.target,
                    };
                }
            }
        }