private void SetTeamToTeamData(TeamAttackingData teamData) { TeamSummaryData team_dic = teamData.Team_dic; TeamSummaryData toteam_dic = teamData.ToTeam_dic; List <UnitAttackingData> unitDatas = teamData.UnitAttackingDatas; //buff1 例如调整特定单位对特定单位的伤害 调整伤害的BUFF Time_1 foreach (var item in unitDatas) { BattleTools.DoUnitBuff(item, EffectTimeType.Time_1); } int all_damger = BattleTools.GetDameger(unitDatas); //造成总伤害 int all_t_damger = BattleTools.GetByDameger(unitDatas); //对方的造成总伤害 // 此处调整受伤率 // 根据各种因素调整伤害 SetDamager(all_damger, all_t_damger, team_dic, toteam_dic, unitDatas); //buff3 例如调整特定单位对特定单位的保护效果 真实伤害 调整受到伤害的BUFF Time_2 foreach (var item in unitDatas) { BattleTools.DoUnitBuff(item, EffectTimeType.Time_2); } teamData.DoDamger = BattleTools.GetDameger(unitDatas); //总实际伤害 teamData.ByDamger = BattleTools.GetByDameger(unitDatas); }
public override void DoEffect(string skillName, King king, King toking, BattleData battleData) { int damager = int.Parse(Values[0]); List <TeamAttackingData> team_attack_datas = new List <TeamAttackingData>(); foreach (var team in toking.army.team) { if (team == null) { continue; } if (team.GetBattleCount() == 0) { continue; } TeamAttackingData teamData = new TeamAttackingData(); List <UnitAttackingData> list = new List <UnitAttackingData>(); TeamSummaryData data = team.GetSummary(); list = BattleContorl.CreateSkillToUnitData(skillName, damager, team, data, battleData); //调整伤亡率 BattleContorl.SetDamager(damager, 0, null, data, list); //buff3 例如调整特定单位对特定单位的保护效果 真实伤害 调整受到伤害的BUFF Time_2 foreach (var unitdata in list) { BattleTools.DoUnitBuff(unitdata, EffectTimeType.Time_2); } teamData.DoDamger = BattleTools.GetDameger(list); team_attack_datas.Add(teamData); teamData.UnitAttackingDatas = list; } foreach (var item in team_attack_datas) { BattleContorl.DoingUnitAttackData(item); } //BUFF 战后BUFF Time_4 foreach (var item in team_attack_datas) { BattleTools.DoTeamBuff(king, toking, item, EffectTimeType.Time_4); } }